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PC Gamer (Italian) 35
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PC Gamer IT CD 35 2-2.iso
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Blood Demo
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DATA
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GENERAL.TXT
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Text File
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1998-07-29
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10KB
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339 lines
1 // Disable TIFF conversion
0.03 0.01 // Hithers, general then cockpit mode
35.00 // Yon
55.55 // Camera angle
7 // Headup background brightness amount
99 // Initial rank
20000,35000,40000 // Credits per rank for each skill level
START OF CRUSH SETTINGS
4 // version
// CRUSHING
0.0135 // gDistortion_factor
0.06 // gMin_crush_force
0.5 // gMax_crush_force
1.5 // gForce_to_movement_factor
0.01 // gMax_crush_dist_sq
// SPLITTING
2.5 // gMin_force_to_split_XZ_per_tonne
2.5 // gMin_force_to_split_Y_per_tonne
50 // gMin_split_damage
100 // gMax_split_damage
// BUCKLING
10 // gChance_of_inverse_buckle
// FLAPPING AND JOINT SNAPPING
0.02 // gFlap_inertia_fudge_biscuit
1.44 // gBatty_gravity
2.0 // gTorque_to_snap_per_tonne
// DETACHING
5000 // gMax_detach_time_ms
0.1 // gNormal_force_to_detach
// BENDING
0.4 // gMin_bend_force
30 // gChance_of_bending
30 // gMin_bend_angle
10 // gMin_bend_damage
40 // gMax_bend_damage
END OF CRUSH SETTINGS
20,10,5 // Time per ped kill for each skill level
1.0,0.75,0.50 // Seconds per unit car damage for each skill level (with peds)
15,13,11 // Credits per unit car damage for each skill level (with peds)
120,90,60 // Time awarded for wasting car for each skill level (with peds)
3000,2000,1000 // Credits awarded for wasting car for each skill level (with peds)
60,30,15 // Time awarded for rolling car for each skill level (with peds)
1000,1000,1000 // Credits awarded for rolling car for each skill level (with peds)
2000,500,50 // Credits awarded for checkpoints for each skill level (with peds)
1000,1000,1000 // Jump start fine for each level
15,10,5 // Credits per second of time bonus
2000,1000,500 // Cunning stunt bonus for each skill level
// Cars to use as defaults:
EAGLE3.TXT
ANNIECAR.TXT
1.3 // Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
120 // Min time in secs after last contact with play before opponent considers repairing
240 // Min time in secs after last contact with play before opponent considers repairing
// Default underwater special volume parameters
0.2 // gravity multiplier
50 // viscosity multiplier
0 // Car damage per millisecond
0.002 // Pedestrian damage per millisecond
0 // camera effect index
1 // Sky colour
M25.MAT // Windscreen material to use
5100 // Sound ID of entry noise
5100 // Sound ID of exit noise
2 // Engine noise index
0 // material index
1,0,0 // Initial armour, single player, each skill level
0,0,0,0,0,0,0 // Initial armour, each network game type
1,0,0 // Initial power, single player, each skill level
0,0,0,0,0,0,0 // Initial power, each network game type
1,0,0 // Initial offensive, single player, each skill level
0,0,0,0,0,0,0 // Initial offensive, each network game type
7,4,2 // Initial potential armour, single player, each skill level
4,4,4,4,4,4,4 // Initial potential armour, each network game type
7,4,2 // Initial potential power, single player, each skill level
4,4,4,4,4,4,4 // Initial potential power, each network game type
7,4,2 // Initial potential offensive, single player, each skill level
4,4,4,4,4,4,4 // Initial potential offensive, each network game type
29,29,29 // Max armour, single player, each skill level
29,29,29,29,29,29,29 // Max armour, each network game type
29,29,29 // Max power, single player, each skill level
29,29,29,29,29,29,29 // Max power, each network game type
29,29,29 // Max offensive, single player, each skill level
29,29,29,29,29,29,29 // Max offensive, each network game type
7500,10000,15000 // APO cost, single player
5000,5000,5000,5000,5000,5000,5000 // APO cost, each network game type
7500,5000,2500 // Trade-in APO value, single player
2500,2500,2500,2500,2500,2500,2500 // Trade-in APO value, each network game type
7500,10000,30000 // APO substitution value, single player
5000,5000,5000,5000,5000,5000,5000 // APO substitution, each network game type
15000,20000,60000 // APO potential substitution value, single player
10000,10000,10000,10000,10000,10000,10000 // APO potential substitution, each network game type
1.0 // Armour starting value
1.25 // Power starting value
1.0 // Offensive starting value
0.91 // Armour per-level multiplier
1.06 // Power per-level multiplier
1.06 // Offensive per-level multiplier
89 // Powerup number to use when time powerup got during network game
10000,5000,2500 // Starting money for each skill level
0,2000,5000,10000,20000,0,0 // Starting money in network mode
30 // Starting time in network mod ('Tag')
30 // Starting time in network mod ('Fox')
10,20,30 // Repair cost for each skill level (cred per % damage)
15,15,7.5,7.5,7.5,7.5,7.5 // Repair cost for each net game (cred per % damage)
1000, 2000, 4000 // Recovery cost for each skill level
1000,1000,1000,1000,1000,1000,1000 // Recovery cost for each net game type
1.0,1.0,1.0 // Car softness factor for each net skill level
1.0,1.5,1.5,1.5,1.5,1.5,1.5 // Car softness factor for each net game type
1.0,1.0,1.0 // Car-to-car damage multiplier for each net skill level
2.0,3.0,1.0,1.0,1.0,1.0,1.0 // Car-to-car damage multiplier for each net game type
// Score targets for each net game type
0,3,50,0,0,60,240
90 // Pickup respawn min time (seconds)
60 // Pickup respawn max extra time (seconds)
60 // Demo race rank equivalent
// Demo opponents
1
2
3
4
5
6
7
// default Gravity Multiplier
1
// Flic sound delays
0 // Delay (in seconds) before sound during pre-smack flic
0 // Delay (in seconds) before sound during post-smack flic
0 // Delay (in seconds) before sound during 'not in demo' flic
0 // Delay (in seconds) before sound during post-demo slideshow flic
// Time (in seconds) that credits take before they reach the recovery
// amount when self-increasing (if starting at zero)
//
// First line is for single-player games, second is for each type of
// network game. Zero means don't tick up.
0
60,60,60,60,60,60,60
100 // Percentage chance of car exploding
5400 // Sound ID
BOOM.PIX // Name of pixelmap file
3 // Number of explosion groups
1,1 // min count, max count
0,0 // min start delay, max start delay
0,0.25,0 // offset
0,0.1 // min x factor, max x factor
0,0.1 // min y factor, max y factor
0,0.1 // min z factor, max z factor
8,8 // min frame rate, max frame rate
15,15 // min scaling factor, max scaling factor
randomrotate // rotate mode
7 // number of frames
50 // opacity
ex00001 // frame pix name
75
ex00002
75
ex00003
100
ex00004
100
ex00005
50
ex00006
25
ex00007
8,8 // min count, max count
0.1,0.3 // min start delay, max start delay
0,0.25,0 // offset
0.2,0.7 // min x factor, max x factor
0.2,0.7 // min y factor, max y factor
0.2,0.7 // min z factor, max z factor
7,11 // min frame rate, max frame rate
7,9 // min scaling factor, max scaling factor
randomrotate // rotate mode
7 // number of frames
50 // opacity
ex00001 // frame pix name
75
ex00002
75
ex00003
100
ex00004
100
ex00005
50
ex00006
25
ex00007
5,15 // min count, max count
0.15,0.6 // min start delay, max start delay
0,0.25,0 // offset
0.5,1.1 // min x factor, max x factor
0.5,1.1 // min y factor, max y factor
0.5,1.1 // min z factor, max z factor
7,12 // min frame rate, max frame rate
4,6 // min scaling factor, max scaling factor
randomrotate // rotate mode
7 // number of frames
50 // opacity
ex00001 // frame pix name
75
ex00002
75
ex00003
100
ex00004
100
ex00005
50
ex00006
25
ex00007
// Powerup connotations
1 // Number of sounds
5401 // Sound ID
0 // Shrapnel count
2 // Number of explosion groups
1,1 // min count, max count
0,0 // min start delay, max start delay
0,0.15,0 // offset
0,0 // min x factor, max x factor
0,0 // min y factor, max y factor
0,0 // min z factor, max z factor
8,8 // min frame rate, max frame rate
15,15 // min scaling factor, max scaling factor
norotate // rotate mode
6 // number of frames
50 // opacity
BING1 // frame pix name
75
BING2
75
BING3
100
BING4
100
BING5
50
BING6
5,15 // min count, max count
0.15,0.6 // min start delay, max start delay
0,0.15,0 // offset
0.5,1.8 // min x factor, max x factor
0.5,1.8 // min y factor, max y factor
0.5,1.8 // min z factor, max z factor
9,12 // min frame rate, max frame rate
12,16 // min scaling factor, max scaling factor
randomrotate // rotate mode
7 // number of frames
50 // opacity
TWINK1 // frame pix name
75
TWINK2 // frame pix name
75
TWINK3 // frame pix name
100
TWINK4 // frame pix name
100
TWINK3
50
TWINK2
25
TWINK1
none // No slick material
0 // No non-car cuboids
0 // No smash activation cuboids
0 // Extension flags
0 // Room turn on
none // Award code
0 // No variable changes