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Can someone please post an unmodified INI


tsanford01

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I would like to start over with my INI unfortunately I didnt make a backup and it has been editted several time tweaked with reshacker etc. I will understand if it violates the copyright rules. But i think it is the easiest way to make a user friendly install by just starting over and put everything in 1 file.

 

Thank you

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Here you go buddy

 

 

 

[Engine.GameInfo]

DefaultGame=XComGame.XComStartupGameInfo

DefaultServerGame=XComGame.XComMPTacticalGame

bAdminCanPause=false

MaxPlayers=16

GameDifficulty=+1.0

bChangeLevels=True

MaxSpectators=2

MaxIdleTime=+0.0

MaxTimeMargin=+0.0

TimeMarginSlack=+1.35

MinTimeMargin=-1.0

TotalNetBandwidth=32000

MaxDynamicBandwidth=7000

MinDynamicBandwidth=4000

AutomatedMapTestingList=xcomgeoscape?game=XComStrategyGame.XComHeadQuartersGame

NumAutomatedMapTestingCycles=1

 

[Engine.AccessControl]

IPPolicies=ACCEPT;*

bAuthenticateClients=False

bAuthenticateServer=False

bAuthenticateListenHost=False

MaxAuthRetryCount=3

AuthRetryDelay=5

 

[DefaultPlayer]

Name=Player

Team=255

 

[Engine.HUD]

bMessageBeep=true

HudCanvasScale=0.95

ConsoleMessageCount=4

ConsoleFontSize=5

MessageFontOffset=0

bShowHUD=true

bShowDirectorInfoDebug=false

bShowDirectorInfoHUD=false

DebugDisplay=AI

 

[Engine.PlayerController]

bAimingHelp=false

InteractDistance=512

bCheckRelevancyThroughPortals=true

MaxConcurrentHearSounds=32

bLogHearSoundOverflow=FALSE

bShowKismetDrawText=True

ForceFeedbackManagerClassName=Windrv.xnaforcefeedbackmanager

 

[Engine.Weapon]

Priority=-1.0

 

[Engine.WorldInfo]

DefaultGravityZ=-750.0

RBPhysicsGravityScaling=1.0

MaxPhysicsSubsteps=2

SquintModeKernelSize=128.0

EmitterPoolClassPath=Engine.EmitterPool

DecalManagerClassPath=Engine.DecalManager

FractureManagerClassPath=

FracturedMeshWeaponDamage=1.0

ChanceOfPhysicsChunkOverride=1.0

bEnableChanceOfPhysicsChunkOverride=FALSE

FractureExplosionVelScale=1.0

DefaultAmbientZoneSettings=(bIsWorldInfo=true)

bPersistPostProcessToNextLevel=TRUE

bAllowHostMigration=FALSE

HostMigrationTimeout=15

bAllowTemporalAA=True

bNoMobileMapWarnings=True

ParticleEventManagerClassPath=XComGame.XComParticleEventManager

 

[Engine.AutoTestManager]

NumMinutesPerMap=50

#CommandsToRunAtEachTravelTheWorldNode=MemLeakCheck

#CommandsToRunAtEachTravelTheWorldNode=SNAPSHOTMEMORY

 

[Engine.DecalManager]

DecalLifeSpan=30.0

 

[Engine.UIDataStore_GameResource]

ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.UIGameInfoSummary")

 

[GameFramework.MobileHud]

bShowMobileHud=true

bShowGameHud=false

 

[GameFramework.MobileInputZone]

RenderColor=(R=255,G=255,B=255,A=255)

InactiveAlpha=0.5

SizeX=100

SizeY=100

VertMultiplier=1.0

HorizMultiplier=1.0

bUseGentleTransitions=true

ResetCenterAfterInactivityTime=3.0

ActivateTime=0.6

DeactivateTime=0.2

TapDistanceConstraint=5

bApplyGlobalScaleToActiveSizes=true

AuthoredGlobalScale=2.0

 

[Configuration]

 

[XComGame.XComLevelBorderManager]

LevelBorderTileRange=4

LevelBorderHeightRange=1

 

[XComGame.XComMovementGridComponent]

MovementBorderWidth=12.0

CurveSmoothing=16.0

CurveResolution=0.5

UVTilingDistance=96.0

 

[XComGame.XGUnitFlyingRing]

m_fSweepDistancePerSecond=300.0f

m_fTimeToDelay=4.0f

 

[Engine.CoverLink]

GLOBAL_bUseSlotMarkers=1

 

[XComGame.XComOnlineProfileSettings]

LoadoutSlots[0]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_LMG , strWeapon="", eArmor=eItem_ArmorKevlar , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Assault)

LoadoutSlots[1]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_LMG , strWeapon="", eArmor=eItem_ArmorKevlar , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Sniper)

LoadoutSlots[2]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_LMG, strPistol="", eWeapon=eItem_RocketLauncher , strWeapon="", eArmor=eItem_ArmorCarapace , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_HeavyWeapons)

LoadoutSlots[3]=(eRank=1, strRank="", eChar=eChar_Soldier, strChar="", ePistol=eItem_Pistol, strPistol="", eWeapon=eItem_Shotgun , strWeapon="", eArmor=eItem_ArmorCarapace , strArmor="", eItem=eItem_FragGrenade , strItem ="", bIsValid=false, eClass=eSC_Support)

MultiplayerLoadoutSlots[0]=(strUnitName="", eCharacterType=eChar_Soldier, iCharacterCost=0, ePistol=eItem_Pistol, iPistolCost=0, strPistolName="", eWeapon=eItem_AssaultRifle, iWeaponCost=0, strWeaponName="", eArmor=eItem_ArmorKevlar, iArmorCost=0, strArmorName="", ePrimaryItem=eItem_FragGrenade, iPrimaryItemCost=0, strPrimaryItemName="", eSecondaryItem=eItem_None, iSecondaryItemCost=0, strSecondaryItemName="", eClass=eSC_Assault, eTemplate=eMPT_AssaultCaptainOffense, iPointValue=0, iSquadPointValue=0, iIconType=0, bIsValid=true)

MultiplayerLoadoutSlots[1]=(strUnitName="", eCharacterType=eChar_Soldier, iCharacterCost=0, ePistol=eItem_Pistol, iPistolCost=0, strPistolName="", eWeapon=eItem_AssaultRifle, iWeaponCost=0, strWeaponName="", eArmor=eItem_ArmorKevlar, iArmorCost=0, strArmorName="", ePrimaryItem=eItem_FragGrenade, iPrimaryItemCost=0, strPrimaryItemName="", eSecondaryItem=eItem_None, iSecondaryItemCost=0, strSecondaryItemName="", eClass=eSC_Assault, eTemplate=eMPT_AssaultCaptainOffense, iPointValue=0, iSquadPointValue=0, iIconType=0, bIsValid=true)

 

[XComStrategyGame.XComHeadquartersGame]

 

[iniVersion]

0=1349782577.000000

1=1349782591.000000

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Wait, I think this is one of engine inis, what are you modifying in it?

Anyway, in case you need the gamecore ini too, a clean one is here: http://www.mediafire.com/?3wwik5j2ir3em5c

 

I will understand if it violates the copyright rules.

Configuration files are not even subject to copyright. Neither original nor modified, so it doesn't matter anyway. (Note: int files are technically copyrightable; although there's nothing wrong with their distribution as long as the holder has no objections).

 

But i think it is the easiest way to make a user friendly install by just starting over and put everything in 1 file.

BTW there's also an alternate way to distribute an ini (exe) mod - keeping only the lines you want changed, or explicitly want preserved, delete the rest. It will allow your mod to be installed on top of another one, e.g. warspace or some other. Though not a one-click process yet, should be in a few days.

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Thanks again FMod you are great and correct it wasn't the right file just looked at it briefly and was pleased to see Ashru still around he and I got very frustrated in our early attempts to mod meshes and textures..lol

 

As far as being modular I dont think it will work for my mod..After your help unlocking the ranges I changed basically every weapon, every armor, and every NPC. Not to mention the UPK mods. I doubt it will play nice with others :rolleyes:

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