# Tux Racer 0.61 configuration file # # data_dir # # The location of the Tux Racer data files # set data_dir "." # fullscreen # # If true then the game will run in full-screen mode. # set fullscreen true # x_resolution # # The horizontal size of the Tux Racer window # set x_resolution 640 # y_resolution # # The vertical size of the Tux Racer window # set y_resolution 480 # bpp_mode # # Controls how many bits per pixel are used in the game. # Valid values are: # # 0: Use current bpp setting of operating system # 1: 16 bpp # 2: 32 bpp # Note that some cards (e.g., Voodoo1, Voodoo2, Voodoo3) only support # 16 bits per pixel. # set bpp_mode 0 # capture_mouse # # If true, then the mouse will not be able to leave the # Tux Racer window. # If you lose keyboard focus while running Tux Racer, try setting # this to true. # set capture_mouse false # force_window_position # # If true, then the Tux Racer window will automatically be # placed at (0,0) # set force_window_position false # quit_key # # Key binding for quitting a race # set quit_key "q escape" # turn_left_key # # Key binding for turning left # set turn_left_key "j left" # turn_right_key # # Key binding for turning right # set turn_right_key "l right" # trick_modifier_key # # Key binding for doing tricks # set trick_modifier_key "d" # brake_key # # Key binding for braking # set brake_key "k space down" # paddle_key # # Key binding for paddling (on the ground) and flapping (in the air) # set paddle_key "i up" # jump_key # # Key binding for jumping # set jump_key "e" # reset_key # # Key binding for resetting the player position # set reset_key "backspace" # follow_view_key # # Key binding for the "Follow" camera mode # set follow_view_key "1" # behind_view_key # # Key binding for the "Behind" camera mode # set behind_view_key "2" # above_view_key # # Key binding for the "Above" camera mode # set above_view_key "3" # view_mode # # Default view mode. Possible values are # # 0: Behind # 1: Follow # 2: Above # set view_mode 1 # screenshot_key # # Key binding for taking a screenshot # set screenshot_key "=" # pause_key # # Key binding for pausing the game # set pause_key "p" # joystick_paddle_button # # Joystick button for paddling (numbering starts at 0). # Set to -1 to disable. # set joystick_paddle_button 0 # joystick_brake_button # # Joystick button for braking (numbering starts at 0). # Set to -1 to disable. # set joystick_brake_button 2 # joystick_jump_button # # Joystick button for jumping (numbering starts at 0) # set joystick_jump_button 3 # joystick_trick_button # # Joystick button for doing tricks (numbering starts at 0) # set joystick_trick_button 1 # joystick_continue_button # # Joystick button for moving past intro, paused, and # game over screens (numbering starts at 0) # set joystick_continue_button 0 # joystick_x_axis # # Joystick axis to use for turning (numbering starts at 0) # set joystick_x_axis 0 # joystick_y_axis # # Joystick axis to use for paddling/braking (numbering starts at 0) # set joystick_y_axis 1 # no_audio # # If True, then audio in the game is completely disabled. # set no_audio false # sound_enabled # # Use this to turn sound effects on and off. # set sound_enabled true # music_enabled # # Use this to turn music on and off. # set music_enabled true # sound_volume # # This controls the sound volume (valid range is 0-127). # set sound_volume 127 # music_volume # # This controls the music volume (valid range is 0-127). # set music_volume 64 # audio_freq_mode # # The controls the frequency of the audio. Valid values are: # # 0: 11025 Hz # 1: 22050 Hz # 2: 44100 Hz # set audio_freq_mode 1 # audio_format_mode # # This controls the number of bits per sample for the audio. # Valid values are: # # 0: 8 bits # 1: 16 bits # set audio_format_mode 1 # audio_stereo # # Audio will be played in stereo of true, and mono if false # set audio_stereo true # audio_buffer_size # # [EXPERT] Controls the size of the audio buffer. # Increase the buffer size if you experience choppy audio # (at the cost of greater audio latency) # set audio_buffer_size 2048 # display_fps # # Set this to true to display the current framerate in Hz. # set display_fps false # course_detail_level # # [EXPERT] This controls how accurately the course terrain is # rendered. A high value results in greater accuracy at the cost of # performance, and vice versa. This value can be decreased and # increased in 10% increments at runtime using the F9 and F10 keys. # To better see the effect, activate wireframe mode using the F11 # key (this is a toggle). # set course_detail_level 75 # forward_clip_distance # # Controls how far ahead of the camera the course # is rendered. Larger values mean that more of the course is # rendered, resulting in slower performance. Decreasing this # value is an effective way to improve framerates. # set forward_clip_distance 75 # backward_clip_distance # # [EXPERT] Some objects aren't yet clipped to the view frustum, # so this value is used to control how far up the course these # objects are drawn. # set backward_clip_distance 10 # tree_detail_distance # # [EXPERT] Controls the distance at which trees are drawn with # two rectangles instead of one. # set tree_detail_distance 20 # terrain_blending # # Controls the blending of the terrain textures. Setting this # to false will help improve performance. # set terrain_blending true # perfect_terrain_blending # # [EXPERT] If true, then terrain triangles with three different # terrain types at the vertices will be blended correctly # (instead of using a faster but imperfect approximation). # set perfect_terrain_blending false # terrain_envmap # # If true, then the ice will be drawn with an "environment map", # which gives the ice a shiny appearance. Setting this to false # will help improve performance. # set terrain_envmap true # disable_fog # # If true, then fog will be turned off. Some Linux drivers for the # ATI Rage128 seem to have a bug in their fog implementation which # makes the screen nearly pure white when racing; if you experience # this problem then set this variable to true. # set disable_fog false # draw_tux_shadow # # Set this to true to display Tux's shadow. Note that this is a # hack and is quite expensive in terms of framerate. # [EXPERT] This looks better if your card has a stencil buffer; # if compiling use the --enable-stencil-buffer configure option # to enable the use of the stencil buffer # set draw_tux_shadow false # tux_sphere_divisions # # [EXPERT] Higher values result in a more finely subdivided mesh # for Tux, and vice versa. If you're experiencing low framerates, # try lowering this value. # set tux_sphere_divisions 6 # tux_shadow_sphere_divisions # # [EXPERT] The level of subdivision of Tux's shadow. # set tux_shadow_sphere_divisions 3 # draw_particles # # Controls the drawing of snow particles that are kicked up as Tux # turns and brakes. Setting this to false should help improve # performance. # set draw_particles true # track_marks # # If true, then the players will leave track marks in the snow. # set track_marks true # ui_snow # # If true, then the ui screens will have falling snow. # set ui_snow true # nice_fog # # [EXPERT] If true, then the GL_NICEST hint will be used when # rendering fog. On some cards, setting this to false may improve # performance. # set nice_fog true # use_cva # # [EXPERT] If true, then compiled vertex arrays will be used when # drawing the terrain. Whether or not this helps performance # is driver- and card-dependent. # set use_cva true # cva_hack # # Some card/driver combinations render the terrrain incorrectly # when using compiled vertex arrays. This activates a hack # to work around that problem. # set cva_hack true # use_sphere_display_list # # [EXPERT] Mesa 3.1 sometimes renders Tux strangely when display # lists are used. Setting this to false should solve the problem # at the cost of a few Hz. # set use_sphere_display_list true # do_intro_animation # # If false, then the introductory animation sequence will be skipped. # set do_intro_animation true # mipmap_type # # [EXPERT] Allows you to control which type of texture # interpolation/mipmapping is used when rendering textures. The # values correspond to the following OpenGL settings: # # 0: GL_NEAREST # 1: GL_LINEAR # 2: GL_NEAREST_MIPMAP_NEAREST # 3: GL_LINEAR_MIPMAP_NEAREST # 4: GL_NEAREST_MIPMAP_LINEAR # 5: GL_LINEAR_MIPMAP_LINEAR # # On some cards, you may be able to improve performance by # decreasing this number, at the cost of lower image quality. # set mipmap_type 3 # ode_solver # # Selects the ODE (ordinary differential equation) solver. # Possible values are: # # 0: Modified Euler (fastest but least accurate) # 1: Runge-Kutta (2,3) # 2: Runge-Kutta (4,5) (slowest but most accurate) # set ode_solver 1 # fov # # [EXPERT] Sets the camera field-of-view # set fov 60 # debug # # [EXPERT] Controls the Tux Racer debugging modes # set debug "" # warning_level # # [EXPERT] Controls the Tux Racer warning messages # set warning_level 100 # write_diagnostic_log # # If true, then a file called diagnostic_log.txt will be generated # which you should attach to any bug reports you make. # To generate the file, set this variable to "true", and # then run the game so that you reproduce the bug, if possible. # set write_diagnostic_log false