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- ;
- ; BioForge Option File
- ;
- ; This is the Room Editor's option file. You can define two other
- ; files that take precedence over it, {identity}.opt and install.opt.
- ; Use your dos enviroment variable IDENTITY to set parameters locally
- ; on your computer to run. Everyone should have a unique identity
- ; so that they can lock out levels and run with their own unique
- ; identity. For example, my identity is KDEMARE, so I have an options
- ; file called KDEMARE.OPT that contains specific changes that override
- ; what is present in the RED.OPT. You own IDENTITY.OPT always has
- ; top priority.
- ; The file INSTALL.OPT has second priority, so that you can create
- ; it during your installation process with appropriate values, and even
- ; read it in during program operation and write out a new one. Remember,
- ; you only want to override the values that MUST be overwritten, not
- ; everything!
- ; Bottom on the list is RED.OPT, which typically holds all of
- ; the options in their default states.
- ; If you are editing, you can also set an environment variable
- ; and it will take precedence over everything, but not in a shipping
- ; version of the game.
- ;
- ; Option files allow comments starting with a semicolon, they allow
- ; you to assign a variable on the left side of an equals and a value
- ; on the right side. You can make literals using double-quotes, and
- ; you can separate multiple values with commas.
- ;
- ; =================================
- ; These are all variables that can be assigned on the command line or in the
- ; install.opt file:
- ; =================================
-
- ;----SOUND--------------
- ; These variables describe where the sound blaster is on your machine.
- Sound=off
- SoundVol=100
- SndDMA=1
- SndIRQ=5
- SndPort=220
-
- ;----MUSIC---------------
- ; These variables describe where the music card is on your machine.
- Music=off
- MusicVol=100
- musicPort=330
-
- ;----SUBTITLES-----------
- ; If this is set to 1, then we see subtitles on the bottom of the screen
- ; whenever the script Subtitle command is run. -bes change from on/off to 1/0 - jar
- Subtitles=0
-
- ;----GAMMA CORRECTION----
- ; This controls how much lighter or darker your monitor becomes when you
- ; play the game.
- Gamma=50
-
- ;----LANGUAGE------------
- ; Controls what language the text is in.
- Language=E
- ; Specifies the last character of the KEYCODEx.DAT file to use to convert
- ; the scancodes with. -bes
- KeyboardExt=E
- ; If you want to add another translation, just add its extension to the
- ; end of the non-english languages list. So if we wanted to add Spanish,
- ; it would say: FGS.
- ; Language specifies the current language. non-english languages specifies
- ; the other languages that have been translated.
- ; Also, if you specify 'verify translations' to be off, then you will no
- ; longer receive the warnings in the script about non-translated text.
- non-english languages=FG
- verify translations=off
-
- ;----DIRECTORIES---------
- ; This is a list of all the major directories that the game will use.
- ; Every other directory should be derived with one of these as a base.
- Dir=x:\red
- TempDir=
- PlayDir=%GameDir%\gamedat
-
- GameDir=%dir%
- DataDir=%dir%\data
- ScriptDir=%dir%\script\*.*
- SoundDir=%dir%\sound
-
- ; What2Use is explained in What2Use.h, but here are the names of each
- ; variable, from left to right. Use '.' or '0' to disinclude one of
- ; the items. -KLD
- ; 1:useBigToolBox, 2:useErrorList, 3:useBugTool, 4:useFastDecals,
- ; 5:useScriptDebug, 6:useBigTxms, 7:useBigMotions, 8,9 not used yet
-
- What2Use=123.5..89
-
- ; Comment this in to enable profiling. Use the < and > keys to
- ; restart and show the profile results respectively.
- ; Ptick=1000
-
- PlayEbuf=64000
- PlayVmax=400
-
- figures=%dir%\body
- collision boxes=%figures%\*.col
-
- items=%dir%\items
- LocalDir=.\local\*.*
-
- light=%DataDir%\light.iff
- camera=%DataDir%\camera.iff
- palette=%DataDir%\imgame.iff
- font=%DataDir%\small.fnt
- captionfont=%DataDir%\1.FNT
- tinyfont=%DataDir%\tinyblk.fnt
- mouseptr=%DataDir%\mouse.shp
-
- ; This is the level you first bring up in the editor.
- level=title.iff
- ; This is the level that is loaded when the Restart button is hit.
- level game starts on=title.iff
- s="Game"
- initial game=%GameDir%\GAME0.IM1
- editable data=%GameDir%\initgame\*.IFF
- play directory=%PlayDir%\*.IFF
- save game dir=%PlayDir%\*.*
- GameDat Directory=%PlayDir%
-
- FlicFiles=%dir%\show\*.SHO
- CamFiles=%dir%\rooms\*.CAM
- startup=%dir%\rooms\red.cam
-
- ErrorFile=%Dir%\script\ERRORS.IM1
-
- ; How rapidly should data be read from the CD?
- CDBlock=4096
-
- clip=120 meters
-
-
- ambient light=40
- scale=10:38
- fov=45 degrees
- projplane=40
- zoom=66 ; percent
- ;zoom=100 ; percent
-
- ;color ranges - color_name=index_of_darkest,index_of_lightest
- table0=gray,128,159
- table1=darkgray,128,145
- table2=video,128,145,0
- table3=red,224,239
- table4=green,192,207
- table5=blue,240,254
- table6=purple,208,223
- table7=orange,112,121
- table8=liteblue,122,127
- table9=brown,160,191
- table10=darkblue,32,58
-
- wall color=purple
- dark gray color=darkgray
- trigger color=blue
- edit box color=red
- man box color=green
- camera color=brown
- gray color=gray
- waypoint color=red
- monitor color=darkblue
- video color=video
-
- ; The shell commands must be ordered sequentially, 0-20 max.
- ; The DOS: Editor keyword is special and should not be changed.
- ; Any of the others may be altered as necessary, and you can add
- ; all you want. If you want to run a little batch file, you can
- ; write it right here. Put an exclamation point before the batch,
- ; and put a space-exclamation-space between each command. -KLD
- shell0="DOS: Editor", "edit"
- shell1="DOS: Shell", "COMMAND.COM"
- shell2="DOS: Make Extents", "X:\UTIL\MAKE EXTENTS"
- shell3="DOS: Update Scripts", "!cd %ScriptDir% ! get -u *.??v"
- ; shell4="DOS: Update by PVCS", "get -u -y *.??v"
-
- GotoLine=x:\util\sage.bat
-
- initial game picture=startpic.skp
- film scroll rate=6
- turn rate=16
- movement rate=40 centimeters
- test motion=dn_ldr
- test event=SLIDE_SHOW
-
- TicksPerCharacter=7
-
-
- ; This tells whether the keyboard interrupt is to be installed or not.
- ; If keyboard=off, then the interrupt is NOT installed.
- keyboard=on
- ; Normally we use int9. Sometimes, we may wish to chain back to BIOS to let
- ; TSRs like CAMERA to work. In this case, just set this var to 1. -bes
- UseInt15=0
-
- ; These variables describe where the DOS message files are. - LRG
- MsgPathE=%dir%\script\Emessage.txt
- MsgPathF=%dir%\script\Fmessage.txt
- MsgPathG=%dir%\script\Gmessage.txt
-
- ; These variables describe where the sound blaster is on your machine.
- DadPathE=%SoundDir%\Esamples.flx
- DadPathF=%SoundDir%\Fsamples.flx
- DadPathG=%SoundDir%\Gsamples.flx
- SndFade=80
-
- ; These variables control sound enhancement for missiles. The HitVolume
- ; is how much volume is changed when a missile hits, and TravelVolume
- ; is used for the whoosh when it travels. 0=silent, 255=normal max, and
- ; anything >255 means make it louder than usual.
- HitVolume=255
- TravelVolume=255
-
- ; These variables describe where the music card is on your machine.
- MusicPath=%dir%\music\music.flx
- MusicDriver=ailxmi.dll
- MusicDMA=1
- musicIRQ=7
-
- ; These variables describe how close the player is allowed to be to a camera
- ; before it is forced to switch to a new view, and how far away the
- ; player can get before a switch is forced.
- NearMark=1 ; Meters
- FarMark=6 ; Meters
- FOVReduce=5 ; Degrees on the left and right of the camera
-
-
- ; This puts a limit on how far away any object can be from the origin (0,0,0)
- ; in meters.
- Position Limit=1200
-
- ; This is how much you're slowing down or speeding up the
- ; poses that the game's characters run. 256=normal speed. -KLD
- PoseRate=256
-
- ; A ratio controlling interpolation from the end of one motion
- ; to the beginning of the next. -KLD
- Hammer=40
-
- ; Shrapnel variables
- lifespan=10
-
- ; Monitor variables
- MonDir=%dir%\monitors
- monitors=%MonDir%\*.cam
- text=%MonDir%\text.flx
- blank_opts_cam=%MonDir%\blnk.cam
- lists directory=%playdir%\*.flx
- testmonitor=x:\red\monitors\test.cam
- fonts=%dir%\data\*.fnt
-
- // path path & default
- pointer=%MonDir%\*.cam
- default_pointer=%MonDir%\lexhand.cam
-
-
- ; This is the degrees to which you are allowed to climb up a well.
- ; All walls face exactly North, South, East, or West. When we walk into
- ; a wall, our yaw may be just about anything. So if we have a value of 15
- ; and run into a wall facing North, that means that our yaw coming in can
- ; vary from -15 to 15 degrees. In other words, we have a 30 degree
- ; tolerance in which to hit to allow us to climb. Hope this makes sense.
- ; - bes
- ease of climbing=25
-
- ; If set to 'ON', this tells the keyboard interrupt to chain to the old
- ; keyboard interrupt (so CAMERA, CTRL-ALT-DEL, and stuff will work). This
- ; defaults to OFF, so this stuff won't work (and hopefully the keyboard
- ; buffer won't get filled up. -bes
- chain=off
-
- ; When you add a log entry into the script and that entry has a %time% field,
- ; the Tick of the game engine is used to figure out how much time has
- ; passed since the beginning of the game. StartTick is used to give us
- ; a starting point, in hours and minutes. Sixty ticks occur every second.
- ; So, 60*60 ticks occur every minute, and 60*60*60 ticks occur every hour.
- ; StartDate is the number of days that have passed up to the point of the
- ; start of the game. So a value of 15 would mean that the player starts
- ; the game 15 days into the game fiction.
- ; -bes
- StartTick=1782000
- StartDate=1895
-
- ;-----------
- ; How memory allocating works: First number is how many K will be allocated
- ; for a task if you have just five megs free. The second number is how many
- ; K you get for each additional meg. Third number is a cap. So
- ; MemToAllocate = (a*1024)+(b*1024*AdditionalMegs);
- ; if( MemToAllocate > c ) MemToAllocated = c;
-
-
- ; This defines the maximum bytes of sound effects that RED will allow you to
- ; have. If you load in a new sound and it pushes the sound system over
- ; this limit, then the least recently used sounds will be kicked out. -bes
- SoundMem=400,100,1000
-
- ; How much memory should be allocated for flics during the game.
- FlicMem=800,100,1200
-
- ; What is the minimum memory required to run the game?
- MemReq=4400
-
-