saving uncommitted changes in /etc prior to emerge run
This commit is contained in:
parent
667fbe1fb2
commit
1c30cbe745
@ -1,11 +0,0 @@
|
|||||||
# This is the global openmw.cfg file. Do not modify!
|
|
||||||
# Modifications should be done on the user openmw.cfg file instead
|
|
||||||
# (see: https://wiki.openmw.org/index.php?title=Paths)
|
|
||||||
|
|
||||||
data="?mw?Data Files"
|
|
||||||
data=/usr/share/openmw/data
|
|
||||||
data-local="?userdata?data"
|
|
||||||
resources=/usr/share/openmw/resources
|
|
||||||
script-blacklist=Museum
|
|
||||||
script-blacklist=MockChangeScript
|
|
||||||
script-blacklist=doortestwarp
|
|
@ -1,272 +0,0 @@
|
|||||||
# WARNING: Editing this file might have no effect, as these
|
|
||||||
# settings are overwritten by your user settings file.
|
|
||||||
|
|
||||||
[Video]
|
|
||||||
resolution x = 800
|
|
||||||
resolution y = 600
|
|
||||||
|
|
||||||
fullscreen = false
|
|
||||||
window border = true
|
|
||||||
screen = 0
|
|
||||||
|
|
||||||
# Minimize the window if it loses key focus?
|
|
||||||
minimize on focus loss = true
|
|
||||||
|
|
||||||
# Render system
|
|
||||||
# blank means default
|
|
||||||
# Valid values:
|
|
||||||
# OpenGL Rendering Subsystem
|
|
||||||
# Direct3D9 Rendering Subsystem
|
|
||||||
render system =
|
|
||||||
|
|
||||||
# Valid values:
|
|
||||||
# none
|
|
||||||
# MSAA 2
|
|
||||||
# MSAA 4
|
|
||||||
# MSAA 8
|
|
||||||
# MSAA 16
|
|
||||||
antialiasing = none
|
|
||||||
|
|
||||||
vsync = false
|
|
||||||
|
|
||||||
# opengl render to texture mode, valid options:
|
|
||||||
# PBuffer, FBO, Copy
|
|
||||||
opengl rtt mode = FBO
|
|
||||||
|
|
||||||
[GUI]
|
|
||||||
# 1 is fully opaque
|
|
||||||
menu transparency = 0.84
|
|
||||||
|
|
||||||
# 0 - instantly, 1 - max. delay
|
|
||||||
tooltip delay = 0
|
|
||||||
|
|
||||||
subtitles = false
|
|
||||||
|
|
||||||
hit fader = true
|
|
||||||
werewolf overlay = true
|
|
||||||
|
|
||||||
stretch menu background = false
|
|
||||||
|
|
||||||
[General]
|
|
||||||
# Camera field of view
|
|
||||||
field of view = 55
|
|
||||||
gamma = 1.00
|
|
||||||
contrast = 1.00
|
|
||||||
|
|
||||||
# Texture filtering mode. valid values:
|
|
||||||
# none
|
|
||||||
# anisotropic
|
|
||||||
# bilinear
|
|
||||||
# trilinear
|
|
||||||
texture filtering = anisotropic
|
|
||||||
|
|
||||||
# Has no effect when texture filtering is not anisotropic
|
|
||||||
anisotropy = 4
|
|
||||||
|
|
||||||
# Number of texture mipmaps to generate
|
|
||||||
num mipmaps = 8
|
|
||||||
|
|
||||||
shader mode =
|
|
||||||
|
|
||||||
screenshot format = png
|
|
||||||
|
|
||||||
[Shadows]
|
|
||||||
# Shadows are only supported when object shaders are on!
|
|
||||||
enabled = false
|
|
||||||
|
|
||||||
# Split the shadow maps, allows for a larger shadow distance
|
|
||||||
split = false
|
|
||||||
|
|
||||||
# Increasing shadow distance will lower the shadow quality.
|
|
||||||
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
|
|
||||||
shadow distance = 1300
|
|
||||||
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
|
|
||||||
split shadow distance = 14000
|
|
||||||
|
|
||||||
# Size of the shadow textures, higher means higher quality
|
|
||||||
texture size = 1024
|
|
||||||
|
|
||||||
# Turn on/off various shadow casters
|
|
||||||
actor shadows = true
|
|
||||||
misc shadows = true
|
|
||||||
statics shadows = true
|
|
||||||
terrain shadows = true
|
|
||||||
|
|
||||||
# Fraction of the total shadow distance after which the shadow starts to fade out
|
|
||||||
fade start = 0.8
|
|
||||||
|
|
||||||
debug = false
|
|
||||||
|
|
||||||
[HUD]
|
|
||||||
# FPS counter
|
|
||||||
# 0: not visible
|
|
||||||
# 1: basic FPS display
|
|
||||||
# 2: advanced FPS display (batches, triangles)
|
|
||||||
fps = 0
|
|
||||||
|
|
||||||
crosshair = true
|
|
||||||
|
|
||||||
[Objects]
|
|
||||||
shaders = true
|
|
||||||
|
|
||||||
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
|
|
||||||
# Note: has no effect when shaders are turned off
|
|
||||||
num lights = 8
|
|
||||||
|
|
||||||
# Use static geometry for static objects. Improves rendering speed.
|
|
||||||
use static geometry = true
|
|
||||||
|
|
||||||
[Map]
|
|
||||||
# Adjusts the scale of the global map
|
|
||||||
global map cell size = 18
|
|
||||||
|
|
||||||
local map resolution = 256
|
|
||||||
|
|
||||||
local map widget size = 512
|
|
||||||
local map hud widget size = 256
|
|
||||||
|
|
||||||
[Cells]
|
|
||||||
exterior grid size = 3
|
|
||||||
|
|
||||||
[Viewing distance]
|
|
||||||
# Limit the rendering distance of small objects
|
|
||||||
limit small object distance = false
|
|
||||||
|
|
||||||
# Size below which an object is considered as small
|
|
||||||
small object size = 250
|
|
||||||
|
|
||||||
# Rendering distance for small objects
|
|
||||||
small object distance = 3500
|
|
||||||
|
|
||||||
# Viewing distance at normal weather conditions
|
|
||||||
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
|
|
||||||
# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
|
|
||||||
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
|
|
||||||
# exact factor would depend on FOV
|
|
||||||
viewing distance = 4600
|
|
||||||
|
|
||||||
# Distance at which fog starts (proportional to viewing distance)
|
|
||||||
fog start factor = 0.5
|
|
||||||
|
|
||||||
# Distance at which fog ends (proportional to viewing distance)
|
|
||||||
fog end factor = 1.0
|
|
||||||
|
|
||||||
[Terrain]
|
|
||||||
distant land = false
|
|
||||||
|
|
||||||
shader = true
|
|
||||||
|
|
||||||
[Water]
|
|
||||||
shader = false
|
|
||||||
|
|
||||||
refraction = false
|
|
||||||
|
|
||||||
rtt size = 512
|
|
||||||
reflect terrain = true
|
|
||||||
reflect statics = false
|
|
||||||
reflect actors = false
|
|
||||||
|
|
||||||
[Sound]
|
|
||||||
# Device name. Blank means default
|
|
||||||
device =
|
|
||||||
|
|
||||||
# Volumes. master volume affects all other volumes.
|
|
||||||
master volume = 1.0
|
|
||||||
sfx volume = 1.0
|
|
||||||
music volume = 0.5
|
|
||||||
footsteps volume = 0.2
|
|
||||||
voice volume = 0.8
|
|
||||||
|
|
||||||
|
|
||||||
[Input]
|
|
||||||
|
|
||||||
grab cursor = true
|
|
||||||
|
|
||||||
invert y axis = false
|
|
||||||
|
|
||||||
camera sensitivity = 1.0
|
|
||||||
|
|
||||||
ui sensitivity = 1.0
|
|
||||||
|
|
||||||
camera y multiplier = 1.0
|
|
||||||
|
|
||||||
always run = false
|
|
||||||
|
|
||||||
allow third person zoom = false
|
|
||||||
|
|
||||||
[Game]
|
|
||||||
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
|
||||||
best attack = false
|
|
||||||
|
|
||||||
difficulty = 0
|
|
||||||
|
|
||||||
[Saves]
|
|
||||||
character =
|
|
||||||
# Save when resting
|
|
||||||
autosave = true
|
|
||||||
|
|
||||||
[Windows]
|
|
||||||
inventory x = 0
|
|
||||||
inventory y = 0.4275
|
|
||||||
inventory w = 0.6225
|
|
||||||
inventory h = 0.5725
|
|
||||||
|
|
||||||
inventory container x = 0
|
|
||||||
inventory container y = 0.4275
|
|
||||||
inventory container w = 0.6225
|
|
||||||
inventory container h = 0.5725
|
|
||||||
|
|
||||||
inventory barter x = 0
|
|
||||||
inventory barter y = 0.4275
|
|
||||||
inventory barter w = 0.6225
|
|
||||||
inventory barter h = 0.5725
|
|
||||||
|
|
||||||
inventory companion x = 0
|
|
||||||
inventory companion y = 0.4275
|
|
||||||
inventory companion w = 0.6225
|
|
||||||
inventory companion h = 0.5725
|
|
||||||
|
|
||||||
container x = 0.25
|
|
||||||
container y = 0
|
|
||||||
container w = 0.75
|
|
||||||
container h = 0.375
|
|
||||||
|
|
||||||
companion x = 0.25
|
|
||||||
companion y = 0
|
|
||||||
companion w = 0.75
|
|
||||||
companion h = 0.375
|
|
||||||
|
|
||||||
map x = 0.625
|
|
||||||
map y = 0
|
|
||||||
map w = 0.375
|
|
||||||
map h = 0.5725
|
|
||||||
|
|
||||||
barter x = 0.25
|
|
||||||
barter y = 0
|
|
||||||
barter w = 0.75
|
|
||||||
barter h = 0.375
|
|
||||||
|
|
||||||
alchemy x = 0.25
|
|
||||||
alchemy y = 0.25
|
|
||||||
alchemy w = 0.5
|
|
||||||
alchemy h = 0.5
|
|
||||||
|
|
||||||
stats x = 0
|
|
||||||
stats y = 0
|
|
||||||
stats w = 0.375
|
|
||||||
stats h = 0.4275
|
|
||||||
|
|
||||||
spells x = 0.625
|
|
||||||
spells y = 0.5725
|
|
||||||
spells w = 0.375
|
|
||||||
spells h = 0.4275
|
|
||||||
|
|
||||||
console x = 0
|
|
||||||
console y = 0
|
|
||||||
console w = 1
|
|
||||||
console h = 0.5
|
|
||||||
|
|
||||||
dialogue h = 0.810
|
|
||||||
dialogue w = 0.810
|
|
||||||
dialogue x = 0.095
|
|
||||||
dialogue y = 0.095
|
|
@ -1,274 +0,0 @@
|
|||||||
# WARNING: Editing this file might have no effect, as these
|
|
||||||
# settings are overwritten by your user settings file.
|
|
||||||
|
|
||||||
[Video]
|
|
||||||
resolution x = 800
|
|
||||||
resolution y = 600
|
|
||||||
|
|
||||||
fullscreen = false
|
|
||||||
window border = true
|
|
||||||
screen = 0
|
|
||||||
|
|
||||||
# Minimize the window if it loses key focus?
|
|
||||||
minimize on focus loss = true
|
|
||||||
|
|
||||||
# Render system
|
|
||||||
# blank means default
|
|
||||||
# Valid values:
|
|
||||||
# OpenGL Rendering Subsystem
|
|
||||||
# Direct3D9 Rendering Subsystem
|
|
||||||
render system =
|
|
||||||
|
|
||||||
# Valid values:
|
|
||||||
# none
|
|
||||||
# MSAA 2
|
|
||||||
# MSAA 4
|
|
||||||
# MSAA 8
|
|
||||||
# MSAA 16
|
|
||||||
antialiasing = none
|
|
||||||
|
|
||||||
vsync = false
|
|
||||||
|
|
||||||
# opengl render to texture mode, valid options:
|
|
||||||
# PBuffer, FBO, Copy
|
|
||||||
opengl rtt mode = FBO
|
|
||||||
|
|
||||||
[GUI]
|
|
||||||
# 1 is fully opaque
|
|
||||||
menu transparency = 0.84
|
|
||||||
|
|
||||||
# 0 - instantly, 1 - max. delay
|
|
||||||
tooltip delay = 0
|
|
||||||
|
|
||||||
subtitles = false
|
|
||||||
|
|
||||||
hit fader = true
|
|
||||||
werewolf overlay = true
|
|
||||||
|
|
||||||
stretch menu background = false
|
|
||||||
|
|
||||||
[General]
|
|
||||||
# Camera field of view
|
|
||||||
field of view = 55
|
|
||||||
gamma = 1.00
|
|
||||||
contrast = 1.00
|
|
||||||
|
|
||||||
# Texture filtering mode. valid values:
|
|
||||||
# none
|
|
||||||
# anisotropic
|
|
||||||
# bilinear
|
|
||||||
# trilinear
|
|
||||||
texture filtering = anisotropic
|
|
||||||
|
|
||||||
# Has no effect when texture filtering is not anisotropic
|
|
||||||
anisotropy = 4
|
|
||||||
|
|
||||||
# Number of texture mipmaps to generate
|
|
||||||
num mipmaps = 8
|
|
||||||
|
|
||||||
shader mode =
|
|
||||||
|
|
||||||
screenshot format = png
|
|
||||||
|
|
||||||
[Shadows]
|
|
||||||
# Shadows are only supported when object shaders are on!
|
|
||||||
enabled = false
|
|
||||||
|
|
||||||
# Split the shadow maps, allows for a larger shadow distance
|
|
||||||
split = false
|
|
||||||
|
|
||||||
# Increasing shadow distance will lower the shadow quality.
|
|
||||||
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
|
|
||||||
shadow distance = 1300
|
|
||||||
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
|
|
||||||
split shadow distance = 14000
|
|
||||||
|
|
||||||
# Size of the shadow textures, higher means higher quality
|
|
||||||
texture size = 1024
|
|
||||||
|
|
||||||
# Turn on/off various shadow casters
|
|
||||||
actor shadows = true
|
|
||||||
misc shadows = true
|
|
||||||
statics shadows = true
|
|
||||||
terrain shadows = true
|
|
||||||
|
|
||||||
# Fraction of the total shadow distance after which the shadow starts to fade out
|
|
||||||
fade start = 0.8
|
|
||||||
|
|
||||||
debug = false
|
|
||||||
|
|
||||||
[HUD]
|
|
||||||
# FPS counter
|
|
||||||
# 0: not visible
|
|
||||||
# 1: basic FPS display
|
|
||||||
# 2: advanced FPS display (batches, triangles)
|
|
||||||
fps = 0
|
|
||||||
|
|
||||||
crosshair = true
|
|
||||||
|
|
||||||
[Objects]
|
|
||||||
shaders = true
|
|
||||||
|
|
||||||
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
|
|
||||||
# Note: has no effect when shaders are turned off
|
|
||||||
num lights = 8
|
|
||||||
|
|
||||||
# Use static geometry for static objects. Improves rendering speed.
|
|
||||||
use static geometry = true
|
|
||||||
|
|
||||||
[Map]
|
|
||||||
# Adjusts the scale of the global map
|
|
||||||
global map cell size = 18
|
|
||||||
|
|
||||||
local map resolution = 256
|
|
||||||
|
|
||||||
local map widget size = 512
|
|
||||||
local map hud widget size = 256
|
|
||||||
|
|
||||||
[Cells]
|
|
||||||
exterior grid size = 3
|
|
||||||
|
|
||||||
[Viewing distance]
|
|
||||||
# Limit the rendering distance of small objects
|
|
||||||
limit small object distance = false
|
|
||||||
|
|
||||||
# Size below which an object is considered as small
|
|
||||||
small object size = 250
|
|
||||||
|
|
||||||
# Rendering distance for small objects
|
|
||||||
small object distance = 3500
|
|
||||||
|
|
||||||
# Viewing distance at normal weather conditions
|
|
||||||
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
|
|
||||||
# viewing distance / minimum weather fog depth (.69) * view frustum factor <= cell size (8192) - loading threshold (1024)
|
|
||||||
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
|
|
||||||
# exact factor would depend on FOV
|
|
||||||
viewing distance = 4600
|
|
||||||
|
|
||||||
# Distance at which fog starts (proportional to viewing distance)
|
|
||||||
fog start factor = 0.5
|
|
||||||
|
|
||||||
# Distance at which fog ends (proportional to viewing distance)
|
|
||||||
fog end factor = 1.0
|
|
||||||
|
|
||||||
[Terrain]
|
|
||||||
distant land = false
|
|
||||||
|
|
||||||
shader = true
|
|
||||||
|
|
||||||
[Water]
|
|
||||||
shader = false
|
|
||||||
|
|
||||||
refraction = false
|
|
||||||
|
|
||||||
rtt size = 512
|
|
||||||
reflect terrain = true
|
|
||||||
reflect statics = false
|
|
||||||
reflect actors = false
|
|
||||||
|
|
||||||
[Sound]
|
|
||||||
# Device name. Blank means default
|
|
||||||
device =
|
|
||||||
|
|
||||||
# Volumes. master volume affects all other volumes.
|
|
||||||
master volume = 1.0
|
|
||||||
sfx volume = 1.0
|
|
||||||
music volume = 0.5
|
|
||||||
footsteps volume = 0.2
|
|
||||||
voice volume = 0.8
|
|
||||||
|
|
||||||
|
|
||||||
[Input]
|
|
||||||
|
|
||||||
grab cursor = true
|
|
||||||
|
|
||||||
invert y axis = false
|
|
||||||
|
|
||||||
camera sensitivity = 1.0
|
|
||||||
|
|
||||||
ui sensitivity = 1.0
|
|
||||||
|
|
||||||
camera y multiplier = 1.0
|
|
||||||
|
|
||||||
always run = false
|
|
||||||
|
|
||||||
allow third person zoom = false
|
|
||||||
|
|
||||||
toggle sneak = false
|
|
||||||
|
|
||||||
[Game]
|
|
||||||
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
|
||||||
best attack = false
|
|
||||||
|
|
||||||
difficulty = 0
|
|
||||||
|
|
||||||
[Saves]
|
|
||||||
character =
|
|
||||||
# Save when resting
|
|
||||||
autosave = true
|
|
||||||
|
|
||||||
[Windows]
|
|
||||||
inventory x = 0
|
|
||||||
inventory y = 0.4275
|
|
||||||
inventory w = 0.6225
|
|
||||||
inventory h = 0.5725
|
|
||||||
|
|
||||||
inventory container x = 0
|
|
||||||
inventory container y = 0.4275
|
|
||||||
inventory container w = 0.6225
|
|
||||||
inventory container h = 0.5725
|
|
||||||
|
|
||||||
inventory barter x = 0
|
|
||||||
inventory barter y = 0.4275
|
|
||||||
inventory barter w = 0.6225
|
|
||||||
inventory barter h = 0.5725
|
|
||||||
|
|
||||||
inventory companion x = 0
|
|
||||||
inventory companion y = 0.4275
|
|
||||||
inventory companion w = 0.6225
|
|
||||||
inventory companion h = 0.5725
|
|
||||||
|
|
||||||
container x = 0.25
|
|
||||||
container y = 0
|
|
||||||
container w = 0.75
|
|
||||||
container h = 0.375
|
|
||||||
|
|
||||||
companion x = 0.25
|
|
||||||
companion y = 0
|
|
||||||
companion w = 0.75
|
|
||||||
companion h = 0.375
|
|
||||||
|
|
||||||
map x = 0.625
|
|
||||||
map y = 0
|
|
||||||
map w = 0.375
|
|
||||||
map h = 0.5725
|
|
||||||
|
|
||||||
barter x = 0.25
|
|
||||||
barter y = 0
|
|
||||||
barter w = 0.75
|
|
||||||
barter h = 0.375
|
|
||||||
|
|
||||||
alchemy x = 0.25
|
|
||||||
alchemy y = 0.25
|
|
||||||
alchemy w = 0.5
|
|
||||||
alchemy h = 0.5
|
|
||||||
|
|
||||||
stats x = 0
|
|
||||||
stats y = 0
|
|
||||||
stats w = 0.375
|
|
||||||
stats h = 0.4275
|
|
||||||
|
|
||||||
spells x = 0.625
|
|
||||||
spells y = 0.5725
|
|
||||||
spells w = 0.375
|
|
||||||
spells h = 0.4275
|
|
||||||
|
|
||||||
console x = 0
|
|
||||||
console y = 0
|
|
||||||
console w = 1
|
|
||||||
console h = 0.5
|
|
||||||
|
|
||||||
dialogue h = 0.810
|
|
||||||
dialogue w = 0.810
|
|
||||||
dialogue x = 0.095
|
|
||||||
dialogue y = 0.095
|
|
@ -1,7 +0,0 @@
|
|||||||
[Display%20Format]
|
|
||||||
Record%20Status%20Display=Icon Only
|
|
||||||
Referenceable%20ID%20Type%20Display=Text Only
|
|
||||||
|
|
||||||
[Window%20Size]
|
|
||||||
Height=900
|
|
||||||
Width=1440
|
|
@ -3,7 +3,7 @@
|
|||||||
# (see: https://wiki.openmw.org/index.php?title=Paths)
|
# (see: https://wiki.openmw.org/index.php?title=Paths)
|
||||||
|
|
||||||
data="?mw?Data Files"
|
data="?mw?Data Files"
|
||||||
data=/usr/share/morrowind-data
|
data=/usr/share/openmw/data
|
||||||
data-local="?userdata?data"
|
data-local="?userdata?data"
|
||||||
resources=/usr/share/openmw/resources
|
resources=/usr/share/openmw/resources
|
||||||
script-blacklist=Museum
|
script-blacklist=Museum
|
||||||
|
@ -173,9 +173,9 @@ device =
|
|||||||
# Volumes. master volume affects all other volumes.
|
# Volumes. master volume affects all other volumes.
|
||||||
master volume = 1.0
|
master volume = 1.0
|
||||||
sfx volume = 1.0
|
sfx volume = 1.0
|
||||||
music volume = 0.4
|
music volume = 0.5
|
||||||
footsteps volume = 0.15
|
footsteps volume = 0.2
|
||||||
voice volume = 1.0
|
voice volume = 0.8
|
||||||
|
|
||||||
|
|
||||||
[Input]
|
[Input]
|
||||||
@ -194,6 +194,8 @@ always run = false
|
|||||||
|
|
||||||
allow third person zoom = false
|
allow third person zoom = false
|
||||||
|
|
||||||
|
toggle sneak = false
|
||||||
|
|
||||||
[Game]
|
[Game]
|
||||||
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
|
||||||
best attack = false
|
best attack = false
|
||||||
|
Loading…
Reference in New Issue
Block a user