; DO NOT EDIT THIS FILE ; This file contains official settings from Flying Lab Software. ; If you edit this file, your changes will be reverted the next time you run the launcher. ; ; To override any default settings, add your changes to pirates_local.ini. ; If pirates_local.ini does not exist, create it first with a text editor (like notepad.exe) ; in the same folder as this file. ; If running Vista, you must create pirates_local.ini as an Administrative user. ; You do not need to copy the entire contents of this file into pirates_local.ini. Include ; only the [Headers] and name=value pairs you want to override. [PrefsManager] prefsSaveFile=prefs.xml prefsSaveDefaultFile=data\client\prefsDefault.xml prefsSaveDefaultLowFile=data\client\prefsDefaultLow.xml prefsDefnFile=data\client\prefsUIDefn.xml prefsPBSESaveFile=prefsPBSE.xml prefsPBSESaveDefaultFile=data\Editor\prefsPBSEDefault.xml [Ui] useHardwareCursor=true useLuaLogger=false dragMouseThreshold = 2 dragUIThreshold = 3 dragItemThreshold = 20 buttonUpdateInterval = 0.1 sdc=false maxLevelDiff_trivial=-10 maxLevelDiff_easy=0 maxLevelDiff_moderate=5 maxLevelDiff_hard=10 updateSecondsTimeField=0.5 updateMinutesTimeField=3.0 levelColor_you=1 1 1 1 levelColor_friend=0 .7 .7 1 levelColor_group=.35 .35 1 1 levelColor_neutral=1 1 1 1 levelColor_enemy_trivial=.8 .8 .8 1 levelColor_enemy_easy=0 1 0 1 levelColor_enemy_moderate=1 .55 .91 1 levelColor_enemy_hard=1 0 0 1 levelColor_enemy_harder=1 0 .5 1 ; These are used for the text colors in the Health UI IFFColor_default=1 1 1 1 IFFColor_you=1 1 1 1 IFFColor_derelict=.5 .5 .5 1 IFFColor_NPC_ally=.69 1 .46 1 IFFColor_NPC_neutral=.92 .92 .62 1 IFFColor_NPC_hostile=1 .6 .45 1 IFFColor_PC_PVPoff=0 0 1 1 IFFColor_PC_PVPoff_group=0.5 .9 1 1 IFFColor_PC_PVPon_group=0.5 0.9 1 1 IFFColor_PC_PVPon_ally=.69 1 .46 1 IFFColor_PC_PVPon_attacker_only=1 .7 .2 1 IFFColor_PC_PVPon_victim_only=1 .7 .2 1 IFFColor_PC_PVPon_enemy=1 .54 .33 1 IFFColor_PC_hated=.3 .3 .3 1 ; These are used for the map icon colors in the local map and mini map IFFIconColor_default=1 1 1 1 IFFIconColor_you=1 1 1 1 IFFIconColor_derelict=.5 .5 .5 1 IFFIconColor_NPC_ally=.3 1 .3 1 IFFIconColor_NPC_neutral=.92 .92 .62 1 IFFIconColor_NPC_hostile=1 .3 .3 1 IFFIconColor_PC_PVPoff=0 0 1 1 IFFIconColor_PC_PVPoff_group=0.5 .9 1 1 IFFIconColor_PC_PVPon_group=0.5 0.9 1 1 IFFIconColor_PC_PVPon_ally=.3 1 .3 1 IFFIconColor_PC_PVPon_attacker_only=1 .7 .2 1 IFFIconColor_PC_PVPon_victim_only=1 .7 .2 1 IFFIconColor_PC_PVPon_enemy=.5 0 .75 1 IFFIconColor_PC_hated=.3 .3 .3 1 worldMapIconColorPirate=0 0 0 1 worldMapIconColorSpain=1 1 0 1 worldMapIconColorEngland=1 0 0 1 worldMapIconColorFrance=.30 .41 1 1 worldMapIconColorDutch=0 1 0 1 worldMapIconColorCarib=0 1 1 1 worldMapIconColorDenmark=1 0 1 1 worldMapIconColorMayan=1 1 1 1 worldMapIconColorJesuit=0.5 0.5 0.5 1 worldMapIconColorPirateEnemy=0 0 0 1 worldMapIconColorSupernatural=0 0 0 1 worldMapIconColorNone=0 0 0 1 ; These colors are used for skirmish stats skirmishSideRed=.9 0 0 1 skirmishSideBlack=.05 0 0 1 skirmishSideBlue=.1 .1 .51 1 skirmishSideYellow=.55 .4 0 1 ; These colors are used for entries in the list of skirmishes on the skirmish UI join tab skirmishNameColorNormal = .15 0 0 1 ; Can't join because entry requirements failed, full, etc. skirmishNameColorNoJoin = .7 0 0 1 ; The last number is always for landmark CONTENTION. ; The range list MUST BE IN ASCENDING ORDER worldMapUnrestRanges=0,599,799,999,100000 worldMapUnrestDotSizes=16,26,36,46,46 ; The color of ENEMY NATION ports that your nation has put into unrest worldMapUnrestGoodColor=0 0 1 0.38 ; The color of YOUR ports that have been put into unrest worldMapUnrestBadColor=1 0 0 0.38 ; The color of NEUTRAL ports that don't have unrest worldMapUnrestNeutralColor=0.67 0.67 0.67 1 skillShopCantPurchaseColor=.55 .45 .2 1 skillShopAlreadyOwnedColor=.67 .67 .67 1 chatCommandHistoryLimit = 50 chatOutputLimit= 200 chatOutputFont = garamond10 chatOutputFont1 = garamond10 chatOutputFont2 = garamond13 chatOutputFont3 = garamond15 chatOutputFont4 = garamond17 chatOutputFont5 = garamond21 chatControlTransparencyMin = .5 chatNewWindowOffsetX = 30 chatNewWindowOffsetY = 30 chatNewWindowSpacing = 7 chatWindowTitleMax = 30 chatWindowTabNameMax = 12 chatWindowCountMax = 6 chatReplyMaxCount = 20 contextMenuOffsetX = 5 contextMenuOffsetY = 5 friendsOnlineColor=.15 .15 .15 .79 friendsOfflineColor=.15 .15 .15 .59 ;stats page player and ship shipStatsGoodColor=.03 .39 .13 .8 shipStatsBadColor=.47 .07 .07 .8 shipStatsNormalColor=0 .07 .33 .7 playerStatsGoodColor=.03 .39 .13 .8 playerStatsBadColor=.47 .07 .07 .8 playerStatsNormalColor=0 .07 .33 .7 recipeCreateLimit=100 recipeCreateMaxLid=200 surrenderNoticeTimeout=30 AFKTimeout = 300 AFKIgnoreEventsTimeout = 5 playerIdleTimeout = 900 quitShutdownTimeout = 5 splashPartnerLogos = splashscreen_miles,splashscreen_physx,splashscreen_publisher,splashscreen_pathengine,splashscreen_alchemy placementSpacing = 15 messageBoxTopMargin = 0 logoutTimerTopMargin = 50 textFieldSelectionColor=1 1 .5 .2 dialogTitleDefaultFont=BookAntiqua21plain dialogTitleDefaultColor=.384 .133 0 1 dialogTitleDefaultXPos=18 dialogTitleDefaultYPos=9 dialogTitleDefaultHeight=16 dialogTitleDefaultRightMargin=3 inventoryTypeValidColor=.15 0 0 1 inventoryTypeUncommonColor=0 .32 0 .86 inventoryTypeExceptionalColor=0 .30 .31 .86 inventoryTypeUniqueColor=.30 0 .31 .86 inventoryTypeSpecialColor=.8 .27 0 .86 inventoryTypeInvalidColor=.7 0 0 1 inventoryTypeOwnedColor=.12 .23 .1 .8 missionLevelHarderColor=.9 0 0 1 missionLevelHardColor=.9 .35 0 1 missionLevelModerateColor=.55 .4 0 1 missionLevelEasyColor=.25 .4 0 1 missionLevelTrivialColor=0 .35 0 1 ; The mission difficulty config is arranged in "bands" of player levels. ; There might be a band for levels 1-10, then 11-25, then 26-50. ; Difficulty is based on the difference between mission level and player level. ; Each band has DIFF_COUNT-1 numbers which are the minimum values for difficulty levels. ; For example here is a band that starts at level 11, where the lowest diff for DIFF_HARDER is 3, etc. ; 11 3 1 -2 -5. missionLevelDiffBandCount = 5 missionLevelDiffBands = 1 3 1 0 -2 \ 6 3 1 -1 -3 \ 11 4 2 -1 -4 \ 31 4 2 -2 -5 \ 50 3 1 -2 -5 mailValidPostageColor=.15 0 0 .9 mailInvalidPostageColor=.5 0 0 .9 priceValidColor=.31 .16 .01 1 priceInvalidColor=.65 0 0 .7 cargoValidColor=.31 .16 .01 1 cargoInvalidColor=.65 0 0 .7 defaultDarkBackgroundValidColor=1 1 1 1 defaultDarkBackgroundInvalidColor=.75 0 0 .7 ;Not currently used. defaultLightBackgroundValidColor=.31 .16 .01 1 defaultLightBackgroundInvalidColor=.65 0 0 .7 econTooltipValidColor=.27 1 .2 1 econTooltipInvalidColor=1 .5 .5 1 econMaintenanceValidColor=0 .35 0 1 econMaintenanceInvalidColor=.65 0 0 .7 auctionStatusValidColor=.31 0 0 .86 auctionStatusInvalidColor=.65 0 0 .7 auctionListingLocalColor= 0 .078 .329 .86 auctionListingRemoteColor=.16 0 0 .86 auctionListingPlayer_NormalColor= 0 0 0 0 auctionListingPlayer_PressedColor= .176 .024 .024 .392 auctionListingPlayer_HighlightColor= .282 .043 .043 .157 auctionListingPlayer_DisabledColor= 0 0 0 0 auctionListingPlayer_DisabledPressedColor= 0 0 0 0 auctionListingAgent_NormalColor= 1 .843 0 .2 auctionListingAgent_PressedColor= .804 .584 .047 .45 auctionListingAgent_HighlightColor= 1 .757 .145 .35 auctionListingAgent_DisabledColor= 0 0 0 0 auctionListingAgent_DisabledPressedColor= 0 0 0 0 serverStatusDownColor=.36 0 0 .59 serverStatusOfflineColor=.15 .15 .15 .59 serverStatusOnlineColor=.16 0 0 1 serverStatusAdminColor=.99 .98 .71 1 serverLoad0Color=0 .4 .08 1 serverLoad1Color=1 .92 .32 1 serverLoad2Color=.79 0 0 1 serverLoad3Color=.44 0 0 1 serverNamesAreKeys = true ; This is for the "Server Status" button on the Main Menu serverStatusButtonVisible = true subscribeButtonURL = www.burningsea.com/page/f2p webStoreButtonURL = www.burningsea.com/page/store avatarCombatAboutURL = www.burningsea.com/avcom ; This value must be less than the baseDuration defined on effect "AdHocAutoJoinPending". The effect is added ; on the server and therefore the baseDuration has to be >= than autoJoinPromptTimeLimit + PING_TIME*2. autoJoinPromptTimeLimit = 6 duelPromptTimeLimit = 30 ; This value must be less than the baseDuration defined on effect "SkirmishStartFreeze" skirmishFreezePromptTimeLimit = 30 auctionOfferResponseTimeout = 60 auctionOfferWarnPriceFactor = 5.0 auctionOfferWarnNetWorth = 0.60 auctionOfferWarnTotal = 100000 bubbleMinTime = 2.0 bubbleMaxTime = 10.0 bubbleTimePerWord = .25 bubbleInitialTime = 1.0 bubbleMinTextWidth = 75 bubbleMaxTextWidth = 300 avatarAutoHideNameDistance = 30 avatarAlphaOverrideNameDistance = 5 shipAutoHideNameDistance = 700 shipAlphaOverrideNameDistance= 100 openSeaAutoHideNameDistance = 600 openSeaAlphaOverrideNameDistance = 50 avatarAutoHideBubbleDistance = 30 shipAutoHideBubbleDistance = 700 openSeaAutoHideBubbleDistance = 600 ; Economic unrest econUnrestItemProgressColorNormal = 0 .5 .5 1 econUnrestItemProgressColorPickupFull = 0 .6 0 1 econUnrestItemProgressColorAllFull = 0 .3 .3 1 econUnrestItemPickupTextColorNormal = .15 0 0 .85 econUnrestItemPickupTextColorFull = .15 0 0 .85 econUnrestOurProgressColorNormal = 0 .5 .5 1 econUnrestOurProgressColorPickupFull = 0 .6 0 1 econUnrestOurProgressColorAllFull = 0 .3 .3 1 econUnrestEnemyProgressColorNormal = 0 .5 .5 1 econUnrestEnemyProgressColorPickupFull = 0 .6 0 1 econUnrestEnemyProgressColorAllFull = 0 .3 .3 1 econUnrestPortStateTextColorNormal = .15 0 0 .85 econUnrestPortStateTextColorDisabled = .23 .23 .23 .70 econUnrestNextPickupTextColorNormal = .15 0 0 .85 econUnrestNextPickupTextColorWarning = .7 0 0 1 econUnrestPickupWarningTime = 300 ; Loading screen info loadingScreenCount = 77 totalTipCount = 109 maxPeacefulUnrest = 200 conquestStatusWarningUnrest = 2000 conquestStatusNormalColor = .15 0 0 .85 conquestStatusWarningColor = .55 .4 0 1 conquestStatusFightingColor = .59 .015 .015 1 cargoMoverGoodResult = .15 0 0 .85 cargoMoverBadResult = .7 0 0 1 ; Any bigger number doesn't fit in the column. personalUnrestPointsDisplayLimit = 99999 dragItemMaxTextWidth = 200 battleMarkerCountFullColor = 1 0 0 1 battleMarkerCountNotFullColor = 1 1 1 1 tailorInitialViewDistance = 300 tailorHeadOffsetHeight = 160 tailorBodyOffsetHeight = 110 tailorLegsOffsetHeight = 35 tailorScreenReserved = 500 colorPickerHorizMargin = 4 ; Turn ctrl-click command queuing on/off. enableAutoButtonActivation = true ; Turn on automatic command queuing on/off. enableNextButtonActivation = true ; Time until hover text appears on mouse over. mouseHoverTime = 0.8 ; Allow the skirmish UI to be displayed. enableSkirmish=true ; Enable mission sharing offer timelimit missionSharingTimeLimit=120 [SelectionManager] maxDragNoExamineDistance = 0.01 selectionClickTimeLimit = 10 [ClientInfoManager] customizationAvatarSpinRate = 250 clockGain = 0.25 zoomRanges = 5,10,25,40,55,75,100,125,150,200,300,400,500,600,700,800,1000,1500,2000,3000,4000,5000 avatarRadarRange=25 otherRadarRange=500 navZoneRegionRange = 250000 csyncLd=false maxMemUsage = 4294967296 maxFrameRate = 244 sonyAccountPageUrl = https:\/\/account.station.sony.com/?theme=pirates stationUramInterval = 0.1 stationUramApiHost = account.station.sony.com ; Distance unit multiplier relative to our 'YardMeters' ; 1) YardMeters 2) Miles distanceUnitMults = 1 0.047619 [VolleyManager] aggressionEntryTimeLimit=60 [ShipManager] sailTextureFilename=data\ship\textures\sails.png damageTextureFilename=data\ship\textures\sail_damage.png damageHolesTextureFilename=data\ship\textures\sail_damage_alpha.png logoTextureFilename=data\ship\textures\saildecal_blank.png damageColor= .384 .337 .235 1 sailShader=Sails shipGeometryFlushInterval=60 cannonRecoilTime=1 cannonRecoilPower=2 cameraHeightMult=0.25 ; Hull length of the largest ship (104gun) shipLengthBase=5558.0 heightAdjustment = 0 minWaveAmplitudeForBobbing = 30 maxHeaveInCMPerSec=2 heaveWidthMult=0.3 heaveLengthMult=0.3 firstAIDebugLine=-1 -1 -1 -1 -1 lastAIDebugLine=-1 -1 -1 -1 -1 aiDebugLineHeight=500 ; SAIL BILLOWING AND FLUTTERING CONSTANTS ; ; SailFlutterSpeed controls the speed at of the wave across the sail. The Fast one seems to be more commonly used. ; sailFlutterAmount controls the amplitude of the wave. Medium seems to be the only one that does anything. ; the transition controls how fast you see changes to the billowing. Setting this temporarily high helps testing. sailFurlTime=4 sailStrongWindSpeed=20 sailFlutterSpeedSlow=0 sailFlutterSpeedFast=3 sailFlutterAmountSmall=0 sailFlutterAmountMedium=15 sailFlutterAmountLarge=0 sailBillowLow=0.3 sailShiverAngle=10 sailBillowTransitionPerSecond=0.3 sailFlutterTransitionPerSecond=0.6 lodHysteresisMult=0.1 ; Specifies the sail health percentage to start showing damage to the sails showSailDamageStartPercent=90 ; how much of the length and beam of the ship to use for bobbing hullLengthPitchRatio=0.3 hullWidthRollRatio=0.3 ; the ramp texture to use for sail lighting when none is specified by the room defaultSailRampTexture=default_sail_ramp.dds ; WAKE CONSTANTS ; ; Low and High Speed define the points that the values which follow are plotted against. wakeLowSpeed=0.1 wakeHighSpeed=10 ; the emit distance for the wake is its initial size times the ship's beam, times this number ; make this smaller to have decals overlap more. note that even at a value of 1 there will ; be some overlap because the decals grow in both length and width and they will usually grow ; some amount before they are fully visible since they start off under the ship wakeEmitDistanceMult=.008 ; Amount to move new wake decal fwd of ship dead center, as a fraction of hull length wakeForward = .03 ; bow spray config bowSprayLowThreshhold=0.5 bowSprayHighThreshhold=8 bowSprayLocatorPrefix=locators/bowspray/ ; global Lod scaling for all objects globalLodScale=1.0 ; extra lod scaling for reflection renderer localLodScale=10.0 shipPredictInterval = .5 ; percentage of velocity allowableShipDrift = 4 allowableShipDriftRadians = .25 ; NOT a percentage of velocity minAllowableShipDrift = 800 minAllowableShipDriftRadians = .75 ; Client sinking variables sinkSpeedMPS=.15 sinkAccelerationMPSS=.15 maxSinkDistanceM=500 maxSinkPitchDegrees=30 sinkPitchTime=15 sunkMastDestroyedChance=.3f sinkingMastDestroyedChance=.6f medExplosionHullLengthM=20 largeExplosionHullLengthM=30 ; bowspray scaling constants bowsprayMinScale = 0.20 bowsprayMaxScale = 1.5 ; speeds are in m/s bowsprayScaleMinSpeed = 1 bowsprayScaleMaxSpeed = 10 ; the series of decals we play when we sink shipSinkDecals = sinkBubbles,sinkBubbles2 ; the amount of time to play them shipSinkDecalTime = 15 ; offset from selection height to display the floaty icon at. floatyNameHeightOffset=2000 ; the pulse interval for the Combatant FX controllers FXControllerPulseTime=2 ; auto helm settings. autoHelm_minDegrees=2.5 autoHelm_decelerationDegrees=7.0 autoHelm_maxRudderPct=1.0 autoHelm_minRudderPct=0.33 autoHelm_interval=.1 ; ship scale on the sailing map sailingMapScale=0.45 shipServerUpdateInterval=0.2 battleMarkerUpdateInterval=2.0 ; -1 equals infinity maxShipTabTargetRangeM=-1 maxFortTabTargetRangeM=-1 maxOSTabTargetRangeM=-1 maxShipTabTargetFOVDeg=360 maxFortTabTargetFOVDeg=360 maxOSTabTargetFOVDeg=360 [ShipGraphicsBudget] rRanges= 0 5000 20000 40000 80000 160000 320000 rMaxTriangles=60000 30000 20000 10000 5000 2000 1000 rMaxDrawCalls=60 30 20 10 5 5 5 [ShipLodTable] 0=0 1=15 2=35 3=75 4=150 5=300 6=600 7=1250 8=2500 [MemoryPools] ; size in MB — trimmed vs legacy 256 MB defaults for 32-bit VA headroom (not as tight as Wine-only lows). preSize_Bootstrap=2 preSize_Default=128 preSize_Image=192 preSize_Vertex=64 preSize_Audio=48 preSize_Room=128 preSize_UI=48 preSize_Anim=192 minimumIncrement_Bootstrap=0 minimumIncrement_Default=16 minimumIncrement_Image=16 minimumIncrement_Vertex=16 minimumIncrement_Audio=12 minimumIncrement_Room=16 minimumIncrement_UI=8 minimumIncrement_Anim=16 [DayNightManager] ;Sun Wash sunWashTexture = data\world\textures\sunwash.tga sunWashSize = 1800 sunWashDistance=500000 ;Sun Disk sunDiskDefaultTexture = moon_12.png ;When looking at the sun how is the intensity affected. In degrees. ;The washout begins (alpha 0) at this number of degrees of looking straight at it. sunWashAngle = 15 ; this is the amount of the diffuse color to use for the trees ; the trees are painted with (ambientcolor*)+(diffusemult * diffusecolor*) -- *: from the keyframe bitmap ; treeDiffuseMult=0.8 [Sound] ; You can have as many effects files as you like, just specify them in ; a comma seperated list here, assuming that the path to the ; file includes data/audio. effectFileNames=Effects_AudioList.ini ; distance N, W, S, and E of the camera that the ambient sounds will play ambientSoundDistanceM=20 ; frequency in seconds to report sound metrics to the metrics server ; 0 indicates that they should not be reported soundMetricInterval=300 ; Number of sounds that can be playing at any one time maxSounds=1024 ; The max number of audio buffers to flush per frame if memory usage is getting to large flushPerFrame=1 [MusicManager] themeListFile = data\Audio\musicThemes.xml travelUpdatePulse = 5 [OceanManager] maxDecalDistance=50000 decalHeightOffset=30 fresnelConstants = .6 48 .3 reflectionResolution = 512 waveAmplitude = 100 40 65 24 waveFrequency = 500 611 854 164 waveDirectionX = .275 0 .438 .484 waveDirectionZ = -.96 -1 .9 .875 waveSpeed = 500 120 80 81 waveOffset = 0 35 27 43 bumpSpeed = .05 bumpSpeed2 = .05 bumpScale = .000125 bumpScale2 = .000125 minOceanWaveDistance = 1000 maxOceanWaveDistance = 40000 oceanSquareFilename = data\ocean\square.igb alphaRamp = 0 1 blurKernel = 1 oceanBumpAnimateCycleTime = 2 perturbScale = 750 mipBias = 0 [Camera] ; NOTE: Camera speed defaults. DO NOT TAMPER. Personal speed changes should ; be made via preferences, not via the INI file. ; Default speed for most rotation motion cameraDefaultRotSpeed = 0.1 ; Default speed for orbital motion cameraDefaultRotSpeedOrbit = 0.25 ; Default speed for linear dmotion cameraDefaultLinearSpeed = 500 ; the speed to move the camera from close to far when doing a mousewheel camera ; (like the character creation screen). 1.0 would be motion from start to end ; position in 1 second. 10.0 would move that same range in 0.1 seconds mouseWheelCameraSpeed = 0.6 useNewSorter = false cameraPredictYaw = .1 cameraPredictPitch = .2 cameraPredictIterations = 1 cameraPredictMinWeight = .5 cameraMinAvatarDistance2 = 3000 [CONSTRAINTS_AVATAR] pitchRestricted = true maxPitch = 10 minPitch = -60 enforceFloor = true; floorInCM = -50; // this is relative to the avatar's head offsetHeightMax = 160; offsetHeightMin = 160; offsetRadiusMax = 600; offsetRadiusMin = 10; snapToYawDirectionWhenMoving = true maxCameraRotationOffset = 1.0 minCameraRotationOffset = 0 maxCameraCorrectionRotationSpeed = 6 minCameraCorrectionRotationSpeed = 1 [CONSTRAINTS_SHIP] pitchRestricted = true maxPitch = -.25 minPitch = -85 enforceFloor = true; floorInCM = 100; offsetHeightMax = 7500; offsetHeightMin = 1500; offsetRadiusMax = 45000; offsetRadiusMin = 200; snapToYawDirectionWhenMoving = false maxCameraRotationOffset = 1.0 minCameraRotationOffset = 0 maxCameraCorrectionRotationSpeed= 4.5 minCameraCorrectionRotationSpeed= 0.5 [CONSTRAINTS_SAILINGMAP] pitchRestricted = true maxPitch = -1; minPitch = -85; enforceFloor = true; floorInCM = 100; offsetHeightMax = 15000; offsetHeightMin = 1500; offsetRadiusMax = 60000; offsetRadiusMin = 10000; snapToYawDirectionWhenMoving = false maxCameraRotationOffset = 3.14 minCameraRotationOffset = 0 maxCameraCorrectionRotationSpeed =3.14 minCameraCorrectionRotationSpeed= .1 [CONSTRAINTS_CHAR_CREATE] pitchRestricted = true maxPitch = 90 minPitch = -90 enforceFloor = true; floorInCM = 100; offsetHeightMax = 0; offsetHeightMin = 0; offsetRadiusMax = 0; offsetRadiusMin = 0; snapToYawDirectionWhenMoving = false maxCameraRotationOffset = 3.14 minCameraRotationOffset = .25 maxCameraCorrectionRotationSpeed= 3.14 minCameraCorrectionRotationSpeed= 0 [CONSTRAINTS_DEFAULT] pitchRestricted = true maxPitch = 90 minPitch = -90 enforceFloor = true; floorInCM = 100; offsetHeightMax = 0; offsetHeightMin = 0; offsetRadiusMax = 1; offsetRadiusMin = 1; snapToYawDirectionWhenMoving = false maxCameraRotationOffset = 3.14 minCameraRotationOffset = .25 maxCameraCorrectionRotationSpeed= 3.14 minCameraCorrectionRotationSpeed= 0 [Particle] effectFileName = data\particles\particles.pfx2 timeBetweenColorUpdates = 5 allowParticles=true drawParticles=true tickParticles=true maxParticleCount=10000 slowCatchUpStep=1 slowCatchUpLength=5 fastCatchUpStep=0.03 fastCatchUpLength=1 minimumBoundRadius=50 offscreenParticleUpdateInterval=15 ; Which effects do we preload? Use the friendly names from the particle file separated by commas preLoadedParticles=cc_Fire_Sm,cc_Fire_Med,cc_Fire_Lrg,cst_Bar,cst_Canister,cst_Chain,cst_Expanding,cst_Grape,cst_Langridge,cst_Round,cst_Star,ci_Cannon,ci_Hull_Sm,ci_Hull_Med,ci_Hull_Lrg,ci_Mast,ci_Sail,ci_Structure,ci_Water [Network] sdIntervalFast = 1 sdIntervalSlow = 10 requestAllServers=false sdTcpFallbackLimit = 0 dropPacketChance = 0.0 udpTickDelay = 0 tcpTickDelay = 0 udpPingInterval = 5 udpPingLimit = 12 udpResponseTimeout = 60 forceTcpFallback=true connectionProcessingTime=0.0 connectionOutBufferExpand = 10000 connectionOutSizeWarning = 80000 connectionOutTimeout = 180 connectionOutTimerOffFactor = .5 connectionOutSizeLimit = 3000000 udpMaxPacketSize = 1024 [EventConfig] eventThreshold= 50 ; My character bonus gets added to the effective priority of an event if the given ; character is the target of the event. If not, but the character is still a ; participant, then the participant bonus is used myCharacterBonus= -25 participantBonus= -25 disableHudEvents= false hudDuration= 5.0 hudHangTime= 3.0 maxHudLines= 3 bumpHudLines= true floatingFont=tahomab18 floatingZOrder=-125 floatingDuration=2 floatingSpeed=10 floatingMaxCount=100 bubbleEmptyLangChoices=5 [Shadows] width=2048 height=2048 enabled = true ditherScale = 2 zBias = .015 avatarZBias = 0.002 lodScale = 1 ; this is area in the ship where we change calcs to try and cull out more stuff boundCalcScale = 0.6 ; this is a multiplier on our bounding volumes to try and make them as small as possible ; when we merge them all together boundScale = .6 shadowedObjectDistance = 48000 sailZBias=.02 avatarShadowBoxScale = 1.2 obeyTexturePrefs=TRUE ; this is the portrait renderer [avatarRenderer_avatarRender] width = 256 height = 256 cameraHeight = 162 cameraTargetHeight = 162 cameraDistance = 50 lightColor=1 1 1 1 obeyTexturePrefs = false lightDirection = -.5 -.5 .5 FOV = 45 lightAmbient = .25 .25 .25 .25 pose = idle_portrait ; this is the avatar renderer for the character UI background [avatarRenderer_figure] width = 256 height = 512 cameraHeight = 80 cameraTargetHeight = 80 cameraDistance = 150 lightColor=1 1 1 1 obeyTexturePrefs = false lightDirection = -.5 -.5 .5 FOV = 45 lightAmbient = .25 .25 .25 .25 pose = idle [NavMeshRenderer] width = 1024 height = 1024 obeyTexturePrefs = false [UserContentCache] maxFiles=500 maxHours=48 [FeaturedItemCache] maxFiles=500 maxHours=24 useCreationTime = true [CommandLine] cacheFile=cache\\potbs.igb loadOptions=StartupUseCache ignoreCacheVersion=false useMyDocuments=true outputSubdir=Pirates of the Burning Sea testLoginUI=false handleCrash=false noDialogs=true [AvatarManager] ; these define how much texture space the glow renders are using glowRenderTargetWidth=1024 glowRenderTargetHeight=1024 glowBlurRenderTargetWidth=512 glowBlurRenderTargetHeight=512 ; these are the cutoffs for when we consider a foot off the ground ; and when we consider it to be touching the ground. Note that this ; is actually the height of the toe bone, which never actually touches ; the ground footUpCutoff = 15 footDownCutoff = 10 ; the ratio of the running animation speed to the actual speed of the avatar ; (in cm/sec) ; adjust this to prevent the feet from sliding across the floor animRunSpeedRatio = 0.0025 ; ration for walking animation animWalkSpeedRatio = 0.006 ; same as above, but for backward walking animBackwardSpeedRatio = 0.012 ; for side stepping animSideStepSpeedRatio = 0.0035 ; for diagonal forward/left and forward/right animDiagonalStepSpeedRatio = 0.0035 ; turn in place animTurnSpeedRatio = 1.0 ; the minimum speed (as a percentage of the max forward speed) at which we will blend into the run ; animation instead runCutoff = 0.4 ; speed at which we blend into idle walkCutoff = 0.001 ; amount of time (in seconds) that we spent blending from looping animation to another animBlendTime = 0.5 movementBlendTime = 0.2 automatonSearchInterval = 1 ; values for tweaking how we interpolate b/t server and client motion states ; ; correction percentage per-frame when the avatar is standing still staticInterpolateAmount = 0.5 ; correction percentage when we are moving movingInterpolateAmount = 0.01 ; angular correction percentage when moving movingAngularInterpolateAmount = 0.1 ; how often we send update to the server serverUpdateInterval = 0.2 ; shader values ; ; this is the 'lightWrap' value for piece that are *not* marked as being skin ; making this value higher makes the diffuse shading brighter (it spreads out the ; lit area). This value should not be negative nonSkinLightWrap = 0 ; same as above, but for parts of the avatar marked as 'skin' - this should be higher than ; the non-skin version, to simulate the reflective qualities of the many layers of skin skinLightWrap = 0.5 ; specular coefficient for shiny parts of the avatar. Making this value higher makes the shiny spots ; tighter specularCoef = 80 ; same as above, but used in the new normal map free shader specularCoefNoNormals = 4 ; this is the amount of specular for pieces of the avatar that use an alpha map (generally the hair and facial ; hair) since these pieces don't have a gloss map. 0 means no specular at all, and 1 is full specular specularAmount = 1 ; sizes for the avatar textures pages ; note that its necessary to re-process the database after changing these ; (and all of the images will need to be re-sampled as well) ; so this isn't something that should change very often colorPageWidth = 1024 colorPageHeight = 512 ; size of a human avatar's bounding box humanBoundBoxMin = -20, -1, -20 humanBoundBoxMax = 20, 150, 20 ; size of the avatar's bounding sphere for frustum culling boundCenter = 0, 75, 0 boundRadius = 400 ; multipliers on the above for the ghost rect ghostShaderBoxWidthMult = 15 ghostShaderBoxHeightMult= 2 debugShowAnimText=false firstAIDebugLine=-1 -1 -1 -1 -1 lastAIDebugLine=-1 -1 -1 -1 -1 aiDebugLineHeight=100 ; the ramp texture to use for avatar lighting when none is specified by the room defaultRampTexture=default_avatar_ramp.png ; offset from selection height to display the floaty icon at. floatyNameHeightOffset=40 ; min and max color for the balance meter expressed as RGBA values in the range 0-1 ; Min is the color that is used when the balance meter is completely empty minBalanceColor=.44 .47 1 1 midBalanceColor=.44 .47 1 1 maxBalanceColor=.44 .47 1 1 ; color for the avatar targeting circle avatarTargetIndicatorColor=.4 .97 .61 1 ; The amount of catch-up time avatars are allowed when chasing their positions motionFudgeFactor=0.7 maxSpeedMult=1.5 ; Implied target searching impliedTargetInterval=0.1 impliedTargetMaxRange=1000 impliedTargetPreferredRange=400 impliedTargetArc=200 emoteSideArc = 90.0 emoteRearArc = 270.0 lodRanges = 2500 3000 40000 80000 avatarFidgetEmote=fidget customizationFidgetEmote=fidget_CC minIdleFidgetInterval=3.0 idleFidgetChancePerSecond=.05 defaultShader=characterNoNormalMap defaultBlendShader=characterBlendNoNormalMap ; The sleep time for the mesh manager's asyncronous loading avatarAsyncLoadSleepTime = 5 ; Scene and texture for the avatar targeting circle avatarTargetIndicatorScene=data\avatar\balancemeter.igb avatarTargetIndicatorTexture=data\World\Rooms\textures\balanceMeter pathingAvatarTurnMult = 2.0 pathDistanceThatWeBotherToTurnFor = 50 pathDistanceThatWeBotherToTurnForInCombat = 122 textureBakerSleepTime = 10 textureBakerTimeoutTime = 60000 ; -1 equals infinity maxAvatarTabTargetRangeM = 30 maxAvatarTabTargetFOVDeg=180 [RoomManagerBase] forceLoadRooms = false [RoomManager] ; how often the candle flickers flickerFrequency = 3.0 usePreload=true ;this allows the main thread more processing time when loading up chambers loaderSleepTime = 30 ; the difference in brightness caused by a flicker ; (value should be 0-1) flickerAmount = 0.25 defaultHighlightColor=.37 1 .84 .2 [StringKeyManager] server = false markBadKeys = false lazyT4Init = false T4CacheSize = 10000 T4MaxStringBytes = 2000 playerCharType = CT_HUMAN playerHonor = HONOR_NORMAL playerAge = 33 defaultPlayerGender = MALE narratorCharType = CT_HUMAN narratorHonor = HONOR_NORMAL narratorAge = 33 narratorGender = MALE [UserContent] server=www.burningsea.com port=80 timeoutSec=60 failedRequestRetryInterval=20 failedRequestRetryCount=100 [SendCrashDump] server=www.burningsea.com port=80 timeoutSec=60 failedRequestRetryInterval=20 failedRequestRetryCount=100 phpSite=/ext/receiveCrashDump.php [FeaturedItemConnection] server=www.burningsea.com port=80 timeoutSec=30 failedRequestRetryInterval=10 failedRequestRetryCount=1 prefix=/ext/featured/rmtFeatured.php?name= [NewsletterSubscription] server=www.burningsea.com port=80 timeoutSec=30 failedRequestRetryInterval=10 failedRequestRetryCount=1 prefix=/ext/newsletter.php [PigManager] usePigs=true verifyChecksums=true [Logger] flushOnWrite=true [Sentry] enabled=false debug=false minLevel=Error environment= [Sentry_DSN] Client=fad69bb126fa212046f110fd64e5dbea@sentry.visiononlinegames.com:9000/20 #include "pirates_product.ini"