<commit_before>[IniFile]
BasePath=..\

[MetaReader]
StringTagFilename__t=String_Tags.sch
TextFilePath__t=..\Content\T3\books\english\
DrawWindowOutlines=FALSE
UseSchemaFiles=True
DebugShowTags=False
TestBlurbs=False
TagDefsSchemaList=Inventory,MapRooms,Misc,Popups,Quotes,Screens,UI

[T3Settings]
BodyAwarenessMode=1
GarrettFootstep=1
PlayAmbientSound=1
HighlightMinLevel=0.5
HighlightMaxLevel=0.76
HighlightAdd=0.02
GhostSpeed=400
CurrentDifficulty=NORMAL
Lookspring=false
CreepMultiplier=0.33
WalkMultiplier=0.5
MenuInputInitialDelay=0.8
MenuInputRepeatDelay=0.1

[AutoMapSystem]
bUse__t=1

;DateTimeFormat is used inside "cGameUtils::ConvertFILETIMEToString"
;We might want to make this more robust, someday, but for now, we
;simply use a single int to denote format
;0: MM-DD-YY
;1: MM-DD-YYYY
;2: YY-MM-DD
;3: YYYY-MM-DD
;4: DD-MM-YY
;5: DD-MM-YYYY
[DateTimeFormat]
DateFormat=0

; NOTE: These settings were read from LightGem.cpp, .h, but are not currently used by the game at all.
; These are now properties on APlayerPawn and AGarrett.
;
;[LightGemSettings]
;SneakLightModifier=0.1
;WalkLightModifier=0.2
;RunLightModifier=0.3
;StopLightModifier=0
;MinWallDistance=32
;WallLightModifier=-0.2
;CrouchLightModifier=-0.1
;InterpolationRate=0.2

[Paths]
StaticMeshPublishPath__t=..\Content\T3\StaticMeshes
SkeletalMeshPublishPath__t=..\Content\T3\SkeletalMeshes
SkeletalAnimPublishPath__t=..\Content\T3\SkeletalAnimations
SoundSchemaPublishPath__t=..\Content\T3\Sounds
DynamicTextures__p=..\content\T3\PCTextures\DynamicallyLoaded
DynamicTextures__x=..\content\T3\Textures\DynamicallyLoaded
DynamicTextures__e=..\content\T3\Textures\DynamicallyLoaded
BooksPath__t=..\Content\T3\Books

[ResPathsWhenNotBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
StaticMeshes=tim|StaticMeshes*
StaticMeshInfos=tim|StaticMeshes*
StaticMeshFolder=smf|StaticMeshes*
SkeletalMeshes=psk|SkeletalMeshes
SkeletalMeshInfos=ski|SkeletalMeshes
SkeletalAnimations=psa|SkeletalAnimations
SkeletalAnimInfos=sai|SkeletalAnimations
PhysicsHulls__t=tim|StaticMeshes*;SkeletalMeshes
Ragdolls=rgd|SkeletalMeshes
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
Textures__p=dds|PCTextures*
Textures__x=dds|Textures*
Textures__e=dds|Textures*
VideoTextures=bik|VideoTextures*
MatLib=mlb|MatLib*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__e=cel|Textures\Fonts
FontInfo__x=cel|Textures\Fonts
DefinitionsRuntime=tsd|TriggerScript\Defs

[ResPathsWhenBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__x=cel|Textures\Fonts
FontInfo__e=cel|Textures\Fonts
VideoTextures=bik|VideoTextures*
; put all the different stuff down here.  basically, all of these are
; resources that get block loaded and therefore don't need cached path
; info for all of their content.  but they may have a subset of content
; that needs to be loaded dynamically (i.e. not through block-loading)
; and hence needs to be in the cached paths, so we put that in the
; DynamicallyLoaded subdir of the resource's main path and just point
; there.  that saves us megabytes of memory on the cached paths and
; still allows the dynamic loading for a small portion of the content.
DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded
StaticMeshes=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded*
PhysicsHulls__t=tim|StaticMeshes\DynamicallyLoaded*
Textures__p=dds|PCTextures\DynamicallyLoaded*
Textures__e=dds|Textures\DynamicallyLoaded*
Textures__x=dds|Textures\DynamicallyLoaded*
MatLib=mlb|MatLib\DynamicallyLoaded
SkeletalMeshes=psk|SkeletalMeshes\DynamicallyLoaded
SkeletalMeshInfos=ski|SkeletalMeshes\DynamicallyLoaded
SkeletalAnimations=psa|SkeletalAnimations\DynamicallyLoaded
SkeletalAnimInfos=sai|SkeletalAnimations\DynamicallyLoaded
Ragdolls=rgd|SkeletalMeshes\DynamicallyLoaded

[TagDatabase]
BasePath__t=..\Content\T3\TagDatabase
Vocabularies=vcb|Vocabularies
SourceDatabases=sdb|SourceDatabases
CompiledDatabases=ddb|CompiledDatabases
MotionsFileName=Motions
SoundsFileName__t=Sounds;PhysicsSounds

[TriggerScript]
BasePath__t=..\Content\T3\TriggerScript
Definitions=tsd|Defs
Organizer=tso|Organize
DeletedItems=DeletedScripts
DefinitionsFileName=ScriptDefs
OrganizerFileName=ScriptOrganizer
IdFile=tsid.txt
bLoggingEnabled=True
bCheckLinks=True
bLogRegistration=True
bLogFiring=True
bLogResets=True
bLogActionsComplete=True
bLogWarnings=True
bLogEvents=False

[Conversations]
BasePath__t=..\Content\T3\Conversations
SchemaPath__t=..\Content\T3\Sounds\Schemas\Conversations
Database=cdb|Database
OldNames=cdb|Old
DatabaseName=Conversations
CompiledFiles=con|Conversations
TextFileName=ConText
English=eng|English
Spanish=esp|Spanish
French=frt|French
Italian=iit|Italian
German=det|German
Language=English
idFile=conid.txt
SchemaChangesAllowed=false
RadialBarkDelayTime = 5.0
TriggerRadiusMultiplierToAbortOH = 3.0

[Global Variables]
BasePath__t=..\Content\T3\Flags
FlagFileName=Flags.txt
IntFileName=Ints.txt

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map__t=Autoplay
LocalMap__t=Autoplay
StartupConsoleText=
Host=
Portal=
GameMapExt=gmp
EditorMapExt=unr
EXEName__t=t3main.exe
EXEName__tx=t3.xbe
SaveExt=usa
Port=7777
Class__t=Warriors.TMale2

[Flesh]
; TTP 26348 - set light and shadow intensity tolerances to zero will impede performance,
; but it will fix this bug. They were 10 & 30, respectively. Ian and <NAME> will attempt
; some optimizations later.
LightIntensityTolerance=0
ShadowIntensityTolerance=0
StaticVPScale=100
DynVPScale=60
DynVPMinRotationRate=30
Overbright=True
Multisample=0
UseNewConversion=True
MaxAnisotropy=2
MipFilter=2
MouseLagThreshold=75
RemapRogueUVs=true
UVThreshold=500
MouseLagThreshold=75

[Physics]
Controller_SmoothStairClimbing=true
RagdollsUseOBBs=true
VisualDebuggerEnabled=true
VisualDebuggerBehindPlayer=false
VisualDebuggerCameraOffsetX=-150.0
VisualDebuggerCameraOffsetY=0.0
VisualDebuggerCameraOffsetZ=30.0
WorldGravityX=0.0
WorldGravityY=0.0
WorldGravityZ=-514.96065
PlayerControllerFPSrate=60.0
AIControllerFPSrate_Running=30.0
AIControllerFPSrate_Basic=15.0
AIControllerFPSrate_Minimal=5.0
AIControllerFPSrate_Off=2.0
Controller_NumSavedLocations=5
Controller_SavedLocationDistance=32.0

DoorCollisionUpImpulse=125.0

JumpHeight__t=48.0
UnrealToHavokScale__t=0.1905
CollisionTolerance__t=0.1
LongDeactivateFreq__t=2
ShortDeactivateFreq__t=20.0
EditorPhysicsEnabled__t=True
LogFilePercentHavok__t=0.0
RagdollImpulseRange__t=15.0
RagdollImpulseMin__t=15.0
BroadphaseWorldSize__t=12000
MaxZValForMantle__t=5


[PointPhysics]
; in feet per second, the acceleration due to gravity
Gravity=-32
; in feet per second the acceleration due to air
Air=-.1
; in feet per second, the min point velocity of an object when impulsed
ImpulsePointVelocity_Min=10
; in feet per second, the max point velocity of an object when impulsed
ImpulsePointVelocity_Max=20
; in degreese per second, the max rotation of an object when impulsed (scaled by point velocity)
ImpulseAngularVelocity_Max=40
; a percent of velocity (how much energy is lost when the object collides)
CollisionEnergyLoss_Min=.3
CollisionEnergyLoss_Max=.6
; in feet, when the flinder is reseting how big is it (we scale dynamically)
FlinderAtRestRadius=1
; a percent how much we scale down the flinder on each bounce
FlinderScaleDownOnBounce=.75
; Designers should not touch these properties (below)
; in feet per second, when the Z componenet b/c of gravity bounceing is less than this, we stop it bouncing
GravityBounceThreshold=3.75
; in feet per second, if we move less than this and we are on the ground, stop us from moving
NotMovingThreshold=.03125
; the maximun number of flinders to simulate in 1 frame
MaxActorsToSimuluatePerFrame=32
; the maximum number of sound lookups in 1 frame
MaxSoundLookupsPerFrame=4

[Engine.Engine]
; Ansi, Debug, Fast, or FastDebug
MemoryManager=Fast
EditorMemoryManager=Fast
; If TRUE, will automatically perform a DUMPEXTMEMREPORT on level entry and exit,
; as well as a DUMPMEMREPORTEXCEL on level exit.
;Note that it *only* works in FastDebug mode.
AutoMemDump=FALSE
; or False
CatchTopLevelExceptions=False
; set False to debug conditionally loaded stuff / verify it is not creating data load problems
; set True to minimize game-mode runtime's memory use by releasing warfare render-path data
EnableWarfareDeadstripping=True
; set True to cause assertions to only log to file the errors, as if use pressed 'ignore' in Viktoria dialog
OnlyLogAssertions=False
; set false to force complete clean shutdown of everything including debug memory dump
; note that currently our applications crash hard if you do this. Kinda sad really. -taj
QuickShutdown=True
GameRenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=ALAudio.ALAudioSubsystem
AudioDevice__x=XBoxAudio.XboxAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
Language=int
GameEngine__t=T3Player.T3GameEngine
TriggerRegistrar__t=T3Game.T3GameRegistrar
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=D3DDrv.D3DRenderDevice
RenderDevice=D3DDrv.D3DRenderDevice
AI=AICore.AI
Physics__t=T3GamePhysics.T3GamePhysics
Game__t=T3Player.T3Game
DefaultGame=Engine.GameInfo
DefaultServerGame__t=Warriors.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
ViewportManager__x=XboxDrv.XboxClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
Editor3DRenderDevice=D3DDrv.D3DRenderDevice
UpdateGamesys=0
GamesysPackage__t=T3Gamesys
DesignerGamesysPath__t=P:\T3\T3Gamesys\
ProgrammerGamesysPath__t=P:\T3\T3Gamesys\
AllowScreenShots=False
PlayerController__t=T3Player.T3PlayerController
EnterClosesConsole=1
AllowGamesysLoadInGame__t=false
UseTextureFilterList=TRUE
BaseTextureFilterList__t=papyrus_21;vtcgoblinhand_18;meta_xboxcontroller;meta_DarkProjectGLOW;HDMap_Castle0;HDMap_PaganIntro0
BaseMaterialFilterList__t=

[Engine.XBMemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2621440
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=7493632
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2097152
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=2842624
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=524288
StaticMesh=1536000
SkeletalMesh=2033664
SoundWave=2097152
StaticVertexPool=4194304
DynamicVertexPool=3145728
Zones=1024
Particles=262144
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0
HavokMemAlloc=16777216

[Engine.MemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2560000
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=9066496
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2560000
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=3891200
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=1572864
StaticMesh=1536000
SkeletalMesh=3844778
SoundWave=2097152
StaticVertexPool=5242880
DynamicVertexPool=4194304
Zones=1024
Particles=137216
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0


[Core.System]
PurgeCacheDays=30
SavePath=..\Save
SavePath__x=d:\Save
CachePath=..\Cache
CachePath__x=d:\Cache
CacheExt=.uxx


Paths__t=.\*.t3u
Paths__t=..\..\build\*.t3u
Paths__t=..\Content\System\*.t3u

Paths__tx=z:\maps\*.gmp
Paths__t=..\Content\T3\Maps\*.gmp
Paths__t=..\Content\T3\UTX\*.utx
Paths__t=..\Content\T3\Sounds\*.uax
Paths__t=..\Content\T3\Music\*.umx
EditorPaths__t=.\*.t3u
EditorPaths__t=..\Content\T3\Maps\*.unr
EditorPaths__t=..\Content\T3\UTX\*.utx
EditorPaths__t=..\Content\T3\Sounds\*.uax
EditorPaths__t=..\Content\T3\Music\*.umx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp

[Engine.GameEngine]
CacheSizeMegs=1			;was 16
UseSound=True
ServerActors=IpDrv.UdpBeacon
;ServerActors=IpServer.UdpServerQuery
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=UWeb.WebServer
EnginePackages=Core
EnginePackages=Engine
EnginePackages=AICore
;EnginePackages=UWindow
EnginePackages=Fire
EnginePackages__t=T3Game
EnginePackages__t=T3AI
EnginePackages__t=T3Player

[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Brightness=1.0
Contrast=1.0
Gamma=1.0
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=False
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0
Decals=True
NoDynamicLights=False

[XBoxDrv.XBoxClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Contrast=1.0
Gamma=1.0
Brightness=1.000000
MipFactor=1.000000
SlowVideoBuffering=False
StartupFullscreen=True
CurvedSurfaces=False
CaptureMouse=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0

[Engine.Player]
ConfiguredInternetSpeed=2600
ConfiguredLanSpeed=20000

[Engine.PlayerController]
bInvertYLookAxis__t=false
bInvertYLookAxis__tx=false
;Set this to TRUE to have Garrett auto-resurrect when he dies instead of going to the
;appropriate screen
bAutoResurrect__t=FALSE<commit_msg>updated thief3 config<commit_after>[IniFile]
BasePath=..\

[MetaReader]
StringTagFilename__t=String_Tags.sch
TextFilePath__t=..\Content\T3\books\english\
DrawWindowOutlines=FALSE
UseSchemaFiles=True
DebugShowTags=False
TestBlurbs=False
TagDefsSchemaList=Inventory,MapRooms,Misc,Popups,Quotes,Screens,UI

[T3Settings]
BodyAwarenessMode=1
GarrettFootstep=1
PlayAmbientSound=1
HighlightMinLevel=0.5
HighlightMaxLevel=0.76
HighlightAdd=0.02
GhostSpeed=400
CurrentDifficulty=NORMAL
Lookspring=false
CreepMultiplier=0.33
WalkMultiplier=0.5
MenuInputInitialDelay=0.8
MenuInputRepeatDelay=0.1

[AutoMapSystem]
bUse__t=1

;DateTimeFormat is used inside "cGameUtils::ConvertFILETIMEToString"
;We might want to make this more robust, someday, but for now, we
;simply use a single int to denote format
;0: MM-DD-YY
;1: MM-DD-YYYY
;2: YY-MM-DD
;3: YYYY-MM-DD
;4: DD-MM-YY
;5: DD-MM-YYYY
[DateTimeFormat]
DateFormat=0

; NOTE: These settings were read from LightGem.cpp, .h, but are not currently used by the game at all.
; These are now properties on APlayerPawn and AGarrett.
;
;[LightGemSettings]
;SneakLightModifier=0.1
;WalkLightModifier=0.2
;RunLightModifier=0.3
;StopLightModifier=0
;MinWallDistance=32
;WallLightModifier=-0.2
;CrouchLightModifier=-0.1
;InterpolationRate=0.2

[Paths]
StaticMeshPublishPath__t=..\Content\T3\StaticMeshes
SkeletalMeshPublishPath__t=..\Content\T3\SkeletalMeshes
SkeletalAnimPublishPath__t=..\Content\T3\SkeletalAnimations
SoundSchemaPublishPath__t=..\Content\T3\Sounds
DynamicTextures__p=..\content\T3\PCTextures\DynamicallyLoaded
DynamicTextures__x=..\content\T3\Textures\DynamicallyLoaded
DynamicTextures__e=..\content\T3\Textures\DynamicallyLoaded
BooksPath__t=..\Content\T3\Books

[ResPathsWhenNotBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
StaticMeshes=tim|StaticMeshes*
StaticMeshInfos=tim|StaticMeshes*
StaticMeshFolder=smf|StaticMeshes*
SkeletalMeshes=psk|SkeletalMeshes
SkeletalMeshInfos=ski|SkeletalMeshes
SkeletalAnimations=psa|SkeletalAnimations
SkeletalAnimInfos=sai|SkeletalAnimations
PhysicsHulls__t=tim|StaticMeshes*;SkeletalMeshes
Ragdolls=rgd|SkeletalMeshes
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
Textures__p=dds|PCTextures*
Textures__x=dds|Textures*
Textures__e=dds|Textures*
VideoTextures=bik|VideoTextures*
MatLib=mlb|MatLib*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__e=cel|Textures\Fonts
FontInfo__x=cel|Textures\Fonts
DefinitionsRuntime=tsd|TriggerScript\Defs

[ResPathsWhenBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__x=cel|Textures\Fonts
FontInfo__e=cel|Textures\Fonts
VideoTextures=bik|VideoTextures*
; put all the different stuff down here.  basically, all of these are
; resources that get block loaded and therefore don't need cached path
; info for all of their content.  but they may have a subset of content
; that needs to be loaded dynamically (i.e. not through block-loading)
; and hence needs to be in the cached paths, so we put that in the
; DynamicallyLoaded subdir of the resource's main path and just point
; there.  that saves us megabytes of memory on the cached paths and
; still allows the dynamic loading for a small portion of the content.
DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded
StaticMeshes=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded*
PhysicsHulls__t=tim|StaticMeshes\DynamicallyLoaded*
Textures__p=dds|PCTextures\DynamicallyLoaded*
Textures__e=dds|Textures\DynamicallyLoaded*
Textures__x=dds|Textures\DynamicallyLoaded*
MatLib=mlb|MatLib\DynamicallyLoaded
SkeletalMeshes=psk|SkeletalMeshes\DynamicallyLoaded
SkeletalMeshInfos=ski|SkeletalMeshes\DynamicallyLoaded
SkeletalAnimations=psa|SkeletalAnimations\DynamicallyLoaded
SkeletalAnimInfos=sai|SkeletalAnimations\DynamicallyLoaded
Ragdolls=rgd|SkeletalMeshes\DynamicallyLoaded

[TagDatabase]
BasePath__t=..\Content\T3\TagDatabase
Vocabularies=vcb|Vocabularies
SourceDatabases=sdb|SourceDatabases
CompiledDatabases=ddb|CompiledDatabases
MotionsFileName=Motions
SoundsFileName__t=Sounds;PhysicsSounds

[TriggerScript]
BasePath__t=..\Content\T3\TriggerScript
Definitions=tsd|Defs
Organizer=tso|Organize
DeletedItems=DeletedScripts
DefinitionsFileName=ScriptDefs
OrganizerFileName=ScriptOrganizer
IdFile=tsid.txt
bLoggingEnabled=True
bCheckLinks=True
bLogRegistration=True
bLogFiring=True
bLogResets=True
bLogActionsComplete=True
bLogWarnings=True
bLogEvents=False

[Conversations]
BasePath__t=..\Content\T3\Conversations
SchemaPath__t=..\Content\T3\Sounds\Schemas\Conversations
Database=cdb|Database
OldNames=cdb|Old
DatabaseName=Conversations
CompiledFiles=con|Conversations
TextFileName=ConText
English=eng|English
Spanish=esp|Spanish
French=frt|French
Italian=iit|Italian
German=det|German
Language=English
idFile=conid.txt
SchemaChangesAllowed=false
RadialBarkDelayTime = 5.0
TriggerRadiusMultiplierToAbortOH = 3.0

[Global Variables]
BasePath__t=..\Content\T3\Flags
FlagFileName=Flags.txt
IntFileName=Ints.txt

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map__t=Autoplay
LocalMap__t=Autoplay
StartupConsoleText=
Host=
Portal=
GameMapExt=gmp
EditorMapExt=unr
EXEName__t=t3main.exe
EXEName__tx=t3.xbe
SaveExt=usa
Port=7777
Class__t=Warriors.TMale2

[Flesh]
; TTP 26348 - set light and shadow intensity tolerances to zero will impede performance,
; but it will fix this bug. They were 10 & 30, respectively. Ian and <NAME> will attempt
; some optimizations later.
LightIntensityTolerance=0
ShadowIntensityTolerance=0
StaticVPScale=100
DynVPScale=60
DynVPMinRotationRate=30
Overbright=True
Multisample=0
UseNewConversion=True
MaxAnisotropy=2
MipFilter=2
MouseLagThreshold=75
RemapRogueUVs=true
UVThreshold=500
MouseLagThreshold=75

[Physics]
Controller_SmoothStairClimbing=true
RagdollsUseOBBs=true
VisualDebuggerEnabled=true
VisualDebuggerBehindPlayer=false
VisualDebuggerCameraOffsetX=-150.0
VisualDebuggerCameraOffsetY=0.0
VisualDebuggerCameraOffsetZ=30.0
WorldGravityX=0.0
WorldGravityY=0.0
WorldGravityZ=-514.96065
PlayerControllerFPSrate=60.0
AIControllerFPSrate_Running=30.0
AIControllerFPSrate_Basic=15.0
AIControllerFPSrate_Minimal=5.0
AIControllerFPSrate_Off=2.0
Controller_NumSavedLocations=5
Controller_SavedLocationDistance=32.0

DoorCollisionUpImpulse=125.0

JumpHeight__t=48.0
UnrealToHavokScale__t=0.1905
CollisionTolerance__t=0.1
LongDeactivateFreq__t=2
ShortDeactivateFreq__t=20.0
EditorPhysicsEnabled__t=True
LogFilePercentHavok__t=0.0
RagdollImpulseRange__t=15.0
RagdollImpulseMin__t=15.0
BroadphaseWorldSize__t=12000
MaxZValForMantle__t=5


[PointPhysics]
; in feet per second, the acceleration due to gravity
Gravity=-32
; in feet per second the acceleration due to air
Air=-.1
; in feet per second, the min point velocity of an object when impulsed
ImpulsePointVelocity_Min=10
; in feet per second, the max point velocity of an object when impulsed
ImpulsePointVelocity_Max=20
; in degreese per second, the max rotation of an object when impulsed (scaled by point velocity)
ImpulseAngularVelocity_Max=40
; a percent of velocity (how much energy is lost when the object collides)
CollisionEnergyLoss_Min=.3
CollisionEnergyLoss_Max=.6
; in feet, when the flinder is reseting how big is it (we scale dynamically)
FlinderAtRestRadius=1
; a percent how much we scale down the flinder on each bounce
FlinderScaleDownOnBounce=.75
; Designers should not touch these properties (below)
; in feet per second, when the Z componenet b/c of gravity bounceing is less than this, we stop it bouncing
GravityBounceThreshold=3.75
; in feet per second, if we move less than this and we are on the ground, stop us from moving
NotMovingThreshold=.03125
; the maximun number of flinders to simulate in 1 frame
MaxActorsToSimuluatePerFrame=32
; the maximum number of sound lookups in 1 frame
MaxSoundLookupsPerFrame=4

[Engine.Engine]
; Ansi, Debug, Fast, or FastDebug
MemoryManager=Fast
EditorMemoryManager=Fast
; If TRUE, will automatically perform a DUMPEXTMEMREPORT on level entry and exit,
; as well as a DUMPMEMREPORTEXCEL on level exit.
;Note that it *only* works in FastDebug mode.
AutoMemDump=FALSE
; or False
CatchTopLevelExceptions=False
; set False to debug conditionally loaded stuff / verify it is not creating data load problems
; set True to minimize game-mode runtime's memory use by releasing warfare render-path data
EnableWarfareDeadstripping=True
; set True to cause assertions to only log to file the errors, as if use pressed 'ignore' in Viktoria dialog
OnlyLogAssertions=False
; set false to force complete clean shutdown of everything including debug memory dump
; note that currently our applications crash hard if you do this. Kinda sad really. -taj
QuickShutdown=True
GameRenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=ALAudio.ALAudioSubsystem
AudioDevice__x=XBoxAudio.XboxAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
Language=int
GameEngine__t=T3Player.T3GameEngine
TriggerRegistrar__t=T3Game.T3GameRegistrar
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=D3DDrv.D3DRenderDevice
RenderDevice=D3DDrv.D3DRenderDevice
AI=AICore.AI
Physics__t=T3GamePhysics.T3GamePhysics
Game__t=T3Player.T3Game
DefaultGame=Engine.GameInfo
DefaultServerGame__t=Warriors.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
ViewportManager__x=XboxDrv.XboxClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
Editor3DRenderDevice=D3DDrv.D3DRenderDevice
UpdateGamesys=0
GamesysPackage__t=T3Gamesys
DesignerGamesysPath__t=P:\T3\T3Gamesys\
ProgrammerGamesysPath__t=P:\T3\T3Gamesys\
AllowScreenShots=False
PlayerController__t=T3Player.T3PlayerController
EnterClosesConsole=1
AllowGamesysLoadInGame__t=false
UseTextureFilterList=TRUE
BaseTextureFilterList__t=papyrus_21;vtcgoblinhand_18;meta_xboxcontroller;meta_DarkProjectGLOW;HDMap_Castle0;HDMap_PaganIntro0
BaseMaterialFilterList__t=

[Engine.XBMemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2621440
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=7493632
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2097152
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=2842624
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=524288
StaticMesh=1536000
SkeletalMesh=2033664
SoundWave=2097152
StaticVertexPool=4194304
DynamicVertexPool=3145728
Zones=1024
Particles=262144
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0
HavokMemAlloc=16777216

[Engine.MemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2560000
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=9066496
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2560000
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=3891200
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=1572864
StaticMesh=1536000
SkeletalMesh=3844778
SoundWave=2097152
StaticVertexPool=5242880
DynamicVertexPool=4194304
Zones=1024
Particles=137216
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0


[Core.System]
PurgeCacheDays=30
SavePath=..\Save
SavePath__x=d:\Save
CachePath=..\Cache
CachePath__x=d:\Cache
CacheExt=.uxx


Paths__t=.\*.t3u
Paths__t=..\..\build\*.t3u
Paths__t=..\Content\System\*.t3u

Paths__tx=z:\maps\*.gmp
Paths__t=..\Content\T3\Maps\*.gmp
Paths__t=..\Content\T3\UTX\*.utx
Paths__t=..\Content\T3\Sounds\*.uax
Paths__t=..\Content\T3\Music\*.umx
EditorPaths__t=.\*.t3u
EditorPaths__t=..\Content\T3\Maps\*.unr
EditorPaths__t=..\Content\T3\UTX\*.utx
EditorPaths__t=..\Content\T3\Sounds\*.uax
EditorPaths__t=..\Content\T3\Music\*.umx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp

[Engine.GameEngine]
CacheSizeMegs=1			;was 16
UseSound=True
ServerActors=IpDrv.UdpBeacon
;ServerActors=IpServer.UdpServerQuery
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=UWeb.WebServer
EnginePackages=Core
EnginePackages=Engine
EnginePackages=AICore
;EnginePackages=UWindow
EnginePackages=Fire
EnginePackages__t=T3Game
EnginePackages__t=T3AI
EnginePackages__t=T3Player

[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Brightness=1.0
Contrast=1.0
Gamma=1.0
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=False
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0
Decals=True
NoDynamicLights=False

[XBoxDrv.XBoxClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Contrast=1.0
Gamma=1.0
Brightness=1.000000
MipFactor=1.000000
SlowVideoBuffering=False
StartupFullscreen=True
CurvedSurfaces=False
CaptureMouse=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0

[Engine.Player]
ConfiguredInternetSpeed=2600
ConfiguredLanSpeed=20000

[Engine.PlayerController]
bInvertYLookAxis__t=false
bInvertYLookAxis__tx=false
;Set this to TRUE to have Garrett auto-resurrect when he dies instead of going to the
;appropriate screen
bAutoResurrect__t=TRUE
{'fraction_non_alphanumeric': 0.07573622899556716, 'fraction_numerical': 0.058107968798323084, 'mean_word_length': 9.389860764012852, 'pattern_counts': {'":': 0, '<': 5, '<?xml version=': 0, '>': 5, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '3513593', 'n_tokens_mistral': 11489, 'n_tokens_neox': 10381, 'n_words': 1931}