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The game bails out on startup with the message, "DATADIR - No datadir specified in config file" #966

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stephengtuggy opened this issue Jan 7, 2025 · 4 comments · Fixed by #970

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@stephengtuggy
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stephengtuggy commented Jan 7, 2025

As described in the title.

This issue appears to affect only the master branch (0.10.x). I uncovered it while testing #965 .

This is a pretty serious issue. I don't know which config file I'm supposed to specify the data directory in, nor under what section or key. In effect, this bug is preventing me from running the 0.10.x game at the moment.

My Assets-Production folder is up to date. And I have specified the full path to it on the command line. I'm at a loss what else to do.

@stephengtuggy stephengtuggy added this to the 0.10.x milestone Jan 7, 2025
@stephengtuggy stephengtuggy moved this to To do in 0.10.x Release Jan 7, 2025
@stephengtuggy stephengtuggy changed the title The game bails out on startup with message, "DATADIR - No datadir specified in config file" The game bails out on startup with the message, "DATADIR - No datadir specified in config file" Jan 7, 2025
@royfalk
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royfalk commented Jan 7, 2025

So, the offending code is in vsfilesystem.cpp:716 or so.
It looks like it's triggered by legacy_data_dir_mode in main.cpp:258.

I'm running the game using ./vegastrike-engine -d../data
It's very likely this isn't the canonical way and we broke it somewhere along the way. How do you run it?

@stephengtuggy
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I run it using V:\Vega-Strike-Engine-Source\build\windows-ninja-pie-enabled-debug\Debug\vegastrike-engine.exe -dV:/Assets-Production/ .

(This is on Windows 11.)

@royfalk
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royfalk commented Jan 7, 2025

Please paste your vegastrike.config.

@stephengtuggy
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<vegaconfig>
<!-- Comment lines beggining with a # are used by vegasettings

This line sets up what groups will appear in the menu. To add a group, just insert it into the line
#groups Computer Physics Sound MusicAndVolume Geometry Textures FactionTextures Shaders Resolution Color Mouse Joystick AcceleratedVisual Text Autodocker Censorship

These are the choices for each group. Again, to add a setting for a group, just insert it into a line
When creating a new group, you need only add a new line
#cat Computer 1000MHz 2000MHz 3000MHz 4000MHz 4000MHzPlus
#cat Geometry GeomExtreme GeomVeryHigh GeomHigh GeomMedium GeomLow GeomRetro
#cat Textures TexRetro Tex256 Tex512 Tex1024 Tex2048 TexMax
#cat Resolution 512x384 800x600 1024x600 1024x640 1024x768 1280x800 1280x960 1280x1024 1366x768 1400x1050 1440x900 1680x1050 1600x900 1600x1200 1920x1080 1920x1200 2560x1600 3800x2000 3840x2160
#cat Color full_32 full_16 win_32 win_16
#cat Shaders extremeshader highshader mediumshader lowshader verylowshader onboardshader noshader
#cat Sound audio_off audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male
#cat MusicAndVolume windows_ext_music_high windows_ext_music_on windows_ext_music_low music_off
#cat Mouse warp_mouse inv_warp_mouse inv_glide_mouse glide_mouse no_mouse
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev
#cat Physics default classic realistic
#cat AcceleratedVisual gl_accelerated_visual_on gl_accelerated_visual_off
#cat Text text_aa_vector text_vector text_bitmap
#cat FactionTextures faction_tex_on faction_tex_off
#cat Autodocker autodocker_on autodocker_off
#cat Censorship uncensored censored


These line set the currently used settings. This allows them to show up as selected (currently enclosed in [])
#set Geometry GeomMedium
#set Textures TexMax
#set FactionTextures faction_tex_on
#set Resolution 1920x1080
#set Sound audio_3d_win_male
#set MusicAndVolume windows_ext_music_high
#set Computer 2000MHz
#set Color win_32
#set Physics default
#set Mouse no_mouse
#set Joystick joy_t_a_rev
#set Shaders mediumshader
#set AcceleratedVisual gl_accelerated_visual_on
#set Text text_vector
#set Autodocker autodocker_off
#set Censorship uncensored

A description for the catagories. This is text that appears in the menu
#desc extremeshader Extreme Shader
#desc highshader Nicest Shader
#desc mediumshader Average Shader
#desc lowshader Simple Shader
#desc verylowshader Simplest Shader
#desc onboardshader Onboard Shader
#desc noshader No Shader Support
#desc no_joy No Joystick
#desc joy_normal 2 Axis Joystick
#desc joy_axis 3 Axis Joystick
#desc joy_throttle 2 Axis Joystick And Throttle
#desc joy_throttle_and_axis 3 Axis Joystick and Throttle
#desc joy_t_a_rev Joystick and Throttle Reversed
#desc GeomRetro Retro Detail
#desc GeomLow Low Detail
#desc GeomMedium Medium Detail
#desc GeomHigh High Detail
#desc GeomVeryHigh Very High Detail
#desc GeomExtreme Extreme Detail
#desc TexRetro Retro
#desc Tex256 256
#desc Tex512 512
#desc Tex1024 1024
#desc Tex2048 2048
#desc TexMax Unlimited
#desc default Default
#desc classic Classic
#desc realistic Realistic
#desc ultrarealistic Hardcore
#desc audio_on_windows_music Sound And Music
#desc audio_off No Sound
#desc audio_3d_windows My Sound Only
#desc audio_3d_win_male All Sound
#desc audio_3d_linux My Linux Sound
#desc audio_3d_linux_male All Linux Sound
#desc windows_ext_music_high High Volume
#desc windows_ext_music_on Medium Volume
#desc windows_ext_music_low Low Volume
#desc music_off Music Off
#desc 1000MHz Old/laptop or Integrated GPU 
#desc 2000MHz 3-4yrs Old 
#desc 3000MHz 2-3yrs Old  
#desc 4000MHz 1-2yrs Old
#desc 4000MHzPlus Current 
#desc no_mouse No Mouse
#desc warp_mouse Mouse Warping
#desc inv_warp_mouse Inv Mouse Warp
#desc glide_mouse Mouse Glide
#desc inv_glide_mouse Inv Mouse Glide
#desc full_32 32Bit Color Fullscreen
#desc full_16 16Bit Color Fullscreen
#desc win_32 32Bit Color Windowed
#desc win_16 16Bit Color Windowed
#desc gl_accelerated_visual_on ON (recommended)
#desc gl_accelerated_visual_off OFF (workaround for ATI bug)
#desc faction_tex_on ON (more VRAM)
#desc faction_tex_off OFF (less VRAM)
#desc autodocker_on ON (experimental)
#desc autodocker_off OFF (default)
#desc uncensored Uncensored
#desc censored Censored
#desc text_vector Vector
#desc text_aa_vector Antialiased Vector
#desc text_bitmap Bitmap


#endheader

Setup will now stop looking header options. This line isn't required, but it will stop
the program from trying to look through the whole file for something we know isn't there

Farther down, you will see "#GeomLow". Currently, it's line 213. You'll find more comments there
-->

<bindings>
    <!-- # Netcomm related key
    <bind key="C" modifier="none" command="ChangeCommStatus" />
    <bind key="X" modifier="none" command="UpFreq" />
    <bind key="V" modifier="none" command="DownFreq" />
    <bind key="W" modifier="none" command="SwitchWebcam" />
    <bind key="S" modifier="none" command="SwitchSecured" />
    -->
    <bind key="S" modifier="none" command="Cockpit::SkipMusicTrack" />
    <bind key="i" modifier="none" command="Screenshot" />
    <bind key="F" modifier="alt" command="CommFormUp" />
    <bind key="B" modifier="alt" command="CommBreakForm" />
    <bind key="H" modifier="alt" command="CommHelpMeOut" />
    <bind key="D" modifier="alt" command="CommAttackTarget" />
    <bind key="function-1" modifier="none" command="Comm1Key" />
    <bind key="function-2" modifier="none" command="Comm2Key" />
    <bind key="function-3" modifier="none" command="Comm3Key" />
    <bind key="function-4" modifier="none" command="Comm4Key" />
    <bind key="function-5" modifier="none" command="Comm5Key" />
    <bind key="function-6" modifier="none" command="Comm6Key" />
    <bind key="function-7" modifier="none" command="Comm7Key" />
    <bind key="function-8" modifier="none" command="Comm8Key" />
    <bind key="1" modifier="alt" command="SaveTarget1" />
    <bind key="2" modifier="alt" command="SaveTarget2" />
    <bind key="3" modifier="alt" command="SaveTarget3" />
    <bind key="4" modifier="alt" command="SaveTarget4" />
    <bind key="5" modifier="alt" command="SaveTarget5" />
    <bind key="6" modifier="alt" command="SaveTarget6" />
    <bind key="7" modifier="alt" command="SaveTarget7" />
    <bind key="8" modifier="alt" command="SaveTarget8" />
    <bind key="9" modifier="alt" command="SaveTarget9" />

    <bind key="1" modifier="ctrl" command="RestoreTarget1" />
    <bind key="2" modifier="ctrl" command="RestoreTarget2" />
    <bind key="3" modifier="ctrl" command="RestoreTarget3" />
    <bind key="4" modifier="ctrl" command="RestoreTarget4" />
    <bind key="5" modifier="ctrl" command="RestoreTarget5" />
    <bind key="6" modifier="ctrl" command="RestoreTarget6" />
    <bind key="7" modifier="ctrl" command="RestoreTarget7" />
    <bind key="8" modifier="ctrl" command="RestoreTarget8" />
    <bind key="9" modifier="ctrl" command="RestoreTarget9" />
    <bind key="space" modifier="none" command="FireKey" />
    <bind key="y" modifier="none" command="SwitchCombatMode" />
    <bind key="j" modifier="none" command="JumpKey" />
    <bind key="A" modifier="none" command="ToggleWarpDrive" />
    <bind key="a" modifier="none" command="ASAP" />
    <bind key="c" modifier="none" command="CloakKey" />
    <bind key="E" modifier="alt" command="EjectKey" />
    <bind key="e" modifier="none" command="ECMKey" />
    <bind key="Z" modifier="none" command="EjectCargoKey" />
    <bind key="return" modifier="none" command="MissileKey" />
    <bind key="keypad-enter" modifier="none" command="MissileKey" />
    <bind key="g" modifier="none" command="WeapSelKey"/>
    <bind key="G" modifier="none" command="ReverseWeapSelKey"/>
    <bind key=";" modifier="none" command="Respawn"/>
    <bind key="[" modifier="none" command="TurretControl"/>
    <bind key="]" modifier="none" command="TextMessage"/>

    <bind key="d" modifier="none" command="DockKey"/>
    <!--<bind key="u" modifier="none" command="UnDockKey"/>-->
    <bind key="0" modifier="alt" command="RequestClearenceKey"/>

    <bind key="W" modifier="none" command="ReverseMisSelKey"/>
    <bind key="w" modifier="none" command="MisSelKey"/>
    <bind key="t" modifier="none" command="TargetKey" />
    <bind key="n" modifier="none" command="SigTargetKey" />
    <bind key="b" modifier="none" command="SubUnitTargetKey"/>
    <bind key="u" modifier="none" command="UnitTargetKey" />
    <bind key="l" modifier="none" command="LockTargetKey" />
    <bind key="p" modifier="none" command="PickTargetKey" />
    <bind key="h" modifier="none" command="NearestTargetKey" />
    <bind key="T" modifier="none" command="ReverseTargetKey" />
    <bind key="r" modifier="none" command="NearestHostileTargetKey"/>
    <bind key="R" modifier="none" command="NearestDangerousHostileKey"/>
    <bind key="k" modifier="none" command="NearestFriendlyKey"/>
    <bind key="K" modifier="none" command="NearestBaseKey"/>
    <bind key="k" modifier="ctrl" command="NearestPlanetKey"/>
    <bind key="k" modifier="alt"  command="NearestJumpKey"/>
    <bind key="P" modifier="none" command="TurretTargetKey" />
    <bind key="o" modifier="none" command="TurretAIOn" />
    <bind key="o" modifier="alt" command="TurretAIOff" />	
    <bind key="O" modifier="none" command="TurretAIFireAtWill" />
    <bind key="H" modifier="none" command="ReverseNearestTargetKey" />

    <bind key="N" modifier="alt" command="ReverseMissionTargetKey" />
    <bind key="n" modifier="alt" command="MissionTargetKey" />

    <bind key="N" modifier="none" command="ReverseSigTargetKey" />
    <bind key="U" modifier="none" command="ReverseUnitTargetKey" />
    <bind key="`" modifier="none" command="Flight::Mode::InertialToggle" /> <!-- was SheltonKey, you may use InertialToggle also -->
    <bind key="-" modifier="none" command="DecelKey"/>
    <bind key="+" modifier="none" command="AccelKey" />
    <bind key="keypad-minus" modifier="none" command="DecelKey"/>
    <bind key="keypad-plus" modifier="none" command="AccelKey" />
    <bind key="=" modifier="none" command="AccelKey"/>
    <bind key="/" modifier="none" command="RollLeftKey"/>
    <bind key="*" modifier="none" command="RollRightKey"/>
    <bind key="keypad-divide" modifier="none" command="RollLeftKey"/>
    <bind key="keypad-multiply" modifier="none" command="RollRightKey"/>
    <bind key="backspace" modifier="none" command="StopKey"/>
    <bind key="\" modifier="none" command="StartKey"/>
    <bind key="tab" modifier="none" command="ABKey" />

    <bind key="!" modifier="none" command="SuicideKey"/>

    <bind key="cursor-up" modifier="none" command="UpKey"/>
    <bind key="cursor-down" modifier="none" command="DownKey"/>
    <bind key="cursor-left" modifier="none" command="RightKey"/>
    <bind key="cursor-right" modifier="none" command="LeftKey"/>
    <bind key="cursor-insert" modifier="none" command="RollLeftKey"/>
    <bind key="cursor-delete" modifier="none" command="RollRightKey"/>
    <bind key="keypad-8" modifier="none" command="UpKey"/>
    <bind key="keypad-2" modifier="none" command="DownKey"/>
    <bind key="keypad-5" modifier="none" command="DownKey"/>
    <bind key="keypad-4" modifier="none" command="RightKey"/>
    <bind key="keypad-6" modifier="none" command="LeftKey"/>
    <!--		<bind key="M" modifier="none" command="Cockpit::MapKey"/>-->
    <bind key="M" modifier="none" command="Cockpit::NavScreen"/>
    <bind key="1" modifier="none" command="Cockpit::Inside"/>
    <bind key="2" modifier="none" command="Cockpit::InsideLeft"/>
    <bind key="3" modifier="none" command="Cockpit::InsideRight"/>
    <bind key="4" modifier="none" command="Cockpit::InsideBack"/>
    <bind key="5" modifier="none" command="Cockpit::Behind"/>
    <bind key="6" modifier="none" command="Cockpit::Pan"/>
    <bind key="7" modifier="none" command="Cockpit::ViewTarget"/>
    <bind key="8" modifier="none" command="Cockpit::PanTarget"/>
    <bind key="9" modifier="none" command="Cockpit::ZoomIn"/>
    <bind key="0" modifier="none" command="Cockpit::ZoomOut"/>
    <bind key="0" modifier="ctrl" command="Cockpit::OutsideTarget"/>

    <bind key="|" modifier="none" command="PauseKey"/>
    <bind key="pause" modifier="none" command="PauseKey"/>


    <bind key="," command="ThrustUp"/>
    <bind key="." command="ThrustDown"/>
    <bind key="less-than" command="ThrustLeft"/>
    <bind key="greater-than" command="ThrustRight"/>


    <bind key="function-9" modifier="none" command="VolumeInc"/>
    <bind key="function-10" modifier="none" command="VolumeDec"/>
    <bind key="function-11" modifier="none" command="MusicVolumeInc"/>
    <bind key="function-12" modifier="none" command="MusicVolumeDec"/>

    <bind key="v" modifier="ctrl" command="NewShader"/>

    <bind key="m" modifier="none" command="Cockpit::SwitchLVDU"/>
    <bind key="v" modifier="none" command="Cockpit::SwitchRVDU"/>
    <bind key="q" modifier="none" command="Cockpit::PitchDown"/>
    <bind key="z" modifier="none" command="Cockpit::PitchUp"/>
    <bind key="s" modifier="none" command="Cockpit::YawLeft"/>
    <bind key="f" modifier="none" command="Cockpit::YawRight"/>
    <bind key="cursor-pagedown" modifier="none" command="Cockpit::ScrollDown"/>
    <bind key="cursor-pageup" modifier="none" command="Cockpit::ScrollUp"/>
    <bind key="keypad-3" modifier="none" command="Cockpit::ScrollDown"/>
    <bind key="keypad-9" modifier="none" command="Cockpit::ScrollUp"/>

    <bind key="function-1" modifier="ctrl" command="ConsoleKeys::BringConsole"/>

    <bind key="cursor-home" modifier="none" command="SetVelocityRefKey"/>
    <bind key="cursor-end" modifier="none" command="SetVelocityNullKey"/>
    <bind key="keypad-7" modifier="none" command="SetVelocityRefKey"/>
    <bind key="keypad-1" modifier="none" command="SetVelocityNullKey"/>


    <bind key="esc" modifier="none" command="Cockpit::Quit"/>

<!-- #no_mouse -->
    <bind mouse="0" player="1" button="0" modifier="none" command="FireKey" />
<!-- #end -->
<!-- #warp_mouse inv_warp_mouse inv_glide_mouse glide_mouse
    <bind mouse="0" player="0" button="0" modifier="none" command="FireKey" />
#end -->

    <bind mouse="0" button="2" modifier="none" command="ABKey" />
    <bind mouse="0" button="1" modifier="none" command="MissileKey" />

    <bind mouse="0" button="3" modifier="none" command="TargetKey" />
    <bind mouse="0" button="4" modifier="none" command="PickTargetKey" />
    <bind mouse="0" button="5" modifier="none" command="DecelKey" />
    <bind mouse="0" button="6" modifier="none" command="SheltonKey" />
    <bind mouse="0" button="7" modifier="none" command="AccelKey" />
    <bind mouse="0" button="8" modifier="none" command="WeapSelKey" />
    <bind mouse="0" button="9" modifier="none" command="MisSelKey" />

<!-- #warp_mouse inv_warp_mouse glide_mouse inv_glide_mouse
    <axis name="x" mouse="0" axis="0" inverse="false" />
#end -->

<!-- #warp_mouse glide_mouse
    <axis name="y" mouse="0" axis="1" inverse="true" />
#end -->
<!-- #inv_warp_mouse inv_glide_mouse
    <axis name="y" mouse="0" axis="1" inverse="false" />
#end -->

<!-- #joy_throttle joy_t_a_rev joy_throttle_and_axis joy_axis joy_normal -->
    <bind joystick="0" player="0" button="0" modifier="none" command="FireKey" />
    <bind joystick="0" button="1" modifier="none" command="ABKey" />
    <bind joystick="0" button="2" modifier="none" command="MissileKey" />

    <bind joystick="0" button="3" modifier="none" command="TargetKey" />
    <bind joystick="0" button="4" modifier="none" command="PickTargetKey" />
    <bind joystick="0" button="5" modifier="none" command="DecelKey" />
    <bind joystick="0" button="6" modifier="none" command="SheltonKey" />
    <bind joystick="0" button="7" modifier="none" command="AccelKey" />
    <bind joystick="0" button="8" modifier="none" command="WeapSelKey" />
    <bind joystick="0" button="9" modifier="none" command="MisSelKey" />

    <axis name="x" joystick="0" axis="0" inverse="false" />
    <axis name="y" joystick="0" axis="1" inverse="false" />
<!-- #end -->

<!-- Options, for those who like them.  Paste in the relevant section to use.
    <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::InertialXYToggle" />
    <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::InertialXZToggle" />
    <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::RollToggle" />
    <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::BankToggle" />
-->

<!-- #joy_throttle joy_t_a_rev -->
    <axis name="throttle" joystick="0" axis="2"/>
<!-- #end -->
<!-- #joy_t_a_rev -->
    <axis name="z" joystick="0" axis="3"/>
<!-- #end -->
<!-- #joy_throttle_and_axis
    <axis name="throttle" joystick="0" axis="3"/>
#end -->
<!-- #joy_axis joy_throttle_and_axis
		<axis name="z" joystick="0" axis="2"/>
#end -->

<!-- if you have a joystick with an analogue hatswitch
		<axis name="hatswitch" nr="0" margin="0.15" joystick="0" axis="2">
			<hatswitch value="-1.0"/>
			<hatswitch value="-0.6"/>	
			<hatswitch value="-0.19"/>
			<hatswitch value="0.1"/>
		</axis>
-->

<!--		<bind hatswitch="0" button="0" modifier="none" command="ABKey" />-->
<!--		<bind hatswitch="0" button="1" modifier="none" command="Cockpit::SwitchRVDU" />
		<bind hatswitch="0" button="2" modifier="none" command="Cockpit::SwitchLVDU" />
		<bind hatswitch="0" button="3" modifier="none" command="Cockpit::InsideLeft" />
-->

<!--
		<bind joystick="0" digital-hatswitch="0" direction="up" command="ABKey"/>
		<bind joystick="0" digital-hatswitch="0" direction="left" command="TargetKey"/>
   	<bind joystick="0" digital-hatswitch="0" direction="center" command="ABKey"/>
		<bind joystick="0" digital-hatswitch="0" direction="right" command="ABKey"/>
-->

<!-- for the future
		<axis name="gun_x" joystick="1" axis="0"/>
		<axis name="gun_y" joystick="1" axis="1"/>
		-->
</bindings>

<colors>
	    <section name="nav">
                <color name="current_system"    r="1.0" g="0.3" b="0.3" a="1.0"/>
                <color name="destination_system"        r="1.0" g="0.77" b="0.3" a="1.0"/>
                <color name="slelection_system" r="0.3" g="1.0" b="0.3" a="1.0"/>
                <color name="path_system"       r="1.0" g="1.0" b="1.0" a="1.0"/>
	    </section>
	    <section name="absolute">
		<!-- absolute colors -->
         <color name="red"	r="1.0" g="0.0" b="0.0" a="1.0"/>
         <color name="green"	r="0.0" g="1.0" b="0.0" a="1.0"/>
         <color name="blue"	r="0.0" g="0.0" b="1.0" a="1.0"/>
         <color name="yellow"	r="1.0" g="1.0" b="0.0" a="1.0"/>
         <color name="black"	r="0.0" g="0.0" b="0.0" a="1.0"/>
         <color name="white"	r="1.0" g="1.0" b="1.0" a="1.0"/>
         <color name="grey"	r=".5" g=".5" b=".5" a="1.0"/>
         <color name="light-grey"	r=".8" g=".8" b=".8" a="1.0"/>

         <color name="violet"	r="1.0" g="0.0" b="1.0" a="1.0"/>
         <color name="light-blue"	r="0.68" g="0.9" b="1.0" a="1.0"/>
         <color name="pink"	r="1.0" g="0.47" b="0.64" a="1.0"/>
         <color name="dark-red"	r="0.1" g="0.0" b="0.0" a="1.0"/>

         <color name="dark-blue"	r="0.0" g="0.0" b="0.2" a="1.0"/>
	    </section>
	    <section name="unit">
		<!-- light to use for ships -->
		<color name="ship_ambient" r="0.3" g="0.3" b="0.3" a="1.0"/>
		<color name="engine" r="1" g="1" b="1" a="1"/>
            </section>
	    <section name="terrain">
		<color name="terrain_ambient" r="0.0" g="0.0" b="0.0" a="1.0"/>
	    </section>
	    <section name="default">
		<!-- <color name="testcolor" r="0.5" b="0.7" g="0.4" a="0.3"/> -->

		<!-- colors to use in radar/target rectangles -->
		<color name="enemy"		section="absolute" ref="red"/>
		<color name="friend"		section="absolute" ref="green"/>
		<color name="neutral"		section="absolute" ref="yellow"/>
		<color name="attacking_ship"	section="absolute" ref="blue"/>
		<color name="locking_ship"	section="absolute" ref="violet"/>
		<color name="targetting_ship"	section="absolute" ref="light-blue"/>
		<color name="target"		section="absolute" ref="violet"/>
		<color name="planet"		r="1.0" g="1.0" b="0.6" a="1.0" />
		<color name="docking_box"	section="absolute" ref="white" />
		<color name="black_and_white"		section="absolute" ref="light-grey" />

		<!-- light to use for planets -->
		<color name="planet_ambient" r="0.0" g="0.0" b="0.0" a="1.0"/>
		<color name="planet_mat_ambient" r="1" g="1" b="1" a="1.0"/>
		<color name="planet_mat_diffuse" r="1" g="1" b="1" a="1.0"/>
		<color name="planet_mat_specular" r="0" g="0" b="0" a="1.0"/>
		<color name="planet_mat_emmissive" r="0" g="0" b="0" a="1.0"/>
		<!-- set this to dark-blue to get the real spacey feeling -->
		<color name="space_background" ref="black" section="absolute"/>
	    </section>
 </colors>

<variables>
    <section name="data">
        <!-- var name="hqtextures" value="hqtextures" -->
        <var name="usingtemplates" value="false"/>
        <var name="empty_cell_check" value="true"/>
        <var name="sectors" value="sectors"/>
        <var name="UnitCSV" value="units.csv units_description.csv"/>
        <var name="animations" value="animations"/>
        <var name="sprites" value="sprites"/>
        <var name="python_modules" value="modules"/>
        <var name="python_bases" value="bases"/>
        <var name="serialized_xml" value="serialized_xml"/>
        <var name="sharedmeshes" value="meshes"/>
        <var name="sharedunits" value="units"/>
        <var name="volume_format" value="pk3"/>
        <var name="universe_path" value="universe"/>
        <var name="master_part_list" value="master_part_list.csv"/>
        <var name="cockpits" value="cockpits"/>
        <var name="unitfactiondir" value="factions"/>
        <var name="mountlocation" value="mounts"/>
        <var name="sharedtextures" value="textures"/>
        <var name="sharedsounds" value="sounds"/>
        <var name="techniques" value="techniques"/>
    </section>

    <section name="splash">
<!-- #uncensored -->
        <var name="loading_sprite" value="load_screen.ani" />
<!-- #end -->
<!-- #censored
        <var name="loading_sprite" value="load_screen_censored.ani" />
#end -->
        <var name="loading_message" value="Loading..." />
        <var name="auto_hide" value="true" />
    </section>

    <section name="graphics/general">
    </section>
    <section name="graphics/mesh">
    </section>
    <section name="graphics">
        <var name="background_edge_fixup" value="2"/>
        <var name="warp.fovlink.smoothing" value=".4"/>
        <var name="star_allowable_sectors" value=""/>
        <var name="font_width_hack" value="0.925"/>
        <var name="tractor.scoop" value="false" />
        <var name="draw_vdus_from_padlock_cam" value="true" />
        <var name="can_target_sun" value="true"/>
        <var name="explore_for_map" value="true"/>
        <var name="base_enable_locationmarkers" value="true"/>
        <var name="base_locationmarker_sprite" value="base_locationmarker.spr"/> <!-- ="mouseover.spr" -->
        <var name="base_draw_locationtext" value="true"/>
        <var name="base_locationmarker_textoffset_x" value="0.025"/>
        <var name="base_locationmarker_textoffset_y" value="0.025"/>
        <var name="base_locationmarker_drawalways" value="false"/>
        <var name="base_locationmarker_distance" value="0.5"/>
        <var name="base_locationmarker_textcolor_r" value="1.0"/>
        <var name="base_locationmarker_textcolor_g" value="1.0"/>
        <var name="base_locationmarker_textcolor_b" value="1.0"/>
        <var name="base_drawlocationborders" value="false"/>		
        <var name="sparkleabsolutespeed" value="42"/>
        <var name="sparklefixedsize" value="false"/>
        <var name="sparklescale" value="8"/>
        <var name="texture_compression" value="0"/>
        <var name="star_spread_attenuation" value=".4"/>
        <var name="star_streaks" value="true"/>
        <var name="num_far_stars_scale" value="1.5"/>
        <var name="num_near_stars_scale" value=".7"/>
        <var name="stars_dont_move" value="true"/>
        <var name="camera_pan_speed" value="0.0001"/> <!-- default = 0.0001 -->
        <var name="open_picker_categories" value="false"/>

        <var name="StretchBolts" value="0.5"/>

        <var name="velocity_star_streak_scale" value=".01"/> <!-- if velocity * this is between velocity_star_streak_min and _max, then do the far star streaks -->
        <var name="background_star_streak_velocity_scale" value=".01"/>
        <var name="velocity_star_streak_max" value="5"/>
        <var name="velocity_star_streak_min" value="1"/>

        <var name="torque_star_streak_scale" value="1"/> <!-- > 1 will smear far star streaks during turns -->
        <var name="shield_texture" value="shield.bmp"/>
        <var name="detail_texture_blankout" value="3"/>
        <var name="detail_texture_full_color" value="1"/>
        <var name="reflectivity" value=".8"/>
        <var name="pan_on_auto" value="false"/>
        <var name="star_shine" value="shine.ani flare1.ani flare2.ani flare3.ani flare4.ani flare5.ani flare6.ani"/>
        <var name="head_lag" value="3"/>
        <var name="cockpit_shake" value="3"/>
        <var name="cockpit_shake_max" value="20"/>
        <var name="cockpit_drift_amount" value="0.05"/>
        <var name="shake_reduction" value="8"/>
        <var name="shake_speed" value="50"/>
        <var name="star_body_radius" value=".3"/>
        <var name="star_glow_radius" value=".75"/>
        <var name="glow_ambient_star_light" value="false"/>
        <var name="glow_diffuse_star_light" value="false"/>
        <var name="anim_far_percent" value=".8"/>
        <var name="mesh_far_percent" value=".8"/>
        <var name="HaloOffset" value=".5"/>
        <var name="splash_screen" value="load_splash.ani"/>
        <var name="splash_audio" value="../music/aerapeace.ogg ../music/news1.ogg ../music/isopeace.ogg ../music/asteroids.ogg ../music/militarybase_p.ogg ../music/terranpeace.ogg ../music/industrialmixed.ogg ../music/snow.ogg ../music/terranpeace2.ogg ../music/terranbattle.ogg ../music/galacticbattle.ogg ../music/peace4.ogg ../music/aerathemebattle.ogg ../music/peace3.ogg ../music/battle5_p.ogg ../music/alienrockalectro.ogg ../music/cosmostation_crowded.ogg"/>
        <var name="HaloFarDraw" value="false"/> <!--experimental -->
        <var name="draw_star_glow_halo" value="false"/><!--experimental-->

        <var name="warp_stretch_cutoff" value="50000"/>
        <var name="warp_stretch_max_region0_speed" value="240000"/>
        <var name="warp_stretch_max" value="2"/>
        <var name="warp_stretch_region0_max" value="1"/>
        <var name="warp_stretch_max_speed" value="300000000"/>

        <var name="UnitSwitchCockpitChange" value="true"/><!--slow unit switch-->
        <var name="SwitchCockpitToDefaultOnUnitSwitch" value="true"/><!--slower unit switch-->
            <var name="jumpgatesize" value=".00001"/>
        <var name="jumpgate" value="blackclear.ani"/>
        <var name="LogoOffset" value="-4"/>
        <var name="bitmap_alphamap" value="0"/>
        <var name="fogdetail" value="2"/>
        <var name="LogoOffsetScale" value="-30.8"/>
        <var name="MouseCursor" value="false"/>

<!-- #gl_accelerated_visual_off
        <var name="gl_accelerated_visual" value="false"/>
#end -->


        <var name="num_messages" value="10"/> <!-- messages on hud -->
        <var name="last_message_time" value="60"/><!-- time before scrolling -->

        <var name="hardware_cursor" value="false"/>
        <var name="OptimizeVertexCondition" value="1"/>
        <var name="SharedVertexArrays" value="true"/>

<!-- #cva
        <var name="LockVertexArrays" value="true"/>
        <var name="OptimizeVertexArrays" value="true"/>
        <var name="displaylists" value="false"/>
        <var name="vbo" value="false"/>
#end -->
<!-- #vbo -->
        <var name="LockVertexArrays" value="false"/>
        <var name="OptimizeVertexArrays" value="true"/>
        <var name="vbo" value="true"/>
        <var name="displaylists" value="false"/>
<!-- #end -->
<!-- #displaylist
        <var name="LockVertexArrays" value="true"/>
        <var name="displaylists" value="true"/>
        <var name="OptimizeVertexArrays" value="false"/>
        <var name="vbo" value="false"/>
#end -->
<!-- #varray
        <var name="OptimizeVertexArrays" value="true"/>
        <var name="displaylists" value="false"/>
        <var name="LockVertexArrays" value="false"/>
        <var name="vbo" value="false"/>
#end -->
<!-- #extremeshader
        <var name="mac_shader_name" value="mac"/>
        <var name="default_full_technique" value="5_ps3.0/default"/>
        <var name="default_simple_technique" value="5_ps3.0/default_simple"/>
        <var name="technique_set" value="6_ps4.0"/>
#end -->
<!-- #highshader
        <var name="mac_shader_name" value="mac"/>
        <var name="default_full_technique" value="default"/>
        <var name="default_simple_technique" value="default_simple"/>
        <var name="technique_set" value="5_ps3.0"/>
#end -->
<!-- #mediumshader -->
        <var name="mac_shader_name" value="mac"/>
        <var name="default_full_technique" value="5_ps3.0/default"/>
        <var name="default_simple_technique" value="5_ps3.0/default_simple"/>
        <var name="technique_set" value="4_ps2.0"/>
<!-- #end -->
<!-- #lowshader
        <var name="mac_shader_name" value="maclite"/>
        <var name="default_full_technique" value="5_ps3.0/default"/>
        <var name="default_simple_technique" value="5_ps3.0/default_simple"/>
        <var name="technique_set" value="3_arbfp"/>
#end -->
<!-- #verylowshader
        <var name="mac_shader_name" value="maclite"/>
        <var name="default_full_technique" value="default"/>
        <var name="default_simple_technique" value="default_simple"/>
        <var name="technique_set" value="2_ps1.4"/>
#end -->
<!-- #onboardshader
        <var name="mac_shader_name" value="maclite"/>
        <var name="default_full_technique" value="default"/>
        <var name="default_simple_technique" value="default_simple"/>
        <var name="technique_set" value="1_ps1.2"/>
#end -->
<!-- #noshader
        <var name="mac_shader_name" value=""/>
        <var name="default_full_technique" value="default"/>
        <var name="default_simple_technique" value="default_simple"/>
        <var name="technique_set" value="0_fixed_gl"/>
#end -->

<!-- #win_16
			<var name="colordepth" value="16"/>
     	       		<var name="zfar" value="80000"/>
			<var name="fullscreen" value="false"/>

#end -->
<!-- #win_32 -->
			<var name="colordepth" value="32"/>
			<var name="zfar" value="600000"/>
			<var name="fullscreen" value="false"/>

<!-- #end -->
<!-- #full_16
			<var name="colordepth" value="16"/>
        	       	<var name="zfar" value="80000"/>
			<var name="fullscreen" value="true"/>

#end -->
<!-- #full_32
			<var name="colordepth" value="32"/>
			<var name="zfar" value="600000"/>
			<var name="fullscreen" value="true"/>
#end -->

<!--
This line starts a Software setting block. Everything betweeen #Software and #end will be
Commented if the setting is disabled, and uncommented when the setting is enabled
Any setting blocks not configured in the header (such as software instead of Software) will be ignored
The default setting has this on
You can also specify more than 1 setting for the block. If you do
"#GeomLow GeomMedium", than either one of these will enable the block
This is done many times later in this config file
-->
<!-- #512x384
	<var name="x_resolution" value="512"/>
	<var name="y_resolution" value="384"/>
  <var name="aspect" value="1.333"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #640x480
	<var name="x_resolution" value="640"/>
	<var name="y_resolution" value="480"/>
  <var name="aspect" value="1.3"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #800x600
	<var name="x_resolution" value="800"/>
	<var name="y_resolution" value="600"/>
  <var name="aspect" value="1.33"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #1024x600
  <var name="base_max_width__betternot" value="800"/>
  <var name="base_max_height__betternot" value="600"/>
	<var name="x_resolution" value="1024"/>
	<var name="y_resolution" value="600"/>
  <var name="aspect" value="1.7067"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #1024x640
  <var name="base_max_width__betternot" value="853"/>
  <var name="base_max_height__betternot" value="640"/>
	<var name="x_resolution" value="1024"/>
	<var name="y_resolution" value="640"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #1024x768
	<var name="x_resolution" value="1024"/>
	<var name="y_resolution" value="768"/>
  <var name="aspect" value="1.33"/>
  <var name="font_point" value="10"/>
#end -->
<!-- #1280x800
  <var name="base_max_width__betternot" value="1067"/>
  <var name="base_max_height__betternot" value="800"/>
	<var name="x_resolution" value="1280"/>
	<var name="y_resolution" value="800"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="12"/>
#end -->
<!-- #1280x960
	<var name="x_resolution" value="1280"/>
	<var name="y_resolution" value="960"/>
  <var name="aspect" value="1.33"/>
  <var name="font_point" value="12"/>
#end -->
<!-- #1280x1024
  <var name="base_max_width__betternot" value="1280"/>
  <var name="base_max_height__betternot" value="960"/>
	<var name="x_resolution" value="1280"/>
	<var name="y_resolution" value="1024"/>
  <var name="aspect" value="1.25"/>
  <var name="font_point" value="12"/>
#end -->
<!-- #1366x768
        <var name="x_resolution" value="1366"/>
        <var name="y_resolution" value="768"/>
  <var name="aspect" value="1.77865"/>
  <var name="font_point" value="14"/>
#end -->
<!-- #1400x1050
    <var name="base_max_width__betternot" value="1400"/>
    <var name="base_max_height__betternot" value="1050"/>
    <var name="x_resolution" value="1400"/>
    <var name="y_resolution" value="1050"/>
    <var name="aspect" value="1.33"/>
    <var name="font_point" value="14"/>
#end -->
<!-- #1440x900
  <var name="base_max_width__betternot" value="1200"/>
  <var name="base_max_height__betternot" value="900"/>
	<var name="x_resolution" value="1440"/>
	<var name="y_resolution" value="900"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="14"/>
#end -->
<!-- #1600x900
  <var name="base_max_width" value="1200"/>
  <var name="base_max_height" value="900"/>
	<var name="x_resolution" value="1600"/>
	<var name="y_resolution" value="900"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="16"/>
#end -->
<!-- #1600x1200
	<var name="x_resolution" value="1600"/>
	<var name="y_resolution" value="1200"/>
  <var name="aspect" value="1.33"/>
  <var name="font_point" value="16"/>
#end -->
<!-- #1680x1050
  <var name="base_max_width__betternot" value="1400"/>
  <var name="base_max_height__betternot" value="1050"/>
	<var name="x_resolution" value="1680"/>
	<var name="y_resolution" value="1050"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="16"/>
#end -->
<!-- #1920x1200
  <var name="base_max_width__betternot" value="1600"/>
  <var name="base_max_height__betternot" value="1200"/>
	<var name="x_resolution" value="1920"/>
	<var name="y_resolution" value="1200"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="16"/>
#end -->
<!-- #1920x1080 -->
  <var name="base_max_width__betternot" value="1440"/>
  <var name="base_max_height__betternot" value="1080"/>
    <var name="x_resolution" value="1920"/>
    <var name="y_resolution" value="1080"/>
  <var name="aspect" value="1.77778"/>
  <var name="font_point" value="16"/>
<!-- #end -->
<!-- #2560x1600
  <var name="base_max_width__betternot" value="2133"/>
  <var name="base_max_height__betternot" value="1600"/>
	<var name="x_resolution" value="2560"/>
	<var name="y_resolution" value="1600"/>
  <var name="aspect" value="1.6"/>
  <var name="font_point" value="24"/>
#end -->
<!-- #3800x2000
  <var name="base_max_width__betternot" value="3166"/>
  <var name="base_max_height__betternot" value="2000"/>
        <var name="x_resolution" value="3800"/>
        <var name="y_resolution" value="2000"/>
  <var name="aspect" value="1.9"/>
  <var name="font_point" value="28"/>
#end -->
<!-- #3840x2160
  <var name="base_max_width__betternot" value="3200"/>
  <var name="base_max_height__betternot" value="2160"/>
        <var name="x_resolution" value="3840"/>
        <var name="y_resolution" value="2160"/>
  <var name="aspect" value="1.7"/>
  <var name="font_point" value="32"/>
#end -->
<!-- #text_bitmap
  <var name="high_quality_font" value="true"/>
  <var name="high_quality_font_computer" value="true"/>
  <var name="font_antialias" value="false"/>
#end -->

<!-- #text_vector -->
  <var name="high_quality_font" value="false"/>
  <var name="high_quality_font_computer" value="false"/>
  <var name="font_antialias" value="false"/>
<!-- #end -->

<!-- #text_aa_vector
  <var name="high_quality_font" value="false"/>
  <var name="high_quality_font_computer" value="false"/>
  <var name="font_antialias" value="true"/>
#end -->

<!-- #GeomRetro
  <var name="draw_star_body" value="false"/>
  <var name="draw_star_glow" value="true"/>	
#end -->

<!-- #GeomLow
  <var name="draw_star_body" value="true"/>
  <var name="draw_star_glow" value="false"/>
#end -->

<!-- #GeomLow GeomRetro
  <var name="fog" value="false"/>
  <var name="ModelDetail" value=".2"/>
  <var name="mipmapdetail" value="2"/>
  <var name="reflection" value="false"/>
  <var name="ForceLighting" value="0"/>
  <var name="high_quality_sprites" value="false"/>
  <var name="smooth_lines" value="false"/>
  <var name="blend_panels" value="true" />
  <var name="per_pixel_lighting" value="false"/>
#end -->

<!-- #GeomMedium -->
  <var name="fog" value="false"/>
  <var name="ModelDetail" value="0.5"/>
  <var name="mipmapdetail" value="2"/>
  <var name="reflection" value="true"/>
  <var name="ForceLighting" value="0"/>
  <var name="draw_star_body" value="true"/>
  <var name="draw_star_glow" value="true"/>	
  <var name="high_quality_sprites" value="true"/>
  <var name="smooth_lines" value="false"/>
  <var name="blend_panels" value="true" />
<!-- #end -->

<!-- #GeomHigh
  <var name="fog" value="true"/>
  <var name="ModelDetail" value="1"/>
  <var name="mipmapdetail" value="2"/>
  <var name="reflection" value="true"/>
  <var name="ForceLighting" value="0"/>
  <var name="draw_star_body" value="true"/>
  <var name="draw_star_glow" value="true"/>	
  <var name="high_quality_sprites" value="false"/>
  <var name="blend_panels" value="true" />
  <var name="smooth_lines" value="false"/>
#end -->

<!-- #GeomVeryHigh
  <var name="fog" value="true"/>
  <var name="ModelDetail" value="3"/>
  <var name="mipmapdetail" value="3"/>
  <var name="reflection" value="true"/>
  <var name="draw_star_body" value="false"/>
  <var name="draw_star_glow" value="true"/>	
  <var name="high_quality_sprites" value="false"/>
  <var name="blend_panels" value="true" />
  <var name="smooth_lines" value="true"/>
#end -->

<!-- #GeomExtreme
  <var name="fog" value="true"/>
  <var name="ModelDetail" value="10"/>
  <var name="mipmapdetail" value="3"/>
  <var name="reflection" value="true"/>
  <var name="draw_star_body" value="true"/>
  <var name="draw_star_glow" value="true"/>
  <var name="high_quality_sprites" value="true"/>
  <var name="blend_panels" value="true" />
  <var name="smooth_lines" value="true"/>
  <var name="per_pixel_lighting" value="true"/>
  <var name="specmap_with_reflection" value="true"/>
#end -->
  <var name="fov" value="37.5"/>
  <var name="base_fov" value="60.0"/>
	
<!-- #GeomLow GeomRetro GeomHigh GeomMedium -->
  <var name="znear" value="16"/>
  <var name="zfar" value="32768"/>
<!-- #end -->

<!-- #GeomVeryHigh GeomExtreme
  <var name="znear" value="8"/>
  <var name="zfar" value="65536"/>
#end -->
	<var name="use_wireframe" value="0"/>

<!-- #GeomLow GeomRetro
  <var name="starblend" value="false"/>
  <var name="point_sparkles" value="true"/>
#end -->
<!-- #GeomHigh GeomMedium GeomVeryHigh GeomExtreme -->
			<var name="starblend" value="true"/>
			<var name="point_sparkles" value="false"/>
<!-- #end -->
<!-- #GeomLow GeomRetro
			<var name="background" value="false"/>
#end -->
<!-- #GeomMedium GeomHigh GeomVeryHigh GeomExtreme -->
			<var name="background" value="true"/>
<!-- #end -->
<!-- #GeomLow GeomRetro
			<var name="cockpit" value="false"/>
#end -->
<!-- #GeomMedium GeomHigh GeomVeryHigh GeomExtreme -->
			<var name="cockpit" value="true"/>
<!-- #end -->
<!-- #GeomRetro
            <var name="planet_detail" value="24"/>
            <var name="jump_detail" value="8"/>
#end -->
<!-- #GeomLow GeomMedium GeomHigh -->
			<var name="planet_detail" value="48"/>
			<var name="jump_detail" value="8"/>
<!-- #end -->
<!-- #GeomVeryHigh
			<var name="planet_detail" value="64"/>
			<var name="jump_detail" value="16"/>
#end -->
<!-- #GeomExtreme
			<var name="planet_detail" value="96"/>
			<var name="jump_detail" value="16"/>
#end -->
			<var name="lightcutoff" value="0.04"/>
			<var name="lightoptimalintensity" value="0.06"/>

			<var name="lightsaturation" value="0.95"/>

			<var name="separatespecularcolor" value="true"/>

<!-- #2000MHz 3000MHz 4000MHz 4000MhzPlus-->
  <var name="ForceLighting" value="1"/>
<!-- #end -->

<!-- #faction_tex_off
  <var name="faction_dependant_textures" value="0"/>
#end -->
<!-- #faction_tex_on -->
  <var name="faction_dependant_textures" value="1"/>
<!-- #end -->

<!-- 44 is a magic number that disables texture filtering and mipmapping,
     making it the dumbest setting available -->
<!-- #TexRetro
  <var name="max_texture_dimension" value="44"/>
  <var name="max_movie_dimension" value="44"/>
  <var name="max_cubemap_size" value="44"/>
#end -->
<!-- #Tex256
  <var name="max_texture_dimension" value="256"/>
  <var name="max_movie_dimension" value="256"/>
  <var name="max_cubemap_size" value="128"/>
#end -->
<!-- #Tex512
  <var name="max_texture_dimension" value="512"/>
  <var name="max_movie_dimension" value="360"/>
  <var name="max_cubemap_size" value="256"/>
#end -->
<!-- #Tex1024
  <var name="max_texture_dimension" value="1024"/>
  <var name="max_movie_dimension" value="720"/>
  <var name="max_cubemap_size" value="512"/>
#end -->
<!-- #Tex2048
  <var name="max_texture_dimension" value="2048"/>
  <var name="max_movie_dimension" value="1024"/>
  <var name="max_cubemap_size" value="1024"/>
#end -->
<!-- #TexMax -->
  <var name="max_texture_dimension" value="65536"/>
  <var name="max_movie_dimension" value="1280"/>
  <var name="max_cubemap_size" value="65536"/>
<!-- #end -->

<!-- #speclight nolight reflight
			<var name="per_pixel_lighting" value="false"/>
#end -->
			<var name="numlights" value="4"/>
			<section name="hud">
				<var name="draw_star_direction" value="false"/>
				<var name="draw_radar_blips_behind" value="false"/>
				<var name="print_fg_sub_id" value="true"/>
				<var name="BlipRangeMaxFade" value="0.4"/>
				<var name="draw_weapon_sprite" value="false"/>
				<var name="DrawTargettingBoxes" value="true"/>
				<var name="drawNavSymbol" value="false"/>
				<var name="min_target_box_size" value=".01"/>
				<var name="DrawTheirRelationColor" value="true"/>
				<var name="drawAllTargetBoxes" value="false"/>
				<var name="drawAlwaysITTS" value="false"/>
                                <var name="ITTSUseAverageGunSpeed" value="false"/>
				<var name="radarType" value="WC"/>
				<var name="radarRange" value="30000000000"/>
				<var name="drawLineToTarget" value="false"/>
				<var name="drawLineToTargetsTarget" value="false"/>
				<var name="drawLineToITTS" value="false"/>
                <var name="draw_arrow_to_target" value="true"/><!-- generic, draw target arrow? -->
                <var name="draw_arrow_on_pancam" value="false"/><!-- exception, draw target arrow on pancam? -->
                <var name="draw_arrow_on_pantgt" value="false"/><!-- exception, draw target arrow on target cam? -->
                <var name="draw_arrow_on_chasecam" value="true"/><!-- exception, draw target arrow on target cam? -->
                <var name="draw_unit_on_chasecam" value="true"/><!-- exception, draw target arrow on target cam? -->
                <var name="DiamondLineThickness" value="1.5"/>
                <var name="NavCrossLineThickness" value="1.75"/>
                <var name="BoxLineThickness" value="2.0"/>
			</section>
         <var name="draw_rendered_crosshairs" value="false"/>
		</section>
		<section name="audio">
			<var name="loading_sound" value="aerathemebattle.ogg"/>
			<var name="music_layers" value="1"/>
			<var name="pierce_firewall" value="true"/>
<!-- #audio_3d_windows audio_3d_linux

			<var name="ai_sound" value="false"/>
#end -->
<!-- #audio_3d_win_male audio_3d_linux_male -->
			<var name="ai_sound" value="true"/>
<!-- #end -->
			<var name="music_fadein" value="0"/>
			<var name="music_fadeout" value="10"/>
			<var name="sound_gain" value=".3"/>
<!-- #audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male -->
			<var name="Positional" value="true"/>
<!-- #end -->
<!-- #audio_off
			<var name="Positional" value="false"/>
#end -->
			<var name="Doppler" value="false"/>
			<var name="DoplerScale" value=".1"/>
<!-- #1000MHz
			<var name="every_other_mount" value="true"/>
			<var name="MaxSingleSounds" value="5"/>
			<var name="MaxTotalSounds" value="16"/>
#end -->
<!-- #2000MHz 3000MHz 4000Mhz 4000MhzPlus-->
			<var name="every_other_mount" value="false"/>
			<var name="MaxSingleSounds" value="12"/>
			<var name="MaxTotalSounds" value="32"/>
<!-- #end -->
			<var name="frequency" value="44100"/>
<!-- #audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male -->
			<var name="Sound" value="true"/>
<!-- #end -->
<!-- #audio_off
			<var name="Sound" value="false"/>
#end -->
			<var name="battleplaylist" value="battle.m3u"/>
			<var name="peaceplaylist" value="peace.m3u"/>
			<var name="panicplaylist" value="panic.m3u"/>
			<var name="threadtime" value="2000"/>	
			<var name="newssong" value="../music/news1.ogg"/>
<!-- #audio_3d_linux audio_3d_linux_male
			<var name="Volume"	value="1"/>
#end -->
<!-- #audio_3d_windows audio_3d_win_male -->
			<var name="Volume"	value="55"/>
<!-- #end -->
<!-- #windows_ext_music_high windows_ext_music_on windows_ext_music_low -->
			<var name="Music" value="true"/>
			<var name="use_external_player" value="true"/>
			<var name="external_player" value="C:\Program Files\Winamp\Winamp.exe"/>
			<var name="external_play_option" value="/PLAY"/>
			<var name="external_enqueue_option" value="/ADD"/>
<!-- #end -->
<!-- #windows_ext_music_high -->
			<var name="music_volume" value=".75"/>
<!-- #end -->
<!-- #windows_ext_music_on
			<var name="music_volume" value=".5"/>
#end -->
<!-- #windows_ext_music_low
			<var name="music_volume" value=".25"/>
#end -->
<!-- #music_off
			<var name="use_external_player" value="false"/>
			<var name="Music" value="false"/>
#end -->
		</section>
		<section name="unitaudio">
			<var name="afterburner" value="engine_5.wav"/>
			<var name="cloak" value="cloak.wav"/>
			<var name="shield" value="shieldhit3short.wav"/>
			<var name="armor" value="armorhit2m.wav"/>
			<var name="hull" value="armorhit.wav"/>
			<var name="explode" value="explosion.wav"/>
			
			<var name="player_shield_hit" value="shieldhit4short.wav"/>
			<var name="player_hull_hit" value="armorhit.wav"/>
			<var name="player_armor_hit" value="armorhit2.wav"/>
		</section>
		<section name="cockpitaudio">
			<var name="autopilot_enabled" value="autopilot"/>
			<var name="autopilot_disabled" value="autopilot_disabled"/>
			<var name="autopilot_available" value=""/>
			<var name="autopilot_unavailable" value=""/>
			<!--<var name="docking_request" value="request"/>-->
			<!--Use docking_granted/denied instead-->
			<var name="docking_complete" value="docking_complete"/>
			<var name="docking_failed" value=""/>
			<var name="docking_granted" value="request_granted"/>
			<var name="docking_denied" value="request_denied"/>
			<var name="undocking_complete" value="undocking_complete"/>
			<var name="undocking_failed" value=""/>
			<var name="jump_engaged" value="jump"/>
			<!--<var name="jump_disengaged" value="request_granted"/>-->
			<!--Already seems to have a jumping sound... strange-->
			<var name="compress_stop" value="compress_end"/>
			<var name="compress_change" value="compress?_burst"/>
			<var name="compress_loop" value="compress?_loop"/>
			<!--the '?' in the value of the previous three variables will be changed-->
			<!--to the compression level (defined by compress_interval in the next tag)-->
			<var name="compress_interval" value="3"/>
			<!--set this to the number of time compression sounds-->
			<var name="compress_max" value="3"/>
			<var name="overload" value="overload"/>
			<var name="overload_stopped" value=""/>
			<var name="weapon_switch" value="vdu_d"/>
			<var name="missle_switch" value="vdu_d"/>
			<var name="target" value="vdu_b"/>
			<var name="target_reverse" value="vdu_a"/>
<!-- #audio_3d_linux audio_3d_windows audio_off
			<var name="sounds_extension_1" value="*_female.wav"/>
			<var name="sounds_extension_2" value="*.wav"/>
#end -->
<!-- #audio_3d_win_male audio_3d_linux_male -->
			<var name="sounds_extension_2" value="*_female.wav"/>
			<var name="sounds_extension_1" value="*.wav"/>
<!-- #end -->
		</section>
		<section name="keyboard">
			<var name="enable_unicode" value="true"/>
		</section>
		<section name="joystick">
         <var name="mouse_cursor_pancam" value="false"/><!-- exception, draw cursor on pancam? -->
         <var name="mouse_cursor_pantgt" value="false"/><!-- exception, draw cursor on target pancam? -->
         <var name="mouse_cursor_chasecam" value="true"/><!-- exception, draw cursor on target pancam? -->
<!-- #glide_mouse
			<var name="mouse_cursor" value="true"/>
			<var name="reverse_mouse_spr" value="false"/>
#end -->
<!-- #inv_glide_mouse
			<var name="mouse_cursor" value="true"/>
			<var name="reverse_mouse_spr" value="true"/>
#end -->
<!-- #glide_mouse no_mouse inv_glide_mouse -->
			<var name="warp_mouse" value="false"/>
			<var name="mouse_sensitivity" value="40"/>
<!-- #end -->
<!-- #warp_mouse inv_warp_mouse
			<var name="warp_mouse" value="true"/>
			<var name="mouse_sensitivity" value="120"/>
#end -->
			<var name="warp_mouse_zone" value="200"/>
			<var name="mouse_exponent" value="1.5"/>
			<var name="deadband" value="0.05"/>
			<var name="debug_digital_hatswitch" value="false"/>
			<var name="force_feedback" value="false" />
<!-- #joy_throttle joy_t_a_rev joy_throttle_and_axis joy_axis joy_normal -->
			<var name="force_use_of_joystick" value="false" />
<!-- #end -->
<!-- #no_joy
			<var name="force_use_of_joystick" value="false" />
#end -->
			<var name="ff_device" value="0" />
		</section>
		<section name="dynamic_universe">
			<var name="missions.rescue.totmaxprice" value="40000" />
			<var name="missions.rescue.enemy.minradius" value="10000" />
			<var name="missions.rescue.enemy.maxradius" value="30000" />
		</section>
		<section name="general">
			<var name="times_to_show_help_screen" value="-1"/>
			<var name="dockingtime" value="20"/>
			<var name="remember_savegame" value="false"/>
			<var name="load_last_savegame" value="false"/>
			<var name="write_savegame_on_exit" value="false"/>
			<var name="debug_config" value="false"/>
			<var name="debug_fs" value="0"/> <!-- set to 3 for most comprehensive debugging-->
			<var name="default_mission" value="main_menu.mission"/>
			<var name="galaxy" value="milky_way.xml"/>
			<var name="yaw" value="0"/>
      <var name="pitch" value="0"/>
			<var name="roll" value="0"/>
			<var name="remove_impossible_downgrades" value="true"/>
      <var name="PercentageSpeedChangeToFaultSearch" value="300"/>
<!-- #1000MHz
			<var name="simulation_atom" value="0.05"/>
			<var name="numoldsystems" value="2"/>
#end -->
<!-- #2000MHz -->
			<var name="simulation_atom" value="0.04"/>
			<var name="numoldsystems" value="4"/>
<!-- #end -->
<!-- #3000MHz
			<var name="simulation_atom" value="0.03"/>
			<var name="numoldsystems" value="4"/>
#end -->
<!-- #4000MHz
			<var name="simulation_atom" value="0.02"/>
			<var name="numoldsystems" value="5"/>
#end -->
<!-- #4000MHzPlus
			<var name="simulation_atom" value="0.01"/>
			<var name="numoldsystems" value="8"/>
#end -->
			<var name="garbagecollectfrequency" value="20"/>
<!-- #cva displaylist vbo -->
			<var name="deleteoldsystems" value="true"/>
<!-- #end -->
<!-- #varray
			<var name="deleteoldsystems" value="false"/>
#end -->

		<var name="verbose_output" value="0"/>

        	</section>
		<section name="AI">
			<var name="AlwaysFireAutotrackers" value="false"/>
			<var name="CommToPlayerPercent" value="0"/>
			<var name="ContrabandToPlayerPercent" value="0"/>
			<var name="turn_cheat" value="false"/>
			<var name="max_allowable_travel_time" value="10"/>
			<var name="too_close_for_warp_tactic" value="8000"/>
			<var name="autodock" value="false"/>
			<var name="startDockedTo" value="Atlantis"/>
			<var name="dockOnLoad" value="true"/>
			<var name="kill_factor" value=".2"/>
			<var name="friend_factor" value=".1"/>
			<var name="ContrabandUpdateTime" value="1"/>
			<var name="CommInitiateTime" value="300"/>
			<var name="ContrabandInitiateTime" value="3000"/>
			<section name="Targetting">
				<var name="TargetSwitchReactionTime" value=".8"/>
				<var name="AssignPointDef" value="true"/>
				<var name="TimeUntilSwitch" value="20"/>
				<var name="TargetSwitchProbability" value=".01"/>
				<var name="MinTimeToSwitchTargets" value="1"/>
			</section>
			<section name="Firing">
				<var name="MissileProbability" value=".04"/>
				<var name="TurretMissileProbability" value=".01"/>
			</section>
		</section>
		<section name="cargo">
			<var name="price_recenter_factor" value=".75"/>
			<var name="max_price_quant_adj" value="5"/>
			<var name="min_price_quant_adj" value="1"/>
			<var name="price_quant_adj_pow" value="1"/>

		</section>
		<section name="physics">
			<!-- Note: Tractor duplicated in "graphics" section -->
			<var name="tractor.scoop" value="false" />

			<var name="VariableFuelConsumption" value="true"/>
			<var name="enough_warp_for_cruise" value="2000"/>
			<var name="warp_perpendicular" value="80"/>
			<var name="warp_orbit_multiplier" value="20"/>
			<var name="default_interdiction" value ="0.01"/>
			<var name="AsteroidWeaponCollision" value="true"/>
			<var name="debug_performance" value="false"/>
			<var name="warprampuptime" value="5"/> <!-- in seconds -->
			<var name="WarpMemoryEffect" value="0"/>
			<var name="warprampdowntime" value=".5"/>
			<var name="autopilot_ramp_warp_down" value="false"/>
			<var name="warpcruisemult" value="15000"/>
			<var name="warpregion0" value="1"/>
			<var name="warpcurvedegree" value="1.3"/>
			<var name="warpMaxEfVel" value="29202510832.6"/>
			<var name="warpregion1" value="5000000"/>
			<var name="warpMultiplierMax" value="300000000"/>
			<var name="warpMultiplierMin" value="1"/>
			<var name="warpbleed" value="50"/>
			<var name="minwarpeffectsize" value="100"/>
			<var name="maxwarpeffectsize" value="3000"/>
			<var name="planet_ejection_stophack" value="100000"/>
			<var name="planet_collision_docks" value="false" />
			<var name="reactor_uses_fuel" value="true"/>
			<var name="unit_collision_docks" value="false"/>
			<var name="only_hangar_collision_docks" value="false"/>
			<var name="dock_to_area" value="false"/>

			<var name="auto_pilot_termination_distance" value="2500"/><!--fixme?-->
			<var name="auto_pilot_planet_radius_percent" value=".2"/>
			<var name="planet_port_size" value="1.2"/>
			<var name="UnitTable" value="1"/>
			<var name="insystem_jump_or_timeless_auto-pilot" value="false"/>
			<var name="combat_speed_boost" value="1000"/>
			<var name="runtime_compactness" value="1"/>
			<var name="velocity_max" value="300000000"/>    <!-- important for Vega Trek!! -->
			<var name="warp_energy_multiplier" value="0.12"/>
			<var name="debris_time" value="15"/>
			<var name="debris_mass" value=".000001"/>
			<var name="near_autotrack_cone" value=".9"/>
			<var name="close_enough_to_autotrack" value="4"/>
			<var name="slide_start" value="2"/>
			<var name="slide_end" value="0"/>
			<var name="speeding_discharge" value=".25"/>
			<var name="reverse_speed_limit" value="0.1"/> <!-- 0-1 percent of normal thrust, stops ships from flying backwards -->
			<var name="difficulty_based_shield_recharge" value="false"/>
			<var name="difficulty_based_enemy_damage" value="false"/>
			<var name="difficulty_speed_exponent" value="0"/>

			<var name="inelastic_scale" value=".50"/>

			<var name="collision_inertial_time" value="1.25"/>
			<var name="minimum_time_between_recorded_player_collisions" value=".1"/>
			<var name="minimum_collision_velocity" value="5"/>

			<var name="component_based_upgrades" value="true"/>

			<var name="ai_pilot_when_in_turret" value="false"/>
			<var name="atmosphereheight" value="10"/>
			<var name="game_speed_lying" value="false"/>
			<var name="gun_speed_adjusted_game_speed" value="True"/>
			<var name="gun_speed" value="1"/>
<!-- REAL accel is game_speed * game_accel go figure. No nested comments (apparently) allowed by expat  -->
<!-- #default -->
			<var name="game_speed" value="1"/>
			<var name="game_accel" value="1"/>
<!-- #end -->
<!-- #classic
			<var name="game_speed" value="1"/>
			<var name="game_accel" value="2"/>
#end -->
<!-- #realistic
			<var name="game_speed" value="1"/>
			<var name="game_accel" value="0.3"/>
#end -->
<!-- #ultrarealistic
			<var name="game_speed" value="1"/>
			<var name="game_accel" value="0.1"/>
#end -->
			<var name="FuelUsage" value="1"/>
                        <var name="FMEC_exit_vel_inverse" value="0.000001"/> <!-- 1/1e6 meters/second -->
			<var name="AfterburnerFuelUsage" value="4"/>
			<var name="missile_bounce" value="true"/>
			<var name="BouncePercent" value="1"/>
			<!-- the next variable tells what percentage
			      of normal the shields recharge in a nebule.
			      Zero means shields do not work in nebulae -->
			<!-- the next variable tells how accurately systems should be simulated where the player isn't in.   Really you don't need much accuracy -->
<!-- #1000MHz
			<var name="NumRunningSystems" value="2"/>
			<var name="InactiveSystemTime" value=".5"/>
#end -->
<!-- #2000MHz -->
			<var name="NumRunningSystems" value="3"/>
			<var name="InactiveSystemTime" value=".3"/>
<!-- #end -->
<!-- #3000MHz
			<var name="NumRunningSystems" value="4"/>
			<var name="InactiveSystemTime" value=".2"/>
#end -->
<!-- #4000MHz
			<var name="NumRunningSystems" value="5"/>
			<var name="InactiveSystemTime" value=".1"/>
#end -->
<!-- #4000MHzPlus
			<var name="NumRunningSystems" value="8"/>
			<var name="InactiveSystemTime" value=".05"/>
#end -->
			<var name="autodist" value="200"/>
			<var name="hostile_auto_radius" value="1000"/>
			<var name="neutral_auto_radius" value="00"/>
			<var name="friendly_auto_radius" value="0"/>
			
			<var name="autotime" value="2"/>
			<var name="YearScale" value="16"/>
			<var name="AsteroidDifficulty" value=".1"/>
			<var name="NoFuelThrust" value="1"/>
			<var name="NoFuelAfterburn" value="0"/>
			<var name="nebula_shield_recharge" value=".25"/>
			<var name="Drone" value="beholder"/>
		</section>
		<section name="galaxy">
			<var name="PushValuesToMean" value="false"/>
			<var name="StarRadiusScale" value="50000"/>	
			<var name="CompactnessScale" value="27"/>	
			<var name="JumpCompactnessScale" value="54"/>	
			<var name="MoonRelativeToPlanet" value=".4"/>	
			<var name="MoonRelativeToMoon" value=".8"/>	
			<var name="GasRelativeToPrimary" value=".2"/>	
			<var name="RockyRelativeToPrimary" value=".009"/>	
		</section>
		<section name="player">
			<var name="realname" value="Nickname"/>
			<var name="email" value="[email protected]"/>
			<var name="homepage" value="http://vegastrike.sourceforge.net/"/>
			<var name="callsign" value="player"/>
			<var name="password" value=""/>
		</section>
		<section name="server">
			<var name="difficulty" value="1"/>
			<!-- Each saveperiod (in seconds) the server saves its state and send clients info to account server -->
			<var name="saveperiod" value="7200"/>
			<!-- Time in seconds after which a client is considered disconnected if it has shown no network activity -->
			<var name="clienttimeout" value="120"/><!-- 20 is too ambitious -->
			<!-- Time in seconds after which a client is disconnected if... -->
			<var name="logintimeout" value="60"/>
			<!-- Tell if the *SERVER* uses an account server (set to false for deathmatch) -->
			<var name="useaccountserver" value="false"/>
			<!-- Period used between 2 attempts to reconnect to account server if connection has been lost -->
			<var name="reconnectperiod" value="6"/>
			<!-- Temp var used to preserve compatibility... should disappear someday -->
			<var name="missionfile" value="networking.mission"/>
			<!-- Var pointing to the galaxy filename used by ths server -->
			<var name="galaxy" value="milky_way.xml"/>

			<!-- Set this to secure deathmatch servers. -->
			<var name="server_password" value=""/>
		</section>
<!-- # Networking config -->
		<section name="network">
			<var name="force_client_connect" value="false"/>
			<var name="account_server_url" value="http://vegastrike.sourceforge.net/cgi-bin/accountserver.py"/>
			<var name="server_ip" value="localhost"/>
			<var name="server_port" value="6777"/>
			<!-- Tells if the *CLIENT* uses an account server to find the server IP -->
			<var name="use_account_server" value="true"/>
			<var name="udp_listen_port" value="6771"/>
			<var name="udp_listen_port_max" value="6776"/>
			<var name="transport" value="udp"/>
			<var name="use_webcam" value="false"/>
			<var name="use_portaudio" value="false"/>
			<var name="packettimeout" value="1000"/>
			<var name="encryption_method" value="rsa"/>
			<var name="encryption_keylength" value="128"/>
			<var name="encryption_seed" value="Blah blah blah"/>

			<!-- Update period for units snapshots -->
			<var name="network_atom" value="0.2"/>
			<!-- Update period for planets and nebulas position -->
			<var name="planet_atom"  value="1130"/>
			<!-- Update period for damages data -->
			<var name="damage_atom"  value="5"/>

		</section>
<!-- # End Networking -->
<!-- # Experimental settings -->
		<section name="test">
<!-- #autodocker_off -->
			<var name="autodocker" value="false"/>
<!-- #end -->
<!-- #autodocker_on -->
			<var name="autodocker" value="true"/>
<!-- #end -->
		</section>
<!-- # End Experimental -->
	</variables>
</vegaconfig>

@royfalk royfalk mentioned this issue Jan 10, 2025
1 task
@stephengtuggy stephengtuggy moved this from To do to Done in 0.10.x Release Jan 16, 2025
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