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Preferences Script

The document contains a comprehensive list of configuration settings for an application, detailing various parameters such as graphics, sound, and gameplay options. Key settings include resolution, audio levels, camera movement speeds, and gameplay difficulties. Each setting is accompanied by a description and default values, allowing users to customize their experience.
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0% found this document useful (0 votes)
16 views4 pages

Preferences Script

The document contains a comprehensive list of configuration settings for an application, detailing various parameters such as graphics, sound, and gameplay options. Key settings include resolution, audio levels, camera movement speeds, and gameplay difficulties. Each setting is accompanied by a description and default values, allowing users to customize their experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write

preferences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the
application #
x_res 1920; # x_res <int32>, Fixed window width #
y_res 1080; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
campaign_unit_multiplier 1; # campaign_unit_multiplier <float>, Set default unit
multiplier for campaign #
naval_fleet_multiplier 0.75; # naval_fleet_multiplier <float>, Set default fleet
size for battles #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_dx11_checked true; # gfx_dx11_checked <bool>, Have we checked that user wants
dx11? #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory
(bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or
not #
gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr true; # gfx_hdr <bool>, Use high dynamic range rendering pipeline #
gfx_shadermodel 1; # gfx_shadermodel <int>, Set shader model, 0-SM3LQ, 1-SM3, 2-
SM4, 3=SM4.1, 4=SM5 #
gfx_aa 1; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA, 2 = MSAA_2X, 3 =
MSAA_4X, 4 = MSAA_8X #
gfx_texture_filtering 4; # gfx_texture_filtering <int>, Set texture filtering, 0-
trilinear, 4- anisotropic 16x #
gfx_texture_quality 2; # gfx_texture_quality <int>, Set the quality of textures. 0
- lowest, 3 - ultra #
gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_enable_directx11 false; # gfx_enable_directx11 <bool>, Enable DirectX 11
rendering #
gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field 1; # gfx_depth_of_field <int>, Set depth of field quality 0 -
off, 2 - high #
gfx_hardware_shadows true; # gfx_hardware_shadows <bool>, Enable hardware shadows #
gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
gfx_sky_quality 2; # gfx_sky_quality <int>, Set the quality of sky. 0 - lowest, 3 -
ultra #
gfx_unit_quality 2; # gfx_unit_quality <int>, Set the quality of units. 0 - lowest,
3 - ultra #
gfx_ship_quality 1; # gfx_ship_quality <int>, Set the quality of ships. 0 - lowest,
3 - ultra #
gfx_building_quality 2; # gfx_building_quality <int>, Set the quality of buildings.
0 - lowest, 3 - ultra #
gfx_water_quality 2; # gfx_water_quality <int>, Set the quality of water. 0 -
lowest, 3 - ultra #
gfx_unit_scale 1; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra #
gfx_shadow_quality 3; # gfx_shadow_quality <int>, Set unit scale. 0 - off, 4 -
ultra #
gfx_tree_quality 2; # gfx_tree_quality <int>, Set unit scale. 0 - off, 4 - ultra #
gfx_grass_quality 3; # gfx_grass_quality <int>, Set unit scale. 0 - off, 4 - ultra
#
gfx_terrain_quality 1; # gfx_terrain_quality <int>, Set unit scale. 0 - low, 1 -
high #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to
where save screenshots relative to Empire directory #
gfx_gpu "AMD Radeon(TM) Graphics"; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 2; # gfx_effects_quality <int>, Set effects quality. 0 -
lowest, 3 - ultra #
gfx_vignette true; # gfx_vignette <true|false>, Enable vignette #
gfx_picture_in_picture false; # gfx_picture_in_picture <true|false>, Enable
picture_in_picture #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
default_camera_type 0; # default_battle_camera <card32>, default battle camera: 0-
totalwar 1-rts 2-debug #
enable_sound true; # enable_sound <bool>, enables all audio content (default =
true). If disabled none of the database or sound pack files are loaded. #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel
sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting
up/down #
invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning
left/right #
minimised_ui false; # minimised_ui <true|false>, show minimised ui #
show_debug_ui false; # show_debug_ui <true|false>, show debug ui #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with
minimised ui. 0 = always, 1 = slide on, 2 = never #
show_selection_markers true; # show_selection_markers <true|false>, Show the
selection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval
battles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with
minimised ui. 0 = always, 1 = slide on, 2 = never #
ui_card_mode 0; # ui_card_mode <0|1|2>, Only applicable with minimised ui. 0 =
always, 1 = slide on, 2 = never #
ui_radar_mode 0; # ui_radar_mode <0|1|2>, Only applicable with minimised ui. 0 =
always, 1 = slide on, 2 = never #
ui_land_unit_ids 1; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 =
never #
ui_naval_unit_ids 1; # ui_naval_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2
= never #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of
the map by putting the cursor at the edge of the screen #
battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for
each battle. -1 for unlimited #
battle_difficulty 0; # battle_difficulty <int>, Sets the handicap for battles.
Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for
battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard,
0 normal, 1 easy #
campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for
campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle
game #
campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the
campaign game #
info_panel_mode 1; # info_panel_mode <int>, Sets info panel options. 0 - only in
campaign, 1 - campaign and battle cards, 2 - campaign and battle cards and battle
units #
advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 -
audio only, 2 - text and audio both #
campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for
each round of the campaign. -1 for unlimited #
show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of the
ai pieces on the campaign map #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage
taxes etc in players regions #
limitless_ammo true; # show_cpu_moves <true|false>, Enable/disable Infinite ammo on
battlefields #
occupiable_building_markers true; # show_occupiable_building_markers <true|false>,
Enable/disable occupiable building markers on battlefields #
allow_drop_in_battles false; # allow_drop_in_battles <bool>, Allow invititations to
other peoples campaign battles when playing a single player campaign #
friend_only_drop_in_battles true; # friend_only_drop_in_battles <bool>, invite only
friends to your campaign drop in battles when playing a single player campaign #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run
the battle model on a separate thread #
battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>,
Enable battle camera shake effects #
subtitles true; # subtitles <true|false>, Display subtitles during movies #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
sound_music_volume 75; # sound_music_volume <int>, music sound volume 0-100 #
sound_speech_volume 100; # sound_speech_volume <int>, speech sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last
modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified
sound value #
sound_previous_speech_volume 100; # sound_speech_previous_volume <int>, Last
modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified
sound value #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound
enabled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
sound_speech_enabled true; # sound_speech_enabled <true|false>, speech sound
enabled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled
#
sound_provider 0; # sound_provider <int>, sound provider index (0-?) #
sound_channels 256; # sound_channels <int>, Number of sound channels. Fewer
channels means fewer sounds but faster performance. #
voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in
Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>,
voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>,
Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; #
voice_chat_transmit_only_when_key_pressed <bool>,
voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous
update, increased performance on some systems, decreased on others. (default =
true) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 -
automatic, >0 = explicit number #
campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>,
Set the number of seconds of delay between the mouse cursor entering the edge-
scroll zone on the campaign map the camera starting movement. #

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