#UltimateStunts version @PACKAGE_VERSION@ configuration file #Section names are placed within [] brackets #Comment begins with a # or a \ #Graphics settings [graphics] #Show a preview of the car in the menu interface car_preview = true #Number of visible tiles visible_tiles = 7 #Smooth textures? texture_smooth = true #Maximum texture size #value <= 4: no texture texture_maxsize = 512 #Background texture size #value <= 4: no background background_size = 512 #Shadow map texture size #value <= 4: no shadow shadow_size = 256 #Reflection map texture size #value <= 4: no reflection (NYI, use reflectiondist = 0.0 instead!) reflection_size = 256 #Smooth shadows are needed to make round objects look natural. #This option also applies to the smoothness fog effect. shadows_smooth = true #Display option. possible syntax: #display=window #display=window:wxh #display=fullscreen #display=fullscreen:wxh # #w = width #h = height #d = color depth (8, 16, 24, 32) display = window:800x600 #If you are using a software renderer (e.g. with Mesa), saying #zbuffer=true will increase your framerate. It causes the game not #to use the openGL z-buffer algoritm, but an internal tile-sorting #algoritm. zbuffer = true #Transparency setting. options are: #off -> transparent objects are drawn non-transparent (fast) #blend -> transparent objects are drawn using blending (high quality) transparency = blend #Maximum distance for drawing reflection. Transparency must be enabled to get realistic reflection reflectiondist = 200.0 #Reflection update settings: #Do you want the reflections to be updated when the objects move? updatereflection = true #Do you want to update all sides of a reflection in all frames? updatereflectionallsides = true #Do you want to update the reflection of all objects in all frames? updatereflectionallobjects = false #Draw moving objects in reflections reflectiondrawmovingobjects = false #Default LOD level for moving objects (like cars). Meaning: # <=-3: use LOD 1 # -2: use LOD 1 and 2 # -1: use LOD 1, 2 and 3 # 0: use LOD 1, 2, 3 and 4 # 1: use LOD 2, 3 and 4 # 2: use LOD 3 and 4 # >= 3: use LOD 4 #4 = ugly and fast, 1 = beautiful and slow movingobjectlod = -3 #Do you want fog? options are: #off -> no fog #linear -> linear fog #exp -> exponential fog #exp2 -> square exponential fog fogmode = linear #Lens flare options lensflare_enable = true lensflare_files = environment/lensflare/lensflare0.jpg,environment/lensflare/lensflare1.jpg,environment/lensflare/lensflare1.jpg,environment/lensflare/lensflare2.jpg,environment/lensflare/lensflare3.jpg,environment/lensflare/lensflare3.jpg,environment/lensflare/lensflare4.jpg,environment/lensflare/lensflare4.jpg lensflare_distances = 1.0,0.5,0.33,0.6,0.4,-0.25,0.2,-1.0 lensflare_sizes = 0.2,0.1,0.05,0.16,0.1,0.05,0.05,0.24 #Draw a track map overview? draw_map = true #Some options that might influence rendering speed: #Use a display list for the track #rendering with a display list can be faster, but #generating a display list can take some time. #enabling this could also be incompatible with #(compiled) vertex arrays trackdisplaylist = false #Using the openGL compiled vertex array extension can #speed up transformations of highly detailed models, #so it should be enabled by default. You can disable it #if it gives compatibility problems for you. compiledvertexarray = true #Animation section [animation] #Global tile animation switch: enable = true #Tesselation level of water waves #higher numbers will give more polygons, at #the cost of rendering speed. Set to 1 for #minimum tesselation (e.g. when animation is #disabled globally). watertesselation = 10 #Menu / user interface settings [user_interface] #Do you want a fancy OpenGL mouse cursor in the menus? #Setting this to false might increase responsiveness #in the menus. opengl_mousecursor = true #Language setting. If this is set to "system", then #the operating system's settings decide the language. #If the language is not supported, then english is #used. #Hint: use the following format: #language_country #for intance: de_DE, fr_FR, hu_HU, nl_NL, pt_BR #On some systems, you also need to add the codeset #for instance: nl_NL.UTF-8 #For a list of locales that is supported on your system, #execute the command "locale -a" language = system #Various workarounds for compatibility issues [workaround] #Work around a pixel transfer bug in the #Linux DRI-driver for the Intel i815 #cards dri_i815_pixeltransfer = false #Work around a bug in the pitch limits #of the OpenAL 0.0.8 implementation #from openal.org openal_008_pitch = true #Work around a bug in the doppler effect #of the OpenAL 0.0.8 implementation #from openal.org openal_008_dopplerfactor = 0.0 #Files section [files] datadir = @usdatadir@ savedir = ~/.ultimatestunts/saveddata/ #Metaserver settings metaserver_hostname = www.ultimatestunts.nl metaserver_port = 80 metaserver_filename = /metaserver.php #Sound section [sound] #FMOD driver to use. Options are: # windowsdriver: # directsound -> DirectSound driver (reccommended if you have DirectX) # winmm -> Windows MultiMedia driver (if you have nothing else) # a3d -> A3D driver # nosound -> No Sound driver (Don't you have a sound card??) #linuxdriver: # oss -> Open Sound System driver (reccommended if you don't know) # alsa -> Advanced Linux Sound Architecture driver (reccommended if you have ALSA) # esd -> Enlightenment Sound Daemon driver # nosound -> No Sound driver (Don't you have a sound card??) windowsdriver = directsound linuxdriver = oss #FMOD sub driver: on some systems, like DirectSound, FMOD can use #different devices. If this string matches any of them, that one is used. subdriver = ThIsIsNoTrEcOgNiSeDaSaDeViCe #Volumes [0..255] musicvolume = 128 soundvolume = 128 [simulation] #Minimum time per simulation step dtmin = 0.005 #Maximum simulation steps per graphics frame Nmax = 50 #Global keys [input_global] exit = escape nextsong = f1 #Player keys [input_player0] up = up down = down left = left right = right shiftup = ; shiftdown = / horn = enter camerachange = rshift cameratoggle = ralt [input_player3] up = joy0up down = joy0down left = joy0left right = joy0right shiftup = joy0button0 shiftdown = joy0button1 horn = kp- camerachange = joy0button2 cameratoggle = joy0button3 [input_player2] up = kp8 down = kp5 left = kp4 right = kp6 shiftup = kp9 shiftdown = kp7 horn = kp0 camerachange = kpenter cameratoggle = kp. [input_player1] up = w down = s left = a right = d shiftup = e shiftdown = q horn = lalt camerachange = lctrl cameratoggle = lshift