[Video] TextureBias = off ; on = clear up blurry text and other artifacts on cards that don't follow the standard GDI = off ; on = GDI compatible with full screen 3D ForcePipelineStall = off ; on = Turn this on if mouse is unusably delayed MonochromeCursor = default ; on = force usage of monochrome cursors, off=force off HardwareGeometry = on ; of = disable hardware transform and lighting. Use with care. [Features] LimitResolutions = off ; on = limit to 640x480 -> 1024x768 LimitWinningConditions = off ; on = only support one official winning condition LimitDirectPlayConnections = off ; on = limit connections to IPX,TCP,and Zone LimitMapSettings = off ; on = disable random map templates, save games, extra maps LimitMaxPlayers = off ; on = limit number of players to 4 instead of 8 ExtendedZoom = on ; on = extend max zoom level of camera LanguageSelect = DEFAULT ; language for all of the text in the game, options are: ENGLISH, FRENCH, GERMAN, ITALIAN, SPANISH, POLISH, TAI, and KOREAN [Network] LowSpeedLAN = off ; on = poor performing network. (40kbit connection+) GuaranteedDelivery = off ; on = use TCP where possible (increases latency, but better on poor performing network) [Sound] ; add a semicolon ";" to the beginning of the next line to run without sound Sound = {00000000-0000-0000-0000-000000000000} ; use primary device ; ;--------- NOTE TO USER: DO NOT EDIT ANYTHING BELOW THIS LINE!!! ------------------ ; [Libraries] DLL\Channel.dll DLL\DAHotkey.dll DLL\Docuview.dll DLL\DOSFile.dll DLL\Anim.dll DLL\Engine.dll DLL\PolyMesh.dll DLL\RenderMgr.dll DLL\TextureLibrary.dll DLL\x86math.dll DLL\optics.dll DLL\Hardpoint.dll DLL\Streamer.dll DLL\D3DRenderPipe.dll DLL\LightManager.dll DLL\VertexBufferManager.dll [System] IEventSystem IRenderPrimitive IRenderPipeline = RendSft IWindowManager IViewConstructor IStreamer TextureLibrary LightManager VertexBufferManager [Engine] IRenderer IAnimation IHardpoint [RenderManager] ; Add if you plan on rendering anything PolyMesh ; The order defines the order components get a chance to Optics ; create instances and archetypes. ;WARNING: DO NOT EDIT THE FOLLOWING RendX sections!! [Rend0] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend1] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend2] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [Rend3] DeviceId = {00000000-0000-0000-0000-000000000000} DeviceType = T&L [RendSft] DeviceType = SFT [TextureLibrary] ;TEXTURE_LOD_LOAD_BIAS = 0 ;TEXTURE_LOD_LOAD_SCALE = 0.5 [Polymesh] ContLodMode = 2 //0 disable, 1 per instance lod(default), 2 per archetype lod [FONTS] Fonts\Bauhmib.ttf [RenderOptions] NoPerVertexAlpha = off 32BitTextures = off [TextureFormatClasses] DAO8 = 24:8:8:8:0, 32:8:8:8:8, 16:5:6:5:0, 16:5:5:5:0, 16:5:5:5:1 [TextureFormatMaps] clear ;; clear the table 8:8:8:8:*,0 = DAOP *:*:*:*:1,0 = DAA1 *:*:*:*:4,0 = DAA4 *:*:*:*:8,0 = DAA8 ;24:*:*:*:*,0 = DAO8 ;uncomment for 32 bit textures *:*:*:*:*,0 = DAOT *:*:*:*:*,1 = DAA1 *:*:*:*:*,4 = DAA4 *:*:*:*:*,* = DAA8 [Hotkey] ;debug=off ;; uncomment this line to turn off debug keys when gdi=on