e4s-game/gamedata/configs/engine_external.ltx
2026-06-18 01:18:29 +03:00

95 lines
4 KiB
TeX

[general]
Platform = cop ; Platform mode. Supported values: cop (Call of Pripyat), cs (Clear Sky)
title = st_ixray_title ; Mod name
SaveImageSize = 128, 128 ; Size of saved thumbnail image
[shaders_options]
USE_LEGACY_LIGHT = 1 ; 1 - legacy pipeline, 0 - PBR pipeline
; Hozar: Use brga skycolor format
; USE_BGRA_SKYCOLOR = 1;
; Hozar: Use original GSC format for sky ToneMapping
; USE_LEGACY_SKY_TONEMAP = 1
; CGIM2 compatibility
; USE_CGIM_SKY_TWEAK = 1
; USE_CGIM_WHITE_TWEAK = 1
; USE_CGIM_COLOR_TWEAK = 1
; USE_CGIM_BLOOM_TWEAK = 1
; Hozar: Use normal on Hemi calc
; USE_NORMAL_HEMI_DISTRIBUTION = 1
; Hozar: For PBS pipeline
; IBL_FAKE_IRRADANCE = 1
; IBL_REMAP_IRRADANCE = 1
; IBL_REMAP_REFLECTIONS = 1
; IBL_REMAP_POSITIVE_Y = 1
; IBL_MAX_LOD = 10
; USE_FULL_SKY_SPHERE = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Engine features
[ui]
DisableCharacterInfo = false ; Disable character information
DisableInventoryGrid = false ; Uses ui\ui_grid_alt.dds instead of ui\ui_grid.dds
WeaponIconScale = 0.8 ; Scale factor for static_wpn_icon in maingame.xml. For CoP it's 0.8, for CS - 0.65, for SoC - 0.9
ShowLoadingStages = false ; Loading stages from CS/SoC
DisableMotionIcon = false ; Disable motion icon
PdaRearrangeTabButtons = false ; for CS style buttons, where their size depends on text
UseSavedGameStatic = true ; Use custom static for save games
DisableHudRenderingOnMaster = false ; Disable HUD on Master difficulty. Gunslinger Mod style
[physics]
DeadBodyRagdoll = false ; Enable ragdoll body
DisableCameraMagicField = true ; Disable camera magic field
[gameplay]
EnableThirst = false ; Thirst
EnableSleepiness = false ; Sleepiness
EnableAiDieInAnomaly = false ; Ai Die In Anomaly
EnableNPCLookAtActor = true ; NPC Look at actor
EnableAutoreload = false ; Enable automatic weapon reloading
EnableMonstersInventory = true ; Enable monsters inventory
EnableWeaponInertion = true ; Gunslinger Mod Style
EnableWeaponCollision = false ; Shoker Mod Style
EnableActorStepWallmarks = false ; Actor step wallmarks AIW Style
EnableAlternateZoomFovCalc = false ; Don't turn it on unnecessarily! Breaks the original weapon system.
EnableInventoryPistolSlot = false ; 2nd slot for pistols only (like in CS/SoC)
EnableImproveWeaponMisfire = false ; Gunslinger Mod Style
EnableDelayedWeaponActions = false ; Gunslinger Mod Style
EnableLegacyUpgradeSystem = false ; Use upgrade system from Clear Sky
; Dialogs
DialogFovScale = 0.75 ; Increasing fov during dialogue
TalkDof = 0.0, 0.5, 5.0, 0.0 ; Degree of background blurring in dialogue
; Sprint
EnableBlockSprintInReload = true ; Enable block sprint in reload
DisableSprintWhileOverweight = false ; Disable Sprint while overweight
SprintFovFactor = 3.0 ; FOV magnification power while running
[render]
DisableLoadScreenTips = false ; Disable load screen tips
UseDynamicSnowMask = false ; Use dynamic snow mask
FontAtlasSize = 4096 ; Texture atlas size value. Must be in the order of two
[environment]
ReadSunConfig = false ; Enable sun movement in configurations
[localization]
PreferedFallbackLanguage = eng
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Extended sections
[player_hud]
PlayerHudOmfAdditional = dynamics\weapons\hud_hands_animation\*.omf ; Place your omf file pathes
; Need [gameplay]:EnableActorStepWallmarks
[step_wallmark]
materials = earth, test1 ; Material names
left_mark = l_foot ; left foot wallmark section
right_mark = r_foot ; right foot wallmark section