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Singles (French)
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Singles-FrenchVersion-Win95.iso
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data1.cab
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Config
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game.cfg
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Text File
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2004-03-05
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16KB
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847 lines
#
#
#
Graphic
{
driver =
windowSizeX = 1024
windowSizeY = 768
colorDepth = 32
refreshRate = 70
fullscreen = true
foreground = false
objectDetail = 2
characterDetail = 1
textureDetail = 2
minTextureSize0 = 64
maxTextureSize0 = 64
maxHiresTextureSize0 = 256
textureShrink0 = 0
minTextureSize1 = 64
maxTextureSize1 = 256
maxHiresTextureSize1 = 256
textureShrink1 = 1
minTextureSize2 = 64
maxTextureSize2 = 4096
maxHiresTextureSize2 = 4096
textureShrink2 = 0
shadow = true
lightMapSize = 2048
lightMapBitDepth = 16
radiosity = false
floorRadiosity = true
characterShadow = 1
characterShadowsDirectional = false
characterRadiosity = true
DonTscaleAllTo = 32
cameraFOV = 65
nearClippingPlane = 0.025
farClippingPlane = 500
# swap on vertical refresh, 0 for no vsync, 1 for synced to refresh, 2, 3 and 4 for half, third and fourth refresh rate
screenVerticalSync = 1
# screen buffer type, 0 for auto, 1 for flip, 2 for copy and 3 for copyOrFlipOnVSync
screenBufferType = 0
# number of screen backbuffer
screenBackBufferCount = 0
screenLockableBackbuffer = true
# antialasing type, 0 for default, 2-16 for sample type
screenAntialiasing = 0
# water resolution
waterPolyResX = 5
waterPolyResY = 5
waterPhysicsResX = 10
waterPhysicsResY = 10
fogEnable = false
fogStart = 0
fogEnd = 30
fogColor = 0.7 0.8 1
glowColor = 1 1 1
# texture filter mode, 0 for none, 2 bilinear, 3 trilinear, 4 anisitropic
filterMode = 3
zBufferAlways24Bit = false
# save screenshots as jpg or png
screenShotFormat = jpg
screenShotQuality = 95
Drivers
{
# nVidia
4318
{
name = www.nvidia.com
# required driver version
version = 1688909990466743
# where to download a new driver
webSite = http://www.nvidia.com/content/drivers/drivers.asp
}
# ATI
4098
{
name = www.ati.com
# required driver version
version = 1688909990467862
# where to download a new driver
webSite = http://www.ati.com/support/driver.html
}
}
}
System
{
lightMapOverdrawPatchScale = 1.5
lightMapAllocScaling = 32.0
shadowmapTexture = spot3
shadowMapSize = 1024
shadowMapBitDepth = 32
modulate = 2
characterModulate = 2
defaultLightPosition = 18 -200 400
defaultLightPosition2 = 26 -16.4637 53.5873
defaultLightPositionOld = -9.07715 -8.81586 15.4886
defaultLightTarget = 18 0 0
defaultLightPositionMor = 218 -191 200
defaultLightTargetMor = 18 9 0
defaultLightPositionDay = 18 -200 400
defaultLightTargetDay = 18 0 0
defaultLightPositionEve = -182 -185 200
defaultLightTargetEve = 18 15 0
defaultLightPositionNig = 18 400 200
defaultLightTargetNig = 18 0 0
defaultLightConeAngle = 8
defaultDirectLightColor = 1.0 0.8 0.6
defaultDirectLightColorMor = 0.5 0.5 0.5
defaultDirectLightColorDay = 1.0 0.8 0.6
defaultDirectLightColorEve = 0.8 0.7 0.5
defaultDirectLightColorNig = 0.2 0.18 0.16
defaultLightConeAngleMor = 8
defaultLightConeAngleDay = 8
defaultLightConeAngleEve = 8
defaultLightConeAngleNig = 8
defaultDirectLightColor2 = 1.0 0.8 0.6
radiosityVertexPositionMerge = 0.005
radiosityVertexNormalMerge = 0.01
radiosityContrast = 1.1 1.1 1.1
radiosityBrightness = 0.0 0.0 0.0
radiosityTileSize = 16
radiosityMapSize = 64
sliceBias = 0.5015
frontBias = 0.03
noAlphaSort = true
antialiasLevel = 0
stubColor = 0 0 0
winAPIDebug = false
maxFPS = 200
processPriority = -1
version = 1.2
}
Animation
{
enableBoneLimits = true
enableIK = false
}
Gui
{
# guiFontName = Comic Sans MS
# guiFontNameFixed = Courier New
# guiPanelLabelFont = Arial
# guiPanelLabelFontSize = 12
# guiPanelLabelFontStyle = 80
# guiPanelLabelFontColor = 1 0 0
satisfactionColorHigh = 1 0.960876 0.867
satisfactionColorMid = 0.6 0.45 0.40
satisfactionColorLow = 0.2 0 0
#satisfactionColorHigh = 0.176 0.573 0 1
#satisfactionColorMid = 1 0.960876 0.867 1
#satisfactionColorLow = 0.992 0 0 1
enableGuiIconMipmaps = true
introLength = 14600
poseMode = false
}
Font
{
# family: the name of the font family
# size: the size in points
# weight: ULTRA_LIGHT, EXTRA_LIGHT, LIGHT, SEMI_LIGHT
# NORMAL, SEMI_BOLD, BOLD, EXTRA_BOLD, ULTRA_BOLD
# slant: ROMAN, OBLIQUE, ITALIC
# color: text color (default: 0.0 0.0 0.0)
# glowColor: color of the glow (default. 1.0 1.0 1.0)
# shadow: shadow enabled (default: false)
# gradient: gradient enabled (default: false)
helpWindow
{
family = Comic Sans MS
size = 12
color = 0.26 0.28 0.38
}
label
{
family = Comic Sans MS
size = 18
color = 0 0 0
glowColor = 1 1 1
gradient = true
}
skillPanel
{
family = Comic Sans MS
size = 14
color = 0 0 0
glowColor = 1 1 1
gradient = true
}
tinyLabel
{
family = Comic Sans MS
size = 13
color = 0 0 0
glowColor = 1 1 1
gradient = true
}
dialog
{
family = Comic Sans MS
size = 18
color = 0 0 0
glowColor = 1 1 1
}
tooltip
{
family = Comic Sans MS
size = 12
color = 0 0 0
}
button
{
family = Comic Sans MS
size = 20
weight = BOLD
color = 0.26 0.28 0.38
glowColor = 1 1 1
gradient = true
}
titleText
{
family = Comic Sans MS
size = 24
weight = BOLD
color = 0.26 0.28 0.38
glowColor = 1 1 1
gradient = true
}
fpsCount
{
family = Comic Sans MS
size = 14
color = 1 1 1
glowColor = 0 0 0
}
characterDescription
{
family = Comic Sans MS
size = 18
color = 0.26 0.28 0.38
glowColor = 1 1 1
}
fixedLabel
{
family = Courier New
size = 14
weight = BOLD
color = 0.26 0.28 0.38
glowColor = 1 1 1
}
missionTopic
{
family = Comic Sans MS
size = 22
weight = BOLD
color = 1 1 1
}
missionText
{
family = Comic Sans MS
size = 18
weight = BOLD
color = 1 1 1
}
missionButton
{
family = Comic Sans MS
size = 22
weight = BOLD
color = 1 1 1
}
pieButton
{
family = Comic Sans MS
size = 15
color = 0.13 0.14 0.19
glowColor = 1 1 1
}
version
{
family = Comic Sans MS
size = 12
color = 1.0 1.0 1.0
gradient = false
}
}
Sound
{
noSound = false
soundQuality = 2
musicVolume = 0.5
soundVolume = 0.8
speechVolume = 1.0
titleMusic = singlesTitleSong
lifeMusic = backgroundSinglesMix
#lifeMusic = backgroundMix
#lifeMusic = summerJammer
buyMusic = shopDrifters
#buildMusic = shopDrifters
poseMusic =
missionMusic = missionOn
ambient = ambientSummerdayCity
wavSize = 10000000
oggSize = 50000
streamThreadPriority =1
}
Interface
{
jumpFlag = true
tooltips = true
tooltipDelay = 1000
tooltipFadeTime = 125
autonomousCharacters = true
screenshotsToDiary = true
screenshotQuality = 0
invScaleX = -1
invScaleY = -1
huntLevel = 0
#move
cameraDestination = 11.5 6.5
cameraMoveStiffness = 0.1
cameraMoveSpeed = 1.0
cameraMoveAcceleration = 1.0
invertMove = false
warcraftScrolling = false
recenterOnAction = true
moveRectScale = 0.3
nearPlane = 0.1
farPlane = 20
moveBorderX = 8.0
moveBorderY = 8.0
scrollSpeed = 1.0
#rotate
cameraAngleX = 50
cameraAngleZ = 0
cameraDistanceLevel = 5
cameraRotateStiffness = 0.1
maxXAngle = 80
minXAngle = -10
cameraRotateSpeed = 1
cameraRotateAcceleration = 1.0
invertRotateX = false
invertRotateY = false
rotateSpeed = 1.0
#zoom
alwaysZoomToFace = false
cameraZoomStiffness = 0.05
zoomSpeed = 1.0
cameraDistanceLevels
{
# closeup face
0
{
distance = 0.35
height = 1.0
tilt = 5
}
# western view upper body
1
{
distance = 1.25
height = 0.8
}
# total character, centered
2
{
distance = 2.25
height = 0.5
}
# close surounding
3
{
distance = 4
height = 0.5
}
# normal
4
{
distance = 6
height = 0.5
tilt = 75
}
5
{
distance = 8
height = 0.5
}
6
{
distance = 11
height = 0.5
}
7
{
distance = 15
height = 0.5
}
8
{
distance = 20
height = 0.5
}
}
}
Display
{
timeFormat = 24
timeDelimiter = :
slowSliderChange = 0.2
fastSliderChange = 2.0
veryFastSliderChange = 20.0
morningTime = 6
dayTime = 9
eveningTime = 18
nightTime = 22
mimicSizeX = 0.205
mimicSizeY = 0.205
conditionIconBlinkInterval = 3000
conditionIconBlinkDuration = 1000
}
Object
{
defaultDepreciationPerDay = 0.025
depreciationIfSold = 0.0
}
Game
{
moneyStartTutorialStory = 2000
moneyStartFlat = 2000
moneyStartLoft = 15000
moneyStartCottage = 50000
initialTime = 10
initialDay = 5
startMission = true
runDistance = 3
walkSpeedUp = 1.5
wallCameraFadeDistance = 2.0
objectCameraFadeDistance = 0.5
objectAlphaFade = 0.5
wallAlphaFade = 0.5
totalWallFadeout = true
# min height of objects so they are faded at all
minFadeHeight = 1.2
# 0 = WALLFADING_DYNAMIC, 1 = WALLFADING_ALWAYS, 2 = WALLFADING_NEVER
wallFading = 0
# 0 = OBJECTFADING_DYNAMIC, 1 = OBJECTFADING_NEVER
objectFading = 0
breakDeterministic = 0.5
# tileWorldX = 74
# tileWorldY = 26
tileSizeX = 0.5
tileSizeY = 0.5
tileSizeZ = 3.5
maxDirtSize = 0.3
trashDirtPenalty = 10
# factor for calculating the floor dirtiness
floorDirtinessFactor = 100
# multiplier for trash dirtiness
trashDirtinessFactor = 0.3
# multiplier for floor dirtiness
floorDirtinessFactor = 1.0
# multiplier for object dirtiness
objectDirtinessFactor = 0.5
# multiplier for plate dirtiness
plateDirtinessFactor = 0.5
outsideWorld = 0
# time needed from getting up to going to work (hours)
workPrepareTime = 2
# max delay accepted for work
maxWorkDelay = 2
# minimum think time between actions (game minutes)
minThinkTime = 3
# maximum think time between actions (game minutes)
maxThinkTime = 7
# are other characters walk target automatically blocked?
blockWalkTarget = true
# level of nudity
lon = 2
# show justice emoticon when this level reached
justiceWarningLevel = 0.3
relationPointsForSmallIcon = 0.25;
# randomness of "go away" (0.0 - 1.0)
goAwayRandomness = 0.25
# fulfillment of NEED_TIREDNESS required to
# have characters get up by themselves
minGetUpTiredness = 0.8
# the max interval between frames
maxInterval = 1000
}
OutsideWorlds
{
lightMaps
{
0
{
0 = Outsidelightmap_Morning
1 = OutsidelightMap
2 = Outsidelightmap_Sunset
3 = Outsidelightmap_Night
}
1
{
0 = Outsidelightmap_Morning_Villa
1 = OutsidelightMap_Villa
2 = Outsidelightmap_Sunset_Villa
3 = Outsidelightmap_Night_Villa
}
}
specularMaps
{
0
{
0 = daylightCitySpecular
1 = daylightCitySpecular
2 = sunsetCitySpecular
3 = nightCitySpecular
}
1
{
0 = daylightCitySpecular
1 = daylightCitySpecular
2 = sunsetCitySpecular
3 = nightCitySpecular
}
}
skyboxes
{
0
{
0 = morningCity
1 = daylightCity
2 = sunsetCity
3 = NightCity
}
1
{
0 = morningCity
1 = daylightCity
2 = sunsetCity
3 = NightCity
}
}
}
Speed
{
timeFactor = 48
pause = 0
play = 1
forward = 4
fastForward = 32
veryFastForward = 64
}
Editor
{
shadowUpdate = 2
transparency = 0.4
# if true, game objects snap to invalid positions and do not move freely
alwaysSnap = true
}
# Files that are in both sections will be treatened like characters
# Files that are in IncludeInRadiosity will be treatened as normal objects even if they have boneweights
# Files that are in ExcludeFromShadow will be treatened like outside
ExcludeFromShadow
{
wallPlaceholder = 1
wallPlaceholderEnd = 1
wallPlaceholderDelete = 1
wallPlaceholderEndDelete = 1
subtileRed = 1
subtileBlue = 1
subtileGreen = 1
subtilePurple = 1
subtileYellow = 1
actionPoint = 1
fromTrigger = 1
toTrigger = 1
subtile = 1
guiSelector= 1
cracker = 1
crackerBox = 1
tablet = 1
glass = 1
gift = 1
knife = 1
eggs = 1
fork = 1
DiscusFin = 1
DiscusTail = 1
fishBig = 1
blend = 1
sponge = 1
bookOpen = 1
bookClosed = 1
boardgame = 1
boardgameBox = 1
remoteControl = 1
candleFlame = 1
wallStraightCutaway = 1
wallStraightQuarterLeftCutaway = 1
wallStraightQuarterRightCutaway = 1
wallStraightTJunctionCutawayLeft = 1
wallStraightTJunctionCutawayRight = 1
wallInsideCornerCutawayLeft = 1
wallInsideCornerCutawayRight = 1
wallOutsideCornerCutaway = 1
wallDoorFrameRightCutaway = 1
wallDoorFrameLeftCutaway = 1
herzShape = 1
Petal = 1
Butterfly = 1
Butterfly1 = 1
margarite = 1
Flash = 1
cloud = 1
freund = 1
freundin = 1
ballon = 1
ballon1 = 1
ballon2 = 1
stern = 1
stern1 = 1
herzglow = 1
plate = 1
plateDirty = 1
sinkBrush = 1
dirtyDishBreakfast = 1
dirtyDishCooked = 1
dirtyDishDinner = 1
dirtyDishPizza = 1
spagetti = 1
pizza = 1
pizzabox open = 1
pizzaBox = 1
dose = 1
set = 1
weinglass = 1
tabletCooked = 1
tablet = 1
GluehbirneShape = 1
GlowXPShape =1
LevelUpMeshShape = 1
supper1 = 1
fish = 1
toothBrush = 1
empty = 1
}
IncludeInRadiosity
{
blanket = 1
wallPlaceholder = 1
wallPlaceholderEnd = 1
wallPlaceholderDelete = 1
wallPlaceholderEndDelete = 1
actionPoint = 1
fromTrigger = 1
toTrigger = 1
subtile = 1
guiSelector= 1
cracker = 1
crackerBox = 1
tablet = 1
glass = 1
gift = 1
knife = 1
eggs = 1
fork = 1
DiscusFin = 1
DiscusTail = 1
fishBig = 1
sponge = 1
bookOpen = 1
bookClosed = 1
boardgame = 1
boardgameBox = 1
remoteControl = 1
candleFlame = 1
wallStraightCutaway = 1
wallStraightQuarterLeftCutaway = 1
wallStraightQuarterRightCutaway = 1
wallStraightTJunctionCutawayLeft = 1
wallStraightTJunctionCutawayRight = 1
wallInsideCornerCutawayLeft = 1
wallInsideCornerCutawayRight = 1
wallOutsideCornerCutaway = 1
wallDoorFrameRightCutaway = 1
wallDoorFrameLeftCutaway = 1
plate = 1
plateDirty = 1
sinkBrush = 1
dirtyDishBreakfast = 1
dirtyDishCooked = 1
dirtyDishDinner = 1
dirtyDishPizza = 1
spagetti = 1
pizza = 1
pizzabox open = 1
pizzaBox = 1
dose = 1
set = 1
weinglass = 1
tablet = 1
tabletCooked = 1
GluehbirneShape = 1
GlowXPShape =1
LevelUpMeshShape = 1
supper1 = 1
fish = 1
toothBrush = 1
}
# Files that are excluded from stencilShadow will receive but not emit stencil shadows
ExcludeFromStencilShadow
{
blanket = 1
}
Keyboard
{
scrollLeft = A
scrollRight = D
scrollUp = W
scrollDown = S
}
HiresTextures
{
OutsidelightMap = 1
Outsidelightmap_Morning = 1
Outsidelightmap_Morning_Villa = 1
Outsidelightmap_Night = 1
Outsidelightmap_Night_Villa = 1
Outsidelightmap_Sunset = 1
Outsidelightmap_Sunset_Villa = 1
OutsidelightMap_Villa = 1
OutsideStadtAll = 1
Outsidlightmap_Night = 1
savegame1 = 1
savegame2 = 1
savegame3 = 1
savegame4 = 1
savegame5 = 1
savegame6 = 1
savegame7 = 1
savegame8 = 1
savegame9 = 1
savegame10 = 1
savegame11 = 1
savegame12 = 1
savegame13 = 1
savegame14 = 1
savegame15 = 1
savegame16 = 1
savegame17 = 1
savegame18 = 1
savegame19 = 1
savegame20 = 1
savegame21 = 1
savegame22 = 1
savegame23 = 1
savegame24 = 1
savegame25 = 1
savegame26 = 1
savegame27 = 1
savegame28 = 1
savegame29 = 1
savegame30 = 1
savegame31 = 1
savegame32 = 1
savegame33 = 1
savegame34 = 1
savegame35 = 1
savegame36 = 1
}