Files
TeslaRel410/ALPHA_1/REL410/RP/RPDPL.INI
T
CydandClaude Fable 5 504aef88d4 ALPHA_1: commit the live production-system working tree
Un-ignored: this is the working copy the emulator actually boots (patched
BTL4OPT.EXE v4 lineage + .orig/.nop14/.pre_idle/.pre_limit backups,
TESTARN.EGG arena1 test egg, REL410 BT+RP trees, VGL_LABS pod boot bats,
VWETEST factory test suites, SB16 Creative utilities). The pristine
untouched image remains ALPHA_1.zip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:40:34 -05:00

219 lines
5.9 KiB
INI

//
// New format INI file to handle day or night (uses definitions from old
// arenday.ini and arennite.ini files
//
// Note that compare and branch statements support matching with wildcards (*)
// of multiple arguments ie:
//
// compare=location,time,scenario
// branch=arena1,day,*,arena_defaults
// branch=arctic,*,*,arena_defaults
//
// All munga/renderer settings on the page are processed first,
// then all the include pages are visited, finally the compare/branch is
// evaluated. There can be only one compare per page, as many branches as you
// like. The branches are tested in the order they appear, the first branch
// that matches will be the one taken, the rest will be ignored. ANY page may
// contain compare/branch statements.
//
// Compare currently knows about location, weather, time and scenario. Any
// or all of these can be used in any order.
//
// GOTCHA: because of some internal restrictions, all light= statements must
// appear on one page. Several pages may contain light= statements, but if the
// branching structure of the INI file causes it to visit two pages containing
// light= statements, an error will result. The ambient= setting should also
// appear only once for the time being.
//
// BE AWARE: That it is ok to have various settings get encountered twice, the
// last one encountered will be the one that sticks. So it is possible to
// define defaults at the top of an INI file that will be overridden lower
// down in the branching structure.
//
// This is the main page, where the INI reader will always start.
[main]
debug=False
include=dpl_defaults
compare=location,time
//
branch=*,day,day_dpl_default
branch=*,night,night_dpl_default
//
branch=*,*,day_dpl_defaults
//------------------------------------------------------------------------------
// Default settings page, this insures that all required dpl settings will be
// made so the program will run ok. All these settings can be overridden later
// in the load process.
//------------------------------------------------------------------------------
[dpl_defaults]
objectpath=.\video
materialpath=.\video
texmappath=.\video
viewangle=60.0
clip=0.25 600.0
[day_dpl_default]
backgnd=0.4 0.6 0.8
ambient=0.42150 0.41550 0.4102050
light = 0.880 0.876870 0.876870 220.0 30.0 0.0
include=effects
compare=weather
branch=clear,dayclear
branch=fog,dayfog
branch=soup,daysoup
[night_dpl_default]
backgnd=0.4 0.6 0.8
//ambient=0.2150 0.1550 0.2102050
//light = 0.70 0.4 0.8 220.0 30.0 0.0
include=effects
compare=weather
branch=clear,niteclear
branch=fog,nitefog
branch=soup,nitesoup
//nosearchlightfog=5.0 400.0 0.1 0.07 0.15
ambient=0.8 0.6 0.7
light=0.1 0.08 0.18 -50 10 0
[dayclear]
fog=90.0 600.0 0.2528 0.155110431 0.110202
[dayfog]
fog=90.0 400.0 0.2528 0.155110431 0.110202
[daysoup]
fog=90.0 200.0 0.2528 0.155110431 0.110202
[niteclear]
//fog=120.0 600.0 0.08 0.05 0.01
fog=40.0 400.0 0.1 0.07 0.15
[nitefog]
fog=120.0 400.0 0.08 0.05 0.01
[nitesoup]
fog=120.0 200.0 0.08 0.05 0.01
[effects]
specialfx0=booster smoke
specialfx1=scrape sparks
specialfx6=crash effect
specialfx7=drill smoke B
specialfx8=drill smoke C
specialfx9=drill smoke A
psfx0=demoboom.pfx
psfx1=demoburn.pfx
psfx2=vtvburn.pfx
psfx3=demofuse.pfx
psfx4=boost.pfx
psfx5=laser.pfx
[booster smoke]
texture=rpcult:intA_tex
type=2
size=2.0
velocity=8.0
v_bias=0.0
y_off=-60.0
cook=2.900 1.20 0.580
varience=0.570
gravity=2.0
cool=0.95 0.0500
count=3
repeats=1
[scrape sparks]
texture=NOTEXTURE
type=2
size=0.00
velocity=15.00
v_bias=0.3
y_off=-60.0
cook=2.699 1.50 1.000
varience=0.50
gravity=16.0
cool=0.96 0.013
count=12
repeats=1
[crash effect]
texture=rpcult:intA_tex
type=2
size=6.0
velocity=12.0
v_bias=0.0
y_off=-60.0
cook=1.900 0.990 0.580
varience=0.1
gravity=1.9
cool=0.83 0.040
count=3
repeats=1
[drill smoke A]
texture=rpcult:intA_tex
type=2
size=7.05
velocity=3.20
v_bias=4.0
y_off=-60.0
cook=1.200 0.50 0.20
varience=1.20
gravity=3.0
cool=0.982 0.013
count=3
repeats=1000
[drill smoke B]
texture=rpcult:intA_tex
type=0
size=3.80
velocity=36.0
v_bias=0.9
y_off=-3.0
cook=0.20 0.20 0.20
varience=0.20
gravity=40.0
cool=0.90 0.013
count=12
repeats=1000
[drill smoke C]
texture=NOTEXTURE
type=2
size=0.00
velocity=31.00
v_bias=0.5
y_off=-3.0
cook=2.7 1.5 1.0
varience=0.50
gravity=30.0
cool=0.91 0.013
count=12
repeats=1000
[comments]
# code type velocity y-off green varience cool count
# texture size bias red blue grav ocool reps
//SPECIALFX 0 intA_tex 0 1.10 36.00 0.9 -3.0 0.999 0.950 0.950 0.070 30.0 0.96 0.013 12 1
//SPECIALFX 1 NOTEXT 2 0.00 31.00 0.5 -3.0 2.699 1.50 1.000 0.50 30.0 0.91 0.013 12 1
//SPECIALFX 2 intA_tex 2 3.10 1.10 2.8 -3.0 2.100 0.70 0.300 0.100 1.8 0.94 0.035 3 1
//SPECIALFX 3 intA_tex 0 3.80 36.00 0.9 -3.0 0.200 0.200 0.200 0.20 40.0 0.9 0.013 12 1
//SPECIALFX 4 intA_tex 2 4.30 3.10 1.7 -3.0 1.800 0.500 0.300 0.200 2.7 0.85 0.013 3 1
//SPECIALFX 5 intA_tex 2 4.30 3.40 2.4 -3.0 1.300 0.400 0.200 0.200 2.5 0.94 0.013 3 1
//SPECIALFX 6 intA_tex 1 4.10 4.80 4.1 -3.0 1.900 1.500 1.500 0.200 8.1 0.96 0.013 3 1
//SPECIALFX 7 intA_tex 1 4.10 4.50 2.9 -3.0 1.900 0.990 0.980 0.970 3.0 0.97 0.013 3 1
//SPECIALFX 8 intA_tex 2 7.05 3.20 4.0 -15.0 1.200 0.50 0.20 1.20 3.0 0.982 0.013 3 8000
//SPECIALFX 9 intA_tex 1 4.30 2.30 5.9 -15.0 2.900 1.90 1.20 0.60 3.0 0.99 0.013 3 60
//SPECIALFX 10 NOTEXT 2 0.00 21.00 0.1 -3.0 2.699 1.50 1.000 0.50 30.0 0.91 0.037 12 10
// type 0 == poly
// type 1 == sphere
// type 2 == cooked sphere
// ( sfx_code, dpl_TEXTURE, bang_type, frag_size, frag_velocity,
// vertical_bias, switch_off, cook_r, cook_g, cook_b,
// variance, gravity, cool, ocool, fragments, repetitions );