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PC Zone 107
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DPPCZ1001b.7z
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DPPCZ1001b.iso
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demos
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Conquest Frontier wars
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CQDemo.exe
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CABFILE
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CONQUEST.CAB
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Conquest.ini
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INI File
|
2001-04-16
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3KB
|
119 lines
[Video]
TextureBias = off ; on = clear up blurry text and other artifacts on cards that don't follow the standard
GDI = off ; on = GDI compatible with full screen 3D
ForcePipelineStall = off ; on = Turn this on if mouse is unusably delayed
MonochromeCursor = default ; on = force usage of monochrome cursors, off=force off
[Features]
LimitResolutions = on ; on = limit to 640x480 -> 1024x768
LimitWinningConditions = off ; on = only support one official winning condition
LimitDirectPlayConnections = off ; on = limit connections to IPX,TCP,and Zone
LimitMapSettings = off ; on = disable random map templates, save games, extra maps
LimitMaxPlayers = off ; on = limit number of players to 4 instead of 8
ExtendedZoom = on ; on = extend max zoom level of camera
[Network]
HighSpeedInternet = off ; on = DSL, DUAL-ISDN128, Cable modem (128kbit connection+)
LowSpeedLAN = off ; on = poor performing network. (40kbit connection+)
GuaranteedDelivery = off ; on = use TCP where possible (increases latency, but better on poor performing network)
[Sound]
; add a semicolon ";" to the beginning of the next line to run without sound
Sound = {00000000-0000-0000-0000-000000000000} ; use primary device
;
;--------- NOTE TO USER: DO NOT EDIT ANYTHING BELOW THIS LINE!!! ------------------
;
[Libraries]
DLL\Channel.dll
DLL\DAHotkey.dll
DLL\Docuview.dll
DLL\DOSFile.dll
DLL\Anim.dll
DLL\Engine.dll
DLL\PolyMesh.dll
DLL\RenderMgr.dll
DLL\TextureLibrary.dll
DLL\x86math.dll
DLL\optics.dll
DLL\Hardpoint.dll
DLL\Streamer.dll
DLL\D3DRenderPipe.dll
DLL\LightManager.dll
DLL\VertexBufferManager.dll
[System]
IEventSystem
IRenderPrimitive
IRenderPipeline = RendSft
IWindowManager
IViewConstructor
IStreamer
TextureLibrary
LightManager
VertexBufferManager
[Engine]
IRenderer
IAnimation
IHardpoint
[RenderManager] ; Add if you plan on rendering anything
PolyMesh ; The order defines the order components get a chance to
Optics ; create instances and archetypes.
;WARNING: DO NOT EDIT THE FOLLOWING RendX sections!!
[Rend0]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L
[Rend1]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L
[Rend2]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L
[Rend3]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L
[RendSft]
DeviceType = SFT
[TextureLibrary]
;TEXTURE_LOD_LOAD_BIAS = 0
;TEXTURE_LOD_LOAD_SCALE = 0.5
[Polymesh]
ContLodMode = 2 //0 disable, 1 per instance lod(default), 2 per archetype lod
[FONTS]
Fonts\Bauhmib.ttf
[RenderOptions]
NoPerVertexAlpha = off
32BitTextures = off
[TextureFormatClasses]
DAO8 = 24:8:8:8:0, 32:8:8:8:8, 16:5:6:5:0, 16:5:5:5:0, 16:5:5:5:1
[TextureFormatMaps]
clear ;; clear the table
8:8:8:8:*,0 = DAOP
*:*:*:*:1,0 = DAA1
*:*:*:*:4,0 = DAA4
*:*:*:*:8,0 = DAA8
;24:*:*:*:*,0 = DAO8 ;uncomment for 32 bit textures
*:*:*:*:*,0 = DAOT
*:*:*:*:*,1 = DAA1
*:*:*:*:*,4 = DAA4
*:*:*:*:*,* = DAA8
[Hotkey]
;debug=off ;; uncomment this line to turn off debug keys when gdi=on