Config documentation

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Revision as of 17:54, 11 October 2017 by Jessietail (talk | contribs)

This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.

MAIN LEGO CONFIG FILE
Times are specied as 25.0 units per second.
Units equate to 40 per block in game

This is an extremely WIP page to document the entirety of LEGO Rock Raider's Lego.cfg file.

Should we put the default paths and values for some properties that have a single use, or only for examples of how it works (eg. the one for ProgressBar)?

Main {}

  • TextureUsage - This is a major memory pool in the game, denoting the maximum allowed number of textures allowed present in-game at a time. The default value is 3145728, which allows on the order of 60 Rock Raiders to be teleported at a time (depending on the number of other objects present, though Rock Raiders are the most taxing on the memory). Testing has revealed that changing the value of TextureUsage can cause big changes to the game. Setting its value very high allows for many more objects to be teleported. For instance, aising this to 9567812 allows on the order of 120 Rock Raiders to be teleported at a time. Setting it very low seems to make the game lag a lot, and, everything looks weird. (this doesn't happen to me on Windows 7 so further clarification on how this property works needs to be done by multiple people) Stability of the game in general when changing this value varies between computers of different specifications.

These properties control the credits:

  • CreditsTextFile - Recalls the name and location of the credits file.
  • CreditsBackAVI - Recalls the name and location of the looping stars FMV background that plays during the credits.

These properties control the in-game loading screens:

  • LoadScreen - Recalls the name and path of the loading screen image.
  • ShutdownScreen - Recalls the name and path of the shutdown screen image. However, this screen does not get used when quitting the game, and there appears to be no way to re-enable it, making this property useless.
  • ProgressBar - Recalls the name and path of the colored bar image displayed on the loading screen to denote loading progress at the start of the game and of levels.
  • ProgressWindow - Sets the X and Y coordinates of the progress bar from its top-left corner, followed by its width and height. For example, the default setting is R:142,450,353,9.
  • LoadingText - Denotes the text displayed over the progress bar. As with all denoted text, underscores _ are used in place of spaces.

A lone unused property:

  • DumpFile - Is not defined in the executable, and thus does absolutely nothing and should be deleted. It was likely meant to recall the name and path of the dump file where the game would output crash logs.

These properties control the folders for shared files:

  • SharedTextures - Recalls the location of the folder for textures that are shared between multiple different objects.
  • SharedObjects - Recalls the location of the folder for models that are shared between multiple different objects.

These properties control the buttons for the briefing and message panels at a 640x480 resolution. These properties can be copied and set to 800x600 and/or 1024x768.

  • NextButton640x480 - Recalls the location of the texture for the next button.
  • NextButtonPos640x480 - Sets the X and Y coordinates of the next button on the message panel.
  • BackButton640x480 - Recalls the location of the texture for the repeat message button. This button is only used on the message panel.
  • BackButtonPos640x480 - Sets the X and Y coordinates of the repeat message button on the message panel.
  • BackArrow - Recalls the location of the texture for the back arrow. This button is only used on the briefing panel.

These properties control wall pro-meshes:

  • WallProMeshes - Determines whether walls use pro-meshes in eye view and shoulder view. Can be set to TRUE or FALSE. If disabled, walls will appear flat like in top view.
  • DynamicPM - Determines whether dynamic ProMeshes are used. what are dynamic meshes, changing this seems to do nothing
  • HPBlocks - Determines the distance meshes are used? no clue, the numbers don't match up

These properties control building upgrades:

  • BuildingUpgradeCostOre - Denotes how much Ore is needed to upgrade a building.
  • BuildingUpgradeCostStuds - Denotes how many Building Studs are needed to upgrade a building.
  • TextPauseTime

This denotes the length of time that text messages appear in-game on the bottom bar.


These properties control music and sound:

  • MusicOn - Determines whether the game starts with the soundtrack music turned on. Can be set to TRUE or FALSE. By default, this property is set to false in Lego* {}, but appears again at the very end of the config file in the LegoRR {} "settings for the final version" section, where it is set to true.
  • SoundOn - Determines whether the game starts with sound turned on. Can be set to TRUE or FALSE
  • CDStartTrack - Denotes the track number on the CD to start playing the soundtrack from when the music is activated. By default, this is set to 2 because the first track of the LEGO Rock Raiders CD contains the game's installer data, AVI movies, DirectX installer data, and in some versions the instruction manual. If a different game's CD is used for the soundtrack, this property should remain unchanged; if a music CD is used for the soundtrack, it should be set to 1.
  • CDTracks - Denotes the number of music tracks on the CD to play.

These properties control lighting colors:

  • TopSpotRGB -

This denotes the RGB color of the "Top Spot," which is grey by default. (?)

  • TrackSpotRGB -

This denotes the RGB color of the "Track Spot," which is green by default. (?)

  • AmbientRGB -

This denotes the RGB color of a Level's default ambient color filter, which is a light grey by default.

  • FPLightRGB -

This denotes the RGB color of the level's default ambient color filter in eye view.

  • SelLightRGB -

This denotes the RGB color of the "SelLight." (?) This is not used and by default is deactivated with a semicolon ";".

Energy Crystal colors:

Stats {}

These properties affect objects being shot at by Rock Raiders armed with beam weapons. The following properties affect weapons being used against objects:

  • CanBeShotAt - Determines whether an object can be shot at by armed Rock Raiders when Action Stations is activated. Can be set to TRUE or FALSE. Giving this property to non-monsters will cause them to take damage when hit by friendly fire, but they will not be intentionally targeted.
  • CanFreeze - Determines whether an object can be damaged and frozen by a Freezer Beam. Can be set to TRUE or FALSE. Non-monsters with this property will take damage, but will not freeze.
  • FreezerTime - Denotes the amount of time in seconds an object will remain frozen after being hit by a Freezer Beam. Setting this value to 0 or a negative number will have no effect.
  • FreezerDamage - Denotes the amount of damage being shot by a Freezer Beam will do to an object. Values of 100 or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.
  • CanLaser - Determines whether an object can be damaged by a Laser Beam. Can be set to TRUE or FALSE.
  • LaserDamage - Denotes the amount of damage being shot by a Laser Beam will do to an object. Values of 100 or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.
  • CanPush - Determines whether an object can be damaged and pushed by a Pusher Beam. Can be set to TRUE or FALSE. Non-monsters with this property will take damage, but will not get pushed.
  • PusherDist - Denotes the distance in block units an object shot by a Pusher Beam will be pushed. Setting this value to 0 or a negative number will have no effect.
  • PusherDamage - Denotes the amount of damage being shot by a Pusher Beam will do to an object. Values of 100 or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.

Levels {}

Structure

Properties

  • FullName - Denotes the level's name. Underscores _ are used in place of spaces.
  • DisableStartTeleport - Determines whether buildings will teleport in at the start of a level. Can be set to TRUE or FALSE. By default, levels that start with just a Tool Store will often lack this property, while levels that start with multiple buildings will often have it.
  • DisableEndTeleport - Determines whether units will teleport back to the LMS Explorer at the end of a level before Chief gives his mission complete/failed speech.
  • BlockSize - Denotes the size of blocks in distance units. Default value for all levels is 40, which is equivalent to a 16x16 stud LEGO plate.
  • DigDepth - Denotes the height of walls in distance units. Default value for all levels is 40.
  • RoughLevel - Denotes how much the terrain height is adjusted by each integer in the Surface map in distance units. Default value for all levels is 6.
  • RoofHeight - Denotes the height of the ceiling above the tops of the walls in distance units. Default value for all levels is 40.
  • UseRoof - Determines whether a level uses a cavern ceiling. However, setting this to anything other than YES or TRUE causes the level to crash, and removing the property does not change anything, making it completely pointless.
  • EmergeTimeOut - Denotes the amount of time before an emerge trigger can be reused in time units. 25 specifies one second.


LegoRR* {}