Finished transferring settings guide from wiki

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Ryan Tucker 8 years ago
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Game Settings
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show owned
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General Settings
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anisotropy
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Input Settings
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grab cursor
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Saves Settings
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character
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Sound Settings
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scaling factor
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device
------
:Type: string
:Range:
:Default: ""
This string setting determines which audio device to use. A blank or missing setting means to use the default device, which should usually be sufficient, but if you need to explicitly specify a device use this setting.
The names of detected devices can be found in the openmw.log file in your configuration directory.
The default value is the empty string. This setting can only be configured by editing the settings configuration file.
master volume
-------------
:Type: floating point
:Range: 0.0 to 1.0
:Default: 1.0
This floating point setting controls the overall volume. The master volume is multiplied with all other volume settings to determine the final volume.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Master slider from the Audio panel of the Options menu.
footsteps volume
----------------
:Type: floating point
:Range: 0.0 to 1.0
:Default: 0.2
This floating point setting controls the volume of footsteps from the character and other actors.
The default value is 0.2. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu.
music volume
------------
:Type: floating point
:Range: 0.0 to 1.0
:Default: 0.5
This floating point setting controls the volume for music tracks.
The default value is 0.5. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Music slider from the Audio panel of the Options menu.
sfx volume
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:Type: floating point
:Range: 0.0 to 1.0
:Default: 1.0
This floating point setting controls the volume for special sound effects such as combat noises.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Effects slider from the Audio panel of the Options menu.
voice volume
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:Type: floating point
:Range: > 0.0
:Default: 1.0
:Range: 0.0 to 1.0
:Default: 0.8
This floating point setting controls the volume for spoken dialog from NPCs.
The default value is 0.8. Valid values range from 0.0 (silent) to 1.0 (maximum volume). This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
buffer cache min
----------------
:Type: integer
:Range: > 0
:Default: 14
This integer setting determines the minimum size of the sound buffer cache in megabytes. When the cache reaches the size specified by the buffer cache max setting, old buffers will be unloaded until it's using no more memory than specified by this setting. This setting must be less than or equal to the buffer cache max setting.
The default value is 14. This setting can only be configured by editing the settings configuration file. This setting was added in OpenMW version 0.38.
hrtf enable
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:Type: integer
:Range: -1, 0, 1
:Default: -1
This integer setting determines whether to enable head-related transfer function (HRTF) audio processing. HRTF audio processing creates the perception of sounds occurring in a three dimensional space when wearing headphones. Enabling HRTF may also require an OpenAL Soft version greater than 1.17.0, and possibly some operating system configuration. A value of 0 disables HRTF processing, while a value of 1 explicitly enables HRTF processing.
The default value is -1, which should enable the feature automatically for most users when possible. This setting can only be configured by editing the settings configuration file. This setting was added in OpenMW version 0.38.
hrtf
----
:Type: string
:Range:
:Default: ""
This string setting specifies which HRTF profile to use when HRTF is enabled. Blank means use the default. This setting has no effect if HRTF is not enabled based on the hrtf enable setting. Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed.
The default value is the empty string, which uses the default profile. This setting can only be configured by editing the settings configuration file. This setting was added in OpenMW version 0.38.

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Video Settings
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scaling factor
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resolution x
------------
:Type: integer
:Range: > 0
:Default: 800
This setting determines the horizontal resolution of the OpenMW game window. Larger values produce more detailed images within the constraints of your graphics hardware but also significantly reduce the frame rate.
The default value is 800. The window resolution can be selected from a menu of common screen sizes in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher. The horizontal resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
resolution y
------------
:Type: integer
:Range: > 0
:Default: 600
This setting determines the vertical resolution of the OpenMW game window. Larger values produce more detailed images within the constraints of your graphics hardware but also significantly reduce the frame rate.
The default value is 600. The window resolution can be selected from a menu of common screen sizes in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher. The vertical resolution can also be set to a custom value in the Graphics tab of the OpenMW Launcher.
fullscreen
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:Type: boolean
:Range: True/False
:Default: False
This boolean setting determines whether the entire screen is used for the specified resolution.
The default value is false. This setting can be toggled in game using the Fullscreen button in the Video tab of the Video panel in the Options menu. It can also be toggled with the Full Screen check box in the Graphics tab of the OpenMW Launcher.
screen
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:Type: integer
:Range: >= 0
:Default: 0
This integer setting determines which screen the game will open on in multi-monitor configurations. This setting is particularly important when the fullscreen setting is true, since this is the only way to control which screen is used, but it can also be used to control which screen a normal window or a borderless window opens on as well. The screens are numbered in increasing order, beginning with 0.
The default value is 0. This setting can be selected from a pull down menu in the Graphics tab of the OpenMW Launcher, but cannot be changed during game play.
minimize on focus loss
----------------------
:Type: boolean
:Range: True/False
:Default: False
Minimize the OpenMW window if it loses cursor focus. This setting is primarily useful for single screen configurations, so that the OpenMW screen in full screen mode can be minimized when the operating system regains control of the mouse and keyboard. On multiple screen configurations, disabling this option makes it easier to switch between screens while playing OpenMW.
Note that a minimized game window consumes less system resources and produces less heat, since the game does not need to render in minimized state. It is therefore advisable to minimize the game during pauses (either via use of this setting, or by minimizing the window manually).
This setting has no effect if the fullscreen setting is false.
Developer note: corresponds to SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS.
The default value is true. This setting can only be configured by editing the settings configuration file.
window border
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:Type: boolean
:Range: True/False
:Default: True
This boolean setting determines whether there's an operating system border drawn around the OpenMW window. If this setting is true, the window can be moved and resized with the operating system window controls. If this setting is false, the window has no operating system border.
This setting has no effect if the fullscreen setting is true.
The default value is true. This setting can be toggled in game using the Window Border button in the Video tab of the Video panel in the Options menu. It can also be toggled with the Window Border check box in the OpenMW Launcher.
antialiasing
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:Type: integer
:Range: 0, 2, 4, 8, 16
:Default: 0
This integer setting controls anti-aliasing. Anti-aliasing is a technique designed to improve the appearance of polygon edges, so they do not appear to be "jagged". Anti-aliasing can smooth these edges at the cost of a minor reduction in the frame rate. A value of 0 disables anti-aliasing. Other powers of two (e.g. 2, 4, 8, 16) are supported according to the capabilities of your graphics hardware. Higher values do a better job of smoothing out the image but have a greater impact on frame rate.
This setting can be configured from a list of valid choices in the Graphics panel of the OpenMW Launcher, but cannot be changed during game play - due to a technical limitation that may be addressed in a future version of OpenMW.
vsync
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:Type: boolean
:Range: True/False
:Default: False
This boolean setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor. Enabling this setting can reduce screen tearing, a visual defect caused by updating the image buffer in the middle of a screen draw. Enabling this option typically implies limiting the framerate to 60 frames per second, but may also introduce additional delays caused by having to wait until the appropriate time (the vertical blanking interval) to draw a frame.
The default value is false. This setting can be adjusted in game using the VSync button in the Video tab of the Video panel in the Options menu. It can also be changed by toggling the Vertical Sync check box in the Graphics tab of the OpenMW Launcher.
framerate limit
---------------
:Type: floating point
:Range: >= 0.0
:Default: 0.0
This floating point setting determines the maximum frame rate in frames per second. If this setting is 0.0, the frame rate is unlimited.
There are several reasons to consider capping your frame rate, especially if you're already experiencing a relatively high frame rate (greater than 60 frames per second). Lower frame rates will consume less power and generate less heat and noise. Frame rates above 60 frames per second rarely produce perceptible improvements in visual quality, but may improve input responsiveness. Capping the frame rate may in some situations reduce the perception of choppiness (highly variable frame rates during game play) by lowering the peak frame rates.
This setting interacts with the vsync setting in the Video section in the sense that enabling vertical sync limits the frame rate to the refresh rate of your monitor (often 60 frames per second). Choosing to limit the frame rate using this setting instead of vsync may reduce input lag due to the game not having to wait for the vertical blanking interval.
The default value is 0.0. This setting can only be configured by editing the settings configuration file. This setting was added in OpenMW 0.37.
contrast
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:Type: floating point
:Range: > 0.0
:Default: 1.0
This floating point setting controls the contrast correction for all video in the game.
The default value is 1.0. This setting can only be configured by editing the settings configuration file. This setting does not currently work under Linux.
gamma
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:Type: floating point
:Range: > 0.0
:Default: 1.0
:Default: 1.0
This floating point setting controls the gamma correction for all video in the game. Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
The default value is 1.0. This setting can be changed in the Detail tab of the Video panel of the Options menu. This setting does not currently work under Linux, and the in-game setting in the Options menu has been disabled.

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Water Settings
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scaling factor
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.. note::
The settings for the water shader are difficult to describe, but can be seen immediately in the Water tab of the Video panel in the Options menu. Changes there will be saved to these settings. It is suggested to stand on the shore of a moderately broad body of water with trees or other objects on the far shore to test reflection textures, underwater plants in shallow water near by to test refraction textures, and some deep water visible from your location to test deep water visibility.
:Type: floating point
:Range: > 0.0
:Default: 1.0
shader
------
:Type: boolean
:Range: True/False
:Default: False
This boolean setting enables or disables the water shader, which results in much more realistic looking water surfaces, including reflected objects and a more detailed wavy surface.
The default value is false. This setting can be toggled with the Shader button in the Water tab of the Video panel of the Options menu.
rtt size
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:Type: integer
:Range: > 0
:Default: 512
The integer setting determines the size of the texture used for reflection and refraction (if enabled). For reflection, the texture size determines the detail of reflected images on the surface of the water. For refraction, the texture size determines the detail of the objects on the other side of the plane of water (which have a wavy appearance caused by the refraction). RTT is an acronym for Render to Texture which allows rendering of the scene to be saved as a texture.
Higher values produces better visuals and result in a marginally lower frame rate depending on your graphics hardware.
In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048). This setting has no effect if the shader setting is false. It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
This setting has no effect if the shader setting is false.
refraction
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:Type: boolean
:Range: True/False
:Default: False
This boolean setting enables the refraction rendering feature of the water shader. Refraction causes deep water to be more opaque and objects seen through the plane of the water to have a wavy appearance. Enabling this feature results in better visuals, and a marginally lower frame rate depending on your graphics hardware.
This setting has no effect if the shader setting is false.
The default setting is false. This setting can be toggled with the Refraction button in the Water tab of the Video panel of the Options menu.

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Windows Settings
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scaling factor
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:Type: floating point
:Range: 0.0 to 1.0
:Type: floating point
:Range: > 0.0
:Default: 1.0
This section controls the location and size of each window in GUI mode. Each setting is a floating point number representing a *fraction* of the resolution x or resolution y setting in the Video Settings Section. The X and Y values locate the top left corner of the window, while the W value determines the width of the window and the H value determines the height of the window.
Unlike the documentation for most sections which lists the exact setting name, this page instead lists the names of the windows. For example, to configure the alchemy window, the actual settings would be::
alchemy x = 0.25
alchemy y = 0.25
alchemy h = 0.5
alchemy w = 0.5
Each window in the GUI mode remembers it's previous location when exiting the game. By far the easiest way to configure these settings is to simply move the windows around in game. Hand editing the configuration file might result in some fine tuning for alignment, but the settings will be overwritten if a window is moved.
.. note::
To scale the windows, making the widgets proportionally larger, see the scaling factor setting instead.
stats
-----
:Default: x = 0.0
y = 0.0
h = 0.375
w = 0.4275
The stats window, displaying level, race, class, skills and stats. Activated by clicking on any of the three bars in the lower left corner of the HUD.
spells
------
:Default: x = 0.625
y = 0.5725
h = 0.375
w = 0.4275
The spells window, displaying powers, spells, and magical items. Activated by clicking on the spells widget (third from left) in the bottom left corner of the HUD.
map
---
:Default: x = 0.625
y = 0.0
h = 0.375
w = 0.5725
The local and world map window. Activated by clicking on the map widget in the bottom right corner of the HUD.
dialogue
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:Default: x = 0.095
y = 0.095
h = 0.810
w = 0.810
The dialog window, for talking with NPCs. Activated by clicking on a NPC.
alchemy
-------
:Default: x = 0.25
y = 0.25
h = 0.5
w = 0.5
The alchemy window, for crafting potions. Activated by dragging an alchemy tool on to the rag doll. Unlike most other windows, this window hides all other windows when opened.
console
-------
:Default: x = 0.0
y = 0.0
h = 1.0
w = 0.5
The console command window. Activated by pressing the tilde (~) key.
inventory
---------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
The inventory window, displaying the paper doll and possessions, when activated by clicking on the inventory widget (second from left) in the bottom left corner of the HUD.
inventory container
-------------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
The player's inventory window while searching a container, showing the contents of the character's inventory. Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people.
inventory barter
----------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
The player's inventory window while bartering. It displays goods owned by the character while bartering. Activated by clicking on the Barter choice in the dialog window for an NPC.
inventory companion
-------------------
:Default: x = 0.0
y = 0.4275
h = 0.6225
w = 0.5725
The player's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
container
---------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
The container window, showing the contents of the container. Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people.
barter
------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
The NPC bartering window, displaying goods owned by the shopkeeper while bartering. Activated by clicking on the Barter choice in the dialog window for an NPC.
companion
---------
:Default: x = 0.25
y = 0.0
h = 0.75
w = 0.375
The NPC's inventory window while interacting with a companion. The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
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