De:Handbuch:Konfiguration
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FIXME Add general description of the config file syntax+structure
Contents
- 1 Die Setup Applikation
- 2 Advanced configuration
- 3 See also
Die Setup Applikation
Aufrufen der Konfigurationsapplikation
MacOS X
Es ist jetzt eine Setup.app Applikation vorhanden.
- Klicke zum Öffnen auf sie.
- Falls Du nicht GTK und X11 installiert hast, wird eine Konsole mit Pfeiltasten
geöffnet.
- Falls Du GTK und X11 installiert hast, wird die das hier abgebildete Fenster
präsentiert. Falls es nicht funktioniert:
- Rechtsklick auf die Vega Strike Appliaktion
- Wähle Show Package Contents
- Wechsle zum Contents/Resources/data/ Verzeichnis.
- Es ist recht nützlich ein Alias dieses Verzeichnisses auf dem Desktop anzulegen, während
Du Vega Strike Dateien editierst.
Linux/Unix
Die Konfiguration kann auf drei Arten durchgeführt werden:
- Öffne vslauncher und wähle GAME SETTINGS.
- Öffne direkt die Datei vssetup.
- Durch direktes Editieren der vegastrike.config Datei.
Windows
Die Konfiguration kann auf drei Arten durchgeführt werden:
- Öffne Launcher.exe und wähle GAME SETTINGS.
- Öffne direkt die Datei setup.exe (bzw. "Setup" im Startmenü).
- Durch direktes Editieren der vegastrike.config Datei.
Konfigurationseinstellungen
Computer
Die Größe des Arbeitsspeichers (RAM) hat direkten Einfluß auf die Qualität und
Geschwindigkeit des Spieles. Je mehr Arbeitsspeicher zur Verfügung steht, desto mehr
Sternensysteme können gepuffert und desto mehr Soundeffekte können gleichzeitig abgespielt
werden.
- <256 Mb RAM
- Maximale Anzahl einzelne Sounds: 05 | Maximale Anzahl Sounds insgesamt: 16
- Im RAM gespeicherte Systeme: 2
- Daten schon besuchter Systeme: 2
- 256 Mb RAM
- Maximale Anzahl einzelne Sounds: 05 | Maximale Anzahl Sounds insgesamt: 16
- Im RAM gespeicherte Systeme: 2
- Daten schon besuchter Systeme: 2
- 512 Mb RAM + 256 Mb Swap
- Maximale Anzahl einzelne Sounds: 08 | Maximale Anzahl Sounds insgesamt: 24
- Im RAM gespeicherte Systeme: 2
- Daten schon besuchter Systeme: 3
- 512 Mb RAM + 1Gb Swap
- Maximale Anzahl einzelne Sounds: 12 | Maximale Anzahl Sounds insgesamt: 32
- Im RAM gespeicherte Systeme: 3
- Daten schon besuchter Systeme: 4
- 1024 Mb RAM
- Maximale Anzahl einzelne Sounds: 12 | Maximale Anzahl Sounds insgesamt: 32
- Im RAM gespeicherte Systeme: 3
- Daten schon besuchter Systeme: 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
- 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
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
Save and Load | Manual | Locations |