ember/ember.conf
Erik Hjortsberg 43e5af3f82 2007-09-26 Erik Hjortsberg <erik.hjortsberg@iteam.se>
* ember.conf: bumped version
2007-09-26 07:08:02 +00:00

144 lines
4.5 KiB
Text

#This is the main, static ember config file. All of these values can be overridden by a "ember.conf" file placed in the ember home directory (i.e. ~/.ember/ember.conf on linux)
[paths]
#sharedir = "/usr/local/share/forge"
#datadir = "/home/erik/opt/worldforge/share/games/ember"
[media]
#if true, all media will be preloaded upon startup, resulting in a longer startup time, but avoiding ingame stuttering when media is requested
preloadmedia=true
#if true, all media catalogs will be searched recursive. This takes some time at startup, but is needed for media authoring
loadmediarecursive = true
[audio]
output = surround
[shadertextures]
sand = "3d_objects/environment/ground/textures/sand/sand2.png"
grass = "3d_objects/environment/ground/textures/grass/green_grass_tile.png"
snow = "snow.png"
rock = "3d_objects/environment/ground/textures/stone/weathered_granite.png"
silt = "dark.png"
[graphics]
#if set to true, and your GPU can handle it, water will be shown using pixel shaders, making for a very realistic effect
fresnelwater = false
#if set to true, the ground will be covered with foliage. Note that this requires that your card supports vertex shaders.
foliage = false
#distance at which the fog should start appearing
fogstart = 100
#distance at which the fog should be at max (100%)
fogmax = 400
#the colour of the fog
fogcolour = "0.9 0.9 0.9"
#if true, GPU shaders will be used for terrain rendering
shaderterrain = false
[foliage]
#the size of each submesh
submeshsize = 16
#the space between each grass mesh (in meters)
spacing_grass = 1
#the spacing between the bush meshes
spacing_bushes = 10
#how far away foliage should be shown
cullingdistance = 32
[ogre]
#the path to the ogre plugin directory. Ember will try to find the plugins by itself, but if it fails you can set the path here yourself.
#plugindir="/usr/lib/OGRE/"
#the plugins to load. This will differ some on windows and unix
plugins="RenderSystem_GL,RenderSystem_Direct3D9,Plugin_ParticleFX,Plugin_CgProgramManager"
[terrain]
#sets how much to scale the alpha maps for the terrain, resulting in smoother terrain splatting, but requiring more memory
#must be an integer 1 or 2 or 4 or 8 or 16 etc.
scalealphamap = 2
#if true, debug LOD colours will be used on the terrain to better see how the LOD system works
usedebuglodcolors = false
[ingamechatwidget]
#how long the chat bubbles will be shown
timeshown = 30
#how far away the chat bubbles will be shown
distanceshown = 30
[tree]
#if set to true, ember will autogenerate the trees
#the current implementation requires a very powerful GPU
usedynamictrees = false
[input]
#how many degrees per second the camera should pitch and yaw
cameradegreespersecond = 180
#if true, the pitch of the camera will be inverted. Useful for people that are used to flight simulators
invertcamera = false
#sets the default walk speed. Note that the server ultimately places restrictions on how fast you are allowed to move
walkspeed = 2
#sets the default run speed. Note that the server ultimately places restrictions on how fast you are allowed to move
runspeed = 5
[servers]
metaserver=metaserver.worldforge.org
[wfut]
#if true, Ember will use wfut to download updated media at startup
enabled=true
#the path to the wfut repository
server=http://amber.worldforge.org/WFUT/
#the name of the media channel
channel=ember-media-0.5.1
[general]
#if true, the startup help window will be shown at startup
startuphelp=false
#determines how many milliseconds to wait between updates of the avatar's rotation is sent to the server
#this is not done instantly to prevent swamping of data to the server
#set this lower if you experience too jerky game play
avatarrotationupdatefrequency=250
#the level of logging, either verbose|info|warning|failure|critical
logginglevel = info
#the latest version
version=0.5.1
[key_bindings_general]
#these bindings apply all the time
f6 = "/toggle_cameraattached"
f7 = "/toggle_rendermode"
f8 = "/toggle_fullscreen"
print = "/screenshot"
caps = "/toggle_inputmode"
[key_bindings_movement]
#these bindings apply when in movement mode
s = "+character_move_backward"
w = "+character_move_forward"
a = "+character_strafe_left"
d = "+character_strafe_right"
r = "+character_move_upwards"
f = "+character_move_downwards"
tab = "/toggle_inputmode"
i = "/show_inventory"
#down = "+camera_zoom_out"
#left = "+camera_rotate_left"
#page_down = "+camera_elevate_up"
#page_up = "+camera_elevate_down"
#right = "+camera_rotate_right"
#up = "+camera_zoom_in"
left_shift = "+run"
right_shift = "+run"
[key_bindings_gui]
#these bindings apply when in gui mode
tab = "/console_focus"