mojo_client/bin/conf/gui.conf.default
false_genesis d7d36c544e * implemented realm and character selection from the GUI
* added support for map tile sound emitters (MCSE-chunks) (needs more debugging)
* added MasterSoundVolume=0..1 conf option to /conf/gui.conf
* fixed window resize & added related functions to the scenes (OnResize()). TODO: fix SceneLogin resize.
* implemented "Community Site" button functionality on Win32
* misc stuff
* TODO: fix crypt error on realm change.
* moved linux configure.ac script to PseuWoW root dir instead of /src
2008-08-27 23:41:12 +00:00

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[#uppercase]
[GUI]
// drivers:
// 0: Nulldevice (no graphics)
// 1: fast but crappy software driver
// 2: good software driver, but slower
// 3: OpenGL
// 4: DirectX 8.1
// 5: DirectX 9.0c
driver=3
// resolution and more
resx=1024
resy=768
windowed=1
vsync=0
// use realtime shadows?
// works only with DirectX or OpenGL
shadows=1
// color depth; 16 or 32 bit
depth=32
// Use Sound? (experimental)
// 1: Yes
// 0: No (default)
UseSound=1
// Master Sound Volume. Multiplier that affects all sounds that are played
// 1.0 - max volume
// 0.5 - half sound volume
// 0 - silent
MasterSoundVolume=1.0
//================================================================================================
// Expert options: Renderer finetuning
// Uncomment/Adjust the following settings if you really know what you do or if you need some extra performance!
// Set a value to 0 or comment it out to use the default setting.
//------------------------------------------------------------------------------------------------
// The terrain is split into sectors, here you can specify how many will be used on every axis.
// Each sector is seperately culled if not visible, removing GPU load, but the culling test takes up some CPU.
// If the terrain draw size is very large, it might be better to increase the sector amount. [Default: 5]
//TerrainSectors=5
// The higher this value is, the more CPU+GPU power is needed to render the terrain.
// Note that if you set it too low, you will get hard terrin cut-offs in some distance.
// It looks best if this value is larger then <fogfar>. [Default: <farclip> * 0.33]
//TerrainDrawSize=300
// The terrain gets updated after walking some distance over it. Updating needs some CPU, but the more often
// it is updated the smoother it will look like. If the fog starts early enough and covers places where there is no terrain drawn yet
// (depends also on <TerrainDrawSize>) there will be no real visual disadvantages. [Default: 1 (min: 1, max: 50)]
//TerrainUpdateStep=3
// The distance until the driver will stop drawing. This value has the most impact on the framerate, but setting it too low
// will end up in a very short view distance. If your hardware is good enough, set it as high as possible, but don't forget to
// adjust terrain drawing and fog distances if you do! [Default: 533.33]
//farclip=533.33
// The fog gets 100% thickness in the distance specified here. [Default: <farclip> * 0.7]
//fogfar=380
// The fog starts here, getting thicker until reaching <fogfar>. [Default: <fogfar> * 0.75]
//fognear=280
// Field of view. The higher the FOV is the more of the scene is visible on the screen, but the more distorted the scene will be!
// Examples: < 0.5 is like looking through a sniper scope
// > 1.0 is the best setting for a "normal" field of view
// > 1.4 is like looking through a fish's eye
// > 2 offers a very high but still playable field of view, but can cause extreme headache after a while
// 2.5 isn't a reasonable value anymore (psychotic)
// at around 3 it starts f***ing up the renderer
// Note that the FOV also has a great impact on the framerate, the higher the value is, the less frames per sec.
// [Default: 1.25]
//FOV=1.1