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