@include FL_Dev.ini [DACOM] IgnoreDACOMEnv = true DllPath = .\ [Libraries] ;;;dosfile.dll ReadFile.dll ;optimized read-only version of dosfile.dll x86math.dll EngBase.dll system.dll RP8.dll SoundStreamer.dll SoundManager.dll Deformable2.dll Thorn.dll Shading.dll RendComp.dll alchemy.dll ximage.dll .\flmaterials.dll ;;;dsupdate.dll ;FLMM Mod Option ;--- DLLs by M0tah --- ;;;ClientHookTest.dll ;88 Flak Client Hook Test - unfinished, do not use ;;;SwitchSys.dll ;instant system switch (for Mobile Docking) - unfinished, do not use MultiIntro.dll ;multiple intros DelayDisplay.dll ;cooldown display MultiCruise.dll ;multiple cruise speeds ;--- DLLs by adoxa --- jflp.dll ;Jason's FL Patch DLL (used for widescreen support + 8-way strafe) storyfactions.dll ;lists factions not on rep screen moors.dll ;mooring support healing.dll ;zone healing support dynastex.dll ;dynamic asteroid extensions chklootvol.dll ;loot volume check for AI chatlog.dll ;chat logging support hudshift.dll ;HUD Shifting (for widescreen) numeric.dll ;Numeric display of shield/health territorymp.dll ;Displays Regions instead of Systems in Chat Screen ;--- DLLs by w0dk4 --- cloak.dll ;Cloaking ;libcurl.dll ;GLS Workaround ;gls_workaround.dll ;GLS Workaround ;;EMAURER now include any DLLs used only in development. @include FL_DevOnlyLibs.ini [System] VMeshLibrary DirectX8 ; implements IID_IRenderPipeline, IID_IVertexBuffer under dx8 SoundManager SoundStreamer TextureLibrary MaterialAnimation MaterialBatcher Alchemy FxRuntime [Engine] Animation Hardpoint Deformable RenderManager FLAppearance VMeshWire [RenderManager] VMesh TriMesh ; keep trimesh above sphere mesh -- SphereMesh ; subsystems attempt to create objects in oreder listed [TriMesh] tristrips = 0 [RenderPipeline] MGSDB= FLConfigDatabase.txt ;DEVICE_GAMMA = false ; forces gamma control off ;TEXTURE_ALLOW_DXT = false ; forces dxtn support off ALPHAREF = 0 ; d3drenderstate: default alpha ref ALPHATESTENABLE = true ; d3drenderstate: basic alpha test ALPHAFUNC = 5 ; d3drenderstate: D3DCMP_GREATER LOCALVIEWER = false ; d3drenderstate: specular highlights zfunc = 4 ; default z compare func is D3DCMP_LESSEQUAL ;FPU_PRESERVE = false ; should Direct3D save and restore the FPU state every time it needs to modify the FPU state. ;MULTITHREADED = false ; request multithread-safe behavior. This causes Direct3D to take the global critical section more frequently. ; vertex processing flags are mutually exclusive ; regardless of what the user asks for if the device cant support hw-tl the user gets sw-tl HARDWARE_VERTEXPROCESSING= true ;MIXED_VERTEXPROCESSING= true ;SOFTWARE_VERTEXPROCESSING= true ;LOCAKABLE_BACKBUFFER= false ; should the device allow the backbuffer to be locked USE_SYSLOCK= false ; should resources (vb, ib, texture) take a windows wide critical lock when in use HANDLE_SWAPLOSS= false ; should rp attempt to handle device loss internally? ; a poor substitue for app-side management but makes tool building easier ;VIEWSPACE_LIGHTS = false ;TEXTURE_CUBEMAPS = false ;[TextureLibrary] ;(TEXTURE_LOD_LOAD_MIN= 128) while this would work for other apps; freelancer's perfoptions.ini will override whatever setting this has. [SoundManager] ;HEADPHONES 1, STERO 2, QUAD 7, SURROUND 8 ;speakerConfiguration = 2 ;set only if you want to override Windows setting createAll2dInSoftware = true 3D_SW_Algorithm = Light use2DHW = true use3DHW = true maxSoundChannels = 24 ; was 30. changed for Beta -psw ;pci - force HW mixing until Library default is changed FORCE_FREQ_CONTROL_TO_SW = false max3DPan = 15 [Alchemy] ;EMAURER added this line to fix problem with runtime alchemy running out of vertex buffer ;maxVertices and maxIndices are now determined by alchemy based on the particle pools ;Alchemy.maxVertices ~= 11100 ;Alchemy.maxIndices ~= 28200 Alchemy.useMaterialBatcher = false ;FxBasicAppearance.poolSize - each particle can generate: 4 verts 6, indices ;FxRectAppearance.poolSize - each particle can generate: 4 verts 6, indices ;FxPerpAppearance.poolSize - each particle can generate: 4 verts 6, indices ;FxOrientedAppearance.poolSize - each particle can generate: 4 verts 6, indices ;FLBeamAppearance.poolSize - custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices ;FLDustAppearance.poolSize - custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices ;FxMeshAppearance.poolSize - generates meshes not particles; need enough of these for all tradelane rings in a system. ;FxParticleAppearance.poolSize - generates effects not particles ; (note: 1000 is default poolsize) ;fox: poolSize total can not be too high, or FL may crash when too many effects are spawned FxBasicAppearance.poolSize = 1000 FxRectAppearance.poolSize = 400 FxPerpAppearance.poolSize = 250 FxOrientedAppearance.poolSize = 0 FLBeamAppearance.poolSize = 680 FLDustAppearance.poolSize = 250 ;---------------------- total = 2580 -------; FxMeshAppearance.poolSize = 500 FxParticleAppearance.poolSize = 100 ;---------------------- total = 3180 -------; [BatchedMaterials] Type = .*OcOt [MaterialMap] ; evaluation of material map happens in reverse order listed so put more specific last ; -------- da standard maps ------------------------ EcEtOcOt= DcDtOcOt ; EMAURER: exporter generates EcEtOcOt but there is no implementation of it right now. DcDtEcEt= DcDtEt ; STRAVIS: should already be happening but the exporters dont seem to be making the conversion ; -------- freelancer specific maps: from dalibs\shading.dll ------------------------ name = ^alpha_mask.* = DcDt ; these are materials that would otherwise get mapped to translucent textures and batched name = ^alpha_mask.*2side = DcDtTwo ; we arent using alpha for blending -- just for masking name = ^detailmap_.* = BtDetailMapMaterial name = ^tlr_material$ = NebulaTwo name = ^tlr_energy$ = NebulaTwo ; -------- freelancer materials: from flmaterials.dll ----------------- ;name = ^nomad.*$ = NomadMaterial ---> this must be commented out name = ^nomad.*$ = NomadMaterialNoBendy name = ^n-texture.*$ = NomadMaterialNoBendy name = ^ui_.* = HUDIconMaterial name = ^exclusion_.* = ExclusionZoneMaterial Name= ^c_glass$ = HighGlassMaterial Name= ^cv_glass$ = HighGlassMaterial Name= ^b_glass$ = HighGlassMaterial Name= ^k_glass$ = HighGlassMaterial Name= ^l_glass$ = HighGlassMaterial Name= ^r_glass$ = HighGlassMaterial Name = ^planet.*_glass$ = GFGlassMaterial Name = ^bw_glass$ = HighGlassMaterial Name = ^o_glass$ = HighGlassMaterial Name = ^anim_hud.*$ = HUDAnimMaterial name = ^sea_anim.*$ = PlanetWaterMaterial Name = ^null$ = NullMaterial