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>
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