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Logiciels PC 26
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LogicielsPC_26.iso
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Nouveau
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TuxRacer
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config
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options.txt
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2002-06-19
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# 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