add game&rawdata
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95
gamedata/configs/engine_external.ltx
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95
gamedata/configs/engine_external.ltx
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[general]
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Platform = cop ; Platform mode. Supported values: cop (Call of Pripyat), cs (Clear Sky)
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title = st_ixray_title ; Mod name
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SaveImageSize = 128, 128 ; Size of saved thumbnail image
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[shaders_options]
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USE_LEGACY_LIGHT = 1 ; 1 - legacy pipeline, 0 - PBR pipeline
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; Hozar: Use brga skycolor format
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; USE_BGRA_SKYCOLOR = 1;
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; Hozar: Use original GSC format for sky ToneMapping
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; USE_LEGACY_SKY_TONEMAP = 1
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; CGIM2 compatibility
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; USE_CGIM_SKY_TWEAK = 1
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; USE_CGIM_WHITE_TWEAK = 1
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; USE_CGIM_COLOR_TWEAK = 1
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; USE_CGIM_BLOOM_TWEAK = 1
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; Hozar: Use normal on Hemi calc
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; USE_NORMAL_HEMI_DISTRIBUTION = 1
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; Hozar: For PBS pipeline
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; IBL_FAKE_IRRADANCE = 1
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; IBL_REMAP_IRRADANCE = 1
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; IBL_REMAP_REFLECTIONS = 1
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; IBL_REMAP_POSITIVE_Y = 1
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; IBL_MAX_LOD = 10
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; USE_FULL_SKY_SPHERE = 1
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Engine features
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[ui]
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DisableCharacterInfo = false ; Disable character information
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DisableInventoryGrid = false ; Uses ui\ui_grid_alt.dds instead of ui\ui_grid.dds
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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
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ShowLoadingStages = false ; Loading stages from CS/SoC
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DisableMotionIcon = false ; Disable motion icon
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PdaRearrangeTabButtons = false ; for CS style buttons, where their size depends on text
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UseSavedGameStatic = true ; Use custom static for save games
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DisableHudRenderingOnMaster = false ; Disable HUD on Master difficulty. Gunslinger Mod style
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[physics]
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DeadBodyRagdoll = false ; Enable ragdoll body
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DisableCameraMagicField = true ; Disable camera magic field
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[gameplay]
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EnableThirst = false ; Thirst
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EnableSleepiness = false ; Sleepiness
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EnableAiDieInAnomaly = false ; Ai Die In Anomaly
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EnableNPCLookAtActor = true ; NPC Look at actor
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EnableAutoreload = false ; Enable automatic weapon reloading
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EnableMonstersInventory = true ; Enable monsters inventory
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EnableWeaponInertion = true ; Gunslinger Mod Style
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EnableWeaponCollision = false ; Shoker Mod Style
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EnableActorStepWallmarks = false ; Actor step wallmarks AIW Style
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EnableAlternateZoomFovCalc = false ; Don't turn it on unnecessarily! Breaks the original weapon system.
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EnableInventoryPistolSlot = false ; 2nd slot for pistols only (like in CS/SoC)
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EnableImproveWeaponMisfire = false ; Gunslinger Mod Style
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EnableDelayedWeaponActions = false ; Gunslinger Mod Style
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EnableLegacyUpgradeSystem = false ; Use upgrade system from Clear Sky
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; Dialogs
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DialogFovScale = 0.75 ; Increasing fov during dialogue
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TalkDof = 0.0, 0.5, 5.0, 0.0 ; Degree of background blurring in dialogue
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; Sprint
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EnableBlockSprintInReload = true ; Enable block sprint in reload
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DisableSprintWhileOverweight = false ; Disable Sprint while overweight
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SprintFovFactor = 3.0 ; FOV magnification power while running
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[render]
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DisableLoadScreenTips = false ; Disable load screen tips
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UseDynamicSnowMask = false ; Use dynamic snow mask
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FontAtlasSize = 4096 ; Texture atlas size value. Must be in the order of two
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[environment]
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ReadSunConfig = false ; Enable sun movement in configurations
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[localization]
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PreferedFallbackLanguage = eng
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Extended sections
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[player_hud]
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PlayerHudOmfAdditional = dynamics\weapons\hud_hands_animation\*.omf ; Place your omf file pathes
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; Need [gameplay]:EnableActorStepWallmarks
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[step_wallmark]
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materials = earth, test1 ; Material names
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left_mark = l_foot ; left foot wallmark section
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right_mark = r_foot ; right foot wallmark section
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