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SQUEEZ
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SQZ.INI
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Windows Setup INFormation
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1996-07-16
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21KB
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823 lines
; ---------------------------------------------------------------------
; Squeezils: sqz.ini
; ---------------------------------------------------------------------
[Version]
Version=0.34
; ---------------------------------------------------------------------
[InputFiles]
; must be full pathname from root of sqz tree
1=functs\function.ini
2=functs\robofunc.ini
3=surfaces\surface.ini
; ---------------------------------------------------------------------
[GeometryResources]
nutMesh=goodies\nut1.wrl
hoardMesh=goodies\hoard.wrl
puffMesh=goodies\smkpf.wrl
foodNutMesh=nutMesh
TriggerMesh=goodies\berry.wrl
cherryMesh=goodies\berry.wrl
spitMesh=goodies\spit.wrl
; ---------------------------------------------------------------------
[TextureResources]
;SapBallTex=goodies\sapball.gif
EndLevelTex=goodies\nugget_1.gif
; ---------------------------------------------------------------------
[AudioResources]
pickupEffect=audio\effect\event\pickup.wav
jumpEffect=audio\effect\event\jump.wav
landEffect=audio\effect\event\land.wav
bumpEffect=audio\effect\event\bump.wav
attackEffect=audio\effect\event\attack.wav
levelEndEffect=audio\effect\event\levelend.wav
; ---------------------------------------------------------------------
[RegionList]
1=regions\river
2=regions\coast
3=regions\desert
4=regions\jungle
5=regions\pine
6=regions\tomb
7=regions\nutscape
; ---------------------------------------------------------------------
[Defaults]
; SqgifyAllFiles=1 ; This is used to sqgify
; The game will start:
; - in the region: StartRegion
; - at the location: StartLocation
; If "StartInPlace=true" then StartLocation is the # of the place to start in.
; Otherwise it is the # of the treetop to start on.
StartRegion=2
StartLocation=4
StartInPlace=true
; Longest time a simulation frame can take
MaxSimTimeMS = 100
; Longest time a render frame can take
MaxRenderTimeMS = 500
; Simulation clock rate
; 50 is recommended unless OneSimPerRender is 1;
; if OneSimPerRender is 1, then 100 is a better value for this (on a P-90)
; since you want the virtual clock to run at approximately the frame rate.
SimClockRateMS=50
; Force only one simulate to happen per render
; This is really just a debugging flag, but for now (build 0.28), we are
; setting this to reduce camera jerk
OneSimPerRender=0
; Set this to 1 to get debugging output while geometry is being loaded
DebugIniFileOutput=0
; Set this to 0 to see the morphs from the side
; NonFlyMorphRotation=0
; Set this to 1 to load meshes with Mesh instead of MeshBuilder
; (for timing purposes only; Mesh is slower)
; UseMeshForGeomResources=1
; Region data
DisplayRegionBridge=1
RegionFlightDuration=10
TurnRateScale=20.0
TurnRateDamping=0.1
RegionFlightArcHeightRatio=0.1
RegionFlightArcInitialTilt=0.05
RegionBridgeWidth=0.1
; Goodie data
SmokePuff=puffMesh
; This sets the place completion difficulty
FoodNutsToFinish=99
; Bounding box size limit for navigation.
BoundingBoxLimit=4.0
; Set the sleepy time for the player in seconds.
PlayerSleepTime=30.0
; ---------------------------------------------------------------------
[OnscreenDisplay]
; These flags are used to control the various display text that occurs INSIDE
; the Squeezils game window. This allows easy user control for display and
; to avoid/reduce overlap
DisplayMemoryUsage=0
DisplayAvgTimingInfo=0
DisplayTimingInfo=0
DisplayPolyCount=0
DisplayCamera=0
DisplaySqzPhysics=0
DisplaySqzAnimation=0
DisplayStatus=0
DisplayLevelDesigner=1
DisplayFriction=0
FrozenRobos=0
DisplayTurnTargeting=0 ; only meaningful if there is exactly 1 robo
DisplayRoboBehavior=0 ; in your world
; ---------------------------------------------------------------------
[LogFile]
; And these control output to the console window and the log file.
LogFlight=0
LogFriction=0
LogFunctions=0
LogSurfaces=0
LogTurnTargeting=0
LogSimTiming=0
; ---------------------------------------------------------------------
[Physics]
; General physics that apply to all bodies
Gravity =-32.0 ; global gravity (in Y, ft/sec^2)
StaticFriction =1.8 ; static friction between body & surface
KineticFriction =1.5 ; kinetic friction between body & surface
PlayerGroundPlane=-10.0
; Size of a squeezil
DefaultSqueezilMass = 0.015625 ; US Mass Units (multiply by gravity to get pounds)
; Walking and running things
WalkAcceleration = 4.0 ; (ft/sec^2)
WalkDeceleration = -3.9 ; (ft/sec^2)
WalkSpeed = 1.5 ; (ft/sec)
WalkTurnAccel = 260.0 ; how fast you start turning (deg/sec^2)
WalkTurnDecel = -400.0 ; how fast you stop turning (deg/sec^2)
WalkTurnRate = 300.0 ; how fast you can turn (deg/sec)
RunAcceleration = 5.0 ; (ft/sec^2)
RunDeceleration = -6.8 ; (ft/sec^2)
RunSpeed = 4.5 ; (ft/sec)
RunTurnAccel = 120.0
RunTurnDecel = -140.0
RunTurnRate = 180.0
; Flying things
; Pitch angles are relative to horizontal. >0 means diving. <0 means climbing.
DiveAngle = 55.0 ; steepest dive (deg)
ClimbAngle = -15.0 ; steepest climb (deg)
DiveAdjustRate = 45.0 ; how fast you can change your pitch (deg/sec)
FlyTurnAccel = 142.0 ; how fast you start turning (deg/sec^2)
FlyTurnDecel = -160 ; how fast you stop turning (deg/sec^2)
FlyTurnRate = 180.0 ; how fast you can turn (deg/sec)
FlyBank = 70.0 ; how much you bank your turns (deg)
FlyControlCutoff = 2.0 ; speed below which you start losing control (ft/sec)
FlySpeedFactor = 0.55 ; multiplier to alter the flight sim, but not result
JumpUpSpeed = 10.0 ; How fast sqz is going when he jumps (in his Y)
JumpFwdSpeed = 10.0 ; How fast sqz is going when he jumps (in his Z)
JumpUpDistance = 0.1 ; How far sqz moves up when he jumps (in his Y)
HopUpSpeed = 10.0 ; How fast sqz is going when he hops (in his Y)
HopFwdSpeed = 5.0 ; How fast sqz is going when he hops (in his Z)
HopUpDistance = 0.1 ; How far sqz moves up when he hops (in his Y)
; Drag and lift coefficients for flight
DragZExp = 1.0 ; Drag when moving in Z (forward)
DragZMult = 0.9 ;
DragYExp = 1.0 ; Drag when moving in Y (downward, along wing normal)
DragYMult = 15.0 ;
DragXExp = 1.0 ; Drag when moving in X (laterally)
DragXMult = 3.0 ; (1.0 means damp 100% of lateral movement)
LiftExp = 1.0 ; Lift (Bernoulli lift as air moves over wing)
LiftMult = 4.0 ;
AOAAdjustMult = 8.0 ; How fast your nose rotates toward AOA
TuckLiftFactor = 0.2 ; % of lift you get in a dive
ClimbLiftFactor = 2.5 ; % of "climb power" you get in a climb (to counteract aAOA adjust)
TumbleDuration = 1.5 ; number of seconds you tumble before starting to fly
; Diving things
DiveDragZExp = 1.0
DiveDragZMult = 0.6
DiveDragYExp = 1.0
DiveDragYMult = 0.6
DiveDragXExp = 1.0
DiveDragXMult = 0.6
DiveLiftExp = 1.0
DiveLiftMult = 0.0
; Friction things
ClawGrip = 0.57 ; How much "extra friction" claws give you
CrouchGrip = 0.57 ; How much "extra friction" crouching gives you
SlipSpeedCutoff = 0.2 ; Stop slipping if slip speed (fps) and recent
SlipDistanceCutoff = 0.5 ; distance covered (f) are below these values
SpitVelocity = 10 ; spit velocity
AttackingFrictionScale = 0.05 ; multiply kinetic friction by this when attacking
; (so attacking slide can last longer than regular slip)
; The radius of the squeezil's collision sphere
CollisionRadius = 0.15
; collision speed amplification
CollisionSpeedAmp = 1.5
; Spray goodie percentages. This percentage of the held goodie types are
; sprayed on contact. Expressed as a value between 0.0 and 1.0.
LevelNutSprayPercent=0.5
SpitNutSprayPercent=0.5
; This says whether or not the current goodie is sprayed on contact
SprayCurrentGoodie=1
; ---------------------------------------------------------------------
[RoboPhysics]
TurnTargetSlowingCutoff = 0.7 ; sin of angle at which turn slowing begins
TurnTargetSlowingFactor = 0.5 ; scales the turn slowing equation
TurnTargetMinSlowing = 0.035 ; slowest % of turn speed allowed
; ---------------------------------------------------------------------
[GoodiePhysics]
; Default goodie mass
GoodieMass = 0.015625; US Mass Units (multiply by gravity to get pounds)
; collision speed amplification
CollisionSpeedAmp = 1.0
; Angle at which goodies spray
AngleOfSpray = 30.0
; Initial projectile speed
InitialSpraySpeed = 6.0
; Initial spray position offset
InitialSprayPosOffset = 1.0
; Number of bounces
BounceCount = 3
; Damping for bouncing goodies
BounceDamping = 0.1
; ---------------------------------------------------------------------
[LevelDesigner]
VerticalMove = 0.5 ; how much you move per 'u' or 'd' (ft)
WalkSpeed=5.5 ; (ft/sec)
DisplayType=0 ; 0 - put display directly to right of render window
; 1 - put display in two columns under the status panel
; Nothing else required here. Copy fields from [Physics] section if you wish to change
; behavior of LevelDesigner.
; ---------------------------------------------------------------------
[Cycles]
Stop=cast\neutral.sqa
Walk=cast\walk.sqa
Run=cast\run.sqa
Scamper=cast\scamper.sqa
Bump=cast\tumble.sqa
Skid=cast\skid.sqa
idle1=cast\idle_1.sqa
idle2=cast\idle_2.sqa
sleep=cast\sleep.sqa
wave=cast\wave.sqa
slide=cast\slide.sqa
spit=cast\spit.sqa
hop=cast\hop.sqa
jump=cast\jump.sqa
stumble=cast\stumble.sqa
Fly=cast\fly_neut.sqa
FlyUp=cast\fly_up.sqa
FlyDown=cast\fly_down.sqa
FlyLeft=cast\fly_left.sqa
FlyRight=cast\fly_rt.sqa
Tumble=cast\tumble.sqa
cannon=cast\cannon.sqa
DeadDrown=cast\dethdrwn.sqa
DeadFaint=cast\dethpass.sqa
DeadShudder=cast\dethshud.sqa
body=cast\bodymrph.sqg
head=cast\head.sqg
tail=cast\tail.sqg
foot_l=cast\foot_l.sqg
foot_r=cast\foot_r.sqg
hand_l=cast\hand_l.sqg
hand_r=cast\hand_r.sqg
; ---------------------------------------------------------------------
; NOTE: These first two goodies MUST be named FoodNutGoodie and SpitNutGoodie
[GoodieList]
0=FoodNutGoodie
1=SpitNutGoodie
2=FartNutGoodie
3=EndLevelGoodie
[FoodNutGoodie]
Class=goodie
Type=food
Prop=FoodNutProp
RebudRate=10
CollisionRadius=0.2
BumpFunc=FoodNutBumpFunc
GetFunc=FoodNutGetFunc
EatFunc=FoodNutEatFunc
[SpitNutGoodie]
Class=goodie
Type=food
Prop=SpitNutProp
RebudRate=5
CollisionRadius=0.2
BumpFunc=KaBoomFunc
[FartNutGoodie]
Class=goodie
Type=food
Prop=cherryProp
RebudRate=30
CollisionRadius=0.2
BumpFunction=SuperJump
UIProp=cherry
[EndLevelGoodie]
Class=goodie
Type=food
Prop=EndLevelSprite
RebudRate=10
CollisionRadius=0.2
BumpFunction=GenericDeathFunc
UIProp=level
; These are standard props
; All goodie props must be listed in [BackstagePropList]
[BackstagePropList]
1=FoodNutProp
2=cherryProp
3=NullProp
4=TriggerProp
5=SpitNutProp
6=EndLevelProp
[FoodNutProp]
Class=prop
Type=Mesh
Mesh=foodNutMesh
[cherryProp]
Class=prop
Type=Mesh
Mesh=cherryMesh
[SpitNutProp]
Class=prop
Type=Mesh
Mesh=spitMesh
[EndLevelProp]
Class=prop
Type=Prop
Prop=EndLevelSprite
[EndLevelSprite]
Type=Sprite
Position=0 0 0
Scale=0.5 0.5 0.5
Sprite=EndLevelTex
SpriteOrigin=0.5 1.0
SpriteSize=2 2
SpriteColors=256
SpriteUseTransparency=1
SpriteTransparentColor=1 0 1
; ---------------------------------------------------------------------
[Render]
; Client window size
WindowWidth=640
WindowHeight=480
; Rendering area size
RenderWidth=640
RenderHeight=360
; Do we want to center the render window? (0 = no, put it at the top (game mode); 1 = yes)
CenterRenderWindow=0
; StretchMode - 0:render to view size, 1:render to 1/2 view size and stretch up
StretchMode=1
; FullScreen - 0:windowed mode, 1:fullscreen mode
FullScreen=1
; Rendering quality.
RenderQuality=Gouraud
; Number of lighting levels (for non-textured objects)
Shades=8
; Default colors and shades for texture maps. (16/8 if absent).
; TextureShades must be a power of two.
TextureColors=256
TextureShades=8
; Default palette
Palette=sqz.pal
; InitialLightPosition and InitialLightOrientation
; are for the initial, non-selectable directional light.
InitialLightPosition=0 0 0
InitialLightOrientation=57 -46 68
AmbientLightIntensity=0.38 0.38 0.38
; LightPosition is the position of any lights added to the scene,
; relative to the camera's current position.
LightPosition=0 0 2
; ---------------------------------------------------------------------
[Camera]
Near=0.15
Far=2000.0
FOV=95.0
; Number of orientation interpolation steps.
CamInterpTime = 0.3
; ---------------------------------------------------------------------
[RegionCamera]
; Region Camera Settings
; These set the POV point for the camera leashing.
; These are offsets from the squeezil's base position
PovOffsetX=0.1
PovOffsetY=0.4
PovOffsetZ=-0.75
; AutoLeashMode sets the default leash mode, AutoUprightMode
; sets the default leash based rolla moda.
; (0 = off, 1 = on)
AutoLeashMode=0
; If 1, camera returns to base look at when moving
; If 0, camera stays in look at position when moving
LookAtReturnMode = 0
; This here defines the leash length.
LeashLength=0
; These define the squeezil speed range in which
; camera leashing roll occurs, everthing else is based on this.
OutLeashSpeed=0.0
PovLeashSpeed=6.0
; These define the quote unquote "home" orientation
; for both POV and OUT.
CameraOutPitch=15.0
CameraPovPitch=5.0
CameraOutYaw=0.0
CameraPovYaw=0.0
; These define the look at attenuation for the camera
LookAtAttenPitch=0.0
LookAtAttenYaw=0.0
; These define the maximum number of degrees for
; look at in either direction
; (i.e. LookAtPitchRange=30 means 60 degrees of total range
LookAtPitchRange=90.0
LookAtYawRange=180.0
; This defines the turn rate for camera look at
LookAtTurnValue=4.0
; ---------------------------------------------------------------------
[PlaceCamera]
; These set the POV point for the camera leashing.
; These are offsets from the squeezil's base position
PovOffsetX=0.05
PovOffsetY=0.35
PovOffsetZ=-0.45
; AutoLeashMode sets the default leash mode, AutoUprightMode
; sets the default leash based rolla moda.
; (0 = off, 1 = on)
AutoLeashMode=1
; If 1, camera returns to base look at when moving
; If 0, camera stays in look at position when moving
LookAtReturnMode = 0
; This here defines the leash length.
LeashLength=0.25
; These define the squeezil speed range in which
; camera leashing roll occurs, everthing else is based on this.
OutLeashSpeed=0.0
PovLeashSpeed=11.0
; These define the quote unquote "home" orientation
; for both POV and OUT.
CameraOutPitch=10.0
CameraPovPitch=5.0
CameraOutYaw=0.0
CameraPovYaw=0.0
; These define the look at attenuation for the camera
LookAtAttenPitch=0.0
LookAtAttenYaw=0.0
; These define the maximum number of degrees for
; look at in either direction
; (i.e. LookAtPitchRange=30 means 60 degrees of total range
LookAtPitchRange=90.0
LookAtYawRange=180.0
; This defines the turn rate for camera look at
LookAtTurnValue=4.0
; ---------------------------------------------------------------------
[Keyboard]
; keyboard keys are changeable. <a>+<b> means a and b must
; be pressed simaltaneously otherwise <a><b> means b' key
; followed by 'a' key. These values should be changed through
; the dialog box.
; value for keypress and acceleration
SecondstoMaxAcceleration=0.5
; hold jumpkey down
SecondstoMaxJump=0.01
; hold spitkey down
SecondstoMaxSpit=0.01
[CommandDefaults]
; SQUEEZIL COMMANDS
; These values should not be changed
Move Forward=UP
Move Backward=DOWN
Run=SHIFT
Fly=SPACE
Rotate Left=LEFT
Rotate Right=RIGHT
Goto Region=R
Dive/Slide=Z
Spit=S
Fart=X
; CAMERA COMMANDS
Camera mode=CTRL
Rotate Camera Left=LEFT
Rotate Camera Right=RIGHT
Rotate Camera Up=UP
Rotate Camera Down=DOWN
Move Camera Out=NUMPAD8
Move Camera Pov=NUMPAD2
Move Camera Base=NUMPAD0
Increase Leash=PGDN
Decrease Leash=PGUP
AutoLeash Toggle=DIVIDE
Return Toggle=MULT
; REGION COMMANDS
Enter Tree=F9
Enter Portal=F9
Jump to Place=ENTER
; GotoLevelDesign=S
; MENU ACTIVATION/DEACTIVATION
Menu Activation=ESC
; --------------------------------------------------------------------
[Commands]
; SQUEEZIL COMMANDS
; These values should be changed through the dialog box.
Move Forward=UP
Move Backward=DOWN
Run=SHIFT
Fly=SPACE
Rotate Left=LEFT
Rotate Right=RIGHT
Goto Region=R
Dive/Slide=Z
Spit=S
Fart=X
; CAMERA COMMANDS
Camera mode=CTRL
Rotate Camera Left=LEFT
Rotate Camera Right=RIGHT
Rotate Camera Up=UP
Rotate Camera Down=DOWN
Move Camera Out=NUMPAD8
Move Camera Pov=NUMPAD2
Move Camera Base=NUMPAD0
Increase Leash=PGDN
Decrease Leash=PGUP
AutoLeash Toggle=DIVIDE
Return Toggle=MULT
; REGION COMMANDS
Enter Tree=F9
Enter Portal=F9
Jump to Place=ENTER
; GotoLevelDesign=S
; MENU ACTIVATION/DEACTIVATION
Menu Activation=ESC
; ---------------------------------------------------------------------
[Mouse]
; mode is either 0=joystick model, 1=doom model
Mode=0
; mouse vertical specifies what to do when you move the mouse
; forwards and back.
; 0=do nothing, 1=move squeezil(walk for,back), 2=rotate camera(up,down)
; default for MouseVertical is 1.
MouseVertical=1
; button1 and 2 are for both the mouse and joystick. Currently
; only the run and fly commands work here.
Button1=FLY
Button2=RUN
Button3=CAMERA
Button4=CAMERATOBASE
[Interface]
Panel=ui_panl.bmp
AmoNut=ammocnt.bmp
FoodNut=hcount.bmp
Compass=p_ruler.bmp
TotalCounter=ui_nut.bmp
PlacesCompleted=rockcnt.bmp
ToggleWindowsMenu=0
MenuItems=6
; return to game
Menu_1=mnuRet
Menu_1Key=ESC
; load/save game
Menu_2=mnuSave
Menu_2Key=F1
; choose device
Menu_3=mnuDev
Menu_3Key=F3
; configure keyboard
Menu_4=mnuCon
Menu_4Key=F4
; options
Menu_5=mnuOpt
Menu_5Key=F5
; quit game
Menu_6=mnuQuit
Menu_6Key=F6
; squeezil face.
; bitmaps for each frame in an animation are defined:
; Animation1_2=file1 means the second frame in the first animation is in
; file file1 . Also Animation1=1 means there is one frame in the first animation.
; define the number of different face animations
Animations=9
; frame rate is in seconds
FrameRate=0.5
; define first animation sequence
Animation1Name=Happy
Animation1=1
Animation1_1=uiface_1
; define second animation sequence
Animation2Name=Anger
Animation2=1
Animation2_1=uiface_2
; define third animation sequence
Animation3Name=Surprise
Animation3=1
Animation3_1=uiface_3
Animation4Name=Ambivalent
Animation4=1
Animation4_1=uiface_4
Animation5Name=Alert
Animation5=4
Animation5_1=look
Animation5_2=look1
Animation5_3=look
Animation5_4=look2
Animation6Name=Eating
Animation6=1
Animation6_1=uiface_6
Animation7Name=Jumping
Animation7=1
Animation7_1=uiface_7
Animation8Name=Spitting
Animation8=1
Animation8_1=uiface_8
Animation9Name=Sleeping
Animation9=1
Animation9_1=uiface_9
; ---------------------------------------------------------------------
[Compass]
Spacer=ruler
Jungle=j_ruler
Pine=p_ruler
Desert=d_ruler
Coast=c_ruler
River=j_ruler
; verticalthreshold is the amount(feet) of vertical change in position required to
; scroll the compass vertically.
VerticalThreshold=1.0
VerticalChange=0.1
; ---------------------------------------------------------------------
[RoboBrainList]
; These are the different kinds of Robo "brains" you'll be defining.
1 = AttackRobo
2 = ScaredyRobo
[AttackRobo]
; A sentry robo who paces in a square until another Squeezil
; enters his territory. When one does, chase him down and bump him.
STIM_BORN = DoPaceSmall
STIM_DIED_GND = DoDeath15
STIM_LAUNCH = DoLaunch
STIM_LAND = DoPaceSmall
STIM_SENSE_GND = DoChase
STIM_RESENSE_GND = DoChase
STIM_BUMP_GND = DoFlee
STIM_DESENSE_GND = DoPaceSmall
SenseRadiusS = 6.0 ; how close (ft) to a Sqz I have to be to detect him
SenseProbability = 0.5 ; not implemented yet
[ScaredyRobo]
; A robo who placidy collects nuts, but runs away whenever he
; senses another Squeezil nearby. Nut sensing isn't implemented yet,
; but this is what it would look like.
STIM_BORN = DoWander
STIM_DIED_GND = DoDeath15
STIM_LAUNCH = DoLaunch ; stupid fly behavior if airborne
STIM_LAND = DoWander
STIM_SENSE_GOODIE = DoGather ; Gather nuts within gather radius
STIM_SENSE_GND = DoFlee ; Flee from sqz's within sense radius
STIM_RESENSE_GND = DoFlee
STIM_DESENSE_GND = DoWander
STIM_BUMP_GND = DoFlee
SenseRadiusG = 6.0 ; Gather radius (not implemented)
SenseRadiusS = 8.0 ; Sense other sqz radius
SenseProbability = 1.0 ; (not implemented)
;;; The--the--the-that's all folks!