saving uncommitted changes in /etc prior to emerge run

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2015-02-27 01:58:55 +01:00
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WARNING: Do NOT copy over the init.txt from an earlier version of DF.
Always read the file carefully, including the comments.
In general, you can copy savegames and tilesets from older DF
versions, but you should not copy anything else. You should not, under any
circumstances, unpack a new DF on top of an older one.
Change this to turn sound off.
[SOUND:YES]
The sound volume runs from 0 (off) to 255 (full). You can set the volume from the ESC options menu as well.
[VOLUME:255]
Change this to skip the wonderful intro movies.
[INTRO:YES]
This lets you set the starting windowed/fullscreen setting. Can be YES, NO or PROMPT.
[WINDOWED:YES]
This is the size and font for windowed mode. Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:ironhand.png]
You may disable window resizing if you wish.
[RESIZABLE:YES]
Full screen info. The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:ironhand.png]
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of February 2012, the Dwarf Fortress Wiki has custom tilesets available at http://df.magmawiki.com/index.php/Tileset_repository and creature graphics at http://df.magmawiki.com/index.php/Graphics_set_repository.
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen. Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:<number>, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set. Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.
By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.
On a multi-core machine none of this is very likely to matter; stick to 2D.
2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.
Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.
[PRINT_MODE:2D]
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]
Switches truetype on whenever the vertical tile size is this many pixels or larger. You may also use YES/NO to force it on/off. Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).
[TRUETYPE:12]
Change this to YES to keep the DF window on top of your other windows.
[TOPMOST:NO]
Change this to YES if you want to see an FPS counter at the top left.
[FPS:NO]
Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames.
You may set FPS_CAP to 0 to make it uncapped.
[FPS_CAP:100]
Use this to set the maximum graphical frame refresh rate during play.
[G_FPS_CAP:20]
On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.
[ARB_SYNC:NO]
This sets the applications vertical synchronization behavior. Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.
[VSYNC:NO]
Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.
[TEXTURE_PARAM:LINEAR]
Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.
[PRIORITY:NORMAL]
Use this to set how fast the game zooms. The default corresponds to
increasing grid size by 10 units each time you zoom.
[ZOOM_SPEED:10]
Change this to NO if you don't want to have the mouse involved at all.
[MOUSE:YES]
Change this to YES if you'd like to use a BMP for the mouse cursor. The image currently lags when the game is lagging however.
[MOUSE_PICTURE:NO]
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game. You might need to adjust this.
[KEY_HOLD_MS:250]
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.
[KEY_REPEAT_MS:150]
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.
[KEY_REPEAT_ACCEL_LIMIT:8]
[KEY_REPEAT_ACCEL_START:10]
This controls the number of milliseconds between macro instructions.
[MACRO_MS:1]
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.
[RECENTER_INTERFACE_SHUTDOWN_MS:0]
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).
[COMPRESSED_SAVES:YES]

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[Metadata]
# The gui front-end you'd like to use. Defaults to "gtk".
gui = gtk
# The mounting method used, if necessary.
mounter = GenericMounter
[GemRB]
# The full path to the GemRB executable.
executable = /usr/games/bin/gemrb
# Any arguments to pass to the GemRB process.
extra_args = --multiple-configs
[GenericMounter]
# The command to run while mounting CDs.
mount_command = fuseiso -p
# The command to run while unmounting CDs.
unmount_command = fusermount -u
# pre_mount_command =
# post_mount_command =
# pre_unmount_command =
# post_unmount_command =
[GtkGui]
# All longer paths will be truncated to this length, if set.
# longest_path = 50

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games/gemrb/GemRB.cfg Normal file
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#####################################################
# #
# This is the GemRB Configuration file. #
# Here are defined some default parameters for #
# basic configuration and paths definition. #
# #
# Parameters are defined as a Name=Value pair #
# The Value can be of three types: #
# - String #
# - Integer #
# - Boolean #
# #
# The String value is represented as follows #
# i.e. H:\GemRB\plugins #
# Integers are defined as follows #
# i.e. 12723 #
# Booleans are represented as 1 or 0 in this file #
# #
# Lines starting with # are ignored #
# #
#####################################################
#####################################################
# #
# Game Type [String] Use one of the following #
# values: #
# #
# auto Attempt to autodetect game type #
# #
# bg1 Baldur's Gate #
# bg2 Baldur's Gate 2 : SoA or ToB #
# tob Baldur's Gate 2 : ToB (obsolete) #
# iwd IceWind Dale (no How or ToTL installed)#
# how IceWind Dale : HoW or ToTL #
# iwd2 IceWind Dale 2 #
# pst Planescape Torment #
# (More will come) #
# #
#####################################################
GameType=pst
#####################################################
# Game Name [String] Title for GemRB window, use #
# anything you wish, e.g. Baldur's Gate 3: RotFL #
#####################################################
GameName=Planescape Torment
#####################################################
# Video Parameters #
#####################################################
#NOTE: SCREEN width and height can NOT be ARBITRARY without installing the
# widescreen mod: http://www.gibberlings3.net/widescreen/
#Resolutions supported by the original games (gemrb) are:
# * 640x480 (except in iwd2)
# * 800x600 (bg2, iwd:how, iwd2)
# * 1024x768 (bg2, iwd:how, iwd2)
# * 1280x1024 (bg2, iwd:how, iwd2)
#Screen width
Width=640
#Screen height
Height=480
#Bits per pixel [Integer:16,32]
Bpp=32
#Fullscreen [Boolean]
Fullscreen=0
# Delay before tooltips appear [milliseconds]
TooltipDelay=500
#####################################################
# Audio Parameters #
#####################################################
# #
# All volume options are in percents, with 100 #
# being the normal and default volume #
# #
#####################################################
# Choices: openal (default), sdlaudio (faster, but limited featureset), none
#AudioDriver = openal
# Volume of ambient sounds
#VolumeAmbients = 100
# Volume during movie playback
#VolumeMovie = 100
# Volume of background music
#VolumeMusic = 100
# Volume of sound effects
#VolumeSFX = 100
# Volume of PC or NPC voices
#VolumeVoices = 100
#####################################################
# Case Sensitive Filesystem [Boolean] #
# #
# If your installed game files are residing on a #
# case sensitive filesystem (ext2 on Linux) then #
# you need to set this value to 1, it has no #
# effect on Windows #
#####################################################
CaseSensitive=1
#####################################################
# GUI Parameters #
#####################################################
# #
# GemRB may enhance the GUI of the Infinity Engine #
# games (so far only in bg2) creating functionally #
# new buttons or scrollbars where they weren't #
# present in original games. It may improve its #
# usability, but is not quite compatible with #
# mods changing graphics and alignment in the *.chu #
# files (e.g. the buttons will appear in old #
# coordinates and may stop being clickable). #
#####################################################
# Enable all gui enhancements ? [Integer]
# GUIEnhancements = 15
#####################################################
# Debug #
#####################################################
# Do not play intro videos [Boolean], useful for development
#SkipIntroVideos=1
# Draw Frames per Second info [Boolean]
#DrawFPS=1
# Hide unexplored parts of a map
#FogOfWar=1
# Enable debug and cheat keystrokes, see docs/en/CheatKeys.txt
# full listing
#EnableCheatKeys=1
#####################################################
# Paths #
#####################################################
#####################################################
# Game Paths [String] #
# #
# These are the paths where the Game you want to #
# play is installed. #
# Enter the full path to the directory. #
#####################################################
GamePath=/media/Elements/Games/PTorment
#CD1=/mnt/windows/Programmi/Black Isle/BGII - SoA/
#CD2=/mnt/windows/Programmi/Black Isle/BGII - SoA/CD2/
#CD3=/mnt/windows/Programmi/Black Isle/BGII - SoA/CD3/
#CD4=/mnt/windows/Programmi/Black Isle/BGII - SoA/CD4/
#CD5=/mnt/windows/Programmi/Black Isle/BGII - SoA/CD5/
#####################################################
# GemRB Cache Path [String] #
# #
# This is the path where GemRB will store the #
# cached files, enter the full path to the GemRB #
# Cache directory. #
#####################################################
CachePath=./Cache/
#####################################################
# GemRB Save Path [String] #
# #
# This is the path where GemRB looks for saved #
# games. #
# Enter the full path to the directory containing #
# e.g. the 'save' subdirectory. #
# #
# You do not have to specify this if you use save #
# subdir in the GamePath directory. #
#####################################################
#SavePath=/mnt/windows/Programmi/Black Isle/BGII - SoA/
###### HERE BE DRAGONS #############################
# You shouldn't need to change any paths below this point.
#####################################################
# GemRB Path [String] #
# #
# This is the path where GemRB is stored, just #
# enter the full path to the GemRB executable #
#####################################################
#GemRBPath=/usr/share/games/gemrb
#####################################################
# GemRB GUI Scripts Path [String] #
# #
# This is the path where GemRB GUI scripts are #
# stored, usually these are in the GemRB directory #
# Enter the full path to the directory containing #
# the 'GUIScript' subdirectory. #
#####################################################
#GUIScriptsPath=/usr/share/games/gemrb
#####################################################
# GemRB Plugins Path [String] #
# #
# This is the path containing GemRB plugins #
# - shared libraries (.so) on Unixes, or #
# DLLs (.dll) on windows. #
# Enter the full path to the directory. #
# #
# You may need to specify this path if running #
# GemRB from source directory on Linux. #
#####################################################
#PluginsPath=/usr/games/lib64/plugins
#####################################################
# Custom Font Path [String] #
# #
# This is the path where GemRB looks for non-BAM #
# fonts (ex TTF) #
# #
#####################################################
#CustomFontPath=
#####################################################
# Game Data Path [String] #
# #
# This is the subdirectory under GamePath where #
# game data files are stored. #
# #
# You probably do NOT want to specify this! #
#####################################################
#GameDataPath=data
#####################################################
# Game Data Override Path [String] #
# #
# This is the subdirectory under GamePath where #
# game data override files are stored. #
# #
# You probably do NOT want to specify this! #
#####################################################
#GameOverridePath=override
#####################################################
# GemRB Data Override Path [String] #
# #
# This is the path where GemRB looks for the GemRB #
# data override directory. #
# #
# You probably do NOT want to specify this! #
#####################################################
#GemRBOverridePath=/usr/share/games/gemrb
#####################################################
# Input Parameters #
#####################################################
#whether or not to use software keyboard on devices that support one
#UseSoftKeyboard=1
#Adds a gutter around the screen for scrolling
#TouchScrollAreas=1
#####################################################
# Touch Gesture Input Parameters #
# Requires SDL 1.3 or later #
# All "NumFing" settings must be > 1 and < 5 #
# NumFingScroll and NumFingKboard cannot be equal #
#####################################################
#NumFingScroll=2
#NumFingKboard=3
#NumFingInfo=2
#####################################################
# END #
#####################################################

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games/monopd.conf-dist Normal file
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#
# Monopd configuration file.
#
#
# Port which monopd should be listening to.
#
port=1234
#
# Frequency of monopigator registrations in seconds. The monopigator XML
# database only returns severs who have registered during the past 300
# seconds, so make this value smaller than 300 if you want your server to
# appear continously. The minimum value is 60.
#
gatorfrequency=180
#
# Host of the monopigator web interface.
#
gatorhost=monopd-gator.kde.org
#
# Port of the monopigator web interface.
#
gatorport=80
#
# Our identity. Monopd will not register automatically unless this value is
# set, so uncomment it if you want to run a public server. Make sure you can
# be reached under the hostname you set here or else you will show up in
# Monopigator without users being able to use your host! The web interface
# might check availability of your monopd server before adding you to the
# database to avoid localhost, masqueraded localnet and firewalled entries
# to appear there.
#
#gatoridentity=monopd.yourdomain.net

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games/openmw.cfg Normal file
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data="/media/Elements/Games/Morrowind/Data Files"
resources=/usr/share/games/resources

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games/openmw/opencs.ini Normal file
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[Display%20Format]
Record%20Status%20Display=Icon Only
Referenceable%20ID%20Type%20Display=Text Only
[Window%20Size]
Height=900
Width=1440

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games/openmw/openmw.cfg Normal file
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data="?global?data"
data="?mw?Data Files"
data=/usr/share/morrowind-data
data-local="?userdata?data"
resources=/usr/share/openmw/resources
script-blacklist=Museum
script-blacklist=MockChangeScript
script-blacklist=doortestwarp

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# 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
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
[General]
# Camera field of view
field of view = 55
# 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
[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 = 0.4
footsteps volume = 0.15
voice volume = 1.0
[Input]
grab cursor = true
invert y axis = false
camera sensitivity = 1.0
ui sensitivity = 1.0
camera y multiplier = 1.0
always run = 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 = 0.3775
spells y = 0.4275
spells w = 0.375
spells h = 0.5725
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

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# Bethesda has used wrong transparency settings for many textures
# (who would have guessed)
# This is very unfortunate because objects with real transparency:
# - cannot cast shadows
# - cannot receive advanced framebuffer effects like depth of field or ambient occlusion
# - cannot cover lens flare effects (the lens flare will just shine through)
# This file lists textures that should be using alpha rejection instead of transparency
# basically these are textures that are not translucent (i.e. at one spot on the texture, either transparent or opaque)
# Note: all the texture names here have to be lowercase
# fauna
[textures\tx_wickwheat_01.dds]
alphaRejectValue = 128
[textures\tx_wickwheat_03.dds]
alphaRejectValue = 128
[textures\tx_red_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_stone_flower_01.dds]
alphaRejectValue = 128
[textures\tx_ivy_02.dds]
alphaRejectValue = 128
[textures\tx_ivy_01.dds]
alphaRejectValue = 128
[textures\tx_saltrice_04.dds]
alphaRejectValue = 128
[textures\tx_black_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_leaves_01.dds]
alphaRejectValue = 128
[textures\tx_leaves_02.dds]
alphaRejectValue = 128
[textures\tx_leaves_03.dds]
alphaRejectValue = 128
[textures\tx_leaves_04.dds]
alphaRejectValue = 128
[textures\tx_leaves_06.dds]
alphaRejectValue = 128
[textures\tx_leaves_07.dds]
alphaRejectValue = 128
[textures\tx_ai_heather_01.dds]
alphaRejectValue = 96
[textures\tx_goldkanet_01.dds]
alphaRejectValue = 128
[textures\tx_goldkanet_02.dds]
alphaRejectValue = 128
[textures\tx_plant_tails00.dds]
alphaRejectValue = 128
[textures\tx_vine_01.dds]
alphaRejectValue = 128
[textures\tx_comberry_01.dds]
alphaRejectValue = 128
[textures\tx_willow_flower_02.dds]
alphaRejectValue = 128
[textures\tx_cork_bulb_02.dds]
alphaRejectValue = 128
[textures\tx_green_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_roobrush_01.dds]
alphaRejectValue = 128
[textures\tx_bittergreen_02.dds]
alphaRejectValue = 128
[textures\tx_chokeweed_01.dds]
alphaRejectValue = 128
[textures\tx_branches_01.dds]
alphaRejectValue = 128
[textures\tx_branches_02.dds]
alphaRejectValue = 128
[textures\tx_guarskin_hut_03.dds]
alphaRejectValue = 128
[textures\tx_hackle-lo_02.dds]
alphaRejectValue = 128
[textures\tx_bc_fern_01.dds]
alphaRejectValue = 128
[textures\tx_bc_fern_02.dds]
alphaRejectValue = 128
[textures\tx_bc_leaves_02.dds]
alphaRejectValue = 128
[textures\tx_marshmerrow_03.dds]
alphaRejectValue = 128
[textures\tx_bc_moss_01.dds]
alphaRejectValue = 128
[textures\tx_bc_moss_02.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_01.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_02.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_03.dds]
alphaRejectValue = 128
[textures\tx_fire_fern_01.dds]
alphaRejectValue = 128
# banners and flags
[textures\tx_flag_imp_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_arena_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_comfort_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_child_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_count_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_faith_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_walk_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_imp_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_redoran_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_avs_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_serving_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_speak_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_stdeyln_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_stolms_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_thin_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_vivec_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_vivec_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_01.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_04.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_05.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_06.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_07.dds]
alphaRejectValue = 128
[textures\tx_ashl_a_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_e_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_u_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_z_banner.dds]
alphaRejectValue = 128
[textures\tx_banner_6th.dds]
alphaRejectValue = 128
[textures\tx_banner_6th_tall.dds]
alphaRejectValue = 128
[textures\tx_banner_gnisis_01.dds]
alphaRejectValue = 128
[textures\tx_banner_gnisis_02.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_bhm_01.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_02.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_03.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_04.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_05.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_06.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_07.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_08.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_08.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_09.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_10.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_11.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_12.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_13.dds]
alphaRejectValue = 128
[textures\tx_de_lutestrings_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_imp_altar_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_akatosh_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_apprentice_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_arkay_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_dibella_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_golem_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_julianos_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_kynareth_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lady_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lord_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lover_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_mara_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_ritual_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_shadow_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_steed_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_stendarr_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_thief_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_tower_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_warrior_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_wizard_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_zenithar_01.dds]
alphaRejectValue = 128
[textures\tx_banner_dagoth_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_tavern_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_goods_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_danger_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_welcome_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_clothing_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_alchemy_01.dds]
alphaRejectValue = 128
[textures\tx_banner_hlaalu_01.dds]
alphaRejectValue = 128
[textures\tx_banner_redoran_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_03.dds]
alphaRejectValue = 128
[textures\tx_de_banner_book_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_ald_velothi.dds]
alphaRejectValue = 128
[textures\tx_de_banner_gnaar_mok.dds]
alphaRejectValue = 128
[textures\tx_de_banner_hla_oad.dds]
alphaRejectValue = 128
[textures\tx_de_banner_khull.dds]
alphaRejectValue = 128
[textures\tx_de_banner_pawn_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_sadrith_mora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_aruhn.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_branora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_fyr.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_mora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_telvani_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_vos.dds]
alphaRejectValue = 128
[textures\tx_de_banner_vos.dds]
alphaRejectValue = 128
[textures\tx_bannerd_w_a_shop_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_02.dds]
alphaRejectValue = 128
[textures\tx_mural1_00.dds]
alphaRejectValue = 128
[textures\tx_mural1_01.dds]
alphaRejectValue = 128
[textures\tx_mural4_00.dds]
alphaRejectValue = 128
[textures\tx_mural4_01.dds]
alphaRejectValue = 128
[textures\tx_mural5_00.dds]
alphaRejectValue = 128
[textures\tx_v_b_telvanni_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_hlaalu_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_02.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_03.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_04.dds]
alphaRejectValue = 128
# characters
[textures\tx_netchgod00.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_f_hair02.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_f_hair03.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair01.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair04.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair05.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_f_hair01.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_f_hair02.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_m_hair01.dds]
alphaRejectValue = 128
[textures\tx_corprus_stalker12.dds]
alphaRejectValue = 128
[textures\tx_a_clavicus02.dds]
alphaRejectValue = 128
[textures\tx_b_n_dark elf_m_hair11.dds]
alphaRejectValue = 128
[textures\tx_b_n_dark elf_f_hair10.dds]
alphaRejectValue = 128
# misc items
[textures\tx_sail.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01a.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01b.dds]
alphaRejectValue = 128
[textures\tx_longboatsail02.dds]
alphaRejectValue = 128
[textures\tx_quill.dds]
alphaRejectValue = 128
[textures\tx_note_01.dds]
alphaRejectValue = 128
[textures\tx_note_02.dds]
alphaRejectValue = 128
[textures\tx_parchment_02.dds]
alphaRejectValue = 128
[textures\tx_parchment_03.dds]
alphaRejectValue = 128
[textures\tx_scroll_01.dds]
alphaRejectValue = 128
[textures\tx_scroll_02.dds]
alphaRejectValue = 128
[textures\tx_scroll_03.dds]
alphaRejectValue = 128
[textures\tx_alpha_small_edge.dds]
alphaRejectValue = 128
[textures\tx_alpha_shadow_circular.dds]
alphaRejectValue = 128
# building materials
[textures\tx_shack_thatch_strip.dds]
alphaRejectValue = 128
[textures\tx_rug00.dds]
alphaRejectValue = 128
[textures\tx_rug_02.dds]
alphaRejectValue = 128
[textures\tx_rug_edge_01.dds]
alphaRejectValue = 128
[textures\tx_awning_thatch_02.dds]
alphaRejectValue = 128
[textures\tx_awning_woven_01.dds]
alphaRejectValue = 128
[textures\tx_bridgeropes.dds]
alphaRejectValue = 128
[textures\tx_rope_woven_01.dds]
alphaRejectValue = 128
[textures\tx_rope_woven_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_tent_06.dds]
alphaRejectValue = 128
[textures\tx_guar_tarp.dds]
alphaRejectValue = 128
[textures\tx_velothi_glyph00.dds]
alphaRejectValue = 128
# Bloodmoon
[textures\tx_bm_holly_01.dds]
alphaRejectValue = 128
[textures\tx_bm_holly_snow_01.dds]
alphaRejectValue = 128
[textures\tx_bm_pine_04a.dds]
alphaRejectValue = 128
[textures\tx_bm_pine_03a.dds]
alphaRejectValue = 128
[textures\tx_bm_pine_02a.dds]
alphaRejectValue = 128
[textures\tx_bm_pine_01a.dds]
alphaRejectValue = 128
[textures\tx_bm_shrub_02.dds]
alphaRejectValue = 128
[textures\tx_bm_shrub_01.dds]
alphaRejectValue = 128
[textures\tx_bm_snow_pine_01a.dds]
alphaRejectValue = 128
[textures\tx_bm_snow_pine_02a.dds]
alphaRejectValue = 128
[textures\tx_bm_snow_pine_03a.dds]
alphaRejectValue = 128
[textures\tx_bm_snow_pine_04a.dds]
alphaRejectValue = 128
[textures\tx_bm_deadpine_01.dds]
alphaRejectValue = 128
[textures\tx_bm_shrub_snow_02.dds]
alphaRejectValue = 128
[textures\tx_bm_s_deadpine_01.dds]
alphaRejectValue = 128

View File

@@ -0,0 +1,41 @@
//Example Unvanquished alpha release decicated server config
// Impure for the moment.
set sv_pure 0
//passwords
set g_needpass 0
//set g_password password //server password
//set rconPassword password //rcon password
//loading screen
set sv_hostname "Unvanquished Alpha Server"
set g_motd "http://unvanquished.net/"
//disallow downloads from the server
set sv_allowdownload 0
//maximum number of clients
//greater than 24 is not recommended from a gameplay point of view
set sv_maxclients 24
//These settings are used on the official Trem 1.2 & Unv public servers
//after 30 minutes, all build points are removed
set g_suddenDeathTime 30
//after 45 minutes, the game will end as a draw
set timelimit 45
//forces each team to have a similar number of players
set g_teamForceBalance 1
//following the first map, start this rotation
set g_initialMapRotation rotation1
//misc settings
set pmove_fixed 0
set sv_minRate 5000
set sv_maxRate 15000
set sv_minSnaps 10
//start this map first
map niveus

View File

@@ -0,0 +1,41 @@
//Example Unvanquished alpha release decicated server config
// Impure for the moment.
set sv_pure 0
//passwords
set g_needpass 0
//set g_password password //server password
//set rconPassword password //rcon password
//loading screen
set sv_hostname "Unvanquished Hasufell Server"
set g_motd "http://unvanquished.net/"
//disallow downloads from the server
set sv_allowdownload 0
//maximum number of clients
//greater than 24 is not recommended from a gameplay point of view
set sv_maxclients 24
//These settings are used on the official Trem 1.2 & Unv public servers
//after 30 minutes, all build points are removed
set g_suddenDeathTime 30
//after 45 minutes, the game will end as a draw
set timelimit 45
//forces each team to have a similar number of players
set g_teamForceBalance 1
//following the first map, start this rotation
set g_initialMapRotation rotation1
//misc settings
set pmove_fixed 0
set sv_minRate 5000
set sv_maxRate 15000
set sv_minSnaps 10
//start this map first
map niveus