diff --git a/files/settings-default.cfg b/files/settings-default.cfg index d68bc2fef..2c71f483a 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -1,244 +1,709 @@ -# WARNING: Editing this file might have no effect, as these -# settings are overwritten by your user settings file. +# WARNING: Editing this file might have no effect, as these settings +# are overwritten by your user settings file. Your user settings file +# varies with your operating system: +# +# Linux: $HOME/.config/openmw +# Mac: $HOME/Library/Preferences/openmw +# Windows: C:\Users\Username\Documents\my games\openmw +# This path may vary depending on your installation hard drive, your +# Windows username, and your default language. +# +# Additionally, the user settings file is often written to disk when +# exiting OpenMW, so comments and changes to that file may also be +# discarded after running OpenMW. While most changes to the file will +# reflect setting changes made in game, some settings can have a wider +# range of values in the settings file than the GUI settings widgets +# allow. You may want to exercise some caution and backup this file +# when editing it by hand. -[Video] -resolution x = 800 -resolution y = 600 - -fullscreen = false -window border = true -screen = 0 - -# Minimize the window if it loses key focus? -minimize on focus loss = true +[Camera] -# Valid values: 0 for no antialiasing, or any power of two -antialiasing = 0 +# This floating point setting controls the distance to the near +# clipping plane. The value must be greater than zero. Values +# greater than approximately 18.0 will occasionally clip objects in +# the world in front of the character. Values greater than +# approximately 8.0 will clip the character's hands in first person +# view and/or the back of their head in third person view. +near clip = 5.0 + +# This boolean setting determines whether objects that render to one +# pixel or smaller will be culled. It generally improves performance +# to enable this feature. +small feature culling = true -vsync = false +# Set the maximum visible distance. Larger values significantly +# improve rendering in exterior spaces, but also increase the amount +# rendered geometry and significantly reduce the frame rate. This +# value is a floating point value that defaults to 6666.0. This value +# interacts with the "exterior cell load distance" setting in that +# it's probably undesired for this value to provide visibility into +# cells that have not yet been loaded. When cells are visible before +# loading, the geometry will "pop-in" suddenly, creating a jarring +# visual effect. To prevent this effect, this value must be less +# than: +# +# 8192 * exterior cell load distance - 1024 +# +# The constant 8192 is the size of a cell, and 1024 is the threshold +# distance for loading a new cell. Additionally, the "field of view" +# setting also interacts with this setting because the view frustrum +# end is a plane, so you can see further at the edges of the screen +# than you should be able to. This can be observed in game by looking +# at distant objects and rotating the camera so the object are near +# the edge of the screen. As a result, the "viewing distance" setting +# should further be reduced by a factor that depends on the "field of +# view" setting. In the default configuration this reduction is 7%. +# Using this factor, approximate values recommended for other +# "exterior cell load distance" settings are: 14285 for 2 cells, 21903 +# for 3 cells, 29522 for 4 cells, and 35924 for 5 cells. +# +# Reductions of up 25% or more can be required to completely eliminate +# pop-in for wide fields of view and long viewing distances near the +# edges of the screen, but such situations are unusual and probably +# not worth the performance penalty introduced by loading geometry +# obscured by fog in the center of the screen. +# +# This setting can be adjusted in game from the ridiculously low value +# of 2000 to a maximum of 6666, using the "View Distance" slider in +# the Detail tab of the Video panel of the Options menu. See +# RenderingManager::configureFog for the relevant source code. +viewing distance = 6666.0 -gamma = 1.00 -contrast = 1.00 +[Cells] -# Maximum framerate in frames per second, 0 = unlimited -framerate limit = 0 +# This integer setting determines the number of exterior cells +# adjacent to the character that will be loaded for rendering. It +# interacts with "viewing distance" and "field of view" as described +# previously, and it is generally very wasteful for this value to load +# geometry than will almost never be visible due to viewing distance +# and fog. For low frame rate screenshots of scenic vistas, this +# setting should be set high, and viewing distances adjusted +# accordingly. This value must be greater than or equal to 1. +exterior cell load distance = 1 [GUI] -scaling factor = 1.0 -# 1 is fully opaque +# These two settings determine the background color of the tool tip +# and the crosshair when hovering over an item owned by an NPC. The +# color definitions are composed of four floating point values between +# 0.0 and 1.0 inclusive, representing the red, green, blue and alpha +# channels. The alpha value is currently ignored. The crosshair +# color will have no effect if the "crosshair" setting in the HUD +# section is disabled. These colors are used only if the "show owned" +# setting is enabled in the Game section. +color background owned = 0.15 0.0 0.0 1.0 +color crosshair owned = 1.0 0.15 0.15 1.0 + +# This boolean setting enables or disables the "red flash" overlay +# that provides a visual clue when the character has taken damage. +hit fader = true + +# This floating point setting controls the transparency of the GUI +# windows. The value should be between 0.0 (transparent) and 1.0 +# (opaque). The setting can be adjusted in game with the "Menu +# Transparency" slider in the Prefs panel of the Options menu. menu transparency = 0.84 -# 0 - instantly, 1 - max. delay -tooltip delay = 0 +# This floating point setting scales the GUI interface windows. The +# value must be greater than 0.0. A value of 1.0 results in the +# default scale. Values much larger than 2.0 may result in user +# interface components being inaccessible. +scaling factor = 1.0 + +# Stretch or shrink the introductory movie, new game screen, and +# loading screens to fill the specified video resolution. The default +# assets have a 4:3 aspect ratio, but other assets may have other +# resolutions. If this setting is false, the assets will be centered +# in their correct aspect ratio. +stretch menu background = false +# Enable or disable subtitles for NPC spoken dialog (and some sound +# effects). Subtitles will appear in a tool tip box in the lower +# center of the screen. The setting can be toggled in game with the +# "Subtitles" button in the Prefs panel of Options menu. subtitles = false -hit fader = true +# Set the delay between when you begin hovering over an item and when +# it's tooltip appears. This setting is a floating point value +# between 0.0, which displays the tool tip instantly and 1.0 which +# results in the maximum delay (approximately 1.5 seconds). This +# setting does not affect the tooltip delay for object under the +# crosshair in the "look mode", only widgets in the GUI windows. This +# setting can be adjusted in game with the "Menu Help Delay" slider in +# the Prefs panel of the Options menu. +tooltip delay = 0.0 + +# Enable or disable the werewolf overlay. Unable to evaluate fully +# due to issues with becoming a werewolf. werewolf overlay = true -stretch menu background = false +[Game] -# colour definitions (red green blue alpha) -color background owned = 0.15 0 0 1 -color crosshair owned = 1 0.15 0.15 1 +# If this boolean setting is true, the character will always use the +# most powerful attack when striking with a weapon (chop, slash or +# thrust). If this setting is false, the type of attack is determined +# by the direction that the character is moving at the time the attack +# begins. The setting can be toggled with the "Always Use Best +# Attack" button in the Prefs panel of the Options menu. +best attack = false -[General] -# Camera field of view -field of view = 55 +# This integer setting adjusts the difficulty of the game and is +# intended to be in the range -100 to 100 inclusive. Given the +# default game setting for fDifficultyMult of 5.0, a value of -100 +# results in the player taking 80% of the usual damage, doing 6 times +# the normal damage. A value of 100 results in the player taking 6 +# times as much damage, but inflicting only 80% of the usual damage. +# Values less than -500 will result in the player receiving no damage, +# and values greater than 500 will result in the player inflicting no +# damage. The setting can be controlled in game with the Difficulty +# slider in the Prefs panel of the Options menu. +difficulty = 0 + +# Show the remaining duration of magic effects and lights if this +# boolean setting is true. The remaining duration is displayed in the +# tooltip by hovering over the magical effect. +show effect duration = false -# Texture filtering mode. valid values: -# bilinear -# trilinear -texture filtering = +# Enable visual clues for items owned by NPCs when the crosshair is on +# the object. If the setting is 0, no clues are provided which is the +# default Morrowind behavior. If the setting is 1, the background of +# the tool tip for the object is highlight in the color specified by +# the "color background owned" setting in the "GUI" section. If the +# setting is 2, the crosshair is the color of the "color crosshair +# owned" setting in the "GUI" section. If the setting is 3, both the +# tool tip background and the crosshair are colored. Settings 2 and 3 +# only color the crosshair if it's enabled in the "HUD" section. +show owned = 0 +[General] + +# Set the maximum anisotropic filtering on textures. Anisotropic +# filtering is a method of enhancing the image quality of textures on +# surfaces that are at oblique viewing angles with respect to the +# camera. Valid values range from 0 to 16. Modern video cards can +# often perform 8 or 16 anisotropic filtering with a minimal +# performance impact. This effect of this setting can be seen in the +# Video panel of the Options menu by finding a location with straight +# lines (striped rugs and Balmora cobblestones work well) radiating +# into the distance, and adjusting the anisotropy slider. This +# setting can be changed in game using the "Anisotropy" slider in the +# Detail tab of the Video panel of the Options menu. anisotropy = 4 +# Sets the camera field of view in degrees. Recommended values range +# from 30 degrees to 110 degrees. Small values provide a very narrow +# field of view that creates a "zoomed in" effect, while large values +# cause distortion at the edges of the screen. The "field of view" +# setting interacts with aspect ratio of your video resolution in that +# more square aspect ratios (e.g. 4:3) need a wider field of view to +# more resemble the same field of view on a widescreen (e.g. 16:9) +# monitor. This setting can be adjusted in game from the Video tab of +# the Video panel of the Options menu using the "Field of View" +# slider. +field of view = 55.0 + +# Specify the format for screenshots taken by pressing F12. This +# setting should be the file extension commonly associated with the +# desired format. The formats supported will be determined at +# compilation, but "jpg", "png", and "tga" should be allowed. screenshot format = png -[Shadows] -# Shadows are only supported when object shaders are on! -enabled = false +# Set the isotropic texture filtering mode to bilinear or trilinear. +# Bilinear filtering is a texture filtering method used to smooth +# textures when displayed larger or smaller than they actually are. +# Bilinear filtering is reasonably accurate until the scaling of the +# texture gets below half or above double the original size of the +# texture. Trilinear filtering is an extension of the bilinear +# texture filtering method, which also performs linear interpolation +# between mipmaps. Both methods use mipmaps in OpenMW, and the +# corresponding OpenGL modes are LINEAR_MIPMAP_NEAREST and +# LINEAR_MIPMAP_LINEAR. Trilinear filtering produces better texturing +# at a minimal cost on modern video cards. This setting can be +# changed in game using the "Texture filtering" pull down in the +# Detail tab of the Video panel of the Options menu. +texture filtering = trilinear -# Split the shadow maps, allows for a larger shadow distance -split = false +[HUD] -# Increasing shadow distance will lower the shadow quality. -# Uses "shadow distance" or "split shadow distance" depending on "split" setting. -shadow distance = 1300 -# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance. -split shadow distance = 14000 +# This boolean setting determines whether the crosshair or reticle is +# displayed. If this setting is disabled it will override "show +# owned" and "color crosshair owned". This setting can be toggled +# with the "Crosshair" button in the Prefs panel of the Options menu. +crosshair = true -# Size of the shadow textures, higher means higher quality -texture size = 1024 +[Input] -# Turn on/off various shadow casters -actor shadows = true -misc shadows = true -statics shadows = true -terrain shadows = true +# Allow zooming in and out using the middle mouse wheel in third +# person view. +allow third person zoom = false -# Fraction of the total shadow distance after which the shadow starts to fade out -fade start = 0.8 +# If this boolean setting is true, the character is running by +# default, otherwise the character is walking by default. The shift +# key will temporarily invert this setting, and the caps lock key will +# invert this setting while it's "locked". Confusingly, this setting +# is updated every time you exit the game, based on whether the caps +# lock key was on or off at the time you exited. +always run = false -debug = false +# This floating point setting controls the camera/mouse sensitivity +# when in "look mode". The default sensitivity is 1.0, with smaller +# values requiring more mouse movement, and larger values requiring +# less. This setting is multiplicative in magnitude. This setting +# does not affect mouse speed in GUI mode. +camera sensitivity = 1.0 -[HUD] -crosshair = true +# This floating point setting controls the vertical camera/mouse +# sensitivity relative to the horizontal sensitivity (see "camera +# sensitivity") above. It is multiplicative with the previous +# setting, meaning that it should remain set at 1.0 unless the player +# desires to have different sensitivities in the two axes. +camera y multiplier = 1.0 -[Objects] -shaders = true +# OpenMW will capture control of the cursor if this boolean setting is +# true. In "look mode", OpenMW will capture the cursor regardless of +# the value of this setting (since the cursor/crosshair is always +# centered in the OpenMW window). However, in GUI mode, this setting +# determines the behavior when the cursor is moved outside the OpenMW +# window. If true, the cursor movement stops at the edge of the +# window preventing access to other applications. If false, the +# cursor is allowed to move freely on the desktop. +# +# This setting does not apply to the screen where escape has been +# pressed, where the cursor is never captured. Regardless of this +# setting "Alt-Tab" or some other operating system dependent key +# sequence can be used to allow the operating system to regain control +# of the mouse cursor. This setting interacts with the "minimize on +# focus loss" setting by affecting what counts as a focus loss. +# Specifically on a two-screen configuration it may be more convenient +# to access the second screen with setting disabled. +grab cursor = true + +# Invert the vertical axis while in "look mode". If this setting is +# true, moving the mouse away from the player will look down, while +# moving it towards the player will look up. This setting does not +# affect cursor movement in GUI mode. +invert y axis = false + +# This boolean setting causes the behavior of the sneak key (Ctrl by +# default) to toggle sneaking on and off rather than requiring the key +# to be held while sneaking. Players that spend significant time +# sneaking may find the character easier to control with this option +# enabled. +toggle sneak = false + +# This setting continues to be loaded and saved, but has no known +# effect. Presumably it and a related but also removed option named +# "ui y sensitivity" used to control mouse sensitivity while in GUI +# mode. The default value is 1.0. +ui sensitivity = 1.0 [Map] -# Adjusts the scale of the global map + +# It is not currently possible to control how many adjacent cells are +# displayed in the map. It appears that this is hardcoded to one +# adjacent cell (3x3) in the code. These settings control the canvas +# and resolution sizes, and therefore the amount of panning required +# to see the entire map, and the level of detail visible. + +# This integer setting adjusts the scale of the world map in the GUI +# mode map display. The value is the width in pixels of each cell in +# the map, so larger values result in larger more detailed world maps, +# while smaller values result in smaller less detailed world maps. +# However, the native resolution of the map source material appears to +# be 9 pixels per unexplored cell and approximately 18 pixels per +# explored cell, so values larger than 36 don't produce much +# additional detail. Similarly, the size of place markers is +# currently fixed at 12 pixels, so values smaller than this result in +# overlapping place markers. Values from 12 to 36 are recommended. +# For reference, Vvardenfell is approximately 41x36 cells. global map cell size = 18 +# This integer setting controls the zoom level for the HUD map display +# (the map in the lower right corner while not in GUI mode). A value +# of 64 results in the HUD map displaying one exterior cell. Since +# the GUI mode map displays 3x3 cells, a value of approximately 21 +# displays the same area as the GUI mode map. Larger values increase +# the level of zoom, while smaller values are wasteful. +# +# Note that the actual size of the widget is always the same on the +# screen unless the "scaling factor" setting in the "GUI" section is +# changed. Increasing both the scaling factor of the GUI and this +# setting does result in a higher resolution HUD map, but +# unfortunately with a scaled direction pointer on top of it. +local map hud widget size = 256 + +# This integer setting controls the resolution of the GUI mode local +# map widget. Larger values generally increase the visible detail in +# map. If this setting is half the "local map widget size" or +# smaller, the map will generally be be fairly blurry. Setting the +# both options to the same value results in a map with good detail. +# Values that exceed the "local map widget size" setting by more than +# a factor of two are unlikely to provide much of an improvement in +# detail since they're subsequently scaled back to the approximately +# the map widget size before display. The video resolution setting +# interacts with this setting in that regard. local map resolution = 256 +# This integer setting controls the canvas size of the GUI mode local +# map widget. Larger values result in a larger physical map size on +# screen, and typically require more panning to see all available +# portions of the map. This larger size also enables an overall +# greater level of detail if the "local map resolution" setting is +# also increased. local map widget size = 512 -local map hud widget size = 256 -[Cells] -exterior cell load distance = 1 +[Objects] -[Camera] -near clip = 5 +# This boolean setting currently has no known impact, but is +# presumably intended to enable shaders for objects other than water. +# Whenever the setting file is written by the game, this option is +# currently reset to false. +shaders = true -# The maximum distance with no pop-in will be: (see RenderingManager::configureFog) -# viewing distance * view frustum factor <= cell size (8192) - loading threshold (1024) -# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to. -# exact factor would depend on FOV -viewing distance = 6666 +[Saves] -# Culling of objects smaller than a pixel -small feature culling = true +# This string setting contains the default character name for loading +# saved games. This setting is automatically updated from the Load +# game menu option when a different character is selected. +character = -[Terrain] -distant land = false +# This boolean setting determines whether the game will be +# automatically saved when the character rests. This setting can be +# toggled in game with the "Auto-Save when Rest" button in the Prefs +# panel of the Options menu. +autosave = true -shader = true +# This boolean setting determines whether the amount of the time the +# player has spent playing will displayed for each saved game in the +# menu for saving and loading games. This setting can not currently +# be adjusted in game. This setting is disabled by default for players +# who would prefer not to know how many hours they've spent +# playing. :-) +timeplayed = false -[Water] -shader = false +[Shadows] -refraction = false +# Shadows in general are dependent on the "shaders" setting be enabled +# in the Objects section. Additionally, the "enabled" setting in this +# section must be true for any other options in this section to have +# effect. Both that setting and the Shadows section options are +# temporarily disabled following the conversion to the OpenSceneGraph +# engine. None of these option can be adjusted in game at the present +# time. -rtt size = 512 +# This boolean setting enables actors to cast shadows. +actor shadows = true + +# Enable debugging of shadows? +debug = false + +# Are shadows enabled in general? +enabled = false + +# This floating point setting determines the fraction of the total +# shadow distance after which the shadow starts to fade out. +fade start = 0.8 + +# Allows miscellaneous object to cast shadows. +misc shadows = true + +# This setting will only have effect if the "split" setting in the +# Shadows section is false. Increasing shadow distance will lower the +# shadow quality. +shadow distance = 1300 + +# Split the shadow maps, allowing for a larger shadow distance? +split = false + +# This setting will only have effect if the "split" setting in the +# Shadows section is true. # This one shouldn't be too low, otherwise +# you'll see artifacts. Use at least 2x max viewing distance. +split shadow distance = 14000 + +# Allow static objects to cast shadows. +statics shadows = true + +# Allow terrain to cast shadows. +terrain shadows = true + +# Size of the shadow textures. Higher resolution texture produce more +# detailed shadows and a better visual effect. +texture size = 1024 [Sound] -# Device name. Blank means 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 name try doing so here. device = -# Volumes. master volume affects all other volumes. -master volume = 1.0 -sfx volume = 1.0 -music volume = 0.5 +# The settings in the Sound section are generally floating point +# settings in the range from 0.0 (silent) to 1.0 (maximum volume). +# All sound settings are multiplied by the "master volume" setting, and +# will thus have no effect if the master volume is set to 0.0. These +# settings can be adjusted in game from the Audio panel of the Options +# menu under the appropriately labeled slider. + +# The volume of footsteps from the character and other actors. footsteps volume = 0.2 -voice volume = 0.8 +# The master volume is multiplied with all other volume settings to +# determine the final volume +master volume = 1.0 -[Input] +# The volume for music tracks. +music volume = 0.5 -grab cursor = true +# The volume for special effect sounds such as combat noises, etc. +sfx volume = 1.0 -invert y axis = false +# The volume for spoken dialog from NPCs. +voice volume = 0.8 -camera sensitivity = 1.0 +[Terrain] -ui sensitivity = 1.0 +# Not currently used, presumably due to the OpenSceneGraph upgrade. +distant land = false -camera y multiplier = 1.0 +# Not currently used, presumably due to the OpenSceneGraph upgrade. +shader = true -always run = false +[Video] -allow third person zoom = false +# This integer setting controls anti-aliasing. Anti-aliasing is +# technique designed to reduce distortions called aliasing caused by +# displaying high resolution textures at a lower resolution. +# Anti-aliasing can correct these distortions 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 correcting the distortion and 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. +antialiasing = 0 -toggle sneak = false +# This floating point setting controls the contrast correction for all +# video in the game. This setting does not currently work under +# Linux, and the in-game setting in the Options menu has been +# disabled. +contrast = 1.00 -[Game] -# Always use the most powerful attack when striking with a weapon (chop, slash or thrust) -best attack = false +# 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. 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). +framerate limit = 0.0 + +# This boolean setting determines whether the entire screen is used +# for the specified resolution. 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 Graphic tab of the OpenMW Launcher. +fullscreen = false -difficulty = 0 +# Theses two setting determine the horizontal and 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 window resolution can be +# selected from a menu of common screen sizes in the Video tab of the +# Video Panel of the Options menu. The resolution can also be set to +# a custom value in the Graphics tab of the OpenMW Launcher. +resolution x = 800 +resolution y = 600 -# Change crosshair/toolTip color when pointing on owned object -#0: nothing changed -#1: tint toolTip -#2: tint crosshair -#3: both -show owned = 0 -# Show the remaining duration of magic effects and lights -show effect duration = false +# 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 in the Video section 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. +window border = true -[Saves] -character = -# Save when resting -autosave = true -# display time played -timeplayed = false +# This integer setting determines which screen the game will open on +# in multi-monitor configurations. This setting is particularly +# important when "fullscreen" setting in the Video section 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. This setting can be selected +# from a pull down menu in the Graphics tab of the OpenMW Launcher, +# but not adjusted during game play. +screen = 0 -[Windows] -inventory x = 0 -inventory y = 0.4275 -inventory w = 0.6225 -inventory h = 0.5725 +# Minimize the OpenMW window if it loses cursor focus. This setting +# has no effect if the "fullscreen" setting is false. 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 make make it +# easier to switch between screens while playing OpenMW. +minimize on focus loss = true -inventory container x = 0 -inventory container y = 0.4275 -inventory container w = 0.6225 -inventory container h = 0.5725 +# This boolean setting determines whether frame draws are synchronized +# with the vertical refresh rate of your monitor. Enabling this +# setting can reduce "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. + +# 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. +vsync = false -inventory barter x = 0 -inventory barter y = 0.4275 -inventory barter w = 0.6225 -inventory barter h = 0.5725 +# This floating point setting controls the gamma correction for all +# video in the game. This setting does not currently work under +# Linux, and the in-game setting in the Options menu has been +# disabled. +gamma = 1.00 -inventory companion x = 0 -inventory companion y = 0.4275 -inventory companion w = 0.6225 -inventory companion h = 0.5725 +[Water] -container x = 0.25 -container y = 0 -container w = 0.75 -container h = 0.375 +# The water settings can be tested experimentally in the Water tab of +# the Video panel in the Options menu. Changes there will be saved to +# these settings. + +# 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 framerate depending on your graphics hardware. The +# "shader" setting in the Water section must be enabled for this +# setting to have any effect. +refraction = false -companion x = 0.25 -companion y = 0 -companion w = 0.75 -companion h = 0.375 +# Refracted texture size. In the Video panel of the options menu, the +# choices are Low (512), Medium (1024) and High (2048). This setting +# determines the resolution of the textures used for rendering objects +# on the other wide of the plane of water (which have a wavy +# appearance caused the by the refraction). Higher values produces +# better visuals and result in a marginally lower framerate depending +# on your graphics hardware. The "refraction" setting in the "Water" +# section must be enabled for this setting to have any effect. +rtt size = 512 -map x = 0.625 -map y = 0 -map w = 0.375 -map h = 0.5725 +# This boolean setting enables or disables the water shader, which +# results in much more realistic looking water surfaces, including +# shadows of reflected objects. +shader = false -barter x = 0.25 -barter y = 0 -barter w = 0.75 -barter h = 0.375 +[Windows] + +# Each window in the GUI mode remembers it's previous location. Each +# setting is a floating point number representing a fraction of the +# "resolution x" or "resolution y" setting in the Video section. The +# X and Y values locate the top left corner, while the W value +# determines the width of the window and the H value determines the +# height of the window. +# 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. +alchemy h = 0.5 +alchemy w = 0.5 alchemy x = 0.25 alchemy y = 0.25 -alchemy w = 0.5 -alchemy h = 0.5 -stats x = 0 -stats y = 0 -stats w = 0.375 -stats h = 0.4275 +# 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. +barter h = 0.375 +barter w = 0.75 +barter x = 0.25 +barter y = 0 -spells x = 0.625 -spells y = 0.5725 -spells w = 0.375 -spells h = 0.4275 +# Unused? +companion h = 0.375 +companion w = 0.75 +companion x = 0.25 +companion y = 0 +# The console command window. Activated by pressing the tilde (~) key. +console h = 0.5 +console w = 1 console x = 0 console y = 0 -console w = 1 -console h = 0.5 +# 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. +container h = 0.375 +container w = 0.75 +container x = 0.25 +container y = 0 + +# The dialog window, for talking with NPCs. Activated by clicking on a +# NPC. dialogue h = 0.810 dialogue w = 0.810 dialogue x = 0.095 dialogue y = 0.095 + +# The character 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 barter h = 0.5725 +inventory barter w = 0.6225 +inventory barter x = 0 +inventory barter y = 0.4275 + +# Unused? +inventory companion h = 0.5725 +inventory companion w = 0.6225 +inventory companion x = 0 +inventory companion y = 0.4275 + +# The character 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 container h = 0.5725 +inventory container w = 0.6225 +inventory container x = 0 +inventory container y = 0.4275 + +# The inventory window, displaying the paper doll and possessions. +# Activated by clicking on the inventory widget (second from left) in +# the bottom left corner of the HUD. +inventory h = 0.5725 +inventory w = 0.6225 +inventory x = 0 +inventory y = 0.4275 + +# The local and world map window. Activated by clicking on the map +# widget in the bottom right corner of the HUD. +map h = 0.5725 +map w = 0.375 +map x = 0.625 +map y = 0 + +# 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. +spells h = 0.4275 +spells w = 0.375 +spells x = 0.625 +spells y = 0.5725 + +# 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. +stats h = 0.4275 +stats w = 0.375 +stats x = 0 +stats y = 0