#This is the main, static ember config file. All of these values can be overridden by a "ember.conf" file placed in the ember home directory (i.e. ~/.ember/ember.conf on linux) [paths] #sharedir = "/usr/local/share/forge" #datadir = "/home/erik/opt/worldforge/share/games/ember" [media] #if true, all media will be preloaded upon startup, resulting in a longer startup time, but avoiding ingame stuttering when media is requested preloadmedia=false #if true, all media catalogs will be searched recursive. This takes some time at startup, but is needed for media authoring loadmediarecursive = true [audio] output = surround #determines whether the audio is enabled or not enabled=true [graphics] #graphics level to use. Valid values are high, medium, low level = high #if set to true, and your GPU can handle it, water will be shown using pixel shaders, making for a very realistic effect fresnelwater = false #if set to true, the ground will be covered with foliage. Note that this requires that your card supports vertex shaders. foliage = true [ogre] #the path to the ogre plugin directory. Ember will try to find the plugins by itself, but if it fails you can set the path here yourself. #plugindir="/usr/lib/OGRE/" #the plugins to load. This will differ some on windows and unix #plugins="RenderSystem_GL,RenderSystem_Direct3D9,Plugin_ParticleFX,Plugin_CgProgramManager" plugins="RenderSystem_GL,Plugin_ParticleFX,Plugin_CgProgramManager" #if set to true, the config dialog won't be shown and the settings in ogre.cfg will be used instead suppressconfigdialog = false #if set to true, the application will be double buffered, which means that everything is rendered into a separate backbuffer, which is then copied to the main screen buffer when appropriate. This will in some cases reduce tearing. doublebuffered = false [cegui] #the minimum log level to activate for CEGUI. Possible values are insane|informative|standard|warnings|errors #"standard" is recommended, anything below will cause massive amounts of logging #if you really want to see what's happening deep within CEGUI set it to "insane" and prepare for the deluge #note that what's finally written to the ember.log is determined by the global log level setting as set in "general:logginglevel". "verbose" includes both "insane" and "informative", "info" is "standard", "warning" is "warnings" and "failure" is "errors" minimumlogginglevel = standard [terrain] #sets how much to scale the alpha maps for the terrain, resulting in smoother terrain splatting, but requiring more memory #must be an integer 1 or 2 or 4 or 8 or 16 etc. scalealphamap = 1 #if true, debug LOD colours will be used on the terrain to better see how the LOD system works usedebuglodcolors = false #the preferred terrain technique. Available values are: ShaderNormalMapped, Shader, Base preferredtechnique = Shader [caelum] #a colour value (rgba) for how much the ambient light should be multiplied sunambientmultiplier="0.7 0.7 0.7 1" #a colour value (rgba) for how much the diffuse light should be multiplied sundiffusemultiplier="2 2 1.7 1" #a colour value (rgba) for how much the specular light should be multiplied sunspecularmultiplier="5 5 5 1" cloudspeed="0.0005 -0.0009" cloudblendtime=2160000 cloudcover=0.3 [ingamechatwidget] #how long the chat bubbles will be shown timeshown = 30 #how far away the chat bubbles will be shown distanceshown = 30 [tree] #if set to true, ember will autogenerate the trees #the current implementation requires a very powerful GPU #not currently used though usedynamictrees = false [input] #how many degrees per second the camera should pitch and yaw cameradegreespersecond = 180 #if true, the pitch of the camera will be inverted. Useful for people that are used to flight simulators invertcamera = false #sets the default walk speed. Note that the server ultimately places restrictions on how fast you are allowed to move walkspeed = 2 #sets the default run speed. Note that the server ultimately places restrictions on how fast you are allowed to move runspeed = 5 #if true, the camera will be adjusted to the terrain so that it never dips below the surface adjusttoterrain = true #when moving something on the terrain and the camera is moved, Ember only performs a new intersection check after a certain interval, as expressed here in milliseconds terraincheckinterval=100 [lua] #if true, the lua debug library will be loaded debug = true [metaserver] #if set to true, Ember will connect to the Meta Server at startup enabled=true #the hostname of the Meta Server server=metaserver.worldforge.org [wfut] #if true, Ember will use wfut to download updated media at startup enabled=true #the path to the wfut repository server=http://amber.worldforge.org/WFUT/ #the name of the media channel #channel=ember-media-0.5.6 channel=ember-media-dev [general] #if true, the startup help window will be shown at startup startuphelp=false #determines how many milliseconds to wait between updates of the avatar's rotation is sent to the server #this is not done instantly to prevent swamping of data to the server #set this lower if you experience too jerky game play avatarrotationupdatefrequency=250 #the level of logging, either verbose|info|warning|failure|critical logginglevel = info #the latest version version=0.5.6 # default chat logging to on logchatmessages=true # saved usernames/passwords are stored relative to home dir serverauthenticationcache=".servercache" [key_bindings_general] #these bindings apply all the time f6 = "/toggle_cameraattached" f7 = "/toggle_rendermode" f8 = "/toggle_fullscreen" f10 = "/toggle_gui" print = "/screenshot" caps = "/toggle_inputmode" [key_bindings_movement] #these bindings apply when in movement mode s = "+character_move_backward" w = "+character_move_forward" a = "+character_strafe_left" d = "+character_strafe_right" r = "+character_move_upwards" f = "+character_move_downwards" tab = "/console_focus" return = "/console_focus" i = "/show_inventory" #down = "+camera_zoom_out" #left = "+camera_rotate_left" #page_down = "+camera_elevate_up" #page_up = "+camera_elevate_down" #right = "+camera_rotate_right" #up = "+camera_zoom_in" left_shift = "+run" right_shift = "+run" [key_bindings_gui] #these bindings apply when in gui mode tab = "/console_focus"