; =========================================================================== ; DUKE3D.666 -- Duke Nukem 3D v1.666 configuration file ; Created by Stas * (C)opyLeft by SysD Destructive Labs 1997-2001 ; =========================================================================== ; !!! ATTENTION !!! ; ----------------- ; ; 1). This file contains only program default values, if you wish ; to erase it or comment out all these lines, the program will ; run in just the same way! ; 2). File records are read from top to bottom, so if you duplicate ; any record, only the last value will be accepted. For example: ;-- ; AutoMedkitOn 50 ; ... ; AutoMedkitOn 100 ;-- ; In this case, value of 100 is attributed to "AutoMedkitOn" variable. ; 3). You can use multiple configuration files for Duke 3D v1.666. ; By default, DUKE3D.666 is parsed, but you can pass others by -666cfg ; parameter. For example: ; ; DUKE3D.EXE /Q2 /A -666cfg STAS.666 ; Mouse sensitivity settings for X and Y axes. ; Values are absolute and must be between 1 and 255. ; Greatest values results in faster control speed. MouseSpeedX 80 MouseSpeedY 80 ; Mouse button binding. Possible values are: ; Move_Forward ; Move_Backward ; Turn_Left ; Turn_Right ; Strafe ; Fire ; Open ; Run ; AutoRun ; Jump ; Crouch ; Look_Up ; Look_Down ; Look_Left ; Look_Right ; Strafe_Left ; Strafe_Right ; Aim_Up ; Aim_Down ; Weapon_1 ; Weapon_2 ; Weapon_3 ; Weapon_4 ; Weapon_5 ; Weapon_6 ; Weapon_7 ; Weapon_8 ; Weapon_9 ; Weapon_10 ; Inventory ; Inventory_Left ; Inventory_Right ; Holo_Duke ; Jetpack ; NightVision ; MedKit ; TurnAround ; SendMessage ; Map ; Shrink_Screen ; Enlarge_Screen ; Center_View ; Holster_Weapon ; Show_Opponents_Weapon ; Map_Follow_Mode ; See_Coop_View ; Mouse_Aiming ; Toggle_Crosshair ; Steroids ; Quick_Kick ; Next_Weapon ; Previous_Weapon ; Note that names are just the same that those which DUKE3D.CFG uses. ; Self-explanatory, huh? MouseButtonLeft Fire MouseButtonMiddle Move_Forward MouseButtonRight Strafe ; Bindings for double-clicked mouse buttons. Same as above. ; Note that if you don't define any "double" button, it ; acts just like "single" one. ;MouseButtonDoubleLeft ;MouseButtonDoubleMiddle MouseButtonDoubleRight Open ; Select here the button you may use as "Fire". ; This is used to activate Auto-Aim and Auto-Kick. Note that if more ; than one of your mouse buttons is "Fire", you can define only one ; of them to act as Auto-Aim when pressed! ; Possible values are: "Left", "Middle", "Right". FireButton Left ; By default, Auto-Aim will not aim enimy which you can't see (and ; consequently, shoot). This setting removes this lock, so you aim ; opponent even through walls! AutoAimAlways no ; Auto-Kick activation distance. When you get close to your opponent ; (this value determines *how* close) and fire him, you'll automatically ; Quick Kick his ass! Default value, "980", is a minimal distance ; between you and enemy on which your kicks hit him. ; Put here -1 to deactivate feature and 0 to work always. Please note ; that any distance closer than 425 disables Auto-Kick 'cos you can't ; get closer than this to your opponent! And biggest activation distance ; is 32767, of course. AutoKickDistance 980 ; Period between automatic kicks. "6" is close to situation when you ; hold Quick Kick button. Anything lower may interfere on other ; control functionality. The highest value (0-100), the lowest kick ; rate. AutoKickPeriod 6 ; Auto-MedKit activation boundary. Medkit self-activates ; when your health drops to this value. Value range is 0-100, ; 0 deactivates feature and 100 activates every time when ; possible. AutoMedkitOn 50 ; Activates Weapon Holder feature. By default, when you get ; any new weapon, Duke selects it. Weapon Holder is useful ; to avoid that re-selecting your old weapon (note that it ; acts just like a player, and wastes time!). It works as in ; Quake: only Weapon_1 is overrided, so if you're using it ; and got Weapon_10, this one will be selected. ; Values can be "yes", "no", "y" and "n". UseWeaponHolder yes ; Auto-Jetpack activation height. When you're falling and reaches ; this height (in Duke3D units), Jetpack will be activated to save ; you. It turns off soon so you may perform a safe landing even if ; falling from 20-level building! Value can be from 0 to 32767. 0 ; disables feature (as *any* value < 9000). Default value, 20000, ; is something close to Duke avatar's height. AutoJetpackOn 20000 ; This one determines which fall speed is understood as "falling". ; It can be from 1 to 6144 (which is the max falling speed for ; Duke3D). AutoJetpackFallSpeed 5000 ; Here comes Auto-Aim specific controls. ; Auto-Aim doesn't works fine on real multiplayer games ; (look DN3D1666.ME! file to see why), so there parameters are ; my weak attempt to make it usable :P ; The first and the most important: frameskip emulation. ; Duke3D multiplayer game communications aren't real-time, ; they use internal frameskip to unload link. Auto-Aim *is* ; a real-time device, so emulating frameskip you sync more ; engine with Auto-Aim. A bit strange, but works fine on ; any *BUT* TCP/IP links. The greater a value (0-100), the ; shittest will be the game, the happiest will be Auto-Aim. AutoAimEmulateFrameskip 1 ; Auto-Aim was projected to use analog controls, they are ; much more precise/fast than digital ones, but as ; Duke3D/Auto-Aim link isn't real-time on slow laggy ; connections, digital controls also can be used. AutoAimUseDigital no ; *** Digital-only setting, minimal angle that is accepted as ; needed to be patched. That means, the greater this value ; (1-32767), the "laziest" will be Auto-Aim (so, happy again ;) AutoAimMinTurnAngle 4096 ; *** Analog-only settings ; The maximal patch allowed to angle. The smallest the value ; (1-32767), the slower is Auto-Aim. Well, I expect you're ; smart enough to "get" the link: "slow communication" means ; "failless communication" on fuckin' sheety links... AutoAimMaxTurnAngle 8192 ; Eheheheh, this one is pretty cool. Damn laggy link generates ; some kind of "fluctuations" on analog links. I mean, Auto-Aim ; says "turn 3254 units" and sometimes Duke turns 4000 units, ; othertimes -2048 units. So, this option computes the media of ; all piss-offs ant attempts to fix'em. Of course: it's slower ; that normal =D AutoAimSelfCalibrate yes ; Here comes some example settings for Auto-Aim on specific cases: ; (comment Auto-Aim settings above and uncomment below) ; ; # Fight against bots (the *best* situation) ;AutoAimEmulateFrameskip 0 ;AutoAimUseDigital no ;AutoAimMaxTurnAngle 32767 ;AutoAimSelfCalibrate no ; ; # Serial/Modem/IPX multiplayer (normal situation) ; (note that this is default, it's here for comparison only) ;AutoAimEmulateFrameskip 1 ;AutoAimUseDigital no ;AutoAimMaxTurnAngle 8192 ;AutoAimSelfCalibrate yes ; ; # iC (Internet Commit), Kali, Kahn (all those boring fuck!) ;AutoAimEmulateFrameskip 0 ;AutoAimUseDigital yes ;AutoAimMinTurnAngle 4096 ; Development setting! ; Binds F12 (screenshot) to function that dumps Duke "avatar"'s ; data in DUKExxxx.DMP file (same as .PCX, just extension is ; .DMP). Look DN3D1666.ME! file for more info. Dumper no