Difference between revisions of "Manual:Config"

From VsWiki
Jump to: navigation, search
(Linux/Unix users)
(Configuration Settings: array for colors - completed 'accelerated visual' and 'autodocker')
 
(60 intermediate revisions by 11 users not shown)
Line 1: Line 1:
 +
{{Languages|En|Manual:Config}}
 
{{NAV_Manual |
 
{{NAV_Manual |
 
| previous=[[Manual:Save and load|Save and Load]]
 
| previous=[[Manual:Save and load|Save and Load]]
 
| up=[[Manual]]
 
| up=[[Manual]]
| next=[[Manual#Play|Manual: Playing Vega Strike]]
+
| next=[[Manual:Location|Locations]]
 
}}
 
}}
 
----
 
----
<table style="float: right;"><tr><td>http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg</td></tr></table>
 
= Accessing the Config file =
 
Accessing the Config file ''vegastrike.config''
 
  
== MacOS X users ==
+
=The Setup Application=
 +
http://forums.vega-strike.org/cpg/albums/userpics/1120782/20131125_VSSetup_051r1~0.jpg
 +
 
 +
==Where to Find the Setup Application==
 +
 
 +
===MacOS X Users===
 +
{{FIXME}} For 0.4.3. Needs to be updated.
 
There is now a Vega Strike Setup.app application included.
 
There is now a Vega Strike Setup.app application included.
 
* Click to open.
 
* Click to open.
Line 20: Line 24:
 
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.
 
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.
  
==Linux/Unix users==
+
===Linux/Unix Users===
Configuration is accessed in three ways:
+
Configuration is accessed in two ways:
* Opening vslauncher and selecting GAME SETTINGS; OR
+
* Opening the file vssetup, usually located here :  /usr/games/vssetup OR
* By directly opening the file vssetup;
 
 
* Direct editing of the vegastrike.config file.
 
* Direct editing of the vegastrike.config file.
 +
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config
  
==Windows users==
+
===Windows Users===
 
Configuration is accessed in three ways:
 
Configuration is accessed in three ways:
 
* Run the program Launcher.exe and select GAME SETTINGS; OR
 
* Run the program Launcher.exe and select GAME SETTINGS; OR
Line 32: Line 36:
 
* Direct editing of the vegastrike.config file.
 
* Direct editing of the vegastrike.config file.
  
----
+
==Configuration Settings==
 +
 
 +
===Computer===
 +
 
 +
The table below shows the different choices for the "Computer" ComboBox in vssetup, and subsequent parameters
 +
* The first column shows the ComboBox items
 +
* The second column shows amounts of RAM and virtual memory needed by Vega Strike to run with these choices
 +
 
 +
 
 +
{|border="1" | align="left" | width="80%"
 +
|- style="font-style:italic;background-color:#ffffcc;"
 +
!! scope="col" | MHz !! scope="col" | RAM + SWAP !! scope="col" width="13%"| Force lighting !! scope="col" | Every other mounts !! scope="col" | Max single sounds !! scope="col" | Max total sounds !! scope="col" | Simulation atom !! scope="col" | Num old systems !! scope="col" | Num running systems !! scope="col" | Inactive system time
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" | 100
 +
| 256 || || True || 5 || 16 || 0,25 || 2 || 1 || 0,7
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" | 200
 +
| 384+256 || || True || 5 || 16 || 0,12 || 2 || 2 || 0,7
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" | 500
 +
| 512+256 || 1 || False || 8 || 24 || 0,08 || 3 || 2 || 0,5
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" | 800
 +
| 512+1000 || 1 || False || 12 || 32 || 0,07 || 4 || 3 || 0,5 
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" | 1000
 +
| 1000+1000 || 1 || False || 12 || 32 || 0,05 || 5 || 3 || 0,3
 +
|------ style="background-color: #E0ECF8;"
 +
! scope="row" ! style="background-color:#ffffcc;" | <I>Section</I>
 +
| || align="center" | <I>Graphics (l. 911)</I> || colspan="3" align="center" | <I>Audio (l. 1007)</I> || colspan="2" align="center" | <I>General (l. 1168)</I> || colspan="2" align="center" | <I>Physics (l. 1333)</I>
 +
|}
 +
<br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/>
 +
 
 +
Legend :
 +
* Force lightning : Determines whether Vega Strike uses default lightning or the values from mesh's file.
 +
* Every other mount : Half of firing non-missile (gun/beam) mounts don't make sounds. Performance option.
 +
* Max single sounds : Maximum number of ''single'' sounds played at the same time.
 +
* Max total sounds : Maximum number of sounds played at the same time.
 +
* Simulation atom : Simulation precision - time increment, defining physical FPS. For inactive systems<sup>1</sup> the precision is gradually reduced, freeing CPU resources for more relevant calculations.
 +
* Num old systems : Old systems that have data saved for reuse. Practically this means: systems aren't always generated anew when the player jumps back, thus  this also means planned trade between the system is possible within this limit - profitable consumers won't mysteriously vanish while you're procuring goods for them. Both generated and copies of pre-defined systems are stored in vegastrike user data, under .../sectors/. XML store only "significant" system objects, from stations and planetary rings and up; small stuff like generated ships and missiles/mines is not permanent.
 +
* Num running systems : Numbers of inactive systems<sup>1</sup> retained in RAM and still simulated. Practically this means: ships continue to exist and battles go on while the player doesn't look at them.
 +
* Inactive system time : Multiplier for the priority calculation (and therefore in the inactive systems refresh rate). Practically this means: how much Simulation Atom for system deteriorates. The less resources is used on each, the more you can afford to keep without slowing down too much.
 +
''For more information on Simulation atom and Inactive system time, please visit [http://forums.vega-strike.org/viewtopic.php?f=53&t=19049&p=134705#p134683 this thread] on the "Website support and discussion" forum.<br/><br/>''
 +
''Note :'' The final row gives the section and the line number where the parameters are set in vegastrike.config.<br/>
 +
<sup>1</sup> : Inactive systems are previously visited systems that don't have the player ship but are still simulated (and retain all their units), from 1 (the one you just left) to "Num running systems".
 +
 
 +
 
 +
 
 +
===Difficulty===
 +
 
 +
- ''vegastrike.config'' : lines 1300 to 1323, section Physics.<br/>
 +
- ''Connections with Vssetup'' : lines 19 and 67 to 72.<br/>
 +
 
 +
{|border="1" | align="left" | width="50%"
 +
|- style="font-style:italic;background-color:#ffffcc;"
 +
!! scope="col" | Vssetup parameters !! scope="col" | vegastrike.config parameters !! scope="col" | Game speed !! scope="col" | Game acceleration
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Relaxing gameplay
 +
| easy || 2 || 0,6
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |Moderate gameplay
 +
| medium || 2,6 || 0,4
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Hasty gameplay
 +
| hard || 3 || 0,3
 +
|}
 +
<br/><br/><br/><br/><br/><br/><br/>
  
= Basic Configuration Settings =
+
===Sound===
 +
- ''vegastrike.config'' : lines 989 to 995 and 1023 to 1039, section Audio.<br/>
 +
- ''Connections with Vssetup'' : lines 15 and 75 to 78.<br/>
  
== Computer ==
+
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.
* "'''<256 Mb RAM'''"
+
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.
** Max Single Sounds: 5; Max Total Sounds: 16
+
* '''All Sound''' - AI sound is activated
** Systems retained in RAM: 2
+
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.
** Old systems data saved for reuse: 2
+
* '''All Linux Sound''' - AI sound is activated
* "'''256 Mb RAM'''"
 
** Max Single Sounds: 5; Max Total Sounds: 16
 
** Systems retained in RAM: 2
 
** Old systems data saved for reuse: 2
 
* "'''512 Mb RAM + 256 Mb Swap'''"
 
** Max Single Sounds: 8; Max Total Sounds: 24
 
** Systems retained in RAM: 2
 
** Old systems data saved for reuse: 3
 
* "'''512 Mb RAM + 1Gb Swap'''"
 
** Max Single Sounds: 12; Max Total Sounds: 32
 
** Systems retained in RAM: 3
 
** Old systems data saved for reuse: 4
 
* "'''1024 Mb RAM'''"
 
** Max Single Sounds: 12; Max Total Sounds: 32
 
** Systems retained in RAM: 3
 
** Old systems data saved for reuse: 15
 
  
== Optimized ==
 
* "'''Vertex Arrays'''" - Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.
 
* "'''Compiled Vertex Arrays'''" - Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.
 
* "'''Display Lists'''" - This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.
 
  
== Difficulty ==
 
* "'''Decelerated Gameplay'''"
 
** Game Speed is .5 normal
 
** Game Acceleration 1.0625x times normal
 
* "'''Relaxing Gameplay'''"
 
** Game Speed is normal
 
** Game Acceleration is normal
 
* "'''Moderate Gameplay'''"
 
** Game Speed is 2 times normal
 
** Game Acceleration is normal
 
* "'''Hasty Gameplay'''"
 
** Game Speed is 4 times normal
 
** Game Acceleration 0.9x normal
 
* "'''Insane Gameplay'''"
 
** Game Speed is 8 times normal
 
** Game Acceleration 0.96x normal
 
* "'''Impossible Gameplay'''"
 
** Game Speed is 16 times normal
 
** Game Acceleration 0.725x normal
 
  
== Sound ==
+
===Music and Volume===
* "'''No Sound'''" - No sound files played.  This option is suggested when game performance is slow.
+
- ''vegastrike.config'' : lines 1047 to 1059, section Audio.<br/>
* "'''My Sound Only'''" - AI sound is deactivated; Only sound from you and your ship.
+
- ''Connections with Vssetup'' : lines 16 and 79 to 81.<br/>
* "'''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.
 
The initial setting for your music volume. This setting can be adjusted ingame.
* "'''High Volume'''" - To give you loud, dramatic music!
+
* '''High Volume''' - To give you loud, dramatic music!
* "'''Medium Volume'''" - For enjoying the music but without it being intrusive.
+
* '''Medium Volume''' - For enjoying the music but without it being intrusive.
* "'''Low Volume'''" - Suitable setting for having music playing in the background.
+
* '''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.
+
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.
 +
 
 +
 
  
== Video ==
+
===Geometry===
* "'''Retro Detail'''" - To use for debugging purposes or extremely slow computers.  The worst graphics imaginable.
+
- ''vegastrike.config'' : lines 766 to 909, section Graphics.<br/>
* "'''Low Detail'''" - Background becomes stars on black.  All writing becomes reduced font, size and with no color differentiation.
+
- ''Connections with Vssetup'' : lines 10 and 55 to 60.<br/>
* "'''Medium Detail'''" - xxx
 
* "'''High Detail'''" - xxx
 
* "'''Very High Detail'''" - xxx
 
* "'''Extreme Detail'''" - Excellent graphics.  Use this option unless your computer isn't fast enough.
 
  
== Resolution ==
+
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.
* "'''512x384'''" - xxx
+
* '''Extreme Detail''' <BR/>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.
* "'''640x480'''" - xxx
+
* '''Very High Detail''' <BR/>The main difference is a large reduction in the level of visual detail.
* "'''800x600'''" - xxx
+
* '''High Detail''' <BR/>Further reduction in visual detail, and reduced lighting capability.
* "'''1024x768'''" - xxx
+
* '''Medium Detail''' <BR/>Visual detail reduced with nebula fog disabled.
* "'''1280x1024'''" - xxx
+
* '''Low Detail''' <BR/>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.
* "'''1600x1200'''" - xxx
+
* '''Retro Detail''' <BR/>Lowest detail with no texture usage (wireframe only).
  
== 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.  [[Ge Force]]3, 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: yse
 
** 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 ==
 
* "'''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 ==
+
===Textures===
* "'''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.
+
- ''vegastrike.config'' : lines 922 to 953, section Graphics.<br/>
* "'''Inv Mouse Warp'''" - inverts the direction of "Mouse Warping"
+
- ''Connections with Vssetup'' : lines 11 and 61 to 66.<br/>
* "'''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 ==
+
{|border="1" | align="left" | width="50%"
* "'''Software Cursor'''" - This should be the default setting.  Cursor should appear at bases, and disappear in flight.
+
|- style="font-style:italic;background-color:#ffffcc;"
* "'''Hardware Cursor'''" - Select this option where the cursor is not appearing when at a base at all.
+
!! scope="col" | Vssetup parameters !! scope="col" |Max texture dimension !! scope="col" | Max movie dimension !! scope="col" | Max cube-map size
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Retro
 +
| 44 || 44 || 44
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |256
 +
| 256 || 256 || 126
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |512
 +
| 512 || 360 || 256
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |1024
 +
| 1024 || 720 || 512
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |2048
 +
| 2048 || 1024 || 1024
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |Max
 +
| 65536 || 1280 || 65536
 +
|}
 +
<br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/>
  
== Joystick ==
 
  
===Definitions===
+
===FactionTextures===
 +
- ''vegastrike.config'' : lines 915 to 920, section Graphics.<br/>
 +
- ''Connections with Vssetup'' : lines 21 and 99 to 100.<br/>
 +
 
 +
Some units have optional textures with custom paint job, varying with faction.<br/>
 +
Available choices : ON or OFF<br/>
 +
Enabling "Faction texture" uses more Video RAM.<br/>
 +
 
 +
 
 +
===Shaders===
 +
- ''vegastrike.config'' : lines 584 to 625, section Graphics.<br/>
 +
- ''Connections with Vssetup'' : lines 14 and 42 to 48.<br/>
 +
 
 +
{|border="1" | align="left" | width="50%"
 +
|- style="font-style:italic;background-color:#ffffcc;"
 +
!! scope="col" | Vssetup parameters !! scope="col" | Mac Shader Name !! scope="col" |Default Full Technique !! scope="col" |Default Simple Technique !! scope="col" | Technique Set
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Extreme Shader
 +
| mac || 5_ps3.0/default || 5_ps3.0/default_simple ||6_ps4.0
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |Nicest Shader
 +
| mac || default || default_simple || 5_ps3.0
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Average Shader
 +
| mac || 5_ps3.0/default || 5_ps3.0/default_simple || 4_ps2.0
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |Simple Shader
 +
| maclite || 5_ps3.0/default || 5_ps3.0/default_simple || 3_arbfp
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |Simplest Shader
 +
| maclite || default || default_simple || 2_ps1.4
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |Onboard shader
 +
| maclite || default || default_simple || 1_ps1.2
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |No Shader Support
 +
| / || default || default_simple || 0_fixed_gl
 +
|}
 +
<br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/>
 +
 
 +
===Resolution===
 +
- ''vegastrike.config'' : lines 660 to 764, section Graphics.<br/>
 +
- ''Connections with Vssetup'' : line 12.<br/>
 +
 
 +
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}}
 +
*'''800x600''' - xxx
 +
*'''1024x640''' - xxx
 +
*'''1024x768''' - xxx
 +
*'''1280x800''' - xxx
 +
*'''1280x960''' - xxx
 +
*'''1280x1024''' - xxx
 +
*'''1366x768''' - xxx
 +
*'''1400x1050''' - xxx
 +
*'''1440x900''' - xxx
 +
*'''1680x1050''' - xxx
 +
*'''1600x900''' - xxx
 +
*'''1600x1200''' - xxx
 +
*'''1920x1080''' - xxx
 +
*'''1920x1200''' - xxx
 +
*'''2560x1600''' - 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.
 +
 
 +
 
 +
 
 +
===Color===
 +
- ''vegastrike.config'' : lines 627 to 649, section Graphics.<br/>
 +
- ''Connections with Vssetup'' : line 13 and 93 to 96.<br/>
 +
 
 +
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 Color Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
 +
* '''16 bit Color Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
 +
* '''32 bit Color Windowed''' - 32 bit color with the game viewed in a window.
 +
* '''16 bit Color Windowed''' - Reduced 16 bit color with the game viewed in a window.
 +
 
 +
{|border="1" | align="left" | width="50%"
 +
|- style="font-style:italic;background-color:#ffffcc;"
 +
!! scope="col" | Vssetup parameters !! scope="col" |Color depth !! scope="col" | Zfar !! scope="col" | Full screen
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |32 Bit Color Fullscreen
 +
| 32 || 600000 || true
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |16 Bit Color Fullscreen
 +
| 16 || 80000 || true
 +
|------
 +
! scope="row" ! style="background-color:#ffffcc;" |32 Bit Color Windowed
 +
| 32 || 600000 || false
 +
|------ style="background-color: #F2F2F2;"
 +
! scope="row" ! style="background-color:#ffffcc;" |16 Bit Color Windowed
 +
| 16 || 80000 || false
 +
|}
 +
<br/><br/><br/><br/><br/><br/>
 +
 
 +
 
 +
===Mouse===
 +
- ''vegastrike.config'' : lines 1119 to 1131, section Joystick.<br/>
 +
- ''Connections with Vssetup'' : line 17 and 88 to 92.<br/>
 +
 
 +
====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''' <BR/>"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''' <BR/>Inverts the direction of "Mouse Warping"
 +
* '''Inv Mouse Glide''' <BR/>Inverts the up/down direction of "Mouse Glide"
 +
* '''Mouse Glide''' <BR/>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.
 +
* '''No Mouse''' <BR/>No mouse flight.
 +
 
 +
 
 +
 
 +
===Joystick===
 +
- ''vegastrike.config'' : lines FIXME, section Joystick.<br/>
 +
- ''Connections with Vssetup'' : line 18 and 49 to 54.<br/>
 +
 
 +
====Definitions====
 +
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the <code>vegastrike.config</code> 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).
 
* '''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.
 
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.
Line 165: Line 306:
 
* '''button 0''' = Fire Weapon
 
* '''button 0''' = Fire Weapon
 
* '''button 1''' = Afterburner
 
* '''button 1''' = Afterburner
* '''button 2''' = Fire Missle
+
* '''button 2''' = Fire Missile
 
* '''button 3''' = Target (cycle all available targets)
 
* '''button 3''' = Target (cycle all available targets)
 
* '''button 4''' = Target (target nearest targeting reticle)
 
* '''button 4''' = Target (target nearest targeting reticle)
Line 172: Line 313:
 
* '''button 7''' = Acceleration (increase speed)
 
* '''button 7''' = Acceleration (increase speed)
 
* '''button 8''' = Cycle through guns
 
* '''button 8''' = Cycle through guns
* '''button 9''' = Cycle through missles
+
* '''button 9''' = Cycle through missiles
===Options===
+
 
* "'''No Joystick'''" - No joystick flight enabled.
+
====Options====
* "'''2 Axis Joystick'''" Enables a standard 2 axis (x,y) joystick with two buttons (0,1).
+
* '''No Joystick''' - No joystick flight enabled.
* "'''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.
+
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).
* "'''3 Axis Joystick'''" Enables movement in all three directions.
+
* '''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 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.
+
* '''3 Axis Joystick''' - Enables movement in all three directions.
* "'''Joystick and Throttle Reversed'''" Reverses the setting of third axis and throttle.
+
* '''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 Settings =
+
 
These settings must be adjusted by direct editing of the vegastrike config file.
+
 
 +
 
 +
===AcceleratedVisual===
 +
- ''vegastrike.config'' : lines 548 to 550, section Graphics.<br/>
 +
- ''Connections with Vssetup'' : line 20 and 97 to 98.<br/>
 +
* ON (recommended)
 +
* OFF (workaround for ATI bug)
 +
<br/>
 +
===Autodocker===
 +
- ''vegastrike.config'' : lines 1431 to 1438, section Test.<br/>
 +
- ''Connections with Vssetup'' : line 22 and 101 to 102.<br/>
 +
* ON (experimental)
 +
* OFF (default)
 +
 
 +
= See also =
 +
* See [[Manual:Config:Advanced|Advanced Configuration]] for information about editing the config file (vegastrike.config) directly.
  
'''Key Bindings''' - They are set between the '''<bindings>''' and the '''</bindings>''' tag.
 
* [[Manual:Config:Keyboard|Config:Keyboard]] - Keyboard Bindings
 
* [[Manual:Config:Mouse|Config:Keyboard]] - Mouse Bindings
 
* [[Manual:Config:Joystick|Config:Joystick]] - Joystick Bindings
 
  
Note: ''(default)'' means that this value will be used if no reference is found in the vegastrike.config file.
+
Considering changes in the development version, at least difficulty settings, performance settings and handling of old/inactive systems most likely will be overhauled by the next release. Font settings are separated from other graphics.
=="Physics" section==
+
Also, there's an option for censored art - a slightly limited subset of loading screens allows any species not used to see human skin below the neck to feel comfortable again.
===collision_inertial_time=== ?
 
*'''1.25''' (default): float.
 
===game_speed=== Changed by setup program, depends on difficulty setting.
 
*'''1''' (default): float.
 
===game_speed_lying=== ?
 
*'''true''':
 
*'''false''' (default):
 
  
=="graphics" section==
 
===head_lag===
 
*'''integer''' (default 10): head lag (in frames). When you turn, the cockpit is displayed as if you were overcomming the intertia of the turn. This value determines how much this 'overcomming' is in frames. Practically it affects how much the cockpit is shifted on-screen.
 
===pan_on_auto=== sets if there should be an camera switch + flyby on autopilot activation. No longer used ?
 
*'''true''' (default):
 
*'''false''':
 
===shake_speed=== ?
 
*'''50''' (default): float.
 
===shake_reduction=== cockpit shake reduction amount.
 
*'''8''' (default): float.
 
===shove_camera_down=== ?
 
*'''.3''' (default): float.
 
===shield_texture===
 
*'''shield.bmp''' (default): shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.
 
===reflectivity===
 
*'''.2''' (default): (0.0-1.0) default reflection level (1.0 = very shiny).
 
===star_shine===
 
*'''shine.ani''' (default): list of .ani files for a sun's flare effect separated by single spaces.
 
=="hud" section==
 
===radarType===
 
*'''WC''' (default): display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.
 
*'''Elite''': display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).
 
===min_target_box_size===
 
*'''.01''' (default): minimum target box size.
 
===DrawTargettingBoxes===
 
*'''true''' (default): enable box display. Allow drawAllTargetBoxes, drawLineToTarget, drawLineToTargetsTarget, drawAlwaysITTS.
 
*'''false''': does not display any target box or docking box.
 
===drawAllTargetBoxes===
 
*'''true''': display every units in boxes (not planets, jumps).
 
*'''false''' (default): does not display units in boxes except the selected one.
 
===drawLineToTarget===
 
*'''true''': draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).
 
*'''false''': disable the line.
 
===drawLineToTargetsTarget===
 
*'''true''': disable the line.
 
*'''false''': draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).
 
===drawLineToITTS=== ?
 
*'''true''': draw itts line.
 
*'''false''' (default):
 
===drawAlwaysITTS=== ?
 
*'''true''': force itts drawing.
 
*'''false''' (default):
 
===DrawTheirRelationColor=== determines the box color of the selected target.
 
*'''true''' (default): the box color corresponds to the target relation towars you.
 
*'''false''': the box color corresponds to your relation towars the target.
 
===drawNavSymbol=== ? Does not seem to work (on 7th March 2004).
 
*'''true''':
 
*'''false''' (default):
 
=="joystick" section==
 
===mouse_cursor=== This parameter is set to true when 'Mouse glide' control is selected in setup.
 
*'''true''': in-flight control using 'Mouse glide'. When enabled, warp_mouse must be set to false.
 
*'''false''' (default): set when no mouse support is required or when warp_mouse is set to true.
 
===mouse_crosshair=== mouse cursor appearance when 'Mouse glide' is selected (when mouse_cursor is true).
 
*'''crosshairs.spr''' (default): if mouse_cursor is true, this file contains the image to be used as cursor. This file must be located in the ./sprites directory. See the spr file format [[Howto:Edit Huds]].
 
===warp_mouse=== This parameter is set to true when 'Mouse warp' control is selected in setup.
 
*'''true''': in-flight control using 'Mouse warp'. When enabled, mouse_cursor must be set to false.
 
*'''false''': set when no mouse support is required or when mouse_cursor is set to true.
 
Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.
 
===reverse_mouse_spr=== Used when 'Mouse glide' control is selected in setup (see mouse_cursor).
 
*'''true''' (default): invert vertical mouse axis.
 
*'''false''': does not invert vertical mouse axis.
 
===draw_rendered_crosshairs===
 
*'''true''' (default): draw basic crosshairs using lines whatever the cockpit type is.
 
*'''false''': use a sprite to draw the hud crosshairs. See cockpit file format [[Howto:Edit Huds]]. Each cockpit type might have its own crosshairs.
 
===draw_vdus_from_chase_cam===
 
*'''true''': display the hud when chase view is active.
 
*'''false''' (default): does not display the hud when chase view is active.
 
===draw_vdus_from_panning_cam===
 
*'''true''': display the hud when panning view is active.
 
*'''false''' (default): does not display the hud when panning view is active.
 
===draw_vdus_from_target_cam===
 
*'''true''': display the hud when target view is active.
 
*'''false''' (default): does not display the hud when target view is active.
 
=="cockpitaudio" section==
 
This section contains names of wave files that happen on these events.
 
 
----
 
----
 
{{NAV_Manual |
 
{{NAV_Manual |
 
| previous=[[Manual:Save and load|Save and Load]]
 
| previous=[[Manual:Save and load|Save and Load]]
 
| up=[[Manual]]
 
| up=[[Manual]]
| next=[[Manual#Play|Manual: Playing Vega Strike]]
+
| next=[[Manual:Location|Locations]]
 
}}
 
}}
 
[[Category:Manual|Config]]
 
[[Category:Manual|Config]]
 +
'''Bold text'''

Latest revision as of 20:52, 2 July 2014

View this site in other languages:   DeutschEnglishFrançaisEspañolPolskiItalianoNederlandsРуccкий简体中文


arrow_left.png Save and Load arrow_up.png Manual Locations arrow_right.png

The Setup Application

20131125_VSSetup_051r1~0.jpg

Where to Find the Setup Application

MacOS X Users

FIXME For 0.4.3. Needs to be updated. There is now a Vega Strike Setup.app application included.

  • Click to open.
    • If you do not have GTK and X11 installed then you will see a console interface with arrow keys.
    • If you have GTK and X11, then you will be presented with the window seen here.

If it does not work:

  • ctrl-clicking or right-clicking the Vega Strike application
  • choose Show Package Contents
  • navigate to the Contents/Resources/data/ subdirectory.
  • It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.

Linux/Unix Users

Configuration is accessed in two ways:

  • Opening the file vssetup, usually located here : /usr/games/vssetup OR
  • Direct editing of the vegastrike.config file.
    • There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config

Windows Users

Configuration is accessed in three ways:

  • Run the program Launcher.exe and select GAME SETTINGS; OR
  • Run directly by opening the file setup.exe (Setup in the Start Menu);
  • Direct editing of the vegastrike.config file.

Configuration Settings

Computer

The table below shows the different choices for the "Computer" ComboBox in vssetup, and subsequent parameters

  • The first column shows the ComboBox items
  • The second column shows amounts of RAM and virtual memory needed by Vega Strike to run with these choices


MHz RAM + SWAP Force lighting Every other mounts Max single sounds Max total sounds Simulation atom Num old systems Num running systems Inactive system time
100 256 True 5 16 0,25 2 1 0,7
200 384+256 True 5 16 0,12 2 2 0,7
500 512+256 1 False 8 24 0,08 3 2 0,5
800 512+1000 1 False 12 32 0,07 4 3 0,5
1000 1000+1000 1 False 12 32 0,05 5 3 0,3
Section Graphics (l. 911) Audio (l. 1007) General (l. 1168) Physics (l. 1333)














Legend :

  • Force lightning : Determines whether Vega Strike uses default lightning or the values from mesh's file.
  • Every other mount : Half of firing non-missile (gun/beam) mounts don't make sounds. Performance option.
  • Max single sounds : Maximum number of single sounds played at the same time.
  • Max total sounds : Maximum number of sounds played at the same time.
  • Simulation atom : Simulation precision - time increment, defining physical FPS. For inactive systems1 the precision is gradually reduced, freeing CPU resources for more relevant calculations.
  • Num old systems : Old systems that have data saved for reuse. Practically this means: systems aren't always generated anew when the player jumps back, thus this also means planned trade between the system is possible within this limit - profitable consumers won't mysteriously vanish while you're procuring goods for them. Both generated and copies of pre-defined systems are stored in vegastrike user data, under .../sectors/. XML store only "significant" system objects, from stations and planetary rings and up; small stuff like generated ships and missiles/mines is not permanent.
  • Num running systems : Numbers of inactive systems1 retained in RAM and still simulated. Practically this means: ships continue to exist and battles go on while the player doesn't look at them.
  • Inactive system time : Multiplier for the priority calculation (and therefore in the inactive systems refresh rate). Practically this means: how much Simulation Atom for system deteriorates. The less resources is used on each, the more you can afford to keep without slowing down too much.

For more information on Simulation atom and Inactive system time, please visit this thread on the "Website support and discussion" forum.

Note : The final row gives the section and the line number where the parameters are set in vegastrike.config.
1 : Inactive systems are previously visited systems that don't have the player ship but are still simulated (and retain all their units), from 1 (the one you just left) to "Num running systems".


Difficulty

- vegastrike.config : lines 1300 to 1323, section Physics.
- Connections with Vssetup : lines 19 and 67 to 72.

Vssetup parameters vegastrike.config parameters Game speed Game acceleration
Relaxing gameplay easy 2 0,6
Moderate gameplay medium 2,6 0,4
Hasty gameplay hard 3 0,3








Sound

- vegastrike.config : lines 989 to 995 and 1023 to 1039, section Audio.
- Connections with Vssetup : lines 15 and 75 to 78.

  • 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

- vegastrike.config : lines 1047 to 1059, section Audio.
- Connections with Vssetup : lines 16 and 79 to 81.

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.


Geometry

- vegastrike.config : lines 766 to 909, section Graphics.
- Connections with Vssetup : lines 10 and 55 to 60.

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).


Textures

- vegastrike.config : lines 922 to 953, section Graphics.
- Connections with Vssetup : lines 11 and 61 to 66.

Vssetup parameters Max texture dimension Max movie dimension Max cube-map size
Retro 44 44 44
256 256 256 126
512 512 360 256
1024 1024 720 512
2048 2048 1024 1024
Max 65536 1280 65536













FactionTextures

- vegastrike.config : lines 915 to 920, section Graphics.
- Connections with Vssetup : lines 21 and 99 to 100.

Some units have optional textures with custom paint job, varying with faction.
Available choices : ON or OFF
Enabling "Faction texture" uses more Video RAM.


Shaders

- vegastrike.config : lines 584 to 625, section Graphics.
- Connections with Vssetup : lines 14 and 42 to 48.

Vssetup parameters Mac Shader Name Default Full Technique Default Simple Technique Technique Set
Extreme Shader mac 5_ps3.0/default 5_ps3.0/default_simple 6_ps4.0
Nicest Shader mac default default_simple 5_ps3.0
Average Shader mac 5_ps3.0/default 5_ps3.0/default_simple 4_ps2.0
Simple Shader maclite 5_ps3.0/default 5_ps3.0/default_simple 3_arbfp
Simplest Shader maclite default default_simple 2_ps1.4
Onboard shader maclite default default_simple 1_ps1.2
No Shader Support / default default_simple 0_fixed_gl















Resolution

- vegastrike.config : lines 660 to 764, section Graphics.
- Connections with Vssetup : line 12.

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
  • 800x600 - xxx
  • 1024x640 - xxx
  • 1024x768 - xxx
  • 1280x800 - xxx
  • 1280x960 - xxx
  • 1280x1024 - xxx
  • 1366x768 - xxx
  • 1400x1050 - xxx
  • 1440x900 - xxx
  • 1680x1050 - xxx
  • 1600x900 - xxx
  • 1600x1200 - xxx
  • 1920x1080 - xxx
  • 1920x1200 - xxx
  • 2560x1600 - 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.


Color

- vegastrike.config : lines 627 to 649, section Graphics.
- Connections with Vssetup : line 13 and 93 to 96.

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 Color Fullscreen - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
  • 16 bit Color Fullscreen - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.
  • 32 bit Color Windowed - 32 bit color with the game viewed in a window.
  • 16 bit Color Windowed - Reduced 16 bit color with the game viewed in a window.
Vssetup parameters Color depth Zfar Full screen
32 Bit Color Fullscreen 32 600000 true
16 Bit Color Fullscreen 16 80000 true
32 Bit Color Windowed 32 600000 false
16 Bit Color Windowed 16 80000 false








Mouse

- vegastrike.config : lines 1119 to 1131, section Joystick.
- Connections with Vssetup : line 17 and 88 to 92.

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"
  • Inv Mouse Glide
    Inverts the up/down direction of "Mouse Glide"
  • 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.
  • No Mouse
    No mouse flight.


Joystick

- vegastrike.config : lines FIXME, section Joystick.
- Connections with Vssetup : line 18 and 49 to 54.

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.


AcceleratedVisual

- vegastrike.config : lines 548 to 550, section Graphics.
- Connections with Vssetup : line 20 and 97 to 98.

  • ON (recommended)
  • OFF (workaround for ATI bug)


Autodocker

- vegastrike.config : lines 1431 to 1438, section Test.
- Connections with Vssetup : line 22 and 101 to 102.

  • ON (experimental)
  • OFF (default)

See also


Considering changes in the development version, at least difficulty settings, performance settings and handling of old/inactive systems most likely will be overhauled by the next release. Font settings are separated from other graphics. Also, there's an option for censored art - a slightly limited subset of loading screens allows any species not used to see human skin below the neck to feel comfortable again.


arrow_left.png Save and Load arrow_up.png Manual Locations arrow_right.png

Bold text