[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 John Talley 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__x=True
UseTextureFilterList__p=False
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=True
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
;parameters for player humping (pushing an object for a long time will give it a bigger impulse)
PlayerHumping_MaxTime=1.25 	;Number of seconds the player must be in contact with an object before increasing the impulse
PlayerHumping_MaxStopTime=0.25	;Number of seconds the player must not be in contact with an object before clearing out the humping
PlayerHumping_MinDistance=16.0 ;If the object has travelled more than this distance since the player began pushing, then don't hump (it's moving just fine)
PlayerHumping_HumpMultiplier=20.0  ;Amount to multipy the impulse by if the object is humped (if 0 then no humping occurs)
;The impulse increases the HumpMultiplier for every unit of MaxTime the player continuously humps the object.  This is the max multiplier to apply.  
;This applies a smooth scale between HumpMultiplier & HumpMultiplier*MaxHumpMultiplier.  If MaxHumpMultiplier is 1.0, 
;then it only ever applies the HumpMultiplier to the object
PlayerHumping_MaxHumpMultiplier=2.5 

[Audio.GenericAudioSubsystem]
UseFilter=True
UseSurround=False
UseStereo=True
UseCDMusic=False
UseDigitalMusic=False
UseSpatial=False
UseReverb=False
Use3dHardware=False
LowSoundQuality=False
ReverseStereo=False
Latency=40
OutputRate=22050Hz
Channels=16
MusicVolume=160
SoundVolume=200
AmbientFactor=0.7

[ALAudio.ALAudioSubsystem]
UseDirectSound3D=False
ReverseStereo=False
OutputRate=44100Hz
Channels=32
MusicVolume=1.0
SoundVolume=1.0
AmbientFactor=1.0
DopplerFactor=1.0

[XBoxAudio.XboxAudioSubsystem]
UseDirectSound3D=False
ReverseStereo=False
OutputRate=44100Hz
Channels=32
MusicVolume=1.0
SoundVolume=1.0
AmbientFactor=1.0
DopplerFactor=1.0

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=20000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

[IpDrv.HTTPDownload]
RedirectToURL=
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True

[Engine.DemoRecDriver]
DemoSpectatorClass=Warriors.CHSpectator
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=60
LanServerMaxTickRate=60

[Engine.GameReplicationInfo]
ServerName=Another Warfare Server
ShortName=Warfare Server

[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0

[IpServer.UdpServerQuery]
GameName=ut

[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut

[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=False
UseFullscreen=False
UseGammaCorrection=True
DetailTextures=False
Use3dfx=False
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=False

[Editor.EditorEngine]
HideActorsDuringPan=True
UpdateXBoxOnLaunch__t=True
LaunchXBoxAsync__t=False
UpdateXBoxOnLaunch=False
LaunchXBoxAsync=True
WarnLoadingReadonlyMaps=True
UseSound=True
CacheSizeMegs=16
GameCommandLine=-log
GodMode=True
AutoSaveIndex=6
FovAngleDegrees=90.000000
UseAxisIndicator=True
UseSizingBox=True
EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=AICore
;EditPackages=UWindow
EditPackages=Fire
EditPackages__t=T3Game
EditPackages__t=T3AI
EditPackages__t=T3Player
EditPackages__t=T3Gamesys
SMStatus__t=Requested
SMStatus__t=p1-no texture
SMStatus__t=p1-textured
SMStatus__t=p2-Multi-pass
SMStatus__t=p2-Multi-pass-Normal
SMStatus__t=FIX/REDO
SMStatus__t=OPTIMIZE
SMStatus__t=Review
SMStatus__t=Final

[UMenu.UnrealConsole]
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True

[UMenu.UMenuMenuBar]
ShowHelp=True
GameUMenuDefault="UTMenu.UTGameMenu"
MultiplayerUMenuDefault="UTMenu.UTMultiplayerMenu"
OptionsUMenuDefault="UTMenu.UTOptionsMenu"

[Engine.GameInfo]
bLowGore=False
bVeryLowGore=False

[UWeb.WebServer]
;Applications[0]=UTServerAdmin.UTServerAdmin
;ApplicationPaths[0]=/ServerAdmin
;Applications[1]=UTServerAdmin.UTImageServer
;ApplicationPaths[1]=/images
DefaultApplication=0
bEnabled=False

[Developer]
IsProgrammer=True

[Log]
LogPackageLoadAndSave=False
PackageLogfile=package.log

[XboxStartup]
ShowIntroMovies=True
ForceCopyFromHardDrive=False
ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik
GameStartFiles__t=d:\Media\Font12.xpr,z:\Media\Font12.xpr|d:\content\t3\books\english\xbErrorMsgs.sch,z:\Media\xbErrorMsgs.sch|d:\xbErrorRpt.xbe,z:\xbErrorRpt.xbe|d:\content\t3\sounds\SchemaMetafile_HardDrive.csc,z:\Sounds\SchemaMetafile_HardDrive.csc|d:\content\t3\textures\dynamicallyloaded\meta*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\T3Calibration.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\HDMAP_*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\textures\dynamicallyloaded\HandDrawn*.dds,z:\textures\dynamicallyloaded\|d:\content\t3\maps\kernel_*.xbd,z:\|d:\content\t3\LIPSincData\Controllers\*.lbd,z:\LIPSincData\Controllers\|d:\system\data\entry.gmp,z:\maps\entry.gmp|d:\content\t3\textures\dynamicallyloaded\*.cel,z:\textures\dynamicallyloaded\|d:\content\t3\videotextures\loopTop*,z:\videotextures\|

[PCStartup]
ShowIntroMovies=True
ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik;d:\content\t3\VideoTextures\nvidia.bik;d:\content\t3\VideoTextures\eax.bik

[Cadence]
WaveMemoryPoolSize=64000000
WaveMemoryPoolSize__x=2000000
MaxLoadedSchemas=300
VirtualizedBufferSize=1.0
VirtualizedBufferMinPadding=0.3
VirtualizedBufferMaxPadding=0.7
MaxPlayingSounds=32
SlackBuffersToMaintain=3
MusicCrossfadeTime__t=2
AmbientCrossfadeTime__t=1.5
AmbientCrossfadeCenterVol=-4.15
MusicCrossfadeCenterVol=-4.15
MusicAndAmbienceVolume=1.0
;__a-english, __f-french, __i-italian, __g-german, __s-spanish
;MinSubtitleDuration is the min amount of time in seconds that a line
;will stay on screen, even if another speech is waiting to be displayed
MinSubtitleDuration__a=1
MinSubtitleDuration__f=1
MinSubtitleDuration__i=1
MinSubtitleDuration__g=1
MinSubtitleDuration__s=1
SubtitleCharsPerSecond__a=18
SubtitleCharsPerSecond__f=16
SubtitleCharsPerSecond__i=18
SubtitleCharsPerSecond__g=18
SubtitleCharsPerSecond__s=18
;SubtitleEndPauseSeconds is the amount of time that the fadeout takes place
;The fadeout can be interrupted by another speaker if MinSubtitleDuration allows it
SubtitleEndPauseSeconds__a=3
SubtitleEndPauseSeconds__f=3
SubtitleEndPauseSeconds__i=3
SubtitleEndPauseSeconds__g=3
SubtitleEndPauseSeconds__s=3
;410/480 = 0.85416666666666666666666666666667
SubtitlePosFromScreenTop__t=0.85
SubtitleMinStrength=0.6
EnableSubtitles__t=False
SubtitleFont__t=Papyrus14
SchemaKeyTags=+pcollidetype:crashing|bouncing|sliding|rolling;+footstep;+voice:artemus;+voice:caduca;+voice:commoner1;+voice:commoner2;+voice:commoner3;+voice:commoner4;+voice:commoner5;+voice:gamallchild;+voice:gamallhag;+voice:guard1;+voice:guard2;+voice:guard3;+voice:guard4;+voice:guard5;+voice:hammer1;+voice:hammer2;+voice:hammer3;+voice:hammer4;+voice:hammerpriest1;+voice:heartlessperry;+voice:haunt1;+voice:keeper1;+voice:keeper2;+voice:keeperassassin1;+voice:keeperassassin2;+voice:keeperelder1;+voice:keeperelder2;+voice:keeperscribe1;+voice:keeperscribe2;+voice:kurshok1;+voice:kurshok2;+voice:ladyelizabeth;+voice:m02cooka;+voice:m02cookb;+voice:m11curtis;+voice:m11drunk;+voice:merchant1;+voice:merchant2;+voice:merchant3;+voice:merchant4;+voice:merchant5;+voice:noble1;+voice:noble2;+voice:orland;+voice:pagan1;+voice:pagan2;+voice:pagan3;+voice:pagan4;+voice:paganshaman1;+voice:paganshaman2;+voice:puppet1;+voice:ratbeast1;+voice:ratbeast2;+voice:servant1;+voice:servant2;+voice:servant3;+voice:servant4;+voice:servant5;+voice:staff1;+voice:staff2;+voice:statue1;+voice:stonesentry1;+voice:thomastoudy;+voice:thug1;+voice:thug2;+voice:thug3;+voice:treebeast1;+voice:widowmoira;+voice:zombie1
Volume_SFX=0
Volume_Physics=0
Volume_Ambience=0
Volume_Music=0
Volume_Dialog=0
GentleFalloff__t=true
FalloffExponent=1.4
Xbox3DSoundHeadroom=-6
Xbox2DSoundHeadroom__t=-6
XboxAllSoundExtraHeadroomMultiplesOfSix=0
NoZoneSchemaMeansSilence__t=false
MultiThreadReads=false
SpoofedPrioritySinkDecibels=-4
MinAudibleDecibels=-65
Spoofed2DSoundPriority=110
Real2DSoundPriority=120
MaxSoundsToRepropagatePerFrame=5
SchemaMetafileName=SchemaMetafile_HardDrive.csc
SchemaMetafileName_Memory=SchemaMetafile_Memory.csc
SchemaMetafileName_DVD1=SchemaMetafile_DVD1.csc
SchemaMetafileName_DVD2=SchemaMetafile_DVD2.csc
SchemaMetafileName_DVD3=SchemaMetafile_DVD3.csc
FrontSurround2DSoundAtten__x=-0.5
CenterSurround2DSoundAtten__x=-1.5
RearSurround2DSoundAtten__x=-0.6
SubwooferSurround2DSoundAtten__x=0
VolumeReductionDuringCine=6
NoHWMixingCardDescs__p=sb live!

[Locale]
;Qualifiers for locale will be specified as follows:
;__a-english, __f-french, __i-italian, __g-german, __s-spanish
;Search code for cConfigManager::Get().AddQualifier('a') for clarification
Language=english
;Language=french
;Language=italian
;Language=german
;Language=spanish
AudioLanguage=English
AggLanguage=NONE
AggLanguage_fren=French
; Add to supported languages as their translates become available, any
; language-setting attempt to a language not on this list will get the
; 'show tags' mode instead of the actual text on-screen.
SupportedLangs=english,french,italian,german

[DefaultPlayer]
Name__t=Player
Class__t=T3Gamesys.D_584
team__t=255
skin__t=T3Player.TestTex1
Face__t=T3Player.TestTex2


[Engine.HUD]
HudMode=0	
Crosshair=0

[Directories]
PCX__t=..\Content\T3\UTX
WAV__t=..\Content\T3\Sounds
BRUSH__t=..\Content\T3\Maps
2DS__t=..\Content\T3\Maps

[Source Control]
UseSourceSafe=0
DatabasePath__t=\\Battlezone\vss_t3
DesignerGamesysClassRoot__t=/T3Gamesys/classes
ProgrammerGamesysClassRoot__t=/T3Gamesys/classes
LogFile=gamesys.log
TagDatabaseSource__t=/Content/TagDatabase
TriggerScript=/Content/TriggerScript
Conversations=/Content/Conversations
Flags=/Content/Flags
SoundSchemas=/Content/Sounds
StaticMeshes=/Content/StaticMeshes
Books=/Content/Books
CanCheckoutGamesys=False

[CameraOverlays]
EnableCameraOverlays=true
CameraOverlay_0__t=MechEyeOverlay

[ConversationCamera]
SlightAngle=15.0
AboveAngle=60.0
ShoulderAngle=15.0
ShoulderMult=0.7
HeadMult=0.25
FaceScalar=0.38
SideTightDist=1.0
SideMidDist=1.25
SideAboveDist=1.0
SideAbove45Dist=1.0
ShouldersLeftDist=1.0
ShouldersRightDist=1.0
HeadTightDist=1.2
HeadMidDist=1.7
HeadLeftDist=1.2
HeadRightDist=1.2
HeadSlightLeftDist=1.2
HeadSlightRightDist=1.2
StraightAboveDist=1.16

[Files]
AttachFile0__t=T3.log
AttachFile1__t=T3uw.ini
AttachFile2=Matlog.log
AttachFile3=Trigger.log
AttachFile4=Alloc.log
AttachFile5=Tag.log
AttachFile6=ResMan.log
AttachFile7=cadence_dbg.log
AttachFile8=
AttachFile9=

[WindowManager]
;shared
AmbientColor_A=255

;Note that this won't be created in release modes
CreateDebugWindow=TRUE

;t3
AmbientColor_R__t=10
AmbientColor_G__t=10
AmbientColor_B__t=10
FOV__t=95
AssumedUIScreenWidth__t=640
AssumedUIScreenHeight__t=480

ShowStartMenu__t=TRUE

;This is used by ButtonActorWindows for text color schemes
ButtonFontColor_NormalR=97
ButtonFontColor_NormalG=87
ButtonFontColor_NormalB=173
ButtonFontColor_SelectedR=122
ButtonFontColor_SelectedG=112
ButtonFontColor_SelectedB=188
ButtonFontColor_PressedR=106
ButtonFontColor_PressedG=87
ButtonFontColor_PressedB=255
ButtonFontColor_DisabledR=42
ButtonFontColor_DisabledG=36
ButtonFontColor_DisabledB=82

ButtonFontShadow_NormalR=180
ButtonFontShadow_NormalG=180
ButtonFontShadow_NormalB=180
ButtonFontShadow_SelectedR=180
ButtonFontShadow_SelectedG=180
ButtonFontShadow_SelectedB=180
ButtonFontShadow_PressedR=180
ButtonFontShadow_PressedG=180
ButtonFontShadow_PressedB=180
ButtonFontShadow_DisabledR=80
ButtonFontShadow_DisabledG=80
ButtonFontShadow_DisabledB=80

Window_0__t=T3UI.ini:EnterMissionWindow
Window_1__t=T3UI.ini:DebugMenu
Window_2__t=T3UI.ini:ReadBookWindow
Window_3__t=T3UI.ini:HUDWindow
Window_4__t=T3UI.ini:MainMenuWindow
Window_5__t=T3UI.ini:PauseWindow
Window_6__t=T3UI.ini:TitleOptionsWindow
Window_7__t=T3UI.ini:LargePopUpWindow
Window_8__t=T3UI.ini:MetaGamePopUpWindow
Window_9__t=T3UI.ini:MetaGameItemInfoPopUpWindow
Window_10__t=T3UI.ini:MetaGameLoadSaveConfirmPopUpWindow
Window_11__t=T3UI.ini:LargePopUpWithBackButtonWindow
Window_12__t=T3UI.ini:TCRSystemPopUpWindow
Window_13__t=T3UI.ini:MainStoreWindow
Window_14__t=T3UI.ini:FMVWindow
Window_15__t=T3UI.ini:MissionCompleteWindow
Window_16__t=T3UI.ini:TitleLoadWindow
Window_17__t=T3UI.ini:DebugFlagsMenu
Window_18__t=T3UI.ini:InvMapWindow
Window_19__t=T3UI.ini:MissionFailedWindow
Window_20__t=T3UI.ini:FenceWindow
Window_21__t=T3UI.ini:T3Credits
Window_22__t=T3UI.ini:RestartMissionWindow
Window_23__t=T3UI.ini:CitySectionBriefingWindow
Window_24__t=T3UI.ini:IntroMovieWindow

[AI]
StaticMeshEditing=FALSE
MaxAudioHashEntries=100
MinAudioDelayPerPlayback=10.0
PlayerAimStareDegrees=15  ; this is the "reticle angle" used to determine when player is aiming at an AI for reprimand purposes.

[Engine.PlayerInput]
MouseSensitivity=50

[InputSystem]
GamepadDevice=0
;MinTriggerValue ranges from 0 to 255 and denotes the minimum threshold before input is accepted
MinTriggerValue__t=0
;This dead zone percent is used for analog sticks
DeadZonePercent__t=0.10
DeadZonePercent__tx=0.3

//no bindings (except for hard tilde (~) binding
[BlankInputBindings0]

;Tilde (~) is hardcoded for console
[GameInputBindings0]

;t3settings
LeftMouse__tp=UseWeapon
RightMouse__tp=FrobAnalog
Tab__tp=Exec Type
Shift__tp=Walk
Ctrl__tp=Creep
Escape__tp=PauseScrn
Space__tp=Jump
Left__tp=LeanLeft
Up__tp=ZoomIn
Right__tp=LeanRight
Down__tp=ZoomOut
G__tp=GhostView
BackSpace__t=DebugMenu
M__tp=Map
Minus__tp=ClearItem
Equals__tp=ClearWeapon
LeftBracket__tp=PreviousItem
RightBracket__tp=NextItem
MouseWheelUp__tp=PrevWeapon
MouseWheelDown__tp=NextWeapon
O__tp=ViewObjectives
F10__tp=QuickSave
F12__tp=QuickLoad
MouseX__tp=RotatePitch
MouseY__tp=RotateYaw
I__tp=UseItemAnalog
V__tp=3rdPersonView
W__tp=MoveForwardBackward 1.0
Z__tpf=MoveForwardBackward 1.0
A__tp=StrafeRightLeft -1.0
Q__tpf=StrafeRightLeft -1.0
S__tp=MoveForwardBackward -1.0
D__tp=StrafeRightLeft 1.0
X__tp=Crouch
Q__tp=LeanLeft
A__tpf=LeanLeft
E__tp=LeanRight
R__tp=WallFlatten
Z__tp=BowZoomToggle
W__tpf=BowZoomToggle

1__tp=WeaponBlackjack
2__tp=WeaponDagger
3__tp=WeaponBroadHeadArrow
4__tp=WeaponFireArrow
5__tp=WeaponGasArrow
6__tp=WeaponMossArrow
7__tp=WeaponNoiseArrow
8__tp=WeaponWaterArrow
F1__tp=ItemFlashBomb
F2__tp=ItemExplosiveMine
F3__tp=ItemHealthPotion
F4__tp=ItemHolyWater
F5__tp=ItemOilFlask
F6__tp=ItemGasBomb

;t3 pc gamepad - Note that Joy1 on the PC gamepad is actually Joy9 on the Xbox gamepad.
;                Why?? Noone knows. I wish someone did....
Joy1__tp=		 ; joy9 xb
Joy2__tp=	 ; joy10 xb
Joy3__tp=				 ; joy11 xb
Joy4__tp=				 ; joy12 xb
Joy5__tp=		 ; joy1 xb
Joy6__tp=		 ; joy2 xb  NOTE:  We'll make this something useful; for now I'm just removing toolbelt functionality
Joy7__tp=			 ; joy3 xb
Joy8__tp=		 ; joy4 xb
Joy9__tp=	 ; joy5 xb
Joy10__tp=	 ; joy6 xb
Joy11__tp=	 ; joy7
Joy12__tp=		 ; joy8

JoyY__tp=MoveForwardBackward
JoyX__tp=StrafeRightLeft
JoyZ__tp=
JoyR__tp=
JoyU__tp=
JoyV__tp=

JoyPovRight__tp=
JoyPovLeft__tp=
JoyPovUp__tp=
JoyPovDown__tp=

;XBOX					INI		
;________________________________________________________
;
;GAMEPAD_A				Joy1 
;GAMEPAD_B				Joy2 
;GAMEPAD_X				Joy3 
;GAMEPAD_Y				Joy4 
;GAMEPAD_BLACK				Joy5 
;GAMEPAD_WHITE				Joy6 
;GAMEPAD_LEFT_TRIGGER			Joy7 
;GAMEPAD_RIGHT_TRIGGER			Joy8 
;GAMEPAD_START            		Joy9
;GAMEPAD_BACK             		Joy10
;GAMEPAD_LEFT_THUMB       		Joy11		
;GAMEPAD_RIGHT_THUMB      		Joy12		
;GAMEPAD_LEFT_STICK_LEFT_RIGHT		JoyX	
;GAMEPAD_LEFT_STICK_UP_DOWN    		JoyY		
;GAMEPAD_RIGHT_STICK_UP_DOWN		JoyU	
;GAMEPAD_RIGHT_STICK_LEFT_RIGHT		JoyV		
;GAMEPAD_DPAD_UP          		JoyPovUp 
;GAMEPAD_DPAD_DOWN			JoyPovDown
;GAMEPAD_DPAD_LEFT        		JoyPovLeft
;GAMEPAD_DPAD_RIGHT       		JoyPovRight

;t3 xbox
Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=WallFlatten
Joy3_XB__tx=Crouch
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut

;GAMEPAD_A				Joy1 
;GAMEPAD_B				Joy2 
;GAMEPAD_X				Joy3 
;GAMEPAD_Y				Joy4 
;GAMEPAD_BLACK				Joy5 
;GAMEPAD_WHITE				Joy6 
;GAMEPAD_LEFT_TRIGGER			Joy7 
;GAMEPAD_RIGHT_TRIGGER			Joy8 
;GAMEPAD_START            		Joy9
;GAMEPAD_BACK             		Joy10
;GAMEPAD_LEFT_THUMB       		Joy11		
;GAMEPAD_RIGHT_THUMB      		Joy12		
;GAMEPAD_LEFT_STICK_LEFT_RIGHT		JoyX	
;GAMEPAD_LEFT_STICK_UP_DOWN    		JoyY		
;GAMEPAD_RIGHT_STICK_UP_DOWN		JoyR
;GAMEPAD_RIGHT_STICK_LEFT_RIGHT		JoyZ		
;GAMEPAD_DPAD_UP          		JoyPovUp 
;GAMEPAD_DPAD_DOWN			JoyPovDown
;GAMEPAD_DPAD_LEFT        		JoyPovLeft
;GAMEPAD_DPAD_RIGHT       		JoyPovRight


[GameInputBindings1]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=Crouch
Joy2_XB__tx=FrobAnalog
Joy3_XB__tx=WallFlatten
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut



[GameInputBindings2]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=DisplayWeapon
Joy3_XB__tx=DisplayItem
Joy4_XB__tx=WallFlatten
Joy5_XB__tx=Crouch
Joy6_XB__tx=Jump
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut



[GameInputBindings3]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=WallFlatten
Joy3_XB__tx=Crouch
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


[GameInputBindings4]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__tp=PauseScrn

Joy1_XB__tx=Crouch
Joy2_XB__tx=FrobAnalog
Joy3_XB__tx=WallFlatten
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


[GameInputBindings5]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__tp=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=DisplayWeapon
Joy3_XB__tx=DisplayItem
Joy4_XB__tx=WallFlatten
Joy5_XB__tx=Crouch
Joy6_XB__tx=Jump
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


//no bindings (except for hard tilde (~) binding
[MissingControllerLayerBindings0]


[FMVLayerBindings0]
Escape__p=MenuBack
;Enter=PauseScrn
Joy1_XB__x=MenuBack
;Joy9_XB=PauseScrn

[LockpickLayerBindings0]
;Escape__p=FrobAnalog
;Joy1_XB__x=FrobAnalog
;Joy9_XB__x=FrobAnalog


//default menu bindings
[MenuInputBindings0]
Escape__p=MenuBack
Left__p=MenuLeft
Up__p=MenuUp
Right__p=MenuRight
Down__p=MenuDown
LeftMouse__p=MenuSelect
JoyPovRight_XB__x=MenuRight
JoyPovLeft_XB__x=MenuLeft
JoyPovUp_XB__x=MenuUp
JoyPovDown_XB__x=MenuDown
Joy1_XB__x=MenuSelect
Joy2_XB__x=MenuBack
Joy3_XB__tx=SpecialMenuAction
Joy9_XB__x=Menu
Joy10_XB__x=MenuBack
JoyY_XB__tx=MenuUpDown
JoyX_XB__tx=MenuLeftRight
JoyR_XB__tx=MenuAltUpDown
JoyZ_XB__tx=MenuAltLeftRight
Joy2__tp=MenuBack
Joy5__tp=MenuSelect
Joy6__tp=MenuBack
JoyX__tp=MenuLeftRight 
JoyY__tp=MenuUpDown
JoyZ__tp=
JoyR__tp=
JoyPovRight__tp=MenuRight
JoyPovLeft__tp=MenuLeft
JoyPovUp__tp=MenuUp
JoyPovDown__tp=MenuDown
MouseWheelUp__tp=PrevFocusItem
MouseWheelDown__tp=NextFocusItem
RightMouse__p=SpecialMenuAction


//default menu bindings
[MenuLayerBindings0]
Escape__p=MenuBack
Left__p=MenuLeft
Up__p=MenuUp
Right__p=MenuRight
Down__p=MenuDown
LeftMouse__p=MenuSelect
RightMouse__p=SpecialMenuAction
JoyPovRight_XB__x=MenuRight
JoyPovLeft_XB__x=MenuLeft
JoyPovUp_XB__x=MenuUp
JoyPovDown_XB__x=MenuDown
Joy1_XB__x=MenuSelect
Joy2_XB__x=MenuBack
Joy3_XB__tx=SpecialMenuAction
Joy10_XB__x=MenuBack
JoyY_XB__tx=MenuUpDown
JoyX_XB__tx=MenuLeftRight
JoyR_XB__tx=MenuAltUpDown
JoyZ_XB__tx=MenuAltLeftRight
Joy2__tp=MenuBack
Joy5__tp=MenuSelect
Joy6__tp=MenuBack
JoyX__tp=MenuLeftRight 
JoyY__tp=MenuUpDown
JoyZ__tp=
JoyR__tp=
JoyPovRight__tp=MenuRight
JoyPovLeft__tp=MenuLeft
JoyPovUp__tp=MenuUp
JoyPovDown__tp=MenuDown
MouseWheelUp__tp=PrevFocusItem
MouseWheelDown__tp=NextFocusItem


//debug menu bindings
[DebugMenuLayerBindings0]
Escape=MenuBack
Left=MenuBack
Up=MenuUp
Right=MenuSelect
Down=MenuDown
Enter=MenuSelect
JoyPovRight_XB=MenuRight
JoyPovLeft_XB=MenuLeft
JoyPovUp_XB=MenuUp
JoyPovDown_XB=MenuDown
Joy1_XB=MenuSelect
Joy10_XB=MenuBack
Joy2_XB=MenuBack
Joy5__t=MenuSelect
Joy2__t=MenuBack
Joy6__t=MenuBack
JoyX__t=MenuLeftRight 
JoyY__t=MenuUpDown
JoyZ__t=MenuAltLeftRight
JoyR__t=MenuAltUpDown
JoyPovRight__t=MenuRight
JoyPovLeft__t=MenuLeft
JoyPovUp__t=MenuUp
JoyPovDown__t=MenuDown
MouseWheelUp__t=MenuUp
MouseWheelDown__t=MenuDown
LeftMouse__t=MenuSelect

[CycleLayerBindings0]
; xbox
JoyY_XB__tx=CycleClear
JoyX_XB__tx=CycleRightLeft
JoyPovLeft_XB__tx=CycleRightLeft -1.0
JoyPovRight_XB__tx=CycleRightLeft 1.0
; pc
A__tp=CycleRightLeft -1.0
D__tp=CycleRightLeft 1.0
W__tp=CycleClear 1.0
S__tp=CycleClear -1.0
; pc gamepad
JoyY__tp=CycleClear
JoyX__tp=CycleRightLeft
JoyPovLeft__tp=CycleRightLeft -1.0
JoyPovRight__tp=CycleRightLeft 1.0

// Objectives Screen
[ObjectivesLayerBindings0]
Joy9_XB__tx=Menu
Joy1__tp=Menu

//Main menu bindings
[MainMenuLayerBindings0]
Joy9_XB__tx=MenuSelect
Joy1__tp=MenuSelect

// For purposes of frobbing
[FrobOptions]
;0 => Raycast vs. visible geometry only (fastest)
;1 => Scale bounding box by frob bias (no add'l memory, slightly slower)
;2 => If frobBias is 0, raycast vs. visible geometry.  Otherwise, scale 
;	bounding box by frob bias (no add'l memory, slightly slower)
;3 => Create unique triangles for each object and extrude by their
;     frob bias * normal (most memory, most accurate, slowest)
FrobBiasRaycastType=2
MinEdgeSize=16
MaxSizeForSlowdown=16

[PlayerControl]
LookspringRate=32

[CameraEffects]
 ; How stiff the camera spring is in XY, and in Z.  Bigger is stiffer.
StiffnessFactorXY=15.0
StiffnessFactorZ=7.5
 ; How damped the camera spring is in XY, and in Z.  Bigger is less sproingy.
DampingFactorXY=60.0
DampingFactorZ=40.0
 ; Global multipliers for offset and rotation impulses applied to the camera.
ImpulseFactorOffset=4.0
ImpulseFactorRotation=0.2
 ; Global multiplier for how much the camera rotates and how quickly is blends back to no rotation
RotationFactor=0.2
RotationFadeRate=7.5
 ; Interval, in seconds, between impulses during a camera shake
ShakeImpulseInterval=0.05
 ; Rate at which the damage flash fades
FlashFadeRate=2.0
 ; Rate at which the screen fades to black on death
DeathFadeRate=1.0
; Rate at which the screen fades from white on blind
BlindFadeRate=3.0
; The full effects of the whiteout should last this long
BlindFullWhiteoutDelay=1.5

[BlockLoading]
;
; True or False, to enable loading data from block saved files
LoadFromResourceBlockFiles=False
;
; True or False, to enable block loading analysis code in a non-editor non-release build.
WriteResourceBlockFiles=False
;
; True or False; if this is True *and* WriteResourceBlockFiles is True, then when you run
; a map, the puppet for the current player gender & "tint" is written to a block file.
; So you really need to run the map 6 times, once for each gender/tint combo, to get them
; all.
GeneratePlayerPuppetBlock=False
;
; True or False, to cause analysis pass to quit after first frame
; you can turn this off to find out what additional data is loaded AFTER the first frame
; ( hopefully ONLY sound fx at this point but who knows ... )
QuitAfterFirstFrame=False

[EditorTools]
; this is the address of the metrics-server (used to be "metrics", now is "atnwrkmetrics"). 
; will get accessed a la http://METRICS/foo
;                                                     -=< REMOVE BEFORE SHIP >=-
MetricsDatabase=atnwrkmetrics

[SpecialFXRender]
Bloom__t=0

[Difficulty]
; -- THIEF 3
;
; AI visual acuity multiplier - how well AIs can see
Difficulty_AIVisual_Mult_Easy=0.9
Difficulty_AIVisual_Mult_Normal=1.0
Difficulty_AIVisual_Mult_Hard=1.15
Difficulty_AIVisual_Mult_Expert=1.2
;
; AI auditory acuity multiplier - how well AIs can hear
Difficulty_AIAudio_Mult_Easy=0.8
Difficulty_AIAudio_Mult_Normal=1.0
Difficulty_AIAudio_Mult_Hard=1.03
Difficulty_AIAudio_Mult_Expert=1.13
;
; AI tactile acuity multiplier - how well AIs can feel
Difficulty_AITactile_Mult_Easy=1.0
Difficulty_AITactile_Mult_Normal=1.0
Difficulty_AITactile_Mult_Hard=1.0
Difficulty_AITactile_Mult_Expert=1.0
;
; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this
Difficulty_AIHitPoints_Mult_Easy=0.75
Difficulty_AIHitPoints_Mult_Normal=1.0
Difficulty_AIHitPoints_Mult_Hard=1.2
Difficulty_AIHitPoints_Mult_Expert=1.3
;
; AI combat speed multiplier - all AI combat animations are scaled by this
Difficulty_AICombatSpeed_Mult_Easy=1.0
Difficulty_AICombatSpeed_Mult_Normal=1.0
Difficulty_AICombatSpeed_Mult_Hard=1.1
Difficulty_AICombatSpeed_Mult_Expert=1.2
;
; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this
Difficulty_AIToPlayerDamage_Mult_Easy=0.5
Difficulty_AIToPlayerDamage_Mult_Normal=1.0
Difficulty_AIToPlayerDamage_Mult_Hard=1.25
Difficulty_AIToPlayerDamage_Mult_Expert=1.5

[SaveGameOptions]
; min size req'd for free space for a save-game, in 16Kb blocks
MinFreeSpaceForSave=700
; when PlainTextIndex is set to True then the file 'GameList.txt' is written ( plain text file ) to shadow the binary index file list
; any time a save-game is added, updated, or removed.
PlainTextIndex=True
; set to the decimal integer index into the font to use for the character to replace unsupported characters in save-game titles
; unsupported characters are those with one or more bits set in the high-word of the unicode character. This is checked during
; save-game enumeration, only really valid on xbox.
InvalidCharReplacementIndex=19

; The key represents a "virtual" font name.  The value specifies the actual font, an optional scale factor, 
; and an optional leading factor.  The scale factor applies to the overall size of the characters.  Leading
; affects the distance from one row to the next.  (Use values < 1.0 to bring text rows closer together and 
; > 1.0 to spread them apart.)
;
; !!! NOTE: Make sure you use the minimal number of font scales.  Don't specify a scale of 0.8 and another one of 0.81
; because it causes another instace of the font properties to be created
;

[FontMappings]
; T3 Fonts
MapFont__t=Papyrus_21,0.2,0.80
HandDrawnFont00__t=VTCGoblinHand_18,0.001,0.80
HandDrawnFont02__t=VTCGoblinHand_18,0.11,0.80
HandDrawnFont04__t=VTCGoblinHand_18,0.22,0.80
HandDrawnFont06__t=VTCGoblinHand_18,0.33,0.80
HandDrawnFont08__t=VTCGoblinHand_18,0.44,0.80
HandDrawnFont10__t=VTCGoblinHand_18,0.55,0.80
HandDrawnFont12__t=VTCGoblinHand_18,0.67,0.80

Papyrus21__t=Papyrus_21,1.0,0.80

Papyrus20__tx=Papyrus_21,0.95,0.80
Papyrus14__tx=Papyrus_21,0.86,0.80
Papyrus12__tx=Papyrus_21,0.66,0.80
Papyrus10__tx=Papyrus_21,0.55,0.80
Papyrus08__tx=Papyrus_21,0.44,0.80
Papyrus06__tx=Papyrus_21,0.33,0.80
Papyrus04__tx=Papyrus_21,0.22,0.80
Papyrus02__tx=Papyrus_21,0.11,0.80

Papyrus20__tp=Papyrus_21,0.90,0.80
Papyrus14__tp=Papyrus_21,0.81,0.80
Papyrus12__tp=Papyrus_21,0.61,0.80
Papyrus10__tp=Papyrus_21,0.50,0.80
Papyrus08__tp=Papyrus_21,0.40,0.80
Papyrus06__tp=Papyrus_21,0.28,0.80
Papyrus04__tp=Papyrus_21,0.17,0.80
Papyrus02__tp=Papyrus_21,0.06,0.80

Papyrus00__t=Papyrus_21,0.001,0.80

;These are all scaling fonts.  If a button is marked to scale to fit, it will try successively smaller fonts
;within the same "family".  Make sure we keep two digits on the end ('08'), since that's how it bases whether a font
;is within the same "family".
VTCGoblinHand14__tx=VTCGoblinHand_18,0.77,0.80
VTCGoblinHand13__tx=VTCGoblinHand_18,0.72,0.80
VTCGoblinHand12__tx=VTCGoblinHand_18,0.67,0.80
VTCGoblinHand10__tx=VTCGoblinHand_18,0.55,0.80
VTCGoblinHand08__tx=VTCGoblinHand_18,0.44,0.80
VTCGoblinHand06__tx=VTCGoblinHand_18,0.33,0.80
VTCGoblinHand04__tx=VTCGoblinHand_18,0.22,0.80
VTCGoblinHand02__tx=VTCGoblinHand_18,0.11,0.80

VTCGoblinHand14__tp=VTCGoblinHand_18,0.71,0.80
VTCGoblinHand13__tp=VTCGoblinHand_18,0.67,0.80
VTCGoblinHand12__tp=VTCGoblinHand_18,0.62,0.80
VTCGoblinHand10__tp=VTCGoblinHand_18,0.50,0.80
VTCGoblinHand08__tp=VTCGoblinHand_18,0.39,0.80
VTCGoblinHand06__tp=VTCGoblinHand_18,0.28,0.80
VTCGoblinHand04__tp=VTCGoblinHand_18,0.17,0.80
VTCGoblinHand02__tp=VTCGoblinHand_18,0.06,0.80

VTCGoblinHand00__t=VTCGoblinHand_18,0.001,0.80

MediumFont16__t=Fixed,1.1,0.80
MediumFont14__t=Fixed,0.86,0.80

;DEBUG FONTS - Do not ship with these
font6__t=Fixed,0.61,0.95
font8__t=Fixed,0.81,0.95
font10__t=Fixed,0.9,0.9
font12__t=Fixed,1.0,0.9
font14__t=Fixed,1.2,0.9
font16__t=Fixed,1.4,0.9

;JWC:  These are the hand-drawn map indices that are available (cumulatively) on each game day in city sections.
[GameDayMaps_1]
Map_0=10
Map_1=11
Map_2=16

[GameDayMaps_3]
Map_0=12

[GameDayMaps_6]
Map_0=13

[GameDayMaps_7]
Map_0=14

;JWC:  These are the various hand drawn maps with skin names.  Refer to them by index.
[HandDrawnMaps]
HDMap_0=Castle
HDMap_1=Clocktower
HDMap_2=Dungeon
HDMap_3=HammerIntro
HDMap_4=HauntedHouse
HDMap_5=Inn
HDMap_6=KeeperCompound
HDMap_7=Museum
HDMap_8=PaganIntro
HDMap_9=SeasideMansion
HDMap_10=SouthQuarter
HDMap_11=Stonemarket
HDMap_12=Docks
HDMap_13=OldQuarter
HDMap_14=Auldale
HDMap_15=ClocktowerFurnace
HDMap_16=EntireCity
HDMap_17=KeeperCompoundLowerLibraries
HDMap_18=PaganIntro0
HDMap_19=Castle0

;JWC:  These are the names displayed for each of the hand-drawn maps.  They are string table entries.
[HandDrawnMapNames]
HDMapName_0=T_HDMapNameCastle
HDMapName_1=T_HDMapNameClocktower
HDMapName_2=T_HDMapNameDungeon
HDMapName_3=T_HDMapNameHammerIntro
HDMapName_4=T_HDMapNameHauntedHouse
HDMapName_5=T_HDMapNameInn
HDMapName_6=T_HDMapNameKeeperCompound
HDMapName_7=T_HDMapNameMuseum
HDMapName_8=T_HDMapNamePaganIntro
HDMapName_9=T_HDMapNameSeasideMansion
HDMapName_10=T_HDMapNameSouthQuarter
HDMapName_11=T_HDMapNameStonemarket
HDMapName_12=T_HDMapNameDocks
HDMapName_13=T_HDMapNameOldQuarter
HDMapName_14=T_HDMapNameAuldale
HDMapName_15=T_HDMapNameClocktower2
HDMapName_16=T_HDMapNameEntireCity
HDMapName_17=T_HDMapNameKeeperCompound2
HDMapName_18=T_HDMapNamePaganIntro0
HDMapName_19=T_HDMapNameCastle0

;JWC:  Here are the overlay text windows for each hand-drawn map.
[HDMap0TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CastleInnerCourtyard>
X=265
Y=185
Width=100
Height=32

[HDMap0TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_LordEmberChambers>
X=300
Y=264
Width=110
Height=32

[HDMap1TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_GroundFloor>
X=164
Y=292
Width=100
Height=32

[HDMap1TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Basement>
X=398
Y=345
Width=110
Height=29

[HDMap2TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DungeonLibrary>
X=408
Y=340
Width=80
Height=32
[HDMap2TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Bathhouse>
X=240
Y=330
Width=60
Height=32
[HDMap2TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Theater>
X=141
Y=153
Width=70
Height=30
[HDMap2TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ThroneRoom>
X=366
Y=220
Width=67
Height=38
[HDMap2TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Arena>
X=330
Y=173
Width=56
Height=24
[HDMap2TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntryPlaza>
X=381
Y=113
Width=64
Height=64

[HDMap3TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Reliquary>
X=138
Y=105
Width=100
Height=32
[HDMap3TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HighPriestChambers>
X=330
Y=110
Width=200
Height=24
[HDMap3TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Church>
X=228
Y=155
Width=150
Height=48
[HDMap3TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Factory>
X=145
Y=198
Width=100
Height=32
[HDMap3TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HammerBarracks>
X=393
Y=197
Width=100
Height=32
[HDMap3TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WestCourtyard>
X=183
Y=230
Width=100
Height=48
[HDMap3TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StorageArea>
X=136
Y=270
Width=80
Height=48
[HDMap3TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EastCourtyard>
X=342
Y=250
Width=100
Height=48
[HDMap3TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FrontCourtyard>
X=210
Y=340
Width=200
Height=27

[HDMap4TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StormCellar>
X=176
Y=273
Width=120
Height=24
[HDMap4TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Attic>
X=390
Y=299
Width=50
Height=16
[HDMap4TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_UpStaffTower>
X=420
Y=245
Width=64
Height=70
[HDMap4TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WhiteHall>
X=183
Y=197
Width=64
Height=48
[HDMap4TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_UpNursery>
X=423
Y=172
Width=80
Height=50
[HDMap4TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DownMorgue>
X=413
Y=129
Width=80
Height=40
[HDMap4TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HallRecords>
X=282
Y=179
Width=80
Height=70
[HDMap4TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TreatmentRooms>
X=210
Y=100
Width=220
Height=16
[HDMap4TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Lobby>
X=237
Y=345
Width=77
Height=20

[HDMap5TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Peony>
X=201
Y=157
Width=75
Height=28
[HDMap5TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Lancaster>
X=310
Y=166
Width=125
Height=64
[HDMap5TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FrontDesk>
X=165
Y=290
Width=110
Height=32
[HDMap5TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CellarDelivery>
X=315
Y=273
Width=100
Height=64
[HDMap5TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Streets>
X=355
Y=330
Width=100
Height=32
[HDMap5TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Start>
X=185
Y=332
Width=100
Height=32

[HDMap6TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Dormitory>
X=370
Y=295
Width=100
Height=32
[HDMap6TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ElderLibrary>
X=390
Y=330
Width=75
Height=32
[HDMap6TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OrlandQuarters>
X=360
Y=160
Width=85
Height=55
[HDMap6TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_NorthTower>
X=365
Y=110
Width=85
Height=25
[HDMap6TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntranceKeeperLibrary>
X=162
Y=97
Width=100
Height=70
[HDMap6TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OrlandQuarters>
X=140
Y=160
Width=85
Height=55
[HDMap6TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DiningHall>
X=163
Y=215
Width=85
Height=25
[HDMap6TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToLowerLibraries>
X=200
Y=335
Width=85
Height=50
[HDMap6TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CouncilRoom>
X=265
Y=185
Width=85
Height=25

[HDMap7TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TeseroHall>
X=200
Y=100
Width=85
Height=25
[HDMap7TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MainAtrium>
X=285
Y=130
Width=85
Height=25
[HDMap7TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CuratorOffice>
X=380
Y=160
Width=100
Height=75
[HDMap7TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToInnerCourtyard>
X=125
Y=180
Width=100
Height=75
[HDMap7TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EastWing>
X=380
Y=215
Width=85
Height=25
[HDMap7TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WestWing>
X=150
Y=260
Width=85
Height=25
[HDMap7TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_PorterHall>
X=175
Y=340
Width=85
Height=25
[HDMap7TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntranceCourtyard>
X=354
Y=325
Width=100
Height=75

[HDMap8TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_totaproot>
X=155
Y=100
Width=85
Height=25
[HDMap8TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_sleepsie>
X=380
Y=124
Width=85
Height=25
[HDMap8TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_shaman>
X=200
Y=160
Width=85
Height=12
[HDMap8TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_creek>
X=200
Y=220
Width=85
Height=12
[HDMap8TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_hammerfoolfactory>
X=322
Y=270
Width=120
Height=65
[HDMap8TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_totunnels>
X=128
Y=285
Width=85
Height=25
[HDMap8TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_traininggrounds>
X=350
Y=310
Width=85
Height=25

[HDMap9TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MasterBedroom>
X=310
Y=100
Width=85
Height=25
[HDMap9TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Rotunda>
X=306
Y=150
Width=85
Height=25
[HDMap9TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Study>
X=210
Y=225
Width=85
Height=12
[HDMap9TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SeasideLibrary>
X=145
Y=235
Width=85
Height=12
[HDMap9TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Boathouse>
X=237
Y=340
Width=100
Height=15

[HDMap10TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SQToStonemarket>
X=191
Y=100
Width=125
Height=75
[HDMap10TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_myplace>
X=415
Y=130
Width=85
Height=25
[HDMap10TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Well>
X=410
Y=245
Width=85
Height=12
[HDMap10TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SQToDocks>
X=382
Y=340
Width=85
Height=25
[HDMap10TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_BlackAlley>
X=175
Y=225
Width=85
Height=25

[HDMap11TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketPlaza>
X=120
Y=280
Width=120
Height=35
[HDMap11TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketProper>
X=380
Y=110
Width=120
Height=35
[HDMap11TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TercesCourtyard>
X=142
Y=190
Width=110
Height=32
[HDMap11TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Clocktower>
X=260
Y=175
Width=110
Height=15
[HDMap11TextWindow4]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketToOldQuarter>
X=409
Y=175
Width=74
Height=28
[HDMap11TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketTavern>
X=220
Y=255
Width=70
Height=15
[HDMap11TextWindow6]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketToSouthQuarter>
X=213
Y=338
Width=82
Height=230
[HDMap11TextWindow7]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StEdgar>
X=440
Y=290
Width=74
Height=68

[HDMap12TextWindow0]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Tavern>
X=150
Y=130
Width=70
Height=15
[HDMap12TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Sewers>
X=243
Y=132
Width=68
Height=14
[HDMap12TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DocksToSouthQuarter>
X=300
Y=100
Width=82
Height=30
[HDMap12TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DocksToOldQuarter>
X=412
Y=100
Width=74
Height=30
[HDMap12TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AbysmalGale>
X=161
Y=331
Width=90
Height=30
[HDMap12TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Pagans>
X=350
Y=340
Width=70
Height=15

[HDMap13TextWindow0]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToAuldale>
X=370
Y=100
Width=80
Height=30
[HDMap13TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToStonemarket>
X=177
Y=94
Width=114
Height=38
[HDMap13TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Ramien'sApartment>
X=371
Y=176
Width=80
Height=25
[HDMap13TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToDocks>
X=403
Y=327
Width=67
Height=34
[HDMap13TextWindow4]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_KeeperCompound>
X=130
Y=220
Width=95
Height=32
[HDMap13TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToGraveyard>
X=135
Y=314
Width=100
Height=32
[HDMap13TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FortIronwood>
X=235
Y=282
Width=100
Height=32

[HDMap14TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AuldaleToMuseum>
X=409
Y=94
Width=74
Height=12
[HDMap14TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_PumpHouse>
X=362
Y=162
Width=60
Height=30
[HDMap14TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Plaza>
X=235
Y=229
Width=60
Height=15
[HDMap14TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Park>
X=410
Y=231
Width=45
Height=14
[HDMap14TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Pub>
X=340
Y=291
Width=40
Height=14
[HDMap14TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AuldaleToOldQuarter>
X=162
Y=330
Width=90
Height=30

[HDMap15TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MainGearshaft>
X=165
Y=138
Width=100
Height=50
[HDMap15TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ForemanOffice>
X=280
Y=105
Width=95
Height=50
[HDMap15TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CoalDispenser>
X=333
Y=147
Width=100
Height=32
[HDMap15TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Furnace>
X=360
Y=205
Width=80
Height=32
[HDMap15TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HaltingMechanism>
X=273
Y=280
Width=100
Height=50
[HDMap15TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToGroundFloor>
X=130
Y=280
Width=70
Height=40
[HDMap15TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SteamRelease>
X=407
Y=334
Width=80
Height=40

[HDMap16TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityAuldale>
X=400
Y=205
Width=100
Height=64
[HDMap16TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityDocks>
X=217
Y=300
Width=85
Height=32
[HDMap16TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityStonemarket>
X=250
Y=160
Width=150
Height=64
[HDMap16TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCitySouthQuarter>
X=145
Y=195
Width=100
Height=64
[HDMap16TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityOldQuarter>
X=260
Y=235
Width=100
Height=64

[HDMap17TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToLowerLibraries>
X=295
Y=100
Width=85
Height=50
[HDMap17TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CaducaChambers>
X=174
Y=115
Width=100
Height=40
[HDMap17TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HallStatues>
X=265
Y=340
Width=85
Height=25
[HDMap17TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OldQuarterPassage>
X=395
Y=297
Width=85
Height=50

[HDMap19TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FrontGate>
X=390
Y=330
Width=80
Height=48

[HDMap19TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Basement>
X=137
Y=176
Width=100
Height=64

[MechEyeOverlay]
;Texture=BotBaseOverlay.dds
Texture=VisionBiomodBaseOverlay.dds
Tint_R=0.80
Tint_G=0.62
Tint_B=0.48
Tint_Ratio=2.0
ScaleMin_X=1.0
ScaleMin_Y=1.0
ScaleMax_X=1.0
ScaleMax_Y=1.0
PanRate_X=0.0
PanRate_Y=0.25
NoiseMin_X=7.0
NoiseMin_Y=7.0
NoiseMax_X=14.0
NoiseMax_Y=14.0
Fullbright=true
Gamma=2.0
;FOV=100


[T3OptionsDefaults]
;For bools, 1 is ON/True and 0 is Off/False
;Game options...
Version=19
;__a-english, __f-french, __i-italian, __g-german, __s-spanish
Subtitles=0
Subtitles__f=1
Subtitles__i=1
Subtitles__g=1
Subtitles__s=1
;Controller options...
;(PC Defaults to *NO* Invert Y)
InvertYAxis__tx=0
InvertYAxis__tp=0
LookSpring=0
Vibration=1
;Sound defaults.  These go from [0..25].
SFXVolume=25
MusicVolume=25
;Controller layout
ControllerLayout=0
;Video brightness options, [0..see below]
Brightness__x=5
Brightness__p=6
VSynch__x=0
VSynch__p=1
UseHWMixing__p=0
UseEAX__p=0
EAXMultipleEnvironments__p=0
AutoBowZoom=1

[GammaBrightnessContrastList]
GammaMin=1.02
GammaMax=1.5
BrightnessMin=0.9
BrightnessMax=1.5
ContrastMin=1.06
ContrastMax=1.06

[MouseCursor]
ImageFile=MouseCursor.dds
HotSpot_X=0
HotSpot_Y=0

[XBOXVertexPools]
DynamicVertexPool0=3145728
StaticVertexPool=2621440
StaticShadowVertexPool=1572864

[PCVertexPools]
DynamicVertexPool0=3145728
StaticVertexPool=2621440
StaticShadowVertexPool=1572864

;These are used for special destinations when the player loses their
;hit points but aren't actually supposed to die.

;Off to jail...
[SpecialDeathState1]
DestMap=SouthQuarter3
DestPlayerStart=GarrettsCell

[Vendor_1002]	; ATI
other=2
4144=1			; Radeon 9500
4145=2			; Radeon 9700
4146=2			; Radeon 9700
4148=2			; Radeon 9800
4150=1			; Radeon 9600
4151=1			; Radeon 9600
4152=1			; Radeon 9600
4168=2			; Radeon 9800
4170=1			; Radeon 9600
4171=1			; Radeon 9600
4172=1			; Radeon 9600
4242=0			; Radeon 8500
4966=0			; Radeon 9000
4966=0			; Radeon 9000
4967=0			; Radeon 9000
496e=0			; Radeon 9000
496f=0			; Radeon 9000
4e44=2			; Radeon 9700
4e45=2			; Radeon 9700
4e46=1			; Radeon 9600
4e48=2			; Radeon 9800
4e49=2			; Radeon 9800
4e4a=2			; Radeon 9800
4e64=2			; Radeon 9700
4e65=2			; Radeon 9700
4e66=1			; Radeon 9600
4e68=2			; Radeon 9800
4e69=2			; Radeon 9800
4e6a=2			; Radeon 9800
5148=0			; Radeon 8500
5149=0			; R200
514a=0			; R200
514b=0			; R200
514c=0			; Radeon 8500 LE
514d=0			; Radeon 9100
514e=0			; Radeon 8500
514f=0			; Radeon 8500
5168=0			; R200
5169=0			; R200
516a=0			; R200
516b=0			; R200
516c=0			; R200
516d=0			; Radeon 9100
5834=0			; Radeon 9000 IGP
5835=0			; Radeon 9000
5940=0			; Radeon 9200
5941=0			; Radeon 9200
5960=0			; Radeon 9200
5961=0			; Radeon 9200
5962=0			; Radeon 9200
5963=0			; Radeon 9200
5964=0			; Radeon 9200
5d44=0			; Radeon 9200


[Vendor_10de]	; NVIDIA
other=2
0200=0			; GeForce3
0201=0			; GeForce3 Ti 200
0202=0			; GeForce3 Ti 500
0203=0			; Quadro DCC
0250=0			; GeForce4 Ti 4600
0251=0			; GeForce4 Ti 4400
0252=0			; NV25
0253=0			; GeForce4 Ti 4200
0258=0			; Quadro4 900 XGL
0259=0			; Quadro4 750 XGL
025b=0			; Quadro4 700 XGL
0280=0			; GeForce4 Ti 4800
0281=0			; GeForce4 Ti 4800, AGP 8x
0282=0			; GeForce 4 Ti 4800 SE
0286=0			; GeForce4 4200 Go          
0288=0			; Quadro4 980 XGL
0289=0			; Quadro4 780 XGL
0301=1			; GeForce FX 5800 Ultra   
0302=1			; GeForce FX 5800         
0308=1			; Quadro FX 2000          
0309=1			; Quadro FX 1000          
030A=1			; ICE FX 2000             
0311=1			; GeForce FX 5600 Ultra   
0312=1			; GeForce FX 5600         
0313=1			; NV31                    
0314=1			; GeForce FX 5600SE       
0316=1			; NV31M                     
0317=1			; NV31M Pro                 
031A=1			; GeForce FX Go 5600         
031B=1			; GeForce FX Go 5650         
031C=1			; Quadro FX Go 700           
031D=1			; NV31GLM                   
031E=1			; NV31GLM Pro               
031F=1			; NV31GLM Pro               
0321=0			; GeForce FX 5200 Ultra   
0322=0			; GeForce FX 5200         
0323=0			; GeForce FX 5200SE       
0324=0			; GeForce FX Go 5200         
0325=0			; GeForce FX Go 5250         
0328=0			; GeForce FX Go 5200 32M/64M 
032A=0			; NV34GL                  
032B=0			; Quadro FX 500           
032D=0			; GeForce FX Go 5100         
032F=0			; NV34GL                  
0330=2			; GeForce FX 5900 Ultra   
0331=2			; GeForce FX 5900         
0332=2			; NV35                    
0333=2			; GeForce FX 5950 Ultra
0338=2			; Quadro FX 3000
0341=2			; GeForce FX 5700 Ultra
0342=2			; GeForce FX 5700 Ultra
034e=2			; Quadro FX 1100

[Vendor_102b]	; Matrox
other=0
0527=0			; Parhelia

[Vendor_1039]	; SiS
other=0
0330=0			; Xabre


[VideoOptionsDefaultHigh]
Resolution=2
ShadowDetail=25
Bloom=1
LightCutoff=25
MultiSampling=1
LOD=25
UseLowResTextures=0

[VideoOptionsDefaultMedium]
Resolution=1
ShadowDetail=13
Bloom=1
LightCutoff=13
MultiSampling=1
LOD=13
UseLowResTextures=0

[VideoOptionsDefaultLow]
Resolution=0
ShadowDetail=0
Bloom=1
LightCutoff=0
MultiSampling=1
LOD=0
UseLowResTextures=1

[Movies]
; Min and max range are 0 to 1
MinVolume__p=0.0
MinVolume__x=0.0
MaxVolume__p=1.0
MaxVolume__x=0.42
Gamma__p=1.0
Gamma__x=0.5
Contrast__p=1.0
Contrast__x=1.0
Brightness__p=1.0
Brightness__x=1.0

[LoadingScreen]
ProgressPosX__t=201
ProgressPosY__t=66
ProgressWidth__t=376
ProgressHeight__t=3
LogoWidth__t=256
LogoHeight__t=128
LogoPosX__t=0
LogoPosY__t=0
LogoBaseTextureName__t=LOADSCREEN-LOGO
LoadingWidth__t=256
LoadingHeight__t=128
LoadingPosX__t=370
LoadingPosY__t=14
LoadingBaseTextureName__t=LOADING

[HelpText]
ScrollRate=8000
QuoteScrollRate=10000
NumLinesToChoose=16
