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cyber.net 2
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bioforge
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red.opt
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1995-02-28
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10KB
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307 lines
;
; 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 & de