Difference between revisions of "Game settings.tbl"
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*Default Value: '''''0.7'''''}} | *Default Value: '''''0.7'''''}} | ||
+ | ===$Use weapon class impact sounds for hits to player:=== | ||
+ | {{Table224| | ||
+ | Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds. | ||
+ | *Syntax: '''''Boolean''''' | ||
+ | }} | ||
==#FRED SETTINGS== | ==#FRED SETTINGS== |
Revision as of 18:43, 27 November 2022
This feature requires FreeSpace Open |
Revision information.....
- FSO Git Commit: Date: 2022-09-09 SHA: bb232382cf7401d6728a3614583e8e3c7d893790
List of Tables and related code files | |
---|---|
* Notes Modular Tables | |
** Notes tables which only use modular tables | |
Ai.tbl* | /ai/aicode.cpp |
Ai_profiles.tbl* | /ai/ai_profiles.cpp |
Animation.tbl** | /model/modelanimation.cpp |
Armor.tbl* | /ship/ship.cpp |
Asteroid.tbl* | /asteroid/asteroid.cpp |
Autopilot.tbl* | /autopilot/autopilot.cpp |
Cheats.tbl* | /cheats_table/cheats_table.cpp |
Colors.tbl* | /globalincs/alphacolors.cpp |
Curves.tbl* | /math/curves.cpp |
Controlconfigdefaults.tbl | /controlconfig/controlsconfigcommon.cpp |
Credits.tbl* | /menuui/credits.cpp |
Cutscenes.tbl* | /cutscene/cutscenes.cpp |
Decals.tbl** | /decals/decals.cpp |
Fireball.tbl* | /fireball/fireballs.cpp |
Fonts.tbl* | /graphics/font.cpp |
Game_settings.tbl* | /mod_table/mod_table.cpp |
Glowpoints.tbl* | /model/modelread.cpp |
Help.tbl* | /gamehelp/contexthelp.cpp |
Hud_gauges.tbl* | /hud/hudparse.cpp |
Icons.tbl* | /mission/missionbriefcommon.cpp |
Iff_defs.tbl* | /iff_defs/iff_defs.cpp |
Keywords.tbl* | Not In Codebase |
Lighting_Profiles.tbl* | /lighting/lighting_profiles.cpp |
Lightning.tbl* | /nebula/neblightning.cpp |
Mainhall.tbl* | /menuui/mainhallmenu.cpp |
Medals.tbl* | /stats/medals.cpp |
Messages.tbl* | /mission/missionmessage.cpp |
Mflash.tbl* | /weapon/muzzleflash.cpp |
Music.tbl* | /gamesnd/eventmusic.cpp |
Nebula.tbl* | /nebula/neb.cpp |
Objecttypes.tbl* | /ship/ship.cpp |
Options.tbl* | Not In Codebase |
Particle effects(-part.tbm)** | /particle/effects... |
Post_processing.tbl | /graphics/gropenglpostprocessing.cpp |
Rank.tbl* | /stats/scoring.cpp |
Scpui.tbl* | Not In Codebase |
Scripting.tbl* | /parse/scripting.cpp |
Ships.tbl* | /ship/ship.cpp |
Sexps.tbl** | /parse/sexp/sexp_lookup.cpp |
Sounds.tbl* | /gamesnd/gamesnd.cpp |
Species_defs.tbl* | /species_defs/species_defs.cpp |
Species.tbl* | /menuui/techmenu.cpp |
Ssm.tbl* | /hud/hudartillery.cpp |
Stars.tbl* | /starfield/starfield.cpp |
Strings.tbl* | /localization/localize.cpp |
Tips.tbl* | /menuui/playermenu.cpp |
Traitor.tbl* | /stats/scoring.cpp |
Tstrings.tbl* | /localization/localize.cpp |
Virtual_pofs.tbl* | /model/modelreplace.cpp |
Weapon_expl.tbl* | /weapon/weapons.cpp |
Weapons.tbl* | /weapon/weapons.cpp |
The game_settings.tbl, also known as mod.tbl, defines options that can be changed globally. All settings are optional.
This table is one of the Modular Tables and can be extended with xxx-mod.tbm
Contents
- 1 #GAME SETTINGS
- 2 #LOCALIZATION SETTINGS
- 3 #CAMPAIGN SETTINGS
- 4 #HUD SETTINGS
- 5 #SEXP SETTINGS
- 6 #GRAPHICS SETTINGS
- 6.1 $Enable External Shaders:
- 6.2 $Default Detail Level:
- 6.3 $Briefing Window FOV:
- 6.4 $Generic Pain Flash Factor:
- 6.5 $Shield Pain Flash Factor:
- 6.6 $BMPMAN Slot Limit:
- 6.7 $EMP Arc Color:
- 6.8 $Damage Arc Color:
- 6.9 $Requires Rendering Feature:
- 6.10 $Render player muzzle flashes in cockpit:
- 6.11 $Glowpoint nebula visibility factor:
- 6.12 $Shield nebula visibility factor:
- 6.13 $Thruster nebula visibility factor:
- 6.14 $Beams affected by nebula visibility:
- 6.15 $Weapons affected by nebula visibility:
- 6.16 $Particles affected by nebula visibility:
- 6.17 $Fireballs affected by nebula visibility:
- 6.18 $$Shadow Quality Default:
- 6.19 $Shadow Cascade Distances:
- 6.20 $Shadow Cascade Distances Cockpit:
- 6.21 $Shadow Disable Techroom:
- 6.22 $Shadow Disable Cockpit:
- 6.23 $Shadow Disable Brief Weapons:
- 6.24 $Shadow Disable Brief Ships:
- 6.25 $Show Ship Casts Shadow:
- 6.26 $Ship Model And Cockpit Share Coordinate Space:
- 6.27 $Minimum Pixel Size Thrusters:
- 6.28 $Minimum Pixel Size Beams:
- 6.29 $Minimum Pixel Size Muzzle Flashes:
- 6.30 $Minimum Pixel Size Trails:
- 6.31 $Minimum Pixel Size Lasers:
- 7 #NETWORK SETTINGS
- 8 #SOUND SETTINGS
- 9 #FRED SETTINGS
- 10 #OTHER SETTINGS
- 10.1 $Fixed Turret Collisions:
- 10.2 $Fixed Missile Detonation:
- 10.3 $Damage Impacted Subsystem First:
- 10.4 $Use 3d ship select:
- 10.5 $Default ship select effect:
- 10.6 $Use 3d ship icons:
- 10.7 $Use 3d weapon select:
- 10.8 $Default weapon select effect:
- 10.9 $Use 3d weapon icons:
- 10.10 $Use 3d overhead ship:
- 10.11 $Default overhead ship style:
- 10.12 $Weapons inherit parent collision group:
- 10.13 $Flight controls follow eyepoint orientation:
- 10.14 $Beams Use Damage Factors:
- 10.15 $Default fiction viewer UI:
- 10.16 $Movie subtitle font:
- 10.17 $Disable built-in translations:
- 10.18 $Weapon shockwave damage respects huge ship flags:
- 10.19 $Enable external default scripts:
- 10.20 $Player warpout speed:
- 10.21 $Target warpout match percent:
- 10.22 $Minimum player warpout time:
- 10.23 $Enable in-game options:
- 10.24 $Dinky Shockwave Default Multiplier:
- 10.25 $Shockwaves Always Damage Bombs:
- 10.26 $Shockwaves Damage All Object Types Once:
- 10.27 $Shockwaves Inherit Parent Weapon Damage Type:
- 10.28 $Inherited Shockwave Damage Type Added Suffix:
- 10.29 $Inherited Dinky Shockwave Damage Type Added Suffix:
- 10.30 $Default Shockwave Damage Type:
- 10.31 $Default Dinky Shockwave Damage Type:
- 10.32 $Use Engine Wash Intensity:
- 10.33 $Swarmers Lead Targets:
- 10.34 $Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:
- 10.35 $AI use framerate independent turning:
- 10.36 $Player starts in third person/chase view by default:
- 10.37 $Custom briefing icons always override standard icons:
- 10.38 $Enable discord rich presence:
- 10.39 $Always hide hidden ships in hotkey list:
- 11 #END
- 12 Sample Entry
#GAME SETTINGS
Contains settings that affect how the engine works.
$Target Version:
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.
+Major:
Required. Sets the major component of the target version.
- Syntax: Integer
- Example: 3 (for a minimum version of 3.7.3.20151121)
+Minor:
Required. Sets the minor component of the target version.
- Syntax: Integer
- Example: 7 (for a minimum version of 3.7.3.20151121)
+Build:
Required. Sets the build component of the target version.
- Syntax: Integer
- Example: 3 (for a minimum version of 3.7.3.20151121)
+Revision:
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any). For nightly builds this is the date in YYYYMMDD format.
- Syntax: Integer
- Example: 20151121 (for a minimum version of 3.7.3.20151121)
$Window title:
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of "FreeSpace 2".
- Syntax: String
$Window icon:
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.
- Syntax: String
$Mod title::
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.
- Syntax: String
$Mod version:
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.
- Syntax: String
$Unicode mode:
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.
- Syntax: Boolean
- Default Value: NO
#LOCALIZATION SETTINGS
Contains various settings related to localization and language support.
$Use tabled strings for the default language:
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English. By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English. For other languages, the translation is always used, if it exists, regardless of this setting.
- Syntax: Boolean
- Default Value: NO
$Don't pre-empt training message voice:
Prevents training messages from being interrupted by other training messages. If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.
- Syntax: Boolean
- Default Value: NO
#CAMPAIGN SETTINGS
This group contains various Campaign related settings and overrides.
$Default Campaign File Name:
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.
- Syntax: String
#Ignored Campaign File Names
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.
$Campaign File Name:
File name of the campaign to ignore. Multiple entries may exist.
- Syntax: String
#Ignored Mission File Names
$Mission File Name:
File name of the mission to ignore. Multiple entries may exist.
- Syntax: String
$Red-alert applies to delayed ships:
- Syntax: Boolean
- Default Value: NO
#HUD SETTINGS
This group contains various HUD behavior settings and overrides
$Directive Wait Time:
- Defines how long the game will wait before displaying a directive.
- Syntax: Integer
- Values: Greater than or equal to 0 ms
$Cutscene camera displays HUD:
Show the HUD when the cutscene camera is enabled.
- Syntax: Boolean
- Default Value: NO
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.
$Full color head animations:
Enables full-color head ANIs. Normal head ANIs will appear in gray.
- Syntax: Boolean
- Default Value: NO
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.
$Don't automatically select a turret when targeting a ship:
- Syntax: Boolean
- Default Value: NO
$Supernova hits at zero:
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player. The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.
- Syntax: Boolean
- Default Value: NO
$Always warn player about unbound keys used in Directives Gauge:
Ensures that the "Key Unbound" message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say "Warning\nYou have no control bound to the action \"%s\". You must do so before you can continue with training." Thus, it is advised to change the string at index 426 using the -lcl.tbm to "Warning\nYou have no control bound to the action \"%s\". You must do so before you can continue with this mission."
- Syntax: Boolean
- Default Value: NO
#SEXP SETTINGS
This group contains SEXP settings and overrides.
$Loop SEXPs Then Arguments:
Flips how when-argument settings loop. See: SEXP Argument changes via mod.tbl
- Syntax: Boolean
- Default Value: NO
$Use Alternate Chaining Behavior:
When set, this allows all events in a chain to repeat, instead of only the last one. It makes the event chaining behavior act as people expected it to be in Mantis #82.
- Syntax: Boolean
- Default Value: NO
$Use host orientation for set-camera-facing:
- Syntax: Boolean
- Default Value: NO
$Show-subtitle uses pixels:
$Show-subtitle base resolution:
is set, these pixels will be scaled up or down as needed.
- Syntax: Boolean
- Default Value: NO
$Show-subtitle base resolution:
- Syntax: (Integer, Integer)
- Default Value: (-1, -1)
#GRAPHICS SETTINGS
This group contains settings related to graphics.
$Enable External Shaders:
Enables the use of external shader files. By default, the engine will use the built-in shaders.
- Syntax: Boolean
- Default Value: NO
$Default Detail Level:
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.
- Syntax: Integer (0-3)
- Default Value: 3 (very high)
$Briefing Window FOV:
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.
- Syntax: Float (0.0 to 1.0)
- Default Value: 0.29375
$Generic Pain Flash Factor:
Determines the intensity of the pain red flash when the player is hit.
- Syntax: Float
- Default Value: 1.0
$Shield Pain Flash Factor:
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.
- Syntax: Float
- Default Value: 0.0
$BMPMAN Slot Limit:
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).
- Syntax: Int
- Values: Greater than or equal to 3500
- Default Value: 4750
$EMP Arc Color:
Allows custom RGB color values to be set for the EMP lightning arc effect.
- +Primary Color Option 1:
- The RGB color of the first primary color for the EMP lightning arc effect.
- The actual lightning arc color shown in-game is randomly selected between the first and second primary color.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (64, 64, 5)
- +Primary Color Option 2:
- The RGB color of the second primary color for the EMP lightning arc effect.
- The actual lightning arc color shown in-game is randomly selected between the first and second primary color.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (128, 128, 10)
- +Secondary Color Option 1:
- The RGB color of the secondary color for the EMP lightning arc effect.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (255, 255, 10)
$Damage Arc Color:
Allows custom RGB color values to be set for the damage lightning arc effect.
- +Primary Color Option 1:
- The RGB color of the first primary color for the damage lightning arc effect.
- The actual lightning arc color shown in-game is randomly selected between the first and second primary color.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (64, 64, 255)
- +Primary Color Option 2:
- The RGB color of the second primary color for the damage lightning arc effect.
- The actual lightning arc color shown in-game is randomly selected between the first and second primary color.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (128, 128, 255)
- +Secondary Color Option 1:
- The RGB color of the secondary color for the damage lightning arc effect.
- Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255
- Default value: (64, 64, 5)
$Requires Rendering Feature:
$Render player muzzle flashes in cockpit:
Determines whether muzzle flashes will be shown within the cockpit view.
- Syntax: Boolean
- Default Value: False
$Glowpoint nebula visibility factor:
- Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.2
$Shield nebula visibility factor:
- Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.2
$Thruster nebula visibility factor:
- Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.5
$Beams affected by nebula visibility:
Determines whether beam weapons will be faded by nebula fog.
- Syntax: Boolean
- Default Value: False
+Constant visibility factor:
- Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 4.0
+Scaled visibility factor:
- Specifies the degree to which the size of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.
- Syntax: Float
- Default Value: 0.1
$Weapons affected by nebula visibility:
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.
- Syntax: Boolean
- Default Value: False
+Weapon visibility factor:
- Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.3
+$Trail visibility factor:
- Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.0
+Shockwave visibility factor:
- Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 2.5
$Particles affected by nebula visibility:
Determines whether particle effects, including impact effects, will be faded by nebula fog.
- Syntax: Boolean
- Default Value: False
+Constant visibility factor:
- Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.0
+Scaled visibility factor:
- Specifies the degree to which the size of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.
- Syntax: Float
- Default Value: 0.08
$Fireballs affected by nebula visibility:
Determines whether fireballs from ship explosions will be faded by nebula fog.
- Syntax: Boolean
- Default Value: False
+Constant visibility factor:
- Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.
- Syntax: Float
- Default Value: 1.2
+Scaled visibility factor:
- Specifies the degree to which the size of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.
- Syntax: Float
- Default Value: 0.08
$$Shadow Quality Default:
Sets the default level for shadow quality if the 'enable_shadows' command line is used and 'shadow_quality' is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line 'shadow_quality' will override any value set here.
- Syntax: Integer
- Default Value: 2
$Shadow Cascade Distances:
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.
- Syntax: List of floats
- Default Value: (200.0, 600.0, 2500.0, 8000.0)
$Shadow Cascade Distances Cockpit:
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.
- Syntax: List of floats
- Default Value: (0.25, 0.75, 1.5, 3.0)
$Shadow Disable Techroom:
Disables shadows on ships in the techroom.
- Syntax: Boolean
$Shadow Disable Cockpit:
Disables shadows on the player cockpit in mission.
- Syntax: Boolean
$Shadow Disable Brief Weapons:
Disables shadows on weapons in the mission briefing.
- Syntax: Boolean
$Shadow Disable Brief Ships:
Disables shadows on ships in the mission briefing.
- Syntax: Boolean
$Show Ship Casts Shadow:
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with "show ship" to cast shadow onto the cockpit.
- Syntax: Boolean
When having the "show ship" flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.
- Syntax: Boolean
$Minimum Pixel Size Thrusters:
- Specifies the smallest pixel size that thrusters will be rendered. Setting this > 0 can be expensive in larger missions.
- Syntax: Float
- Default Value: 0.0
$Minimum Pixel Size Beams:
- Specifies the smallest pixel size that beams will be rendered. Setting this > 0 can be expensive in larger missions.
- Syntax: Float
- Default Value: 0.0
$Minimum Pixel Size Muzzle Flashes:
- Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this > 0 can be expensive in larger missions.
- Syntax: Float
- Default Value: 0.0
$Minimum Pixel Size Trails:
- Specifies the smallest pixel size that trails will be rendered. Setting this > 0 can be expensive in larger missions.
- Syntax: Float
- Default Value: 0.0
$Minimum Pixel Size Lasers:
- Specifies the smallest pixel size that lasers will be rendered. Setting this > 0 can be expensive in larger missions.
- Syntax: Float
- Default Value: 0.0
#NETWORK SETTINGS
This group contains network-related settings
$FS2NetD port:
- (description required)
$Default object update level for multiplayer:
Sets the distances default object update rate for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player's connection is within the dial-up speed range then game auto force the use of the lowest level during a match.
- Syntax: Integer
- Default Value: 2
#SOUND SETTINGS
This group contains sound-related settings
$Default Sound Volume:
- Defines the default sound fx volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 1.0
$Default Music Volume:
- Defines the default music volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 0.5
$Default Voice Volume:
- Defines the default voice volume for new pilots.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 0.7
$Use weapon class impact sounds for hits to player:
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.
- Syntax: Boolean
#FRED SETTINGS
This group contains settings for FRED.
$Disable Hard Coded Message Head Ani Files:
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.
- Syntax: Boolean
- Default Value: NO
$Add Message Head Ani Files:
+Head:
The head ani filename to add. Extensions will be stripped if included.
- Syntax: +Head: String
$Enable scripting in FRED:
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().
- Default Value: NO
$FRED Briefing window resolution:
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).
- Syntax: integer, integer
- Default Value: 888,371
#OTHER SETTINGS
This group contains miscellaneous settings.
$Fixed Turret Collisions:
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.
- Syntax: Boolean
- Default Value: NO
$Fixed Missile Detonation:
- When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.
- Syntax: Boolean
- Default Value: False
$Damage Impacted Subsystem First:
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.
- Syntax: Boolean
- Default Value: NO
$Use 3d ship select:
- Whether or not to use 3D models for ship select instead of animations
- Syntax: Boolean
- Default Value: False
$Default ship select effect:
- This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.
- Syntax: String
- Possible options are "FS2", "FS1", and "off"
$Use 3d ship icons:
- Whether or not to use 3D models for ships in ship/weapon select instead of icons
- Syntax: Boolean
- Default Value: False
$Use 3d weapon select:
- Whether or not to use 3D models for weapon select instead of animations
- Syntax: Boolean
- Default Value: False
$Default weapon select effect:
- This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.
- Syntax: String
- Possible options are "FS2", "FS1", and "off"
$Use 3d weapon icons:
- Whether or not to use 3D models for weapons in weapon select instead of icons
- Syntax: Boolean
- Default Value: False
$Use 3d overhead ship:
- Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select
- Syntax: Boolean
- Default Value: False
$Default overhead ship style:
- This specifies which style of overhead view to use if 3d overhead view is active
- Syntax: String
- Possible options are "ROTATE" or "TOPVIEW"
$Weapons inherit parent collision group:
- When set to true, Weapons fired by a ship will inherit their parents' collision group setting.
- Syntax: Boolean
- Default Value: NO
$Flight controls follow eyepoint orientation:
- Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.
- Syntax: Boolean
- Default Value: NO
$Beams Use Damage Factors:
- Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)
- Syntax: Boolean
- Default Value: NO
$Default fiction viewer UI:
- Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:
- "FS2": Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.
- "WCS": Moves the "Accept" button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.
- "auto": Selects "WCS" if the appropriate files are present; otherwise, selects "FS2". This is the default setting.
$Movie subtitle font:
- Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.
- Syntax: String
$Disable built-in translations:
- Turns off hard-coded translations, e.g. Transport -> Transporter in German. All strings will either use their XSTR entry or else not be translated.
- Syntax: Boolean
- Default Value: NO
$Weapon shockwave damage respects huge ship flags:
- Controls whether weapon shockwaves will respect the huge/supercap ship flags. In retail they do not.
- Syntax: Boolean
- Default Value: NO
$Enable external default scripts:
- Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).
- Syntax: Boolean
- Default Value: NO
$Player warpout speed:
- Defines the speed the player must reach to warp out.
- Syntax: Float
- Default Value: 40.0
$Target warpout match percent:
- Defines how close to the warpout speed the player needs to be to actually warp out.
- Syntax: Float, between 0.0 and 1.0
- Default Value: 0.05 (5%)
$Minimum player warpout time:
- The default amount of time, in seconds, warping out will take before actually starting to check whether the player is the right speed.
- Syntax: Float
- Default Value: 3.0
$Enable in-game options:
- Experimental mode whereby various settings can be modified by FSO while it's still running, rather than being set by the launcher before execution. Requires custom assets for the in-game options menu to actually be able to change the settings.
- Syntax: Boolean
- Default Value: NO
$Dinky Shockwave Default Multiplier:
- Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon's dinky shockwave by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.
- Syntax: Float
- Default Value: 1.0
$Shockwaves Always Damage Bombs:
- Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.
- Syntax: Boolean
- Default Value: False
$Shockwaves Damage All Object Types Once:
- Keeps any object from being damaged more than once by a shockwave. The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.
- Syntax: Boolean
- Default Value: False
$Shockwaves Inherit Parent Weapon Damage Type:
- When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing "typeless" damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.
- Syntax: Boolean
- Default Value: True for mods targeting 22.4 or newer versions of FSO, otherwise False
$Inherited Shockwave Damage Type Added Suffix:
- When combined with "$Shockwaves Inherit Parent Weapon Damage Type:", this string is added to the inherited damage type to define the shockwave's damage type. For example, if a weapon has the damage type "heavy" and the provided suffix is "-shock", then that weapon's shockwave's damage type would default to "heavy-shock".
- Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.
- Syntax: String
$Inherited Dinky Shockwave Damage Type Added Suffix:
- The same as "$Inherited Shockwave Damage Type Added Suffix:", except specifically for "dinky" shockwaves.
- Syntax: String
$Default Shockwave Damage Type:
- If a weapon's shockwave doesn't have a damage type set, it will have this damage type instead (when "$Shockwaves Inherit Parent Weapon Damage Type:" is enabled, this will only be used if the weapon itself also doesn't have a damage type set).
- Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.
- Syntax: Boolean
- Default Value: NO
$Default Dinky Shockwave Damage Type:
- The same as "$Default Shockwave Damage Type:", except specifically for "dinky" shockwaves.
- Syntax: Boolean
- Default Value: NO
$Use Engine Wash Intensity:
- Allows the game to use the Intensity value when calculating Engine Wash effects.
- Syntax: Boolean
- Default Value: NO
$Swarmers Lead Targets:
- Causes swarm missiles to lead their targets by default, and will make use of Target Lead Scaler if specified, like normal aspect seekers.
- Syntax: Boolean
- Default Value: NO
$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:
- Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship's aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).
- Syntax: Float
- Default Value: 0.7
$AI use framerate independent turning:
- Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the "true" turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent.
- Syntax: Boolean
- Default Value: True
+AI respect tabled turn time and rotdamp:
- Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table.
- Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.
- NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.
- Syntax: Boolean
- Default Value: False
$Player starts in third person/chase view by default:
- When this flag is set, a player will start the mission in the chase view, not in the cockpit view.
- Syntax: Boolean
- Default Value: False
$Custom briefing icons always override standard icons:
- Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet. Set this flag to use custom briefing icons in all cases.
- Syntax: Boolean
- Default Value: False
$Enable discord rich presence:
- Enables or disables the built-in Discord game-status reporting.
- Syntax: Boolean
- Default Value: True
- Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.
- Syntax: Boolean
- Default Value: False
#END
Required. The last line of the table must be #END
Sample Entry
#CAMPAIGN SETTINGS $Default Campaign File Name: NewCampaignFile #Ignored Campaign File Names $Campaign File Name: FreeSpace2.fc2 #HUD SETTINGS $Directive Wait Time: 5000 #SEXP SETTINGS $Loop SEXPs Then Arguments: True #OTHER SETTINGS $Fix Turret Collisions: True #END