und noch eins wegen dem clienten...
als sich bei mir mal der pc aufgehangen hat, hats bei mir nur eine zeile in die config geschrieben invalid irgendwas, einfach da wieder
Code:
SaveConfig = 1;
ClientLight= 0;
TestConfig= 0;// Test the external configurator : lookup in the translation directory for *.uxt files
Direct3d = 0;
FullScreen = 1;
Width = 1024;
Height = 768;
PositionX = 0;
PositionY = 0;
Frequency = 60;
Depth = 32;
Sleep = -1;
ProcessPriority= 0;// -2 = idle, -1 = below normal, 0 = normal, 1 = above normal, 2 = high, 3 = real time
Contrast = 0.0;// -1.0 ~ 1.0
Luminosity = 0.0;// -1.0 ~ 1.0
Gamma = 0.0;// -1.0 ~ 1.0
Contrast_min= -1.0;
Luminosity_min= -1.0;
Gamma_min= -1.0;
Contrast_max= 1.0;
Luminosity_max= 1.0;
Gamma_max= 1.0;
ForceLanguage = 1;
LanguageCode = "en";// english
DebugStringManager = 0;// no debug
HTMLPrefixCareer = "http://ryzom:FirstEver@213.208.119.222/help/career";
XMLInputFile = "input_config_v3.xml";
SkipIntro = 0;
SelectCharacter = -1;
XMLOutGameInterfaceFiles = {
"out_v2_config.xml",
"out_v2_widgets.xml",
"out_v2_connect.xml",
"out_v2_intro.xml",
"out_v2_select.xml",
"out_v2_appear.xml",
"out_v2_location.xml",
"out_v2_crash.xml",
"out_v2_hierarchy.xml",
"out_v2_keys.xml",
};
XMLInterfaceFiles = {
"config.xml",
"widgets.xml",
"player.xml",
"inventory.xml",
"interaction.xml",
"phrase.xml",
"harvest.xml",
"macros.xml",
"info_player.xml",
"guild.xml",
"taskbar.xml",
"game_config.xml",
"game_context_menu.xml",
"player_trade.xml",
"bot_chat_v4.xml",
"compass.xml",
"map.xml",
"emote.xml",
"hierarchy.xml",
"reset.xml",
"actions.xml",
"help.xml",
"commands.xml"
};
LigoPrimitiveClass = "world_editor_classes.xml";
FSHost= "";
WebServer= "213.208.119.222";
Local= 0;
Position = { 4760.361816, - 3620.060791, 0.0 };// Matis Ville
Heading= { 0.998938, 0.046083, 0.0 };
EyesHeight= 1.5;
Walk= 1.66;
Run= 6.0;
Fly= 25.0;
FlyAccel= 1000.0;
UserSheet= "fyros.race_stats";
Sex= 0;// Only in Local Mode.
DisableDirectInput= 0; // Force direct input disabled
HardwareCursor= 0;
CursorSpeed= 1.0;// In pixels per mickey
CursorSpeed_min= 0.5;
CursorSpeed_max= 2.0;
CursorAcceleration= 40;// Threshold in mickey
CursorAcceleration_min= 20;
CursorAcceleration_max= 80;
FreeLookSpeed= 0.001;// In radian per mickey
FreeLookSpeed_min= 0.010;
FreeLookSpeed_max= 0.0001;
FreeLookAcceleration= 40;// Threshold in mickey
FreeLookAcceleration_min= 20;
FreeLookAcceleration_max= 80;
Background = {240, 240, 170};
ZFar = 500.000000;
LandscapeTileNear= 50.000000;
LandscapeTileNear_min= 20.000000;
LandscapeTileNear_max= 100.000000;
LandscapeTileNear_step= 10.0;
LandscapeTileNear_ps0= 20.0;
LandscapeTileNear_ps1= 40.0;
LandscapeTileNear_ps2= 50.0;
LandscapeTileNear_ps3= 80.0;
LandscapeThreshold= 1000.0;
LandscapeThreshold_min= 100.0;// Low quality => 0.01 threshold
LandscapeThreshold_max= 2000.0;// High quality => 0.0005 threshold
LandscapeThreshold_step= 100.0;
LandscapeThreshold_ps0= 100.0;
LandscapeThreshold_ps1= 500.0;
LandscapeThreshold_ps2= 1000.0;
LandscapeThreshold_ps3= 2000.0;
Vision= 500.000000;
Vision_min= 200.000000;
Vision_max= 800.000000;
Vision_step= 100.000000;
Vision_ps0= 200.0;
Vision_ps1= 400.0;
Vision_ps2= 500.0;
Vision_ps3= 800.0;
MicroVeget = 1;// Enable/Disable MicroVeget.
MicroVeget_ps0= 0;
MicroVeget_ps1= 1;
MicroVeget_ps2= 1;
MicroVeget_ps3= 1;
MicroVegetDensity= 80.0;
MicroVegetDensity_min= 10.0;
MicroVegetDensity_max= 100.0;
MicroVegetDensity_step= 10.0;
MicroVegetDensity_ps0= 10.0;// not used since disabled!
MicroVegetDensity_ps1= 30.0;
MicroVegetDensity_ps2= 80.0;
MicroVegetDensity_ps3= 100.0;
FxNbMaxPoly= 10000;
FxNbMaxPoly_min= 2000;
FxNbMaxPoly_max= 20000;
FxNbMaxPoly_step= 2000;
FxNbMaxPoly_ps0= 2000;
FxNbMaxPoly_ps1= 6000;
FxNbMaxPoly_ps2= 10000;
FxNbMaxPoly_ps3= 16000;
Cloud = 1;
Cloud_ps0= 0;
Cloud_ps1= 1;
Cloud_ps2= 1;
Cloud_ps3= 1;
CloudQuality= 160.0;
CloudQuality_min= 80.0;
CloudQuality_max= 320.0;
CloudQuality_step= 20.0;
CloudQuality_ps0= 80.0;// not used since disabled!
CloudQuality_ps1= 80.0;
CloudQuality_ps2= 160.0;
CloudQuality_ps3= 320.0;
CloudUpdate= 1;
CloudUpdate_min= 1;
CloudUpdate_max= 8;
CloudUpdate_step= 1;
CloudUpdate_ps0= 1;// not used since disabled!
CloudUpdate_ps1= 1;
CloudUpdate_ps2= 1;
CloudUpdate_ps3= 3;
Shadows = 1;
Shadows_ps0= 0;
Shadows_ps1= 1;
Shadows_ps2= 1;
Shadows_ps3= 1;
SkinNbMaxPoly= 50000;
SkinNbMaxPoly_min= 5000;
SkinNbMaxPoly_max= 70000;
SkinNbMaxPoly_step= 5000;
SkinNbMaxPoly_ps0= 10000;
SkinNbMaxPoly_ps1= 30000;
SkinNbMaxPoly_ps2= 50000;
SkinNbMaxPoly_ps3= 70000;
NbMaxSkeletonNotCLod= 20;
NbMaxSkeletonNotCLod_min= 5;
NbMaxSkeletonNotCLod_max= 30;
NbMaxSkeletonNotCLod_step= 5;
NbMaxSkeletonNotCLod_ps0= 10;
NbMaxSkeletonNotCLod_ps1= 15;
NbMaxSkeletonNotCLod_ps2= 20;
NbMaxSkeletonNotCLod_ps3= 30;
CharacterFarClip= 100.0;
CharacterFarClip_min= 50.0;
CharacterFarClip_max= 200.0;
CharacterFarClip_step= 10.0;
CharacterFarClip_ps0= 50.0;
CharacterFarClip_ps1= 80.0;
CharacterFarClip_ps2= 100.0;
CharacterFarClip_ps3= 200.0;
ScreenAspectRatio= 1.33333;
FoV = 75.0;
ForceDXTC = 1;// Enable/Disable DXTC.
DivideTextureSizeBy2= 0;// Divide texture size
DisableVtxProgram = 0;// Disable Hardware Vertex Program.
DisableVtxAGP = 0;// Disable Hardware Vertex AGP.
DisableTextureShdr = 0;// Disable Hardware Texture Shader.
GlobalWindPower = 0.10;
GlobalWindDirection = {1,0,0};
HDEntityTexture = 0;
HDTextureInstalled = 1;
Fog = 1;
WaitVBL = 0;// 0 or 1 to wait Vertical Sync.
ShowPath= 0;
Names = 0;
ShadowsClipFar = 10.0;
ShadowsLodDist = 3.0;
DrawBoxes= 0;
GroundFXMaxDist = 40.0; // max distance at which ground fxs are displayed (ground fxs include sawdust clouds when character are walking in the desert etc.)
GroundFXMaxNB = 10; // max number of ground fxs to be displayed simultaneously
GroundFXCacheSize = 10; // number of ground fxs in cache
MaxNumberOfTimedFXInstances = 20; // max number of environment / timed fxs (includes micro-life, torchs etc ...)
RyzomDay= 0;// Starting Day (Only works in local mode).
RyzomTime= 12.0;// Starting Time (Only works in local mode).
ManualWeatherSetup= 0;// '1' To be able to change Ryzom Time in real time.
SelectWithRClick= 1;
DisplayWeapons= 1;
RunAtTheBeginning= 1;
RotKeySpeedMax= 2.0;
RotKeySpeedMax_min= 1.0;
RotKeySpeedMax_max= 4.0;
RotKeySpeedMin= 1.0;
RotKeySpeedMin_min= 0.5;
RotKeySpeedMin_max= 2.0;
RotAccel= 3.0;
ShowNameUnderCursor = 1;
ShowNameSelected= 1;
ShowNameBelowDistance = 20.0;
ForceIndoorFPV= 0;
FollowOnAtk= 0;
ZCPacsPrim= "gen_bt_col_ext.pacs_prim";
FPV= 0;// FPV(First Person View) : default is false (Third Person View).
CameraHeight= 2.2;// Camera Height (in meter) from the ground (for the Third Person View).
CameraDistance= 3.0;// Camera Distance(in meter) from the user (for the Third Person View).
CameraDistStep= 1.0;
CameraDistMin= 1.0;
CameraDistMax= 5.0;
CameraAccel= 5.0;
CameraSpeedMin= 2.0;
CameraSpeedMax= 100.0;
TimeToRemoveCol= 1000;
AttackDist= 0.5;// Distance (in meter) between 2 entities in combat mode (without the entites radius).
TimeToAdjustCamera= 1000.0;// 1sec in ms.
ChangeDirAngle= 1.70;// a bit more than 90°
GuildSymbolSize= 0.3;
LootDist= 4.0;// Distance maximum from the corpse to be able to loot or harvest (in meter).
ImpactTriggerTime= 0.4;// When to start the impact
RotSpeedMax= 2.0;
RotSpeedMin= 0.5;
TPVMinPitch= -1.5;
TPVMaxPitch= 1.5;
MaxHeadTargetDist= 30.0;
ChaseReactionTime= 0.4;
DeadFXName= "misc_dead.ps";
ImpactFXName= "impact.ps";
SkillUpFXName= "misc_levelup.ps";
SelectionFX= "sfx_selection.ps";
MouseOverFX= "sfx_selection_mouseover.ps";
SelectionFXSize= 1;// The scale applied to the skeleton FX is max of selection box[width,height,depth] * SelectionFXSize
MinDistFactor= 0.5;// Factor of the walk animation distance after which the entity will start moving.
NameScale= 1.0;
NamePos= 0.02;
NameFontSize= 20;
MaxNameDist= 50.0;
ConstNameSizeDist= 20.0;
BarsHeight= 0.002;// Size of the bar (hp) (percentage of the screen height)
BarsWidth= 0.05;// Size of the bar (hp) (percentage of the screen width)
FightAreaSize= 1.0;
SelectionDist= 150.0;// Distance maximum to be able to select an entity (in meter).
SelectionOutBBoxWeight= 4.0;// Weight for the "the more you click on center, the more it will be selected"
SpaceSelectionDist= 50.0;// Distance Max for the space selection to work
SpaceSelectionMaxCycle= 3;// Max near entities to cycle through
AnimatedAngleThreshold = 25.0;
BlendFrameNumber = 5;
PutBackItems = 0;
SoundOn = 1;
UseEax = 0;
UseADPCM = 0;
SampleBankDir = "data/sound/samplebanks";
UserEntitySoundLevel = 0.5;
MaxTrack = 32;
MaxTrack_min = 4;
MaxTrack_max = 32;
MaxTrack_step = 4;
ColorShout = { 150, 0, 0 };
ColorTalk = { 255, 255, 255 };
ColorWhisper = { 0, 0, 150 };
PreDataPath = { "patch", "data" };
DataPath = { "patch", "data" };
UpdatePackedSheet = 0;
NeedComputeVS = 0;
EndScreenTimeOut = 0.0;
Login_BG = "login_bg.tga";
Loading_BG = "loading_bg.tga";
Teleport_BG = "teleport_bg.tga";
Elevator_BG = "elevator_bg.tga";
Death_BG = "resurect_bg.tga";
End_BG = "end_bg.tga";
SceneName = "";
IdFilePath = "sheet_id.bin";
AutoReloadFiles = 0;
BlendShapePatched = 0;
PacsPrimDir = { "data/3d/ecosystems/desert/pacs_prim", "data/3d/ecosystems/jungle/pacs_prim",
"data/3d/ecosystems/lacustre/pacs_prim", "data/3d/ecosystems/primes_racines/pacs_prim" };
NegFiltersDebug = {"Update DB", "Reading:", "Read Value :", "impulseCallBack", "CLIMPD:", "LNET" };
NegFiltersInfo = {"CLIMPD:", "CPath::lookup", "LNET" };
NegFiltersWarning = { "'basics.Equipment Slot'.", "_usercolor.tga", "PACS" };
MovieShooterMemory= 0;
MovieShooterPath= "MovieShooter";
MovieShooterBlend= 1;
MovieShooterFramePeriod= 0.040;
ForceDeltaTime = 0;
ClientVersion="";
SystemInfoColors =
{
"RG", "255 0 0 255",
"BC", "255 255 255 255",
"JA", "255 255 0 255",
"BL", "120 120 255 255",
"VE", "0 255 0 255",
"VI", "255 0 255 255"
};
DebugFontSize = 16;
DebugFontColor = { 250, 250, 250};
DebugLineStep = 0.02;
VerboseAnimParsing = 0;// display animation automaton data on parsing
OffImpactFX =
{
"mag_off_impact_blunt.ps",// DirectBlunt
"mag_off_impact_piercing.ps",// DirectPiercing
"mag_off_impact_slashing.ps",// DirectSlashing
"mag_off_impact_acid.ps",// DirectAcid
"mag_off_impact_cold.ps",// DirectCold
"mag_off_impact_rot.ps",// DirectRot
"mag_off_impact_electric.ps",// DirectElectric
"mag_off_impact_fire.ps",// DirectFire
"mag_off_impact_poison.ps",// DirectPoison
"mag_off_impact_shockwave.ps",// DirectShockwave
"mag_off_impact_heal_hp.ps",// DirectHeal
"mag_off_impact_heal_sap.ps",// DirectSapGift
"mag_off_impact_heal_sta.ps",// DirectStaGift
"todo_cure",// DoTBreak,
"todo_cure",// CurseBreak,
"todo_cure",// SicknessBreak,
"mag_off_impact_blunt.ps",// LinkBlunt
"mag_off_impact_piercing.ps",// LinkPiercing
"mag_off_impact_slashing.ps",// LinkSlashing
"mag_off_impact_acid.ps",// LinkAcid
"mag_off_impact_rot.ps",// LinkRot
"mag_off_impact_cold.ps",// LinkCold
"mag_off_impact_fire.ps",// LinkFire
"mag_off_impact_electric.ps",// LinkElectric
"mag_off_impact_shockwave.ps",// LinkShockwave
"mag_off_impact_poison.ps",// LinkPoison
"mag_off_impact_sickness.ps",// MadnessMelee,
"mag_off_impact_sickness.ps",// MadnessMagic,
"mag_off_impact_sickness.ps",// MadnessRange,
"mag_off_impact_sickness.ps",// SlowMove,
"mag_off_impact_sickness.ps",// SlowMelee,
"mag_off_impact_sickness.ps",// SlowMagic,
"mag_off_impact_sickness.ps",// SlowRange,
"mag_off_impact_sickness.ps",// DebuffSkillMelee,
"mag_off_impact_sickness.ps",// DebuffSkillMagic,
"mag_off_impact_sickness.ps",// DebuffSkillRange,
"mag_off_impact_sickness.ps",// DebuffResistBlunt,
"mag_off_impact_sickness.ps",// DebuffResistSlash,
"mag_off_impact_sickness.ps",// DebuffResistPierce,
"mag_off_impact_sickness.ps",// DebuffResistAcid,
"mag_off_impact_sickness.ps",// DebuffResistRot,
"mag_off_impact_sickness.ps",// DebuffResistCold,
"mag_off_impact_sickness.ps",// DebuffResistFire,
"mag_off_impact_sickness.ps",// DebuffResistPoison,
"mag_off_impact_sickness.ps",// DebuffResistShock,
"mag_off_impact_sickness.ps",// DebuffResistElecticity,
"mag_off_impact_mezz.ps",// Mezz
"mag_off_impact_stun.ps",// Stun
"mag_off_impact_root.ps",// Root
"mag_off_impact_fear.ps",// Fear
"todo_curse",// Blind,
"todo_curse",// ForbidItem,
"mag_off_impact_hatred.ps",// FaunaHatred,
"mag_off_impact_hatred.ps",// FloraHatred,
"mag_off_impact_hatred.ps",// KitinHatred,
"mag_off_impact_hatred.ps",// HominHatred,
"mag_off_impact_hatred.ps",// DegenerateHatred,
"todo_curse",// MagicDmgAmpli,
"todo_curse",// MeleeDmgAmpli,
"todo_curse",// RangeDmgAmpli,
"todo_curse",// RangeCap,
"mag_off_impact_heal_hp.ps",// LinkHeal
"mag_off_impact_heal_sap.ps",// LinkSapGift
"mag_off_impact_heal_sta.ps",// LinkStaGift
};
mir gefällt das spiel sehr auch wenn die sounds fehlen, dafür kann man ja dann andere mucke hörn im hintergrund :P
bald kommen neue waffen :P wenn du ausm noobland rauskommst ( wenn du jemals wieder spielst .. ) dann laber mich mal an :>