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init.txt
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init.txt
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# Liberation Circuit init.txt
#
# To change the game's settings, edit this file using an
# ordinary text editor.
#
# Options are:
#
# display_w (value)
# Sets display width. Valid values are 1024 to 1920
# display h (value)
# Sets height. Valid values are 768 to 1200
#
# vol_music
# Sets music volume. Valid values are 0 to 100
# vol_effect (value)
# Sets effects volume. Valid values are 0 to 100
#
# fullscreen
# Uses a fullscreen window at your current display resolution.
# (display_w/h values are ignored). This mode is recommended
# unless you have a good reason not to use it.
# If you are using multiple monitors, it may be useful to set
# capture_mouse as well (see below).
#
# large_fonts
# Uses 1.5x-sized fonts.
#
# double_fonts
# Uses double-sized fonts.
# For screens with very high resolution only! (with anything less
# than about 1920x1080 parts of the interface will be hard to use)
#
# Example:
#
# display_w 1600
# display_h 900
# vol_music 50
# vol_effect 80
# fullscreen
# large_fonts
# display_w 1600
# display_h 900
fullscreen
vol_music 60
vol_effect 80
# Some more special options are:
#
# true_fullscreen
# Uses true fullscreen. May cause problems when a file
# dialogue (load/save) is opened. Unlike fullscreen,
# the display_w and h values should be set (to a resolution
# that your monitor supports).
# If you are using multiple monitors, it may be useful to set
# capture_mouse as well (see below).
#
# msaa_off
# Turns off multisampled anti-aliasing. Improves performance
# at a terrible cost in jaggedness.
#
# background_detail (value)
# Reduces the background detail to improve performance.
# values are:
# 0 turns off the background completely (other than data wells). This
# is fast, but doesn't look so great.
# 1 reduces detail a bit.
#
# capture_mouse
# For playing in fullscreen/true_fullscreen with a multi-monitor setup.
# tries to capture the mouse in the game window during gameplay.
# May not work in Mac OSX.
#
# template
# Tells the game to automatically load a file into a template on start-up.
# example:
#
# template 0 src/cm_base.c
#
# The number indicates which player the file will belong to.
# (player 0 is the player in story mode)
# The path is a relative path (from this directory) indicating
# the file's location.
# Templates are filled one by one, starting from template 0.
#
#
template 0 proc/cm_base.c
template 0 proc/cm_mbuild.c
template 0 proc/cm_harvest.c
template 0 proc/cm_attack.c
template 0 proc/cm_destroy.c
template 0 proc/cm_command.c
template 0 proc/cm_tri_base.c
# Colour replacement
# - replaces a player's usual colour with another colour.
# - for players who find it difficult to distinguish certain colours.
# - works in story mode and custom game mode
#
# example:
#
# replace_col 0 2
# replace_col 1 3
#
# - sets player 0's colour to colour 2 (green)
# - sets player 1's colour to colour 3 (white)
# - if you're playing story mode (the single-player game)
# this will use green for the player
# and white for the enemies.
#
# colours are:
# 0 - blue
# 1 - yellow
# 2 - green
# 3 - white
# 4 - purple
# 5 - orange
# 6 - red
# Keyboard remapping
# - you should be able to ignore this part if you're using
# a standard QWERTY keyboard
# - but this may help if the game isn't registering cursor keys etc
# - Github user rHermes reports that unicode input does not work correctly
# for some keys on a Norwegian keyboard - the [] and () keys - and has
# written an AutoHotkey script to fix this (tested on Windows so far).
# See fix-altgr.ahk in the /bin/misc directory.
#
#
# To remap a key, use a line like this:
# keymap 2 47
# This maps key code 47 to function 2 (tab).
# The key code is the code generated by your keyboard when you press a key.
# To find out the key codes generated by your keyboard, press k at the game's
# start menu screen (the one with the copyright message etc).
# The following functions can be remapped:
# 0 backspace
# 1 delete
# 2 tab
# 3 enter
# 4 home
# 5 end
# 6 page up
# 7 page down
# 8 cursor left
# 9 cursor right
# 10 cursor up
# 11 cursor down
# 12 insert
# 13 shift
# 14 control
# 15 F1
# 16 F2
# 17 F3
# 18 F4
# 19 F5
# 20 F6
# 21 F7
# 22 F8
# 23 F9
# 24 F10
# Remapping the following number keys only affects keyboard shortcuts for building
# (which by default use the number keys on a QWERTY keyboard)
# It doesn't affect the way number keys work in text input.
# 25 build template 0
# 26 build template 1
# 27 build template 2
# 28 build template 3
# 29 build template 4
# 30 build template 5
# 31 build template 6
# 32 build template 7
# 33 build template 8
# 34 build template 9
# the following keys are for control groups (0-6)
# by default they are mapped to ZXCVBNM
# (the lowest row of keys on a QWERTY keyboard)
# as with numbers, remapping them has no effect on text input.
# 35 control group 0
# 36 control group 1
# 37 control group 2
# 38 control group 3
# 39 control group 4
# 40 control group 5
# 41 control group 6
# Currently, a remapped function can only have a single key mapped to it (which prevents
# the use of both shift keys, for example). This may be fixed in future.
# last line (leave this here)