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Text File  |  1999-03-31  |  2KB  |  45 lines

  1. NetworkType                0    // 0 tcp/ip subnet broadcast, 1 ipx
  2. ForceBestFrameRate        1    // on slower (like voodoo1) 2 frames forced is good
  3. DynamicLightPrecision    4    // maybe ~2,3,4 is good also, the bigger the slower
  4. LevelConfiguration1        1    // controls which levels are actually loaded.
  5. LevelConfiguration2        2    // load only the levels you want to play, or like
  6. LevelConfiguration3        0    // to make intialization faster, and swapping
  7. LevelConfiguration4        0    // to occur less [this functionality is now disabled]
  8. LevelConfiguration5        0 
  9. LevelConfiguration6        0 
  10.  
  11. ; If you change the above settings, the game may run slow. It also may behave otherwise
  12. ; in an unexpected manner. The only recommended changes are;
  13.  
  14. ; The level configuration to suit your needs (thus loading less in memory)
  15. ; The network type; 0 or 1
  16. ; Dynamic light precision; 2 or 3
  17.  
  18. CarHighScoreColor1        ff0000
  19. CarHighScoreColor2        27a26f
  20. CarHighScoreColor3        96539f
  21. CarHighScoreColor4        fff04c
  22. CarHighScoreColor5        7ff1f1
  23. CarHighScoreColor6        1b4583
  24. CarHighScoreColor7        faa819
  25. CarHighScoreColor8        7fee70
  26. MenuToHighscoreIdle        15.0    // seconds
  27. MtHsIdleWhenTrackSelect    4.5        // seconds...
  28. MaximumTextureSize        8        // some d3d cards have too little texture memory,
  29.                                 // and surprisingly, the dx6 texture handling is slow.
  30.                                 // so having a 7 (128x128) here might be a good idea.
  31.                                 // 6 (64x64) is surely bad, and 8+ should always
  32.                                 // be used (256x256 and up) if there is no performance
  33.                                 // fuckups. This does not alter voodoo/glide attributes,
  34.                                 // since the engine configures textures automatically.
  35. TextureMipMapMode            1        // 0 - no mipmapping anywhere
  36.                             // 1 - point sampled mipmapping
  37.                             // 2 - linear mipmappings
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