Krabb
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« Reply #1 on: October 14, 2016, 01:00:59 PM » |
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Hello and welcome, Carolus! I don't have SF installed, so I found config.engcfg somewhere on the net and quickly translated it: Spoiler: //preprocessor directives #include "defs.engcfg"
//blooming i_bloom:bloom() { //blooming (0 - off), 1 - 15 - number of passes, accelerated bloom = 1; passes = 1;
}// end of i_bloom:bloom
//console i_console:console() { //console enabled enable = 1; //console can be activated active = 1;
}// end of i_console:console
//global lighting i_defglobal:defglobal() { //render specular lighting specular = 1;
}// end of i_defglobal:defglobal
//local sources i_deflocal:deflocal() { //render sources ( -1 - disable render) enable = 1; //render halos around sources light_oreols = 1;
}// end of i_deflocal:deflocal
//render i_defrender:defrender() { //shadows type (0 - none, 1 - shadowmap, 2 - planemap) sh_type = 0; //shadow map size sh_size = 1024;
}// end of i_defrender:defrender
//experience and unit characteristics settings i_divisions:divisions() { //allies experience alexp = 0.500000; //enemies experience enexp = 0.500000; //balance of forces balance = 0.500000;
}// end of i_divisions:divisions
//shaders i_effman:effman() { //half precision for shaders shad_half_prec = 0;
}// end of i_effman:effman
//external camera i_extcam:extcam() { //external camera enabled enable = 0; //external camera can be activated active = 1; //external camera enabled by default ext_view = 0;
}// end of i_extcam:extcam
//horizon i_horizoncap:horizoncap() { //enable horizon cutoff enable = 1;
}// end of i_horizoncap:horizoncap
//keyboard and mouse i_input:input() { //mouse sensitivity ms = 1.000000;
}// end of i_input:input
//joysticks and control devices i_joyinp:joyinp() { //do not use joystick no_joy = 0; //feedback ffb = 0.000000; //sensitivity js = 1.000000;
}// end of i_joyinp:joyinp
//grass i_microman:microman() { //far bound of microobjects, m (128.0 - 1024.0) micro_dist = 150.000000; //offset amount of grass LOD (0.0 no offset - 1.0 always the last LOD) micro_lods = 0.000000; //trimming of microobjects (0 - off, 1 - remove all grass) micro_trim = 0.000000;
}// end of i_microman:microman
//map i_mode_map:mode_map() { //show all view_always = 0; //shared allies visibility view_shared = 1;
}// end of i_mode_map:mode_map
//macro settings from the menu i_mode_menu:mode_menu() { //quality quality = 0; //realism realism = 2; //difficulty difficulty = 2; //levels of detail lods = 2; //god mode god_mode = 0; //projectiles power mogush = 0; //high morale hi_morale = 0; //relocation fast_transfer = 1; //always follow orders always_do_orders = 0; //do as I do default order do_like_me = 0; //autoplacing autoplace = 0; //automatic gearbox akpp = 1; //track autorepair auto_repear_track = 1; //simplified targeting targeting = 1; //force seat force_place = 0; //disable blood blood_dis = 0; //light all headlights all_lights = 1; //remove small objects nobeauty = 0; //run settings autodetection auto_detect = 0;
}// end of i_mode_menu:mode_menu
//precipitation i_moisture:moisture() { //apply atmospheric effects (-1 - off) enable = 0;
}// end of i_moisture:moisture
//music i_musicman:musicman() { //music volume (used if no i_soundman) music_vol = 0.000000; //disable music no_music = 0;
}// end of i_musicman:musicman
//particle system i_partsys:partsys() { //sorting sort = 1; //reduce amount parts_min = 0;
}// end of i_partsys:partsys
//tracks i_pileff:pileff() { //range of disabling tracks, m dist = 200.000000;
}// end of i_pileff:pileff
//vegetation manager i_plantman:plantman() { //vegetation trimming (0 - off, 1 - remove some vegetation) flora_trim = 0.000000; //adaptive selection of vegetation LOD level (0 - off, 1 - maximum speed) adapt_ls = 0.500000; //vegetation trimming (0 - off, 1 - remove some vegetation) flora_trime = 0.000000;
}// end of i_plantman:plantman
//points highlighting i_points:points() { //points highlighting enabled enable = 1; //points highlighting can be activated active = 1;
}// end of i_points:points
//description and configuration of video card i_render:render() { //card adapter = 0; //resolution, frequency, mode bb_wid = 1024; bb_hei = 768; bb_freq = 60; bb_fmt = 22; //depth buffer mode depth_buffer = 75; //vertex processing vertex_processing = 1; //gamma (0.0 - inf def 1.0) gamma = 1.000000; //brightness (-1.0:1.0 def 0.0) bright = 0.500000; //contrast(0.0:1.0 def 1.0) contrast = 1.000000; //anti-aliasing (type, quality) aa_type = 0; aa_qual = 0; //anisotropy level aniso = 0.000000; //screen aspect ratio (4/3, 16/9, 16/1, 5/4) aspect = 0.000000; //windowed mode windowed = 0;
}// end of i_render:render
//information i_reninfo:reninfo() { //display FPS draw_fps = 1;
}// end of i_reninfo:reninfo
//scene i_scene:scene() { //level change distance, m lod_dist0 = 25.000000; lod_dist1 = 150.000000; lod_dist2 = 0.000000; //use 32 bit indexes use_32bit_inds = 0; //use hardware instancing hw_instancing = 1; //render specular lighting (local sources) specular = 1; //real visibility is horizont * 0.95 horizont = 3072.000000;
}// end of i_scene:scene
//shadows i_shadows:shadows() { //shadow type (0 - none, 1 - fake) type = 1; //shadow disappearance distance dist = 300.000000;
}// end of i_shadows:shadows
//ballistics i_shellphys:shellphys() { //muzzle flash distance (-1 - no limit) bullets_lig_dist = -1.000000;
}// end of i_shellphys:shellphys
//sound i_soundman:soundman() { //sound playback device (0 - default) device = 0; //number of channels channels = 2; //sample rate freq = 44100; //bits per sample bits = 16; //effects volume sfx_vol = 1.000000; //speech volume speech_vol = 1.000000; //global volume global_vol = 1.000000; //music volume music_vol = 1.000000; //no sound no_sound = 0; //use hardware acceleration use_hw_sound = 1; //maximum number of channels (0 - maximum supported by hardware) max_channels = 0; //disable music no_music = 0; //sound quality snd_qual = 0;
}// end of i_soundman:soundman
//textures i_texman:texman() { //texturing quality (2 - as designed, 1 - low, 0 - compression) tex_qual = 0; //texture size (0 - as is) tex_size = 0; //allow uncompressed textures enable_uncomp = 0; //format settings (name, size, quality) formats() { user, 0, 2; tbump, 0, 2; hbump, 0, 2; obump, 0, 2; fbump, 0, 2; lbump, 0, 2; bump, 0, 2; flora, 0, 2; trans, 0, 2; normal, 0, 2; techn, 0, 2; human, 0, 2; objs, 0, 2; marks, 0, 2; atest, 0, 2; clouds, 0, 2; detail, 0, 2; menu, 0, 2; font, 0, 2; uncomp, 0, 2;
}// end of formats
}// end of i_texman:texman
//traces i_traceseff:traceseff() { //enabled traces enable = 1;
}// end of i_traceseff:traceseff
//variables _vars(){ #include "vars.engcfg" } Matilda's armor piercing shells are too powerful for light armor, the shell simply penetrates entire vehicle without much damage. Regarding mods, I think SPM is better polished and more cohesive, but it's old and no longer updated. So, you will probably like STA. It has a lot of new vehicles, missions, etc.
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