; ; BioForge Option File ; ; This is the Room Editor's option file. You can define two other ; files that take precedence over it, {identity}.opt and install.opt. ; Use your dos enviroment variable IDENTITY to set parameters locally ; on your computer to run. Everyone should have a unique identity ; so that they can lock out levels and run with their own unique ; identity. For example, my identity is KDEMARE, so I have an options ; file called KDEMARE.OPT that contains specific changes that override ; what is present in the RED.OPT. You own IDENTITY.OPT always has ; top priority. ; The file INSTALL.OPT has second priority, so that you can create ; it during your installation process with appropriate values, and even ; read it in during program operation and write out a new one. Remember, ; you only want to override the values that MUST be overwritten, not ; everything! ; Bottom on the list is RED.OPT, which typically holds all of ; the options in their default states. ; If you are editing, you can also set an environment variable ; and it will take precedence over everything, but not in a shipping ; version of the game. ; ; Option files allow comments starting with a semicolon, they allow ; you to assign a variable on the left side of an equals and a value ; on the right side. You can make literals using double-quotes, and ; you can separate multiple values with commas. ; ; ================================= ; These are all variables that can be assigned on the command line or in the ; install.opt file: ; ================================= ;----SOUND-------------- ; These variables describe where the sound blaster is on your machine. Sound=off SoundVol=100 SndDMA=1 SndIRQ=5 SndPort=220 ;----MUSIC--------------- ; These variables describe where the music card is on your machine. Music=off MusicVol=100 musicPort=330 ;----SUBTITLES----------- ; If this is set to 1, then we see subtitles on the bottom of the screen ; whenever the script Subtitle command is run. -bes change from on/off to 1/0 - jar Subtitles=0 ;----GAMMA CORRECTION---- ; This controls how much lighter or darker your monitor becomes when you ; play the game. Gamma=50 ;----LANGUAGE------------ ; Controls what language the text is in. Language=E ; Specifies the last character of the KEYCODEx.DAT file to use to convert ; the scancodes with. -bes KeyboardExt=E ; If you want to add another translation, just add its extension to the ; end of the non-english languages list. So if we wanted to add Spanish, ; it would say: FGS. ; Language specifies the current language. non-english languages specifies ; the other languages that have been translated. ; Also, if you specify 'verify translations' to be off, then you will no ; longer receive the warnings in the script about non-translated text. non-english languages=FG verify translations=off ;----DIRECTORIES--------- ; This is a list of all the major directories that the game will use. ; Every other directory should be derived with one of these as a base. Dir=x:\red TempDir= PlayDir=%GameDir%\gamedat GameDir=%dir% DataDir=%dir%\data ScriptDir=%dir%\script\*.* SoundDir=%dir%\sound ; What2Use is explained in What2Use.h, but here are the names of each ; variable, from left to right. Use '.' or '0' to disinclude one of ; the items. -KLD ; 1:useBigToolBox, 2:useErrorList, 3:useBugTool, 4:useFastDecals, ; 5:useScriptDebug, 6:useBigTxms, 7:useBigMotions, 8,9 not used yet What2Use=123.5..89 ; Comment this in to enable profiling. Use the < and > keys to ; restart and show the profile results respectively. ; Ptick=1000 PlayEbuf=64000 PlayVmax=400 figures=%dir%\body collision boxes=%figures%\*.col items=%dir%\items LocalDir=.\local\*.* light=%DataDir%\light.iff camera=%DataDir%\camera.iff palette=%DataDir%\imgame.iff font=%DataDir%\small.fnt captionfont=%DataDir%\1.FNT tinyfont=%DataDir%\tinyblk.fnt mouseptr=%DataDir%\mouse.shp ; This is the level you first bring up in the editor. level=title.iff ; This is the level that is loaded when the Restart button is hit. level game starts on=title.iff s="Game" initial game=%GameDir%\GAME0.IM1 editable data=%GameDir%\initgame\*.IFF play directory=%PlayDir%\*.IFF save game dir=%PlayDir%\*.* GameDat Directory=%PlayDir% FlicFiles=%dir%\show\*.SHO CamFiles=%dir%\rooms\*.CAM startup=%dir%\rooms\red.cam ErrorFile=%Dir%\script\ERRORS.IM1 ; How rapidly should data be read from the CD? CDBlock=4096 clip=120 meters ambient light=40 scale=10:38 fov=45 degrees projplane=40 zoom=66 ; percent ;zoom=100 ; percent ;color ranges - color_name=index_of_darkest,index_of_lightest table0=gray,128,159 table1=darkgray,128,145 table2=video,128,145,0 table3=red,224,239 table4=green,192,207 table5=blue,240,254 table6=purple,208,223 table7=orange,112,121 table8=liteblue,122,127 table9=brown,160,191 table10=darkblue,32,58 wall color=purple dark gray color=darkgray trigger color=blue edit box color=red man box color=green camera color=brown gray color=gray waypoint color=red monitor color=darkblue video color=video ; The shell commands must be ordered sequentially, 0-20 max. ; The DOS: Editor keyword is special and should not be changed. ; Any of the others may be altered as necessary, and you can add ; all you want. If you want to run a little batch file, you can ; write it right here. Put an exclamation point before the batch, ; and put a space-exclamation-space between each command. -KLD shell0="DOS: Editor", "edit" shell1="DOS: Shell", "COMMAND.COM" shell2="DOS: Make Extents", "X:\UTIL\MAKE EXTENTS" shell3="DOS: Update Scripts", "!cd %ScriptDir% ! get -u *.??v" ; shell4="DOS: Update by PVCS", "get -u -y *.??v" GotoLine=x:\util\sage.bat initial game picture=startpic.skp film scroll rate=6 turn rate=16 movement rate=40 centimeters test motion=dn_ldr test event=SLIDE_SHOW TicksPerCharacter=7 ; This tells whether the keyboard interrupt is to be installed or not. ; If keyboard=off, then the interrupt is NOT installed. keyboard=on ; Normally we use int9. Sometimes, we may wish to chain back to BIOS to let ; TSRs like CAMERA to work. In this case, just set this var to 1. -bes UseInt15=0 ; These variables describe where the DOS message files are. - LRG MsgPathE=%dir%\script\Emessage.txt MsgPathF=%dir%\script\Fmessage.txt MsgPathG=%dir%\script\Gmessage.txt ; These variables describe where the sound blaster is on your machine. DadPathE=%SoundDir%\Esamples.flx DadPathF=%SoundDir%\Fsamples.flx DadPathG=%SoundDir%\Gsamples.flx SndFade=80 ; These variables control sound enhancement for missiles. The HitVolume ; is how much volume is changed when a missile hits, and TravelVolume ; is used for the whoosh when it travels. 0=silent, 255=normal max, and ; anything >255 means make it louder than usual. HitVolume=255 TravelVolume=255 ; These variables describe where the music card is on your machine. MusicPath=%dir%\music\music.flx MusicDriver=ailxmi.dll MusicDMA=1 musicIRQ=7 ; These variables describe how close the player is allowed to be to a camera ; before it is forced to switch to a new view, and how far away the ; player can get before a switch is forced. NearMark=1 ; Meters FarMark=6 ; Meters FOVReduce=5 ; Degrees on the left and right of the camera ; This puts a limit on how far away any object can be from the origin (0,0,0) ; in meters. Position Limit=1200 ; This is how much you're slowing down or speeding up the ; poses that the game's characters run. 256=normal speed. -KLD PoseRate=256 ; A ratio controlling interpolation from the end of one motion ; to the beginning of the next. -KLD Hammer=40 ; Shrapnel variables lifespan=10 ; Monitor variables MonDir=%dir%\monitors monitors=%MonDir%\*.cam text=%MonDir%\text.flx blank_opts_cam=%MonDir%\blnk.cam lists directory=%playdir%\*.flx testmonitor=x:\red\monitors\test.cam fonts=%dir%\data\*.fnt // path path & default pointer=%MonDir%\*.cam default_pointer=%MonDir%\lexhand.cam ; This is the degrees to which you are allowed to climb up a well. ; All walls face exactly North, South, East, or West. When we walk into ; a wall, our yaw may be just about anything. So if we have a value of 15 ; and run into a wall facing North, that means that our yaw coming in can ; vary from -15 to 15 degrees. In other words, we have a 30 degree ; tolerance in which to hit to allow us to climb. Hope this makes sense. ; - bes ease of climbing=25 ; If set to 'ON', this tells the keyboard interrupt to chain to the old ; keyboard interrupt (so CAMERA, CTRL-ALT-DEL, and stuff will work). This ; defaults to OFF, so this stuff won't work (and hopefully the keyboard ; buffer won't get filled up. -bes chain=off ; When you add a log entry into the script and that entry has a %time% field, ; the Tick of the game engine is used to figure out how much time has ; passed since the beginning of the game. StartTick is used to give us ; a starting point, in hours and minutes. Sixty ticks occur every second. ; So, 60*60 ticks occur every minute, and 60*60*60 ticks occur every hour. ; StartDate is the number of days that have passed up to the point of the ; start of the game. So a value of 15 would mean that the player starts ; the game 15 days into the game fiction. ; -bes StartTick=1782000 StartDate=1895 ;----------- ; How memory allocating works: First number is how many K will be allocated ; for a task if you have just five megs free. The second number is how many ; K you get for each additional meg. Third number is a cap. So ; MemToAllocate = (a*1024)+(b*1024*AdditionalMegs); ; if( MemToAllocate > c ) MemToAllocated = c; ; This defines the maximum bytes of sound effects that RED will allow you to ; have. If you load in a new sound and it pushes the sound system over ; this limit, then the least recently used sounds will be kicked out. -bes SoundMem=400,100,1000 ; How much memory should be allocated for flics during the game. FlicMem=800,100,1200 ; What is the minimum memory required to run the game? MemReq=4400