Difference between revisions of "Es:Manual:Config"

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(Optimized)
(Difficulty)
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===Difficulty===
 
===Difficulty===
 
* '''Decelerated Gameplay'''
 
* '''Decelerated Gameplay'''
** Game Speed is .5 normal
+
** La velocidad del juego está a .5 de lo normal
** Game Acceleration 1.0625x times normal
+
** La aceleración del juego es 1.0625x veces lo normal
 
* '''Relaxing Gameplay'''
 
* '''Relaxing Gameplay'''
** Game Speed is normal
+
** La velocidad del juego es normal
** Game Acceleration is normal
+
** La aceleración del juego es normal
 
* '''Moderate Gameplay'''
 
* '''Moderate Gameplay'''
** Game Speed is 2 times normal
+
** La velocidad del juego está a 2 de lo normal
** Game Acceleration is normal
+
** La aceleración del juego es normal
 
* '''Hasty Gameplay'''
 
* '''Hasty Gameplay'''
** Game Speed is 4 times normal
+
** La velocidad del juego está a 4 de lo normal
** Game Acceleration 0.9x normal
+
** La aceleración del juego es 0.9x veces lo normal
 
* '''Insane Gameplay'''
 
* '''Insane Gameplay'''
** Game Speed is 8 times normal
+
** La velocidad del juego está a 8 de lo normal
** Game Acceleration 0.96x normal
+
** La aceleración del juego es 0.96x veces lo normal
 
* '''Impossible Gameplay'''
 
* '''Impossible Gameplay'''
** Game Speed is 16 times normal
+
** La velocidad del juego está a 16 de lo normal
** Game Acceleration 0.725x normal
+
** La aceleración del juego es 0.725x veces lo normal
  
 
===Sound===
 
===Sound===

Revision as of 07:58, 17 December 2006

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arrow_left.png Guardar y Cargar Partida arrow_up.png Manual Localizaciones arrow_right.png

FIXME Añadir una descripción general de la estructura y sintaxis en el archivo de configuración

La aplicación de la configuración

options.jpg

Donde encontrar la aplicación de la configuración

Usuarios MacOS X

Se encuentra ahora una aplicación Setup.app incluida.

  • Click para abrir.
    • Si no tienes GTK y X11 instalados entonces verás una interface de consola con teclas de flecha.
    • Si tienes GTK y X11, entonces se te presentará la ventana que viste aquí.

Si no funciona:

  • ctrl-click ó click-derecho en la aplicación Vega Strike
  • Escoge Mostrar Contenido del Paquete
  • Navega hasta el subdirectorio Contents/Resources/data/
  • Es muy útil arrastrar un alias desde este directorio hasta tu escritorio para que edites Vega Strike.

Usuarios Linux/Unix

La configuración se accesa en tres formas:

  • Abriendo vslauncher y seleccionando GAME SETTINGS; ó
  • Abriendo directamente el archivo vssetup;
  • Editando directamente el archivo vegastrike.config
    • Aquí tenemos múiltiples archivos vegastrike.config, el correcto para editar esta alojado en un directorio local oculto: ~/.vegastrike/vegastrike.config

Usuarios Windows

La configuración se accesa en tres formas:

  • Corriendo el programa Launcher.exe y seleccionando GAME SETTINGS; ó
  • Corriendo directamente el archivo setup.exe (Setup en el Menú Inicio);
  • Editando directamente el archivo vegastrike.config

Opciones de Configuración

Computer

  • <256 Mb RAM
    • Sonidos Individuales Máximos: 5; Máximo Total de Sonidos: 16
    • Sistemas Retenidos en RAM: 2
    • Datos viejos de sistemas salvados para reuso: 2
  • 256 Mb RAM
    • Sonidos Individuales Máximos: 5; Máximo Total de Sonidos: 16
    • Sistemas Retenidos en RAM: 2
    • Datos viejos de sistemas salvados para reuso: 2
  • 512 Mb RAM + 256 Mb Swap
    • Sonidos Individuales Máximos: 8; Máximo Total de Sonidos: 24
    • Sistemas Retenidos en RAM: 2
    • Datos viejos de sistemas salvados para reuso: 3
  • 512 Mb RAM + 1Gb Swap
    • Sonidos Individuales Máximos: 12; Máximo Total de Sonidos: 32
    • Sistemas Retenidos en RAM: 3
    • Datos viejos de sistemas salvados para reuso: 4
  • 1024 Mb RAM
    • Sonidos Individuales Máximos: 12; Máximo Total de Sonidos: 32
    • Sistemas Retenidos en RAM: 3
    • Datos viejos de sistemas salvados para reuso: 15

Optimized

  • Vertex Arrays
    Los datos Vertex (Dibujado) están alojados en un arreglo (registro). OpenGL necesita solamente llamar al arreglo, tan pronto como se ejecute cualquier comando en el arreglo. En efecto, OpenGL dibuja una nave cada vez que lo necesita - si necesita cinco, dibuja cinco veces.
  • Compiled Vertex Arrays
    Los datos Vertex en el arreglo pueden ser bloqueados cuando se esperan para ser usados multiples veces. En efecto, OpenGL no recalcula el dato del arreglo bloqueado hasta que todas las superficies usando ese dato han sido dibujados. OpenGL copia una nave sólo cuando el arreglo vertex es compilado ... si más de una nave está en la pantalla entonces solo necesita descargar esta la primera vez a la tarjeta.
  • Display Lists
    Esta opción toma los comandos vertex y los guarda para su posterior ejecución - esto es, define tu dibujado mara multiples ejecuciones posteriores. Mientras que los arreglos vertex pueden hacer lomismo con una menor cantidad de memoria, "display lists" puede operar rápido. El hardware gráfico puede alojar a "display lists" en memoria dedicada, sin embargo mejora la rapidez y eficiencia, así como compensar la necesidad de memoria adicional. Tanto como esta opción descarga una nave a la tarjeta de video cuando la nave es dibujada... inicia mucho más rápido que cuando se copia cada vez que esta se dibuja. Se recomienda no usar esta opción si no cuentas con una tarjeta gráfica.

Difficulty

  • Decelerated Gameplay
    • La velocidad del juego está a .5 de lo normal
    • La aceleración del juego es 1.0625x veces lo normal
  • Relaxing Gameplay
    • La velocidad del juego es normal
    • La aceleración del juego es normal
  • Moderate Gameplay
    • La velocidad del juego está a 2 de lo normal
    • La aceleración del juego es normal
  • Hasty Gameplay
    • La velocidad del juego está a 4 de lo normal
    • La aceleración del juego es 0.9x veces lo normal
  • Insane Gameplay
    • La velocidad del juego está a 8 de lo normal
    • La aceleración del juego es 0.96x veces lo normal
  • Impossible Gameplay
    • La velocidad del juego está a 16 de lo normal
    • La aceleración del juego es 0.725x veces lo normal

Sound

  • No Sound - No sound files played. This option is suggested when game performance is slow.
  • My Sound Only - AI sound is deactivated; Only sound from you and your ship.
  • All Sound - AI sound is activated
  • My Linux Sound - AI sound is deactivated; Only sound from you and your ship.
  • All Linux Sound - AI sound is activated

Music and Volume

The initial setting for your music volume. This setting can be adjusted ingame.

  • High Volume - To give you loud, dramatic music!
  • Medium Volume - For enjoying the music but without it being intrusive.
  • Low Volume - Suitable setting for having music playing in the background.
  • Music Off - Does not load soundserver to play music. This option is suggested when game performance is slow.

Video

This selection determines the level of visual detail Vega Strike projects to your monitor. These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.

  • Extreme Detail
    Highest detailing available including full smoothing, halo, texturing and reflection capability available. Cockpits can be activated. Only high end video cards can operate at this setting without affecting performance.
  • Very High Detail
    The main difference is a large reduction in the level of visual detail.
  • High Detail
    Further reduction in visual detail, and reduced lighting capability.
  • Medium Detail
    Visual detail reduced with nebula fog disabled.
  • Low Detail
    Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation. Light reflection is disabled with no haloing effects.
  • Retro Detail
    Lowest detail with no texture usage (wireframe only).

Resolution

This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.

  • 512x384 - FIXME
  • 640x480 - xxx
  • 800x600 - xxx
  • 1024x768 - xxx
  • 1280x1024 - xxx
  • 1600x1200 - xxx

Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.

Per Pixel Lighting

Definitions

  • Separate Specular Color
    Vertex Lighting. Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.
  • Per Pixel Lighting
    Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene. In effect, making the lighting effects sharper, more defined. Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise. GeForce3, Radeon 8500 and later video cards have this shader. Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.
  • Reflection
    Is an environment map (picture of background). This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view). One result is that objects become capable of reflecting light and can act like a mirror surface.

Options

  • No Specular Lighting - This option is suggested when game performance is slow.
    • separate specular color: no
    • per pixel lighting: no
    • reflection: no
  • Specular Lighting
    • separate specular color: yes
    • per pixel lighting: no
    • reflection: no
  • Specular Per Pixel Lighting - Recommend a high end graphics card.
    • separate specular color: no
    • per pixel lighting: yes
    • reflection: no
  • Reflective Lighting
    • separate specular color: yes
    • per pixel lighting: no
    • reflection: yes
  • Reflective Per Pixel Lighting - Recommend a high end graphics card.
    • separate specular color: yes
    • per pixel lighting: yes
    • reflection: yes

Color

This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).

  • 32 bit Fullscreen - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
  • 16 bit Fullscreen - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
  • 32 bit Windowed - 32 bit color with the game viewed in a window.
  • 16 bit Windowed - Reduced 16 bit color with the game viewed in a window.

Mouse

Definitions

This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.

  • button 0 = Fire Weapon
  • button 1 = Fire Missile
  • button 2 = Afterburner
  • button 3 = Target (cycle all available targets)
  • button 4 = Target (target nearest targeting reticule)
  • button 5 = Deceleration (decrease speed)
  • button 6 = Perform a Shelton Slide
  • button 7 = Acceleration (increase speed)
  • button 8 = Cycle through guns
  • button 9 = Cycle through missiles

Options

  • Mouse Warping
    "Drag to Steer". Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves. To continue a turn, you need to continue scrolling your mouse in the desired direction.
  • Inv Mouse Warp
    Inverts the direction of "Mouse Warping"
  • Mouse Glide
    Provides a 'ghost' targeting reticle that is movable around the screen. When moved away from center, your ship will turn in the direction of the reticle. Recenter reticle to cease turning. This option does not require mouse scrolling to continue a turn.
  • Inv Mouse Glide
    Inverts the up/down direction of "Mouse Glide"
  • No Mouse
    No mouse flight.

Mouse Cursor

  • Software Cursor - This should be the default setting. Cursor should appear at bases, and disappear in flight.
  • Hardware Cursor - Select this option where the cursor is not appearing when at a base at all.

Joystick

Definitions

This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the vegastrike.config file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.

  • x axis = changes direction of pitch. Imagine holding your arms out sideways from your body and your hands holding on to something. You then swing your feet up and down. You are rotating on your arms (x axis).
  • y asis = changes direction of yaw. Imagine standing upright, then turning in place to the left or right.
  • z axis = changes direction of roll. Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.
  • button 0 = Fire Weapon
  • button 1 = Afterburner
  • button 2 = Fire Missile
  • button 3 = Target (cycle all available targets)
  • button 4 = Target (target nearest targeting reticle)
  • button 5 = Deceleration (decrease speed)
  • button 6 = Perform a Shelton Slide
  • button 7 = Acceleration (increase speed)
  • button 8 = Cycle through guns
  • button 9 = Cycle through missiles

Options

  • No Joystick - No joystick flight enabled.
  • 2 Axis Joystick Enables a standard 2 axis (x,y) joystick with two buttons (0,1).
  • 2 Axis Joystick And Throttle - Enables movement in the x,y directions only. Currently, throttle control gives acceleration and deceleration, not speed control. Result: set speed is either maximum or zero.
  • 3 Axis Joystick - Enables movement in all three directions.
  • 3 Axis Joystick and Throttle - Enables movement in all three directions, plus the use of a throttle. Currently, throttle control gives acceleration and deceleration, not speed control. Result: set speed is either maximum or zero.
  • Joystick and Throttle Reversed - Reverses the setting of third axis and throttle.

Advanced configuration

Instead of using the setup application you can edit the config file (vegastrike.config) directly. And you can add further options to the file so it is accessible from the setup application.

The pages below describe the various settings in the config file.

See also


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