Mercurial > parpg-core
view parpg.cfg.in @ 12:d60f1dab8469
Fixed resource path dependencies issue that caused PARPG to crash on start.
* PARPG should now run without issue (system installation not tested).
* Utilized FIFE's VFS module to remove path dependencies from most PARPG modules.
* The new parpg.vfs module is a singleton with a single global variable, VFS, which is a reference to the global VFS instance. Although a singleton is not ideal it should be replaced once PARPG's core code is refactored.
* The parpg.vfs singleton is initialized in the parpg.applicaiton.PARPGApplication class with the absolute path to the data directory via the parpg.settings module and corresponding configuration file.
* A new DataPath entry was added to the default system configuration file template under the [parpg] section to support the new parpg.vfs module.
* Updated the parpg-assets subrepo to revision 3 to fix some dialog file format issues (for details see commit message for parpg-assets).
* Fixed a few bugs in the parpg.dialogueparsers.YAMLDialogueParser class related to exception handling.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Mon, 06 Jun 2011 15:56:14 -1000 |
parents | 4706e0194af3 |
children | 927f2cf75357 |
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[fife] # Options marked with ? are untested/unknown # Game window's title (string) DO NOT EDIT! WindowTitle = PARPG Techdemo 2 # Icon to use for the game window's border (filename) DO NOT EDIT! WindowIcon = window_icon.png # Video driver to use. (?) VideoDriver = "" # Backend to use for graphics (OpenGL|SDL) RenderBackend = OpenGL # Run the game in fullscreen mode or not. (True|False) FullScreen = False # Screen Resolution's width. Not used if FullScreen is set to False (800|1024|etc) ScreenWidth = 800 # Screen Resolution's height. Not used if FullScreen is set to False (600|768|etc) ScreenHeight = 600 # Screen DPI? (?) BitsPerPixel = 0 # ? (?) SDLRemoveFakeAlpha = 1 # Subdirectory to load icons from (path) IconsPath = icons # ? ([R, G, B]) ColorKey = [250, 0, 250] # ? (True|False) ColorKeyEnabled = False # Turn on sound effects and music (True|False) EnableSound = True # Initial volume of sound effects and music (0.0-100.0?) InitialVolume = 5.0 # Characters to use to render fonts. DO NOT EDIT! FontGlyphs = " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]"" # Subdirectory to load fronts from (path) FontsPath = fonts # Font to load when game starts #TODO: make it so that the font name is supplied instead of the filename Font = oldtypewriter.ttf # Size of in-game fonts DefaultFontSize = 12 # ? (?) LogModules = [controller] # ? (?) PychanDebug = False # use Psyco Acceperation (True|False) UsePsyco = False # ? (?) ProfilingOn = False # Lighting Model to use (0-2) Lighting = 0 [parpg] # System directory where all data files are located (path) DataPath = "@DATA_DIR@" # System subdirectory to load maps from (path) MapsPath = maps # YAML file that contains the available maps (filename) MapsFile = maps.yaml # Map to load when game starts (filename) Map = Mall # ? (filename) AllAgentsFile = all_agents.yaml # System subdirectory to load objects from (path) ObjectsPath = objects # YAML file that contains the database of availabel objects (filename) ObjectDatabaseFile = object_database.yaml # System subdirectory to load dialogues from (path) DialoguesPath = dialogue # System subdirectory to load quests from (path) QuestsPath = quests # System subdirectory where gui files are loaded from (path) GuiPath = gui # System subdirectory where cursors are loaded from (path) CursorPath = cursors # File to use for default cursor (filename) CursorDefault = cursor_plain.png # File to use for up cursor (filename) CursorUp = cursor_up.png # File to use for right cursor (filename) CursorRight = cursor_right.png # File to use for down cursor (filename) CursorDown = cursor_down.png # File to use for left cursor (filename) CursorLeft = cursor_left.png # Player walk speed (digit) PCSpeed = 3