Difference between revisions of "Configuring Overgrowth"
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==Controller Setup== | ==Controller Setup== | ||
− | + | Most common controllers should work out of the box for Overgrowth. The control scheme is not using any standard convention, but works well for Overgrowth's fast-paced gameplay. If you want to change the controls you need to edit the config file. | |
Note: Currently the guide only targets Windows 7 users. Mac users may refer to [http://forums.wolfire.com/viewtopic.php?f=13&t=12631 Anton's guide]. | Note: Currently the guide only targets Windows 7 users. Mac users may refer to [http://forums.wolfire.com/viewtopic.php?f=13&t=12631 Anton's guide]. |
Revision as of 14:16, 15 January 2018
You can edit most settings by pressing the Settings button on the main menu or on the pause menu. There are even more settings available from the "Settings" top menu bar on the main menu.
If you need to edit the config without starting the game, you can change your configuration by modifying your config.txt. Just below you can see the location of this file on each operating system.
There is also a community made tool available for editing the config file without starting the game, the SUMLauncher.
Contents
Mac Location
Macintosh HD/Users/~/Library/Application Support/Overgrowth/Data/config.txt
where ~ is your username.
Note: If you are using Lion, your library folder is hidden by default... in the finder, click the "Go" menu, then Press Option, and Library will appear in the list.
Windows Location
My Documents\Wolfire\Overgrowth\Data\config.txt
Note: NOT Program Files\Wolfire\Overgrowth\Data!
Linux Location
~/.local/share/Overgrowth/Data/config.txt
The configuration file is created when Overgrowth is started for the first time.
Settings
General Settings
Setting | Default Value | Description |
---|---|---|
screenwidth | 800 | The game's horizontal resolution. |
screenheight | 600 | The game's vertical resolution. |
fullscreen | false | Determines whether to run in full screen or windowed mode. |
vsync | false | Limits the framerate to match the user's monitor refresh rate (smooths out the framerate). |
simple_shadows | 1 | Disables dynamic shadows if set to 1. |
blood | 1 | Disable or enable blood |
blood_color | 0.4 0 0 | The color of blood in the game in R, G, B. Each value should be between 0 and 1. |
multisample | 0 | Determines the level of anti-aliasing (smooths out jagged edges). Should be 1, 2, 4 or 8. |
anisotropy | 0 | Determines the level of anisotropic filtering (increases the quality of textures drawn far away and at an angle). Should be 1, 2, 4 or 8. |
motion_blur_amount | 0 | How much motion blur to apply, should be between 0 and 1. |
post_effects | true | Determines whether to use post effects. |
shaders | true | Determines whether to use shaders. |
texture_reduce | 0 | Determines the level to which the texture resolutions should be reduced (higher numbers means lower resolution). |
texture_minimize_ram | 1 | TODO: What does this do? |
full_level_unload | true | TODO: What does this do? |
gamma_correct | true | Determines whether to use gamma correction. |
fps_label | false | Determines whether to display the current fps (frames per second) on screen. |
sound_label | false | Determines whether to display all active sounds on screen. |
visible_raycasts | false | Determines whether to display lines representing all AIs' visibility. |
visible_sound_spheres | false | Determines whether to display spheres representing the distance sounds travel (such as running). |
editor_mode | false | Determines whether to start the game in play mode (false) or editor mode (true). |
invert_y_mouse_look | false | Determines whether to invert the y-axis controls (looking up/down). |
use_raw_input | true | Use raw mouse input, solves mouse issues for some people. |
invert_y_gamepad_look | false | Determines whether to invert the y-axis controls (looking up/down). |
tet_mesh_lighting | 0 | If set to 1, use the pre-baked tetrahedral mesh global illumination. TODO: Does this work? |
light_volume_lighting | false | Use ambient light volume lighting if available. |
global_time_scale_mult | 1.0 | How fast the game should run. TODO: Does this work? |
game_difficulty | 1.0 | How hard the game should be, higher is harder. |
tutorials | true | Helpful messages are displayed in the game. |
difficulty_set | false | TODO: What does this do? |
volume_shadows | false | Use experimental volume shadow graphics tech. |
ssao | false | Use experimental screen space ambient occlusion graphics tech. |
auto_ledge_grab | true | The player character will automatically grab ledges when they can. If false you need to hold right click to grab ledges. |
particle_field | true | Show particle fields in the game. TODO: Does this affect CPU particle fields, GPU particle fields, or both? |
custom_level_shaders | true | Use shaders made for specific levels to add things like snow, wetness near water etc. |
disable_fog | false | Disables atmoshperic fog. |
simple_fog | false | Extra simple fog calculations for low-end graphics cards. |
no_auto_nav_mesh | false | Disables automatic nav mesh generation. TODO: Verify that this is what it does |
no_texture_convert | false | Skip converting textures to .dds format to save VRAM. TODO: Verify that this is what it does |
gl_load_s3tc | true | TODO: What does this do? |
skip_loading_pause | false | You don't have to press left click to start the level after it has been loaded. |
brightness | 1 | Increase or decrease the brightness of the game. |
use_soundtrack_limiter | true | Better handling of music volume when transitioning between tracks. |
master_volume | 0.8 | Overall loudness of all game audio. |
music_volume | 0.4 | Loudness of game music. |
media_mode | false | Determines whether to disable the in-game interface. |
baked_shadows | true | (Deprecated) Determines whether to use the pre-baked shadows (true) or cascaded shadow maps (false). |
debug_key_presses | false | TODO: What does this do? How are key presses debugged when this is on? |
block_cheating_progress | true | Disables unlocking levels when cheats are active, like when in the editor. |
auto_camera | false | Determines whether to have the camera automatically return to a position behind the player. TODO: Does this apply only when a controller is used? |
split_screen | false | Determines if the game view should be split or not when there is more than one player. |
chase_camera_fov | 90.0 | The field of view of the camera when playing the game. |
editor_camera_fov | 90.0 | The default field of view of the camera when in the editor. |
report_case_errors | false | Reports capitalization errors in the log when they are found. TODO: Does this work? |
background_process_pool | false | Use background processes for things like calculating the nav mesh. TODO: Is this accurate? |
main_menu | true | Show main menu when starting the game. If false it will load the level at the path in the debug_load_level setting. |
debug_load_level | Project60/16_red_desert.xml | If main_menu is set to false, the level at this path will load when the game is started. |
mouse_sensitivity | 0.5 | Determines how far the camera in the game rotates when the mouse moves. |
gpu_skinning | false | Use the graphics card to skin characters. This should be false to avoid any issues. |
detail_objects | 1 | Determines if 3D grass models, small rocks etc. are displayed on the terrain. |
seamless_cubemaps | true | Make cubemaps display seamlessly. TODO: When is this useful? |
debug_keys | true | Enables use of debug keys, such as F for laser eyes. TODO: Does this still work? |
shader_dir_path | Data/GLSL/ | Where the game looks for shaders. TODO: Does this work? |
debug_show_ai_state | false | TODO: What does this do? |
debug_show_ai_path | false | Show lines to every NPC's destination. |
debug_draw_window | false | Show debug window in the top left. |
albedo_only | false | Display only color of objects, without any lighting etc. |
no_decals | false | Disable rendering of decals. |
single_pass_shadow_cascade | false | Render all real-time shadows in a single pass. TODO: Does this still work? |
shader_debug | false | TODO: What does this do? |
opengl_callback_errors | true | TODO: What does this do? |
opengl_callback_error_dialog | false | TODO: What does this do? |
occlusion_query | true | TODO: What does this do? |
dump_include_scripts | false | TODO: What does this do? |
allow_game_dir_save | false | If true, the editor encourages you to save in the working directory instead of the game directory. |
level_backup_count | 10 | The maximum number of backups to save for each level. Backups can be found in working_dir/Overgrowth/Data/Levels/backups/. |
no_reflection_capture | 0 | If set to 1, all reflections are disabled. |
has_detected_settings | false | TODO: What does this do? |
save_as_crunch | false | Use the crunch library to convert textures. TODO: Does this do anything? |
check_for_workshop_membership | true | TODO: What does this do? |
enable_live_update | true | Enables automatic texture and script reloading when a change is detected. |
level_load_stress | false | TODO: What does this do? |
detail_object_decals | 1 | Apply decals to detail objects such as grass, small rocks etc. |
asdebugger_enabled | 0 | Activate the AngelScript debugger. TODO: What does this do more exactly? |
asdebugger_break_on_script_change | 0 | TODO: What does this do? |
menu_show_asdebugger_contexts | 0 | TODO: What does this do? |
extra_data_path | Path to a directory containing a second Data folder that you want the game to use. |
Keyboard and Mouse
key[quit] | esc | Exits from player mode into editor mode, and opens a menu allowing the user to return to the main menu. |
---|---|---|
key[slow] | tab | Toggles slow motion. |
key[fast] | \ | TODO: Does this do anything? |
key[crouch] | lshift | Causes the player to crouch. |
key[jump] | space | Causes the player to jump. |
key[show_timing] | f2 | TODO: What does this do? |
key[screenshot] | f7 | Captures a screenshot (saved in /Data/Screenshots/) |
key[transparent_screenshot] | f8 | Captures a screenshot in .png format where the sky and terrain is transparent. |
key[console] | ` | Deprecated, it pauses the game. But that doesn't have anything to do with the console. |
key[left] | a | Causes the player to move to the left. |
key[right] | d | Causes the player to move to the right. |
key[up] | w | Causes the player to move forward. |
key[down] | s | Causes the player to move backward. |
key[item] | e | Causes the player to sheathe or unsheathe a weapon. |
key[drop] | q | Causes the player to pick up a weapon. Holding left shift, looking down and pressing Q drops the held weapon. |
key[skip_dialogue] | return | Skips the currently active dialogue. |
key[rclick] | rshift | Alternate key used for "right clicking". |
Xbox controller
xbox_look_sensitivity | 1.5 | Supposed to be the sensitivity of an attached Xbox controller, however it does nothing. |
---|---|---|
xbox[lookx] | R_STICK_X | Xbox axis mapped for looking along the x-axis. |
xbox[looky] | R_STICK_Y | Xbox axis mapped for looking along the y-axis. |
xbox[movex] | R_STICK_X | Xbox axis mapped for movement along the x-axis. |
xbox[movey] | R_STICK_Y | Xbox axis mapped for movement along the y-axis. |
xbox[jump] | RB | Xbox jump button. |
xbox[crouch] | LB | Xbox crouch button. |
xbox[attack] | RT | Xbox attack button. |
xbox[grab] | LT | Xbox grab button. |
xbox[item] | A | Xbox item button. |
xbox[drop] | X | Xbox drop button. |
xbox[skip_dialogue] | START | Xbox skip currently acive dialogue. |
xbox[quit] | BACK | Xbox bring up menu or go back in menu. |
Generic Controller
controller[movex] | axis1 | Controller axis mapped for movement along the x-axis. |
---|---|---|
controller[movey] | axis2 | Controller axis mapped for movement along the y-axis. |
controller[lookx] | axis3 | Controller axis mapped for looking along the x-axis. |
controller[looky] | axis4 | Controller axis mapped for looking along the y-axis. |
controller[jump] | button11 | Controller jump button. |
controller[crouch] | button10 | Controller crouch button. |
controller[item] | button1 | Controller item button. |
controller[drop] | button3 | Controller drop button. |
controller[attack] | axis6>0.5 | Controller attack "button" (default mapping is set to an axis being less than half full in a negative direction). |
controller[grab] | axis5>0.5 | Controller grab "button" (default mapping is set to an axis being greater than half full in a positive direction). |
Editor Hotkeys
These keys only work when the editor is active. To activate the editor, press F1 when any level is loaded.
For more in-depth information on how to use the editor, read the Editor Interface article.
bind[pause] | ` | Toggles freezing the time. |
---|---|---|
bind_win[quit] | alt+f4 | Turns off the game. |
bind_unix[quit] | cmd+q | Turns off the game on Linux. |
bind[back] | esc | Opens or closes the menu, goes back in menu if it can. |
bind[clone_transform] | alt | Hold to clone an object when you transform (move, rotate or scale) it. |
bind[snap_transform] | ctrl | Hold to snap transformations to certain increments. |
bind[force_rotate] | r | Hold to activate the rotate tool. |
bind[force_scale] | e | Hold to activate the scale tool. |
bind[force_translate] | t | Hold to activate the move tool. |
bind[normal_transform] | shift | Hold to rotate/scale/translate on alternate axies. |
bind[edit_script_params] | u | Toggles showing the Selected window. |
bind[single_selected] | i | Toggles showing the Single Selected window. |
bind[edit_color] | cmd+p | Toggles the Color Picker window. |
bind[search_scenegraph] | cmd+f | Opens the Scenegraph window and focuses its search field. |
bind[scenegraph] | y | Opens the Scenegraph window. |
bind[toggle_player] | cmd+shift+p | Toggles whether the selected spawn points are player controlled or NPCs. |
bind[toggle_object_editing] | cmd+1 | Toggles whether you can edit static meshes. |
bind[toggle_decal_editing] | cmd+2 | Toggles whether you can edit decals. |
bind[toggle_hotspot_editing] | cmd+3 | Toggles whether you can edit gameplay objects. |
bind[open_spawner] | cmd+l | Deprecated, does nothing. |
bind[save_level] | cmd+s | Saves the level. |
bind[save_selected_items] | cmd+shift+s | Saves the selected items as a prefab. |
bind[cut] | cmd+x | Saves the selected objects to the clipboard and then removes them. |
bind[paste] | cmd+v | Pastes whatever objects are in the clipboard on the mouse location. |
bind[copy] | cmd+c | Saves the selected objects to the clipboard. |
bind[undo] | cmd+z | Reverts the most recent edit. |
bind[redo] | cmd+shift+z | Reverts the most recently undo. |
bind[enable_imposter] | cmd+i | Deprecated, does nothing. TODO: Is this accurate? |
bind[disable_imposter] | cmd+shift+i | Deprecated, does nothing. TODO: Is this accurate? |
bind[connect] | alt | Hold and left click to connect the selected object to the clicked object. Is used for nav connection hotspots, Path Point hotspots, weapons etc. |
bind[disconnect] | shift+alt | Hold and left click to break an existing connection between the selected object and the clicked object. |
bind[group] | cmd+g | Groups the selected objects. |
bind[ungroup] | cmd+shift+g | Ungroups the selected group. |
bind[box_select] | b | Hold and left click and drag to create a selection box. When you release left click, all objects in the box are selected. |
bind[deselect_all] | q | Deselects any selected objects. |
bind[select_all] | cmd+a | Select all objects in the level. |
bind[select_similar] | cmd+shift+a | Select all objects that are similar to the selected object. |
bind[add_to_selection] | shift | Hold while selecting objects to add them to the selection. |
bind[bake_gi] | cmd+j | Deprecated, does nothing. |
bind[kill_selected] | cmd+k | Kill the selected character and instantly save its ragdoll position. Press the button combination again once the character has fallen to save the resting pose. |
bind[print_objects] | f11 | Print the selected objects to the log. TODO: Is this accurate? |
bind[toggle_level_load_stress] | f10 | TODO: Is this used? Maybe used in conjunction with the level_load_stress config setting? |
bind[new_level] | cmd+n | Does nothing. |
bind[open_level] | cmd+o | Does nothing. |
bind[frame_selected] | f | Frames the selected object so it's visible in the camera. Hold this button and rotate the camera to orbit around the object. |
bind[frame_selected_force] | shift+f | Same as frame_selected, but puts the camera closer. |
bind[refresh] | f5 | TODO: What does this do? |
Controller Setup
Most common controllers should work out of the box for Overgrowth. The control scheme is not using any standard convention, but works well for Overgrowth's fast-paced gameplay. If you want to change the controls you need to edit the config file.
Note: Currently the guide only targets Windows 7 users. Mac users may refer to Anton's guide.
First, make sure your controller is plugged in to your computer.
Next, open the start menu and click on Control Panel (located on the right side). Once opened, make sure the view is set to Large Icons (switchable in the upper right corner). Select Devices and Printers.
You should see your controller listed under Devices. Right click it, and select Game Controller Settings. The Game Controllers window will appear. Make sure your controller is selected, then click on Properties.
Once again, a new window should appear - make sure that the view is set to the Test tab. In this view, you will be able to determine which physical button is mapped to each virtual button. Play around with your controller to confirm that everything is working properly, and take note of the button mappings.
Now navigate to and open up your config.txt file (as described above). Rearrange the mappings in the file to match your desired controller setup.
Once you have everything modified, save the config.txt file and launch Overgrowth in order to test the new configuration.