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Attention : les informations qui concernent le client OpenNeL sont anciennes car nous avons abandonné son développement. Nous travaillons désormais à un client Godot qui se connectera au serveur OpenNeL. Retrouvez les informations sur ce nouveau client sur https://khaganat.net/wikhan/fr:godot:start.

Ceci est une ancienne révision du document !


Client.cfg

Les fichiers client.cfg et client_default.cfg situés dans la racine du dossier client contiennent un certain nombre d'informations intéressantes. Leur configuration peut changer beaucoup de choses. On peut ajouter ou enlever des options pour prendre des screenshots avec une profondeur de champs, faire accélérer son perso (ce qui est un bel exploit ; y'a des outils internes au serveur qui surveillent ça), régler le nombre de détails affichés à l'écran, décider à quel serveur on se connecte…

Documenter les options à mettre dans ces fichiers est intéressant, afin de décider quelles sont celles à mettre “de base” (fichier client_default.cfg) ou celles à personnaliser suivant le joueur (client.cfg). Mais aussi de voir quelles options sont dangereuses et comment les bloquer côté client.

Toutes les options se trouvent dans /code/ryzom/client/src/client_cfg.cpp.

Contenu du fichier

Voici les option tel que générées en dur dans le code de RyzomCore, ce qu'on remet dans le .cfg écrase ces valeurs par défaut.

???

  • IsInvalidated = 0; bool 0 ou 1
  • TestBrowser = 0; bool 0 ou 1
  • Light = false; Default is no client light version
  • SaveConfig = 0; bool 0 ou 1
  • SkipIntro = 0; bool 0 ou 1
  • SelectCharacter = -1; Default is no auto select
  • SelectedSlot = 0; Default is slot 0

Fenêtre

Position et taille de la fenêtre. Par défaut, Width est à 800 et Height à 600.

  • PositionX = 0;
  • PositionY = 0;
  • Width = 800;
  • Height = 600;

Rafraîchissement de l'écran

  • Frequency = 60;

Mode fenêtré (0) ou plein écran (1)

  • Windowed = 0;

Options graphiques

  • Depth = 32; Default Bit per Pixel. * Driver3D = DrvAuto; Select best driver depending on hardware.
  • Contrast = 0.0; Default Monitor Contrast. * Luminosity = 0.0; Default Monitor Luminosity.
  • Gamma = 0.0; Default Monitor Gamma. * VREnable = 0; bool 0 ou 1
  • VRDisplayDevice = “Auto”;
  • VRDisplayDeviceId = “”;

???bis

  • Local = 0; bool 0 ou 1, Default is Net Mode. * FSHost = “”; Default Host.
  • FlyAccel = 1000.0; Default Acceleration for the fly, in m.s-2 * AllowDebugCommands = false; Add debug commands at startup
  • ForceDeltaTime = 0; Default ForceDeltaTime, disabled by default * si windows
  • DisableDirectInput = 0; bool 0 ou 1 * Sinon
  • DisableDirectInput = 1; bool 0 ou 1, no direct input on linux * DisableDirectInputKeyboard = 1; bool 0 ou 1, Default DisableDirectInput fort he keyboard only
  • HardwareCursor = 1; bool 0 ou 1, Default HardwareCursor * HardwareCursorScale = 0.85f; * CursorSpeed = 1.0; Default CursorSpeed
  • CursorAcceleration = 0; Default CursorAcceleration * FreeLookSpeed = 0.001; Default FreeLookSpeed
  • FreeLookAcceleration = 0; Default FreeLookAcceleration * FreeLookSmoothingPeriod = 0.0; when in absolute mode, free look factor is used instead of speed, the mouse gives the absolute angle
  • FreeLookInverted= 0; bool 0 ou 1 * AutomaticCamera= 1; bool 0 ou 1
  • DblClickMode= 1; bool 0 ou 1, when in dbl click mode, a double click is needed to execute default contextual action * AutoEquipTool= 1; bool 0 ou 1, when true player will auto-equip last used weapon or forage tool when doing an action
  • BGColor= CRGBA(100,100,255); Default Background Color. * LandscapeTileNear = 50.0; Default Landscape Tile Near.
  • LandscapeThreshold = 1000.0; Default Landscape Threshold. * Vision= 500.0; Player vision.
  • Vision_min= 200.0; Player vision min. * Vision_max= 800.0 * SkinNbMaxPoly = 40000; * FxNbMaxPoly= 10000; * Cloud= 1; bool 0 ou 1
  • CloudQuality= 160.0;
  • CloudUpdate= 1;
  • NbMaxSkeletonNotCLod= 20;
  • CharacterFarClip= 200.0;
  • ScreenAspectRatio= 0.0; Default commmon Screen Aspect Ratio (no relation with the resolution) - 0.f = auto * FoV= 75.0; Default value for the FoV.
  • ForceDXTC= 0; bool 0 ou 1, Default is no DXTC Compression. * AnisotropicFilter= 0; Default is disabled (-1 = maximum value, 0 = disabled, 1+ = enabled)
  • DivideTextureSizeBy2= 0; bool 0 ou 1, Divide texture by 2 * DisableVtxProgram= 0; bool 0 ou 1, Disable Hardware Vertex Program.
  • DisableVtxAGP= 0; bool 0 ou 1, Disable Hardware Vertex AGP. * DisableTextureShdr= 0; bool 0 ou 1, Disable Hardware Texture Shader.
  • MicroVeget= 1; bool 0 ou 1, Default is with MicroVeget. * MicroVegetDensity= 100.0; * HDEntityTexture= 0; bool 0 ou 1
  • HDTextureInstalled= 0; bool 0 ou 1 * Fog = 1; bool 0 ou 1, Fog is on by default
  • WaitVBL = 0; bool 0 ou 1 * Bloom = 1; bool 0 ou 1
  • SquareBloom = 1; bool 0 ou 1 * DensityBloom = 255.0; * GlobalWindPower = 0.100; Default is 0.25
  • GlobalWindDirection = CVector(1,0,0); Default direction is X>0, osqua la je n'ai aps tester pour savoir comment se represente un vector via le cfg
  • MovieShooterMemory= 0; MovieShooter disabled * MovieShooterFramePeriod = 0.040; default is 25 fps
  • MovieShooterBlend= 0; bool 0 ou 1 * MovieShooterFrameSkip = 0; default not skip frame
  • MovieShooterPrefix = “shot_”;
  • CameraRecorderPrefix = “cam_rec”;
  • CameraRecorderBlend = true;
  • ScreenShotWidth= 0;
  • ScreenShotHeight = 0;
  • ScreenShotFullDetail = 1; bool 0 ou 1 * ScreenShotZBuffer = 0; bool 0 ou 1
  • MaxNumberOfTimedFXInstances = 20;
  • SelectionFX = “sfx_selection_mouseover.ps”;
  • MouseOverFX = “sfx_selection_mouseover.ps”;
  • SelectionFXSize = 0.8;
  • si windows * PatchWanted = 1; bool 0 ou 1
  • sinon (osqua: parce que le patcher ne dois pas marcher sous linux et mac si j'ai bien compris) * PatchWanted = 0; bool 0 ou 1
  • PatchUrl = “”;
  • PatchletUrl = “”;
  • PatchVersion = “”;
  • PatchServer = “”;
  • WebIgMainDomain = “atys.ryzom.com”;
  • WebIgTrustedDomains.push_back(WebIgMainDomain); osqua: meme chose je laisse pour ne pas oublier mais pour ce qui est des option a valeur multiple il faudra voir si c'est possible via le .cfg
  • RingReleaseNotePath = “http:”+WebIgMainDomain+“/releasenotes_ring/index.php”; * ReleaseNotePath = “http:”+WebIgMainDomain+“/releasenotes/index.php”;

Animation

With a bigger angle, rotation is animated.

  • AnimatedAngleThreshold= 25.0;
  • BlendFrameNumber= 5;
  • DestThreshold= 0.01; Destination Threshold * PositionLimiterRadius= 0.1; * SignificantDist = 0.0001; Significant Distance

Son

  • SoundOn = true; Default is with sound. * DriverSound = SoundDrvAuto; * SoundForceSoftwareBuffer = true; * SoundOutGameMusic= “Main Menu Loop.ogg”; * SoundSFXVolume= 1.0; * SoundGameMusicVolume= 1.0; * SoundTPFade= 500; * EnableBackgroundMusicTimeConstraint = true; * SoundPackedSheetPath= “data/sound/”; Default path for sound packed sheets
  • SampleBankDir= “data/sound/samplebanks”; Default path for samples * UserEntitySoundLevel = 0.5; Default volume for sound in 1st person
  • UseEax= 1; bool 0 ou 1, Default to use EAX; * UseADPCM= 0; bool 0 ou 1, Defualt to PCM sample, NO ADPCM
  • MaxTrack= 32; DEfault to 32 track * ColorShout= CRGBA(150,0,0,255); Default Shout color. osqua: meme chose que pour les vector * ColorTalk= CRGBA(255,255,255,255); Default Talk color. osqua: meme chose que pour les vector * UpdatePackedSheet= 0; bool 0 ou 1, Update packed sheet if needed
  • EndScreenTimeOut= 0.0; Default time out for the screen at the end of the application. * Loading_BG= “loading_bg.tga”; Default name for the loading background file.
  • LoadingFreeTrial_BG= “loading_free_trial_bg.tga”; Default name for the loading background file in FreeTrial mode. * Launch_BG= “launcher_bg.tga”; Default name for the launch background file.
  • TeleportKami_BG= “teleport_kami_bg.tga”;
  • TeleportKaravan_BG= “teleport_caravan_bg.tga”;
  • Elevator_BG= “elevator_bg.tga”; Default name for the loading background file. * ResurectKami_BG= “resurect_kami_bg.tga”; * ResurectKaravan_BG= “resurect_caravane_bg.tga”; * End_BG= “end_bg.tga”; Default name for the last background file.
  • IntroNevrax_BG= “launcher_nevrax.tga”;
  • IntroNVidia_BG= “launcher_nvidia.tga”;
  • TipsY= 0.07;
  • TeleportInfoY= 0.23;
  • SceneName= “”;
  • IdFilePath= “sheet_id.bin”;
  • PacsPrimDir.push_back(“data/3d/”);
  • Shadows= 1; bool 0 ou 1, Draw Shadows by default. * ShadowsClipFar= 10.0; Shadows are disabled after this distance.
  • ShadowsLodDist= 3.0; Shadows draw with just 1 part after this distance. * ShadowZDirClampLandscape= -0.5; On landscape, allow a minimum Phi angle of -30 degrees
  • ShadowZDirClampInterior= -0.86; On Interior, allow a minimum Phi angle of -60 degrees * ShadowZDirClampSmoothSpeed= 0.5; * ShadowMaxDepthLandscape= 8.0; * ShadowMaxDepthInterior= 2.0; * ShadowMaxDepthSmoothSpeed= 6.0; * Names = 0; bool 0 ou 1, Don't draw Names by default.
  • Sleep = -1; Default : client does not sleep. * ProcessPriority = 0; Default : NORMAL
  • ShowPath = 0; bool 0 ou 1, Default : do not display the path. * DrawBoxes = 0; bool 0 ou 1, Default : Do not draw the selection.
  • UserSheet = “fyros.race_stats”; Default sheet used. * Sex = 0; Default : male. male = 0, female = 1, nezutral = 2, unlnow = 3
  • PrimitiveHeightAddition= 2.0; Default : 2.f * AttackDist = 0.5; * RyzomDay = 0; * RyzomTime = 0.0; * ManualWeatherSetup = 0; bool 0 ou 1
  • ChaseReactionTime = 0.4; Reaction time before chasing someone. * TimeToAdjustCamera = 1000.0; * ChangeDirAngle = 1.70; Default Angle.
  • GuildSymbolSize = 0.3; Default Guild Symbol Size. * SelectionDist = 150.0; Default dist in meter.
  • SelectionOutBBoxWeight= 16.0; Default factor * LootDist = 4.0; Default loot/harvest distance (in meter).
  • SpaceSelectionDist= 50.0;
  • SpaceSelectionMaxCycle= 1;
  • ForceLanguage= 0; bool 0 ou 1 * LanguageCode= “en”; Default to english
  • DebugStringManager= false; Default to no debug ==== TUNING ==== * WaterOffset = -1.085; * FyrosWaterOffset= -1.0; * MatisWaterOffset= -1.08; * TrykerWaterOffset= -0.88; * ZoraiWaterOffset= -1.25; * WaterOffsetCreature = -1.6; * TimeToRemoveCol= 1000; * MoveToTimeToStopStall = 500; * TPVMinPitch= -1.5; * TPVMaxPitch= 1.5; * MaxHeadTargetDist= 30.0; * DeadFXName= “misc_dead.ps”; * ImpactFXName= “impact.ps”; * SkillUpFXName= “misc_levelup.ps”; * MinDistFactor= 0.5; * NameScale= 1.0; Default Scale to display Names.
  • NamePos= 0.02;
  • NameFontSize= 20;
  • MaxNameDist= 50.0;
  • ConstNameSizeDist= 20.0;
  • StaticNameHeight= 1; bool 0 ou 1 * BarsHeight= 0.002; * BarsWidth= 0.05; * FightAreaSize= 1.5; * BubbleZBias= -3.; * ForageInterfaceZBias= -10.0; * FyrosScale= 1.0; * MatisScale= 1.08; * TrykerScale= 0.88; * ZoraiScale= 1.25; * EnableRacialAnimation = true; ==== OPTIONS ==== * RunAtTheBeginning= 1; bool 0 ou 1
  • SelectWithRClick= 0; bool 0 ou 1, Default right click cannot select. * RotKeySpeedMax= 3.0; * RotKeySpeedMin= 1.0; * RotAccel= 0.001; * PutBackItems= 0; bool 0 ou 1
  • ShowNameUnderCursor= 1; bool 0 ou 1 * ShowNameSelected= 1; bool 0 ou 1
  • ShowNameBelowDistanceSqr= 400.0; osqua: 20.0 * 20.0 dans le code mais le cfg il lui faut le resultat directement * ForceIndoorFPV= 0; bool 0 ou 1
  • FollowOnAtk= 1; bool 0 ou 1 * AtkOnSelect= 0; bool 0 ou 1
  • TransparentUnderCursor = 0; bool 0 ou 1 ==== PREFERENCES ==== * FPV = 0; bool 0 ou 1
  • CameraHeight= 2.5;
  • CameraDistance= 3.0;
  • CameraDistStep= 1.0;
  • CameraDistMin= 1.0;
  • CameraDistMax= 100.0;
  • DmCameraDistMax= 25.0;
  • CameraAccel = 0.2;
  • CameraSpeedMin= 0.2;
  • CameraSpeedMax= 1.0;
  • CameraResetSpeed= 2.0;

VERBOSES

  • VerboseVP = 0; bool 0 ou 1 * VerboseAnimUser= 0; bool 0 ou 1
  • VerboseAnimSelection= 0; bool 0 ou 1 * VerboseAllTraffic= 0; bool 0 ou 1

DEBUG

  • DisplayMissingAnimFile = 0; bool 0 ou 1 * DefaultEntity = “ccafb1.creature”; * RestrainPI = 1; bool 0 ou 1
  • DumpVSIndex = 0; bool 0 ou 1 * HelpFontSize = 12; * HelpFontColor = CRGBA(255,255,255); osqua meme histoire que les vector * HelpLineStep = 0.025; * DebugFontSize = 16; * DebugFontColor = CRGBA(250, 250, 250); osqua probleme des vector * DebugLineStep = 0.02; * HeadOffset = CVector(0.f, 0.f, 0.f); osqua vector toujours * Check = 0; bool 0 ou 1
  • BlendForward = 1; bool 0 ou 1 *
  • FPExceptions = 0; bool 0 ou 1, Disable Floating Point Exceptions. * DisplayWeapons = 0; bool 0 ou 1, Do not dusplay weapons in first person.
  • NeedComputeVS = 0; bool 0 ou 1, Do not need to compute Visual Slots. *
  • GroundFXMaxDist = 40.0;
  • GroundFXMaxNB = 10;
  • GroundFXCacheSize = 10;
  • * AutoReloadFiles = 0; bool 0 ou 1
  • BlendShapePatched = 1; bool 0 ou 1 * ExtendedCommands = 0; bool 0 ou 1
  • WaterEnvMapUpdateTime = 1.0;
  • NumFrameForProfile = 0;
  • SimulateServerTick = 0; bool 0 ou 1 * TimerMode= 0; * KlientChatPort= “”; * PreCacheShapes = 1; bool 0 ou 1
  • ResetShapeBankOnRetCharSelect = 0; bool 0 ou 1 * LandscapeEnabled = 1; bool 0 ou 1
  • VillagesEnabled = 1; bool 0 ou 1 * EAMEnabled = 1; bool 0 ou 1
  • CacheUIParsing = 0; bool 0 ou 1 * MicroLifeEnabled = 1; bool 0 ou 1
  • SkipEULA = 0;
  • StageLCTUsage= StageUsePosOnlyLCT; osqua: meme probleme que els vector la c'est une variable pas une valeur. * SimulatePacketLossRatio= 0; * CheckMemoryEveryNFrame= -1; * LogMemoryAllocation=0; bool 0 ou 1
  • LogMemoryAllocationSize=8;
  • DamageShieldEnabled = 0; bool 0 ou 1 * LevelDesignEnabled = 0; bool 0 ou 1

Ring ?

  • R2Mode = 1; bool 0 ou 1 * R2EDEnabled = 0; bool 0 ou 1
  • R2EDExtendedDebug = 0; bool 0 ou 1 * R2EDVerboseParseTime = 0; bool 0 ou 1
  • R2EDDontReparseUnchangedUIFiles = 0; bool 0 ou 1 * R2EDLightPalette = 0; bool 0 ou 1
  • R2EDAutoSaveWait = 300; osqua: le code met 60*5 * R2EDAutoSaveSlot = 9; * R2EDMustVerifyRingAccessWhileLoadingAnimation = 0; bool 0 ou 1
  • R2EDUseVerboseRingAccess = 0; bool 0 ou 1 * R2EDDssNetwork = 3; * DamageShieldEnabled = 0; bool 0 ou 1
  • AllowDebugLua = 0; bool 0 ou 1 * LoadLuaDebugger = 0; bool 0 ou 1
  • DisplayLuaDebugInfo = 0; bool 0 ou 1 * BeepWhenLaunched = 0; bool 0 ou 1
  • LoadingStringCount = 0;
  • LuaDebugInfoGotoButtonEnabled = 0; bool 0 ou 1 * FogDistAndDepthLookupBias = 0.0; * R2EDLoadDynamicFeatures= 0; * CheckR2ScenarioMD5 = 1; bool 0 ou 1
  • DisplayTPReason = 0; bool 0 ou 1 * TPCancelButtonX = 988;
  • TPCancelButtonY = 138; * TPQuitButtonX = 8;
  • TPQuitButtonY = 138; * TPButtonW = 32; * TPButtonH = 32; ==== SAVE ==== * ScenarioSavePath = “./my_scenarios/”; * R2EDClippedEntityBlendTime = 0.18; * BackgroundDownloader = 0; bool 0 ou 1
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fr/client_config.1407593351.txt.gz · Dernière modification : 2021/12/03 19:18 (modification externe)

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