Config busted, but can't see where

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BugSplat
Star Pilot
Star Pilot
Posts: 5
Joined: Thu Feb 19, 2009 3:56 am

Config busted, but can't see where

Post by BugSplat »

Hello! I am just starting with this game, and it seems quite interesting. I had everything installed and working under Ubuntu 8.10, and naturally the first thing I had to do was change the game controls (at minimum for ship control--the alphabet soup of commands was annoying).

When I futzed with the config (after tracking it down to ~/.vegastrike-0.5.0/vegastrike.config and it work, but then the game started suddenly generating errors:

Code: Select all

Unit file standard_missions not found
Unit file upgrading_dummy_unit not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
Unit file aera_missions not found
UNIT HAS DIED: LOAD_FAILED aera_missions (file aera_missions)
Unit file orange_star not found
UNIT HAS DIED: LOAD_FAILED orange_star (file orange_star)
Unit file standard_missions not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
Unit file confed_missions not found
UNIT HAS DIED: LOAD_FAILED confed_missions (file confed_missions)
UNIT HAS DIED: ocean  (file ocean)
Unit file red_rocky not found
UNIT HAS DIED: LOAD_FAILED red_rocky (file red_rocky)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file standard_missions not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
Unit file confed_missions not found
UNIT HAS DIED: LOAD_FAILED confed_missions (file confed_missions)
UNIT HAS DIED: Dirt  (file Dirt)
Unit file ganymede not found
UNIT HAS DIED: LOAD_FAILED ganymede (file ganymede)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file standard_missions not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
Unit file confed_missions not found
UNIT HAS DIED: LOAD_FAILED confed_missions (file confed_missions)
UNIT HAS DIED: m_class  (file m_class)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file standard_missions not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
UNIT HAS DIED: Snow  (file Snow)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file wormhole.stable not found
Unit file wormhole.neutral.stable not found
UNIT HAS DIED: LOAD_FAILED wormhole.stable (file wormhole.stable)
UNIT HAS DIED: LOAD_FAILED wormhole.neutral.stable (file wormhole.neutral.stable)
Unit file jump not found
UNIT HAS DIED: LOAD_FAILED jump (file jump)
Unit file standard_missions not found
UNIT HAS DIED: LOAD_FAILED standard_missions (file standard_missions)
Unit file confed_missions not found
UNIT HAS DIED: LOAD_FAILED confed_missions (file confed_missions)
UNIT HAS DIED: m_class  (file m_class)
Unit file neptune not found
UNIT HAS DIED: LOAD_FAILED neptune (file neptune)
Unit file gas_giant not found
UNIT HAS DIED: LOAD_FAILED gas_giant (file gas_giant)
Unit file rock not found
UNIT HAS DIED: LOAD_FAILED rock (file rock)
Unit file pluto not found
UNIT HAS DIED: LOAD_FAILED pluto (file pluto)
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System enigma_sector/nivenCREATING A LOCAL SHIP : nova
Unit file nova not found
pox 53400.000000 4000.000000 40000.000000
Force feedback support disabled when compiled
Loading completed, now network init
Loading active missions True
dot 0.000000Processing News
Re-unpacking the game files did not help. Using the orig .config did though, so I went at my custom one and the original with tkdiff. After some searching I cannot for the life of me find where I may have buggered my config file. My best guess is that there is an open ended comment because when the game gives all the errors above, it still loads, but into this surreal loading screen. It is possible to launch the ship from there, but none of the controls work. Any help would be appreciated

Also, what controls are really not needed? There are so many and I have a game pad. I'm trying to find which need to be on the pad and which don't...

MY config file is in the next post due to the character limit....
BugSplat
Star Pilot
Star Pilot
Posts: 5
Joined: Thu Feb 19, 2009 3:56 am

Re: Config busted, but can't see where

Post by BugSplat »

Code: Select all

<vegaconfig>
<!-- Comment lines beggining with a # are used by vssetup

This line sets up what groups will appear in the menu. To add a group, just insert it into the line
#groups Computer Difficulty Sound MusicAndVolume Video Shaders Resolution Color Mouse Joystick

These are the choices for each group. Again, to add a setting for a group, just insert it into a line
When creating a new group, you need only add a new line
#cat Computer P100MHz P200MHz P500MHz P800MHz P1000MHz
#cat Video GeForce3 GeForce2 TNT Voodoo Software Retro
#cat Resolution 800x600 1024x640 1024x768 1280x800 1280x960 1280x1024 1440x900 1680x1050 1600x1200 1920x1200 2560x1600
#cat Color full_32 full_16 win_32 win_16
#cat Shaders highshader mediumshader lowshader noshader
#cat Sound audio_off audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male
#cat MusicAndVolume windows_ext_music_high windows_ext_music_on windows_ext_music_low music_off
#cat Mouse warp_mouse inv_warp_mouse inv_glide_mouse glide_mouse no_mouse
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev
#cat Difficulty easy medium hard


These line set the currently used settings. This allows them to show up as selected (currently enclosed in [])
#set Video GeForce3
#set Resolution 1024x768
#set Sound audio_3d_windows
#set MusicAndVolume windows_ext_music_high
#set Computer P1000MHz
#set Color full_32
#set Difficulty medium
#set Mouse no_mouse
#set Joystick joy_normal
#set Shaders highshader

A description for the catagories. This is text that appears in the menu
#desc highshader Nicest Shader
#desc mediumshader Average Shader
#desc lowshader Simplest Shader
#desc noshader No Shader Support
#desc no_joy No Joystick
#desc joy_normal 2 Axis Joystick
#desc joy_axis 3 Axis Joystick
#desc joy_throttle 2 Axis Joystick And Throttle
#desc joy_throttle_and_axis 3 Axis Joystick and Throttle
#desc joy_t_a_rev Joystick and Throttle Reversed
#desc Retro Retro Detail
#desc Software Low Detail
#desc Voodoo Medium Detail
#desc TNT High Detail
#desc GeForce2 Very High Detail
#desc GeForce3 Extreme Detail
#desc easier Decelerated Gameplay
#desc easy Relaxing Gameplay
#desc medium Moderate Gameplay
#desc hard Hasty Gameplay
#desc harder Insane Gameplay
#desc impossible Impossible Gameplay
#desc audio_on_windows_music Sound And Music
#desc audio_off No Sound
#desc audio_3d_windows My Sound Only
#desc audio_3d_win_male All Sound
#desc audio_3d_linux My Linux Sound
#desc audio_3d_linux_male All Linux Sound
#desc windows_ext_music_high High Volume
#desc windows_ext_music_on Medium Volume
#desc windows_ext_music_low Low Volume
#desc music_off Music Off
#desc P100MHz 256 Mb Ram
#desc P200MHz 384 Mb Ram + 256 Mb Swap
#desc P500MHz 512 Mb Ram + 256 Mb Swap
#desc P800MHz 512 Mb Ram + 1 Gb Swap
#desc P1000MHz 1 Gb Ram + 1 Gb Swap
#desc no_mouse No Mouse
#desc warp_mouse Mouse Warping
#desc inv_warp_mouse Inv Mouse Warp
#desc glide_mouse Mouse Glide
#desc inv_glide_mouse Inv Mouse Glide
#desc full_32 32Bit Color Fullscreen
#desc full_16 16Bit Color Fullscreen
#desc win_32 32Bit Color Windowed
#desc win_16 16Bit Color Windowed

#endheader

Setup will now stop looking header options. This line isn't required, but it will stop
the program from trying to look through the whole file for something we know isn't there

Farther down, you will see "#Software". Currently, it's line 213. You'll find more comments there
-->

<bindings>
	<!-- # Netcomm related key
	<bind key="C" modifier="none" command="ChangeCommStatus" />
	<bind key="X" modifier="none" command="UpFreq" />
	<bind key="V" modifier="none" command="DownFreq" />
	<bind key="W" modifier="none" command="SwitchWebcam" />
	<bind key="S" modifier="none" command="SwitchSecured" />
	-->
	<bind key="S" modifier="none" command="Cockpit::SkipMusicTrack" />
   <bind key="i" modifier="none" command="Screenshot" />
   <bind key="F" modifier="alt" command="CommFormUp" />
   <bind key="B" modifier="alt" command="CommBreakForm" />
   <bind key="H" modifier="alt" command="CommHelpMeOut" />
   <bind key="D" modifier="alt" command="CommAttackTarget" />
   <bind key="function-1" modifier="none" command="Comm1Key" />
   <bind key="function-2" modifier="none" command="Comm2Key" />
   <bind key="function-3" modifier="none" command="Comm3Key" />
   <bind key="function-4" modifier="none" command="Comm4Key" />
   <bind key="function-5" modifier="none" command="Comm5Key" />
   <bind key="function-6" modifier="none" command="Comm6Key" />
   <bind key="function-7" modifier="none" command="Comm7Key" />
   <bind key="function-8" modifier="none" command="Comm8Key" />
   <bind key="1" modifier="alt" command="SaveTarget1" />
   <bind key="2" modifier="alt" command="SaveTarget2" />
   <bind key="3" modifier="alt" command="SaveTarget3" />
   <bind key="4" modifier="alt" command="SaveTarget4" />
   <bind key="5" modifier="alt" command="SaveTarget5" />
   <bind key="6" modifier="alt" command="SaveTarget6" />
   <bind key="7" modifier="alt" command="SaveTarget7" />
   <bind key="8" modifier="alt" command="SaveTarget8" />
   <bind key="9" modifier="alt" command="SaveTarget9" />

   <bind key="1" modifier="ctrl" command="RestoreTarget1" />
   <bind key="2" modifier="ctrl" command="RestoreTarget2" />
   <bind key="3" modifier="ctrl" command="RestoreTarget3" />
   <bind key="4" modifier="ctrl" command="RestoreTarget4" />
   <bind key="5" modifier="ctrl" command="RestoreTarget5" />
   <bind key="6" modifier="ctrl" command="RestoreTarget6" />
   <bind key="7" modifier="ctrl" command="RestoreTarget7" />
   <bind key="8" modifier="ctrl" command="RestoreTarget8" />
   <bind key="9" modifier="ctrl" command="RestoreTarget9" />
   <bind key="space" modifier="none" command="FireKey" />
   <bind key="y" modifier="none" command="SwitchCombatMode" />
   <bind key="j" modifier="none" command="JumpKey" />
   <bind key="Q" modifier="none" command="ToggleWarpDrive" />
   <bind key="q" modifier="none" command="ASAP" />
   <bind key="cursor-home" modifier="none" command="CloakKey" />
   <bind key="E" modifier="alt" command="EjectKey" />

   <bind key="Z" modifier="none" command="EjectCargoKey" />
   <bind key="return" modifier="none" command="MissileKey" />
   <bind key="keypad-enter" modifier="none" command="MissileKey" />
	<bind key="g" modifier="none" command="WeapSelKey"/>
	<bind key="G" modifier="none" command="ReverseWeapSelKey"/>
	<bind key=";" modifier="none" command="Respawn"/>
	<bind key="[" modifier="none" command="TurretControl"/>
	<bind key="]" modifier="none" command="TextMessage"/>

	<bind key="r" modifier="none" command="DockKey"/>
	<!--<bind key="u" modifier="none" command="UnDockKey"/>-->
	<bind key="`" modifier="none" command="RequestClearenceKey"

	<bind key="keypad-4" modifier="shift" command="ReverseMisSelKey"/>
	<bind key="keypad-4" modifier="none" command="MisSelKey"/>
	<bind key="t" modifier="none" command="TargetKey" />
	<bind key="n" modifier="none" command="SigTargetKey" />
	<bind key="b" modifier="none" command="SubUnitTargetKey"/>
	<bind key="u" modifier="none" command="UnitTargetKey" />
	<bind key="l" modifier="none" command="LockTargetKey" />
	<bind key="p" modifier="none" command="PickTargetKey" />
	<bind key="h" modifier="none" command="NearestTargetKey" />
	<bind key="T" modifier="none" command="ReverseTargetKey" />
	<bind key="R" modifier="none" command="NearestDangerousHostileKey"/>
	<bind key="k" modifier="none" command="NearestFriendlyKey"/>
	<bind key="K" modifier="none" command="NearestBaseKey"/>
	<bind key="k" modifier="ctrl" command="NearestPlanetKey"/>
	<bind key="k" modifier="alt"  command="NearestJumpKey"/>
	<bind key="P" modifier="none" command="TurretTargetKey" />
	<bind key="o" modifier="none" command="TurretAIOn" />
	<bind key="o" modifier="alt" command="TurretAIOff" />	
	<bind key="=" modifier="none" command="TurretAIFireAtWill" />
	<bind key="H" modifier="none" command="ReverseNearestTargetKey" />

	<bind key="N" modifier="alt" command="ReverseMissionTargetKey" />
	<bind key="n" modifier="alt" command="MissionTargetKey" />

	<bind key="N" modifier="none" command="ReverseSigTargetKey" />
	<bind key="U" modifier="none" command="ReverseUnitTargetKey" />
	<bind key="e" modifier="none" command="Flight::Mode::InertialToggle" /> <!-- was SheltonKey, you may use InertialToggle also -->
	<bind key="s" modifier="none" command="DecelKey"/>
	<bind key="w" modifier="none" command="AccelKey" />
	<bind key="keypad-minus" modifier="none" command="DecelKey"/>
	<bind key="keypad-plus" modifier="none" command="AccelKey" />
	<bind key="/" modifier="none" command="RollLeftKey"/>
	<bind key="*" modifier="none" command="RollRightKey"/>
	<bind key="keypad-divide" modifier="none" command="RollLeftKey"/>
	<bind key="keypad-multiply" modifier="none" command="RollRightKey"/>
	<bind key="backspace" modifier="none" command="StopKey"/>
	<bind key="\" modifier="none" command="StartKey"/>
	<bind key="tab" modifier="none" command="ABKey" />

	<bind key="!" modifier="none" command="SuicideKey"/>

	<bind key="cursor-up" modifier="none" command="UpKey"/>
	<bind key="cursor-down" modifier="none" command="DownKey"/>
	<bind key="cursor-left" modifier="none" command="RightKey"/>
	<bind key="cursor-right" modifier="none" command="LeftKey"/>
	<bind key="cursor-insert" modifier="none" command="RollLeftKey"/>
	<bind key="cursor-delete" modifier="none" command="RollRightKey"/>
	<bind key="keypad-8" modifier="none" command="UpKey"/>
	<bind key="keypad-2" modifier="none" command="DownKey"/>
	<bind key="keypad-5" modifier="none" command="DownKey"/>
	<bind key="a" modifier="none" command="RightKey"/>
	<bind key="d" modifier="none" command="LeftKey"/>
<!--		<bind key="M" modifier="none" command="Cockpit::MapKey"/>-->
	<bind key="M" modifier="none" command="Cockpit::NavScreen"/>
	<bind key="1" modifier="none" command="Cockpit::Inside"/>
	<bind key="2" modifier="none" command="Cockpit::InsideLeft"/>
	<bind key="3" modifier="none" command="Cockpit::InsideRight"/>
	<bind key="4" modifier="none" command="Cockpit::InsideBack"/>
	<bind key="5" modifier="none" command="Cockpit::Behind"/>
	<bind key="6" modifier="none" command="Cockpit::Pan"/>
	<bind key="7" modifier="none" command="Cockpit::ViewTarget"/>
	<bind key="8" modifier="none" command="Cockpit::PanTarget"/>
	<bind key="9" modifier="none" command="Cockpit::ZoomIn"/>
	<bind key="0" modifier="none" command="Cockpit::ZoomOut"/>
	<bind key="0" modifier="ctrl" command="Cockpit::OutsideTarget"/>

	<bind key="|" modifier="none" command="PauseKey"/>
	<bind key="pause" modifier="none" command="PauseKey"/>


	<bind key="," command="ThrustUp"/>
	<bind key="." command="ThrustDown"/>
	<bind key="less-than" command="ThrustLeft"/>
	<bind key="greater-than" command="ThrustRight"/>


	<bind key="function-9" modifier="none" command="VolumeInc"/>
	<bind key="function-10" modifier="none" command="VolumeDec"/>
	<bind key="function-11" modifier="none" command="MusicVolumeInc"/>
	<bind key="function-12" modifier="none" command="MusicVolumeDec"/>

	<bind key="v" modifier="ctrl" command="NewShader"/>

	<bind key="m" modifier="none" command="Cockpit::SwitchLVDU"/>
	<bind key="v" modifier="none" command="Cockpit::SwitchRVDU"/>
	<bind key="keypad-6" modifier="none" command="Cockpit::PitchDown"/>
	<bind key="z" modifier="none" command="Cockpit::PitchUp"/>
	<bind key="-" modifier="none" command="Cockpit::YawLeft"/>
	<bind key="f" modifier="none" command="Cockpit::YawRight"/>
	<bind key="cursor-pagedown" modifier="none" command="Cockpit::ScrollDown"/>
	<bind key="cursor-pageup" modifier="none" command="Cockpit::ScrollUp"/>
	<bind key="keypad-3" modifier="none" command="Cockpit::ScrollDown"/>
	<bind key="keypad-9" modifier="none" command="Cockpit::ScrollUp"/>

	<bind key="function-1" modifier="ctrl" command="ConsoleKeys::BringConsole"/>

	<bind key="c" modifier="none" command="SetVelocityRefKey"/>
	<bind key="cursor-end" modifier="none" command="SetVelocityNullKey"/>
	<bind key="keypad-7" modifier="none" command="SetVelocityRefKey"/>
	<bind key="keypad-1" modifier="none" command="SetVelocityNullKey"/>


	<bind key="esc" modifier="none" command="Cockpit::Quit"/>

<!-- #no_mouse -->
		<bind mouse="0" player="1" button="0" modifier="none" command="FireKey" />
<!-- #end -->
<!-- #warp_mouse inv_warp_mouse inv_glide_mouse glide_mouse
		<bind mouse="0" player="0" button="0" modifier="none" command="FireKey" />
#end -->

	<bind mouse="0" button="2" modifier="none" command="ABKey" />
	<bind mouse="0" button="1" modifier="none" command="MissileKey" />

	<bind mouse="0" button="3" modifier="none" command="TargetKey" />
	<bind mouse="0" button="4" modifier="none" command="PickTargetKey" />
	<bind mouse="0" button="5" modifier="none" command="DecelKey" />
	<bind mouse="0" button="6" modifier="none" command="SheltonKey" />
	<bind mouse="0" button="7" modifier="none" command="AccelKey" />
	<bind mouse="0" button="8" modifier="none" command="WeapSelKey" />
	<bind mouse="0" button="9" modifier="none" command="MisSelKey" />

<!-- #warp_mouse inv_warp_mouse glide_mouse inv_glide_mouse
		<axis name="x" mouse="0" axis="0" inverse="false" />
#end -->

<!-- #warp_mouse glide_mouse
		<axis name="y" mouse="0" axis="1" inverse="true" />
#end -->
<!-- #inv_warp_mouse inv_glide_mouse
		<axis name="y" mouse="0" axis="1" inverse="false" />
#end -->

<!-- #joy_throttle joy_t_a_rev joy_throttle_and_axis joy_axis joy_normal -->
		<bind joystick="0" player="0" button="0" modifier="none" command="FireKey" />
		<bind joystick="0" button="1" modifier="none" command="MissleKey" />
		<bind joystick="0" button="2" modifier="none" command="ECMKey" />

		<bind joystick="0" button="3" modifier="none" command="TargetKey" />
		<bind joystick="0" button="4" modifier="none" command="PickTargetKey" />
		<bind joystick="0" button="5" modifier="none" command="NearestHostileTargetKey" />
		<bind joystick="0" button="6" modifier="none" command="SheltonKey" />
		<bind joystick="0" button="7" modifier="none" command="AccelKey" />
		<bind joystick="0" button="8" modifier="none" command="WeapSelKey" />
		<bind joystick="0" button="9" modifier="none" command="MisSelKey" />

		<axis name="x" joystick="0" axis="0" inverse="false" />
		<axis name="y" joystick="0" axis="1" inverse="false" />
<!-- #end -->

<!-- Options, for those who like them.  Paste in the relevant section to use. -->
<!-- <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::InertialXYToggle" /> -->
<!-- <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::InertialXZToggle" /> -->
<!-- <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::RollToggle" /> -->
<!-- <bind joystick="0" button="1" modifier="none" command="Joystick::Mode::BankToggle" /> -->

<!-- #joy_throttle joy_t_a_rev
		<axis name="throttle" joystick="0" axis="2"/>
#end -->
<!-- #joy_t_a_rev
		<axis name="z" joystick="0" axis="3"/>
#end -->
<!-- #joy_throttle_and_axis
		<axis name="throttle" joystick="0" axis="3"/>
#end -->
<!-- #joy_axis joy_throttle_and_axis
		<axis name="z" joystick="0" axis="2"/>
#end -->

<!-- if you have a joystick with an analogue hatswitch
		<axis name="hatswitch" nr="0" margin="0.15" joystick="0" axis="2">
			<hatswitch value="-1.0"/>
			<hatswitch value="-0.6"/>	
			<hatswitch value="-0.19"/>
			<hatswitch value="0.1"/>
		</axis>
-->

<!--		<bind hatswitch="0" button="0" modifier="none" command="ABKey" />-->
<!--		<bind hatswitch="0" button="1" modifier="none" command="Cockpit::SwitchRVDU" />
		<bind hatswitch="0" button="2" modifier="none" command="Cockpit::SwitchLVDU" />
		<bind hatswitch="0" button="3" modifier="none" command="Cockpit::InsideLeft" />
-->

<!--
		<bind joystick="0" digital-hatswitch="0" direction="up" command="ABKey"/>
		<bind joystick="0" digital-hatswitch="0" direction="left" command="TargetKey"/>
   	<bind joystick="0" digital-hatswitch="0" direction="center" command="ABKey"/>
		<bind joystick="0" digital-hatswitch="0" direction="right" command="ABKey"/>
-->

<!-- for the future
		<axis name="gun_x" joystick="1" axis="0"/>
		<axis name="gun_y" joystick="1" axis="1"/>
		-->
</bindings>

<colors>
	    <section name="nav">
		<color name="destination_system"	r="0.0" g="0.0" b="0.0" a="0.0"/>
	    </section>
	    <section name="absolute">
		<!-- absolute colors -->
         <color name="red"	r="1.0" g="0.0" b="0.0" a="1.0"/>
         <color name="green"	r="0.0" g="1.0" b="0.0" a="1.0"/>
         <color name="blue"	r="0.0" g="0.0" b="1.0" a="1.0"/>
         <color name="yellow"	r="1.0" g="1.0" b="0.0" a="1.0"/>
         <color name="black"	r="0.0" g="0.0" b="0.0" a="1.0"/>
         <color name="white"	r="1.0" g="1.0" b="1.0" a="1.0"/>
         <color name="grey"	r=".5" g=".5" b=".5" a="1.0"/>
         <color name="light-grey"	r=".8" g=".8" b=".8" a="1.0"/>

         <color name="violet"	r="1.0" g="0.0" b="1.0" a="1.0"/>
         <color name="light-blue"	r="0.68" g="0.9" b="1.0" a="1.0"/>
         <color name="pink"	r="1.0" g="0.47" b="0.64" a="1.0"/>
         <color name="dark-red"	r="0.1" g="0.0" b="0.0" a="1.0"/>

         <color name="dark-blue"	r="0.0" g="0.0" b="0.2" a="1.0"/>
	    </section>
	    <section name="unit">
		<!-- light to use for ships -->
		<color name="ship_ambient" r="0.3" g="0.3" b="0.3" a="1.0"/>
		<color name="engine" r="1" g="1" b="1" a="1"/>
            </section>
	    <section name="terrain">
		<color name="terrain_ambient" r="0.0" g="0.0" b="0.0" a="1.0"/>
	    </section>
	    <section name="default">
		<!-- <color name="testcolor" r="0.5" b="0.7" g="0.4" a="0.3"/> -->

		<!-- colors to use in radar/target rectangles -->
		<color name="enemy"		section="absolute" ref="red"/>
		<color name="friend"		section="absolute" ref="green"/>
		<color name="neutral"		section="absolute" ref="yellow"/>
		<color name="attacking_ship"	section="absolute" ref="blue"/>
		<color name="locking_ship"	section="absolute" ref="violet"/>
		<color name="targetting_ship"	section="absolute" ref="light-blue"/>
		<color name="target"		section="absolute" ref="violet"/>
		<color name="planet"		r="1.0" g="1.0" b="0.6" a="1.0" />
		<color name="docking_box"	section="absolute" ref="white" />
		<color name="black_and_white"		section="absolute" ref="light-grey" />

		<!-- light to use for planets -->
		<color name="planet_ambient" r="0.0" g="0.0" b="0.0" a="1.0"/>
		<color name="planet_mat_ambient" r="1" g="1" b="1" a="1.0"/>
		<color name="planet_mat_diffuse" r="1" g="1" b="1" a="1.0"/>
		<color name="planet_mat_specular" r="0" g="0" b="0" a="1.0"/>
		<color name="planet_mat_emmissive" r="0" g="0" b="0" a="1.0"/>
		<!-- set this to dark-blue to get the real spacey feeling -->
		<color name="space_background" ref="black" section="absolute"/>
	    </section>
 </colors>

<variables>
	<section name="data">
		<var name="usingtemplates" value="false"/>
		<var name="empty_cell_check" value="true"/>
		<var name="sectors" value="sectors"/>
		<var name="UnitCSV" value="units.csv"/>
		<var name="animations" value="animations"/>
		<var name="sprites" value="sprites"/>
		<var name="python_modules" value="modules"/>
		<var name="python_bases" value="bases"/>
		<var name="serialized_xml" value="serialized_xml"/>
		<var name="sharedmeshes" value="meshes"/>
		<var name="sharedunits" value="units"/>
		<var name="volume_format" value="pk3"/>
		<var name="universe_path" value="universe"/>
		<var name="master_part_list" value="master_part_list.csv"/>
		<var name="cockpits" value="cockpits"/>
		<var name="unitfactiondir" value="factions"/>
		<var name="mountlocation" value="mounts"/>
		<var name="sharedtextures" value="textures"/>
		<var name="sharedsounds" value="sounds"/>
	</section>

	<section name="splash">
		<var name="loading_sprite" value="load_screen.ani" />
		<var name="loading_message" value="Loading..." />
		<var name="auto_hide" value="true" />
	</section>

	<section name="graphics/general">
	</section>
	<section name="graphics/mesh">
	</section>
	<section name="graphics">
		<var name="warp.fovlink.smoothing" value=".4"/>
		<var name="star_allowable_sectors" value=""/>
		<var name="font_width_hack" value="0.925"/>
		<var name="tractor.scoop" value="false" />
		<var name="draw_vdus_from_padlock_cam" value="true" />
		<var name="can_target_sun" value="true"/>
		<var name="explore_for_map" value="true"/>
		<var name="base_enable_locationmarkers" value="true"/>
		<var name="base_locationmarker_sprite" value="base_locationmarker.spr"/> <!-- ="mouseover.spr" -->
		<var name="base_draw_locationtext" value="true"/>
		<var name="base_locationmarker_textoffset_x" value="0.025"/>
		<var name="base_locationmarker_textoffset_y" value="0.025"/>
		<var name="base_locationmarker_drawalways" value="false"/>
		<var name="base_locationmarker_distance" value="0.5"/>
		<var name="base_locationmarker_textcolor_r" value="1.0"/>
		<var name="base_locationmarker_textcolor_g" value="1.0"/>
		<var name="base_locationmarker_textcolor_b" value="1.0"/>
		<var name="base_drawlocationborders" value="false"/>		
		<var name="sparkleabsolutespeed" value="42"/>
		<var name="sparklefixedsize" value="false"/>
		<var name="sparklescale" value="8"/>
		<var name="texture_compression" value="1"/>
		<var name="star_spread_attenuation" value=".4"/>
		<var name="star_streaks" value="true"/>
		<var name="num_far_stars_scale" value="1.5"/>
		<var name="num_near_stars_scale" value=".7"/>
		<var name="stars_dont_move" value="true"/>
      <var name="camera_pan_speed" value="0.0001"/> <!-- default = 0.0001 -->

		<var name="StretchBolts" value="0.5"/>
		
		<var name="velocity_star_streak_scale" value=".01"/> <!-- if velocity * this is between velocity_star_streak_min and _max, then do the far star streaks -->
		<var name="background_star_streak_velocity_scale" value=".01"/>
		<var name="velocity_star_streak_max" value="5"/>
		<var name="velocity_star_streak_min" value="1"/>
		
		<var name="torque_star_streak_scale" value="1"/> <!-- > 1 will smear far star streaks during turns -->
		<var name="shield_texture" value="shield.bmp"/>
		<var name="detail_texture_blankout" value="3"/>
		<var name="detail_texture_full_color" value="1"/>
		<var name="reflectivity" value=".8"/>
		<var name="pan_on_auto" value="false"/>
		<var name="star_shine" value="shine.ani flare1.ani flare2.ani flare3.ani flare4.ani flare5.ani flare6.ani"/>
		<var name="head_lag" value="3"/>
		<var name="cockpit_shake" value="3"/>
		<var name="cockpit_shake_max" value="20"/>
		<var name="shake_reduction" value="8"/>
		<var name="shake_speed" value="50"/>
		<var name="star_body_radius" value=".3"/>
		<var name="star_glow_radius" value=".75"/>
		<var name="glow_ambient_star_light" value="false"/>
		<var name="glow_diffuse_star_light" value="false"/>
		<var name="anim_far_percent" value=".8"/>
		<var name="mesh_far_percent" value=".8"/>
		<var name="HaloOffset" value=".5"/>
      <var name="splash_screen" value="splash_shmrn.ani splash_ludditevirus.ani splash_botete.ani splash_confed.ani splash_aera.ani splash_axis.ani splash_iso.ani splash_mission.ani splash_navy.ani splash_luddite.ani splash_rlaan.ani splash_travel.ani splash_antiwar.ani splash_prowar.ani splash_pirates.ani splash_tripezian.ani splash_holovid.ani splash_colonial.ani splash_explore.ani splash_pacifier.ani splash_cisb.ani"/>
		<var name="splash_audio" value="../music/aerapeace.ogg ../music/news1.ogg ../music/isopeace.ogg ../music/asteroids.ogg ../music/militarybase_p.ogg ../music/terranpeace.ogg ../music/industrialmixed.ogg ../music/snow.ogg ../music/terranpeace2.ogg ../music/terranbattle.ogg ../music/galacticbattle.ogg ../music/peace4.ogg ../music/aerathemebattle.ogg ../music/peace3.ogg ../music/battle5_p.ogg ../music/alienrockalectro.ogg ../music/cosmostation_crowded.ogg"/>
		<var name="HaloFarDraw" value="false"/> <!--experimental -->
		<var name="draw_star_glow_halo" value="false"/><!--experimental-->
		
		<var name="warp_stretch_cutoff" value="50000"/>
		<var name="warp_stretch_max_region0_speed" value="240000"/>
		<var name="warp_stretch_max" value="2"/>
		<var name="warp_stretch_region0_max" value="1"/>
		<var name="warp_stretch_max_speed" value="300000000"/>

		<var name="UnitSwitchCockpitChange" value="true"/><!--slow unit switch-->
		<var name="SwitchCockpitToDefaultOnUnitSwitch" value="true"/><!--slower unit switch-->
         <var name="jumpgatesize" value=".00001"/>
		<var name="jumpgate" value="blackclear.ani"/>
		<var name="LogoOffset" value="-4"/>
		<var name="bitmap_alphamap" value="0"/>
		<var name="fogdetail" value="2"/>
		<var name="LogoOffsetScale" value="-30.8"/>
		<var name="MouseCursor" value="false"/>

      <var name="num_messages" value="10"/> <!-- messages on hud -->
      <var name="last_message_time" value="60"/><!-- time before scrolling -->

			<var name="hardware_cursor" value="false"/>
			<var name="OptimizeVertexCondition" value="1"/>
			<var name="SharedVertexArrays" value="true"/>

<!-- #cva
			<var name="LockVertexArrays" value="true"/>
			<var name="OptimizeVertexArrays" value="false"/>
			<var name="displaylists" value="false"/>
			<var name="vbo" value="false"/>
#end -->
<!-- #vbo -->
			<var name="LockVertexArrays" value="false"/>
			<var name="OptimizeVertexArrays" value="false"/>
			<var name="vbo" value="true"/>
			<var name="displaylists" value="false"/>
<!-- #end -->
<!-- #displaylist
			<var name="LockVertexArrays" value="true"/>
			<var name="displaylists" value="true"/>
			<var name="OptimizeVertexArrays" value="false"/>
			<var name="vbo" value="false"/>
#end -->
<!-- #varray
			<var name="OptimizeVertexArrays" value="false"/>
			<var name="displaylists" value="false"/>
			<var name="LockVertexArrays" value="false"/>
			<var name="vbo" value="false"/>
#end -->
<!-- #highshader -->
			<var name="mac_shader_name" value="mac"/>
			<var name="shader_name" value="highend"/>
<!-- #end -->
<!-- #mediumshader
			<var name="mac_shader_name" value="mac"/>
			<var name="shader_name" value="default"/>
#end -->
<!-- #lowshader
			<var name="mac_shader_name" value="maclite"/>
			<var name="shader_name" value="lite"/>
#end -->
<!-- #noshader
			<var name="mac_shader_name" value=""/>
			<var name="shader_name" value=""/>
#end -->

<!-- #win_16
			<var name="colordepth" value="16"/>
     	       		<var name="zfar" value="80000"/>
			<var name="fullscreen" value="false"/>

#end -->
<!-- #win_32
			<var name="colordepth" value="32"/>
			<var name="zfar" value="600000"/>
			<var name="fullscreen" value="false"/>

#end -->
<!-- #full_16
			<var name="colordepth" value="16"/>
        	       	<var name="zfar" value="80000"/>
			<var name="fullscreen" value="true"/>

#end -->
<!-- #full_32 -->
			<var name="colordepth" value="32"/>
			<var name="zfar" value="600000"/>
			<var name="fullscreen" value="true"/>
<!-- #end -->

<!--
This line starts a Software setting block. Everything betweeen #Software and #end will be
Commented if the setting is disabled, and uncommented when the setting is enabled
Any setting blocks not configured in the header (such as software instead of Software) will be ignored
The default setting has this on
You can also specify more than 1 setting for the block. If you do
"#Software Voodoo", than either one of these will enable the block
This is done many times later in this config file
-->
<!-- #512x384
			<var name="x_resolution" value="512"/>
			<var name="y_resolution" value="384"/>
                	<var name="aspect" value="1.3"/>

#end -->
<!-- #640x480
			<var name="x_resolution" value="640"/>
			<var name="y_resolution" value="480"/>
                	<var name="aspect" value="1.3"/>

#end -->
<!-- #1024x640
                        <var name="base_max_width" value="853"/>
                        <var name="base_max_height" value="640"/>
			<var name="x_resolution" value="1024"/>
			<var name="y_resolution" value="640"/>
                	<var name="aspect" value="1.6"/>
#end -->
<!-- #1280x800
                        <var name="base_max_width" value="1067"/>
                        <var name="base_max_height" value="800"/>
			<var name="x_resolution" value="1280"/>
			<var name="y_resolution" value="800"/>
                	<var name="aspect" value="1.6"/>
#end -->
<!-- #1440x900
                        <var name="base_max_width" value="1200"/>
                        <var name="base_max_height" value="900"/>
			<var name="x_resolution" value="1440"/>
			<var name="y_resolution" value="900"/>
                	<var name="aspect" value="1.6"/>
#end -->
<!-- #1680x1050
                        <var name="base_max_width" value="1400"/>
                        <var name="base_max_height" value="1050"/>
			<var name="x_resolution" value="1680"/>
			<var name="y_resolution" value="1050"/>
                	<var name="aspect" value="1.6"/>
#end -->
<!-- #800x600
			<var name="x_resolution" value="800"/>
			<var name="y_resolution" value="600"/>
                	<var name="aspect" value="1.33"/>
#end -->
<!-- #1024x768 -->
			<var name="x_resolution" value="1024"/>
			<var name="y_resolution" value="768"/>
                	<var name="aspect" value="1.33"/>
<!-- #end -->
<!-- #1280x1024
                        <var name="base_max_width" value="1280"/>
                        <var name="base_max_height" value="960"/>
			<var name="x_resolution" value="1280"/>
			<var name="y_resolution" value="1024"/>
                	<var name="aspect" value="1.25"/>
#end -->
<!-- #1280x960
			<var name="x_resolution" value="1280"/>
			<var name="y_resolution" value="960"/>
                	<var name="aspect" value="1.33"/>
#end -->
<!-- #1600x1200
			<var name="x_resolution" value="1600"/>
			<var name="y_resolution" value="1200"/>
                	<var name="aspect" value="1.33"/>
#end -->
<!-- #1920x1200
                        <var name="base_max_width" value="1600"/>
                        <var name="base_max_height" value="1200"/>
			<var name="x_resolution" value="1920"/>
			<var name="y_resolution" value="1200"/>
                	<var name="aspect" value="1.6"/>
#end -->
<!-- #2560x1600
                        <var name="base_max_width" value="2133"/>
                        <var name="base_max_height" value="1600"/>
			<var name="x_resolution" value="2560"/>
			<var name="y_resolution" value="1600"/>
                	<var name="aspect" value="1.6"/>
#end -->

<!-- Retro (software) mode overrides resolution. -->
<!-- #Retro
			<var name="x_resolution" value="640"/>
			<var name="y_resolution" value="480"/>
			<var name="aspect" value="1.3"/>
			<var name="draw_star_body" value="false"/>
			<var name="draw_star_glow" value="true"/>	
#end -->

<!-- 'Software' mode is improperly named, but is listed as "low detail" -->
<!-- #Software
			<var name="draw_star_body" value="true"/>
			<var name="draw_star_glow" value="false"/>
#end -->
<!-- #Software Retro
			<var name="fog" value="false"/>
			<var name="ModelDetail" value=".3"/>
			<var name="mipmapdetail" value="2"/>
			<var name="reflection" value="false"/>
			<var name="ForceLighting" value="0"/>
			<var name="high_quality_font" value="true"/>
			<var name="font_antialias" value="false"/>
			<var name="font_point" value="10"/>
			<var name="high_quality_sprites" value="false"/>
			<var name="max_cubemap_size" value="128"/>
			<var name="smooth_lines" value="false"/>
			<var name="blend_panels" value="true" />
			<var name="per_pixel_lighting" value="false"/>
			<var name="max_texture_dimension" value="44"/>
			<var name="max_movie_dimension" value="44"/>
#end -->
<!-- #Voodoo
			<var name="fog" value="false"/>
			<var name="ModelDetail" value="1"/>
			<var name="mipmapdetail" value="2"/>
			<var name="reflection" value="true"/>
			<var name="ForceLighting" value="0"/>
			<var name="high_quality_font" value="false"/>
			<var name="font_antialias" value="false"/>
			<var name="font_point" value="14"/>
			<var name="draw_star_body" value="true"/>
			<var name="draw_star_glow" value="true"/>	
			<var name="high_quality_sprites" value="true"/>
			<var name="max_cubemap_size" value="256"/>
			<var name="smooth_lines" value="false"/>
			<var name="blend_panels" value="true" />
#end -->
<!-- #P500MHz P800MHz P1000MHz -->
			<var name="ForceLighting" value="1"/>
<!-- #end -->
<!-- #P100MHz P200MHz P500MHz
			<var name="faction_dependant_textures" value="0"/>
#end -->
<!-- #P800MHz P1000MHz -->
			<var name="faction_dependant_textures" value="1"/>
<!-- #end -->
<!-- #TNT
			<var name="fog" value="true"/>
			<var name="ModelDetail" value="2"/>
			<var name="mipmapdetail" value="2"/>
			<var name="reflection" value="true"/>
			<var name="ForceLighting" value="0"/>
			<var name="high_quality_font" value="false"/>
			<var name="font_antialias" value="false"/>
			<var name="font_point" value="14"/>
			<var name="draw_star_body" value="true"/>
			<var name="draw_star_glow" value="true"/>	
			<var name="high_quality_sprites" value="false"/>
			<var name="max_cubemap_size" value="512"/>
			<var name="blend_panels" value="true" />
			<var name="smooth_lines" value="false"/>
			<var name="max_texture_dimension" value="512"/>
			<var name="max_movie_dimension" value="360"/>
#end -->

<!-- #GeForce2
			<var name="fog" value="true"/>
			<var name="ModelDetail" value="3"/>
			<var name="mipmapdetail" value="3"/>
			<var name="reflection" value="true"/>
			<var name="high_quality_font" value="false"/>
			<var name="font_antialias" value="true"/>
			<var name="font_point" value="16"/>
			<var name="draw_star_body" value="false"/>
			<var name="draw_star_glow" value="true"/>	
			<var name="high_quality_sprites" value="false"/>
			<var name="max_cubemap_size" value="1024"/>
			<var name="blend_panels" value="true" />
			<var name="smooth_lines" value="true"/>
			<var name="max_texture_dimension" value="65536"/>
			<var name="max_movie_dimension" value="720"/>
#end -->

<!-- #GeForce3 -->
			<var name="fog" value="true"/>
			<var name="ModelDetail" value="10"/>
			<var name="mipmapdetail" value="3"/>
			<var name="reflection" value="true"/>
			<var name="high_quality_font" value="true"/>
			<var name="font_antialias" value="true"/>
			<var name="font_point" value="16"/>
			<var name="draw_star_body" value="true"/>
			<var name="draw_star_glow" value="true"/>
			<var name="high_quality_sprites" value="true"/>
			<var name="blend_panels" value="true" />
			<var name="max_cubemap_size" value="65536"/>
			<var name="smooth_lines" value="true"/>
			<var name="max_texture_dimension" value="65536"/>
			<var name="max_movie_dimension" value="1280"/>
			<var name="per_pixel_lighting" value="true"/>
			<var name="specmap_with_reflection" value="true"/>
<!-- #end -->
         <var name="fov" value="37.5"/>
         <var name="base_fov" value="60.0"/>
         <var name="znear" value="1"/>
			<var name="use_wireframe" value="0"/>

<!-- #Software Retro
			<var name="starblend" value="false"/>
			<var name="point_sparkles" value="true"/>
#end -->
<!-- #TNT Voodoo GeForce2 GeForce3 -->
			<var name="starblend" value="true"/>
			<var name="point_sparkles" value="false"/>
<!-- #end -->
<!-- #Software Retro
			<var name="background" value="false"/>
#end -->
<!-- #Voodoo TNT GeForce2 GeForce3 -->
			<var name="background" value="true"/>
<!-- #end -->
<!-- #Software Retro
			<var name="cockpit" value="false"/>
#end -->
<!-- #Voodoo TNT GeForce2 GeForce3 -->
			<var name="cockpit" value="true"/>
<!-- #end -->
<!-- #Software Voodoo TNT Retro
			<var name="planet_detail" value="24"/>
			<var name="jump_detail" value="8"/>
#end -->
<!-- #GeForce2
			<var name="planet_detail" value="32"/>
			<var name="jump_detail" value="16"/>
#end -->
<!-- #GeForce3 -->
			<var name="planet_detail" value="64"/>
			<var name="jump_detail" value="16"/>
<!-- #end -->
			<var name="lightcutoff" value="0.04"/>
			<var name="lightoptimalintensity" value="0.06"/>

			<var name="lightsaturation" value="0.95"/>

			<var name="separatespecularcolor" value="true"/>
<!-- #speclight nolight reflight
			<var name="per_pixel_lighting" value="false"/>
#end -->
			<var name="numlights" value="4"/>
			<section name="hud">
				<var name="draw_star_direction" value="false"/>
				<var name="draw_radar_blips_behind" value="false"/>
				<var name="print_fg_sub_id" value="true"/>
				<var name="BlipRangeMaxFade" value="0.4"/>
				<var name="draw_weapon_sprite" value="false"/>
				<var name="DrawTargettingBoxes" value="true"/>
				<var name="drawNavSymbol" value="false"/>
				<var name="min_target_box_size" value=".01"/>
				<var name="DrawTheirRelationColor" value="true"/>
				<var name="drawAllTargetBoxes" value="false"/>
				<var name="drawAlwaysITTS" value="false"/>
				<var name="radarType" value="WC"/>
				<var name="radarRange" value="30000000000"/>
				<var name="drawLineToTarget" value="false"/>
				<var name="drawLineToTargetsTarget" value="false"/>
				<var name="drawLineToITTS" value="false"/>
            <var name="draw_arrow_to_target" value="true"/><!-- generic, draw target arrow? -->
            <var name="draw_arrow_on_pancam" value="false"/><!-- exception, draw target arrow on pancam? -->
            <var name="draw_arrow_on_pantgt" value="false"/><!-- exception, draw target arrow on target cam? -->
            <var name="draw_arrow_on_chasecam" value="true"/><!-- exception, draw target arrow on target cam? -->
            <var name="draw_unit_on_chasecam" value="true"/><!-- exception, draw target arrow on target cam? -->
			</section>
         <var name="draw_rendered_crosshairs" value="false"/>
		</section>
		<section name="audio">
			<var name="loading_sound" value="aerathemebattle.ogg"/>
			<var name="music_layers" value="1"/>
			<var name="pierce_firewall" value="true"/>
<!-- #audio_3d_windows audio_3d_linux -->

			<var name="ai_sound" value="false"/>
<!-- #end -->
<!-- #audio_3d_win_male audio_3d_linux_male
			<var name="ai_sound" value="true"/>
#end -->
			<var name="music_fadein" value="0"/>
			<var name="music_fadeout" value="10"/>
			<var name="sound_gain" value=".3"/>
<!-- #audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male -->
			<var name="Positional" value="true"/>
<!-- #end -->
<!-- #audio_off
			<var name="Positional" value="false"/>
#end -->
			<var name="Doppler" value="false"/>
			<var name="DoplerScale" value=".1"/>
<!-- #P100MHz P200MHz
			<var name="every_other_mount" value="true"/>
			<var name="MaxSingleSounds" value="5"/>
			<var name="MaxTotalSounds" value="16"/>
#end -->
<!-- #P500MHz
			<var name="every_other_mount" value="false"/>
			<var name="MaxSingleSounds" value="8"/>
			<var name="MaxTotalSounds" value="24"/>
#end -->
<!-- #P800MHz P1000MHz -->
			<var name="every_other_mount" value="false"/>
			<var name="MaxSingleSounds" value="12"/>
			<var name="MaxTotalSounds" value="32"/>
<!-- #end -->
			<var name="frequency" value="44100"/>
<!-- #audio_3d_windows audio_3d_win_male audio_3d_linux audio_3d_linux_male -->
			<var name="Sound" value="true"/>
<!-- #end -->
<!-- #audio_off
			<var name="Sound" value="false"/>
#end -->
			<var name="battleplaylist" value="battle.m3u"/>
			<var name="peaceplaylist" value="peace.m3u"/>
			<var name="panicplaylist" value="panic.m3u"/>
			<var name="threadtime" value="2000"/>	
			<var name="newssong" value="../music/news1.ogg"/>
<!-- #audio_3d_linux audio_3d_linux_male
			<var name="Volume"	value="1"/>
#end -->
<!-- #audio_3d_windows audio_3d_win_male -->
			<var name="Volume"	value="55"/>
<!-- #end -->
Rest is in next post
BugSplat
Star Pilot
Star Pilot
Posts: 5
Joined: Thu Feb 19, 2009 3:56 am

Re: Config busted, but can't see where

Post by BugSplat »

Code: Select all

<!-- #windows_ext_music_high windows_ext_music_on windows_ext_music_low -->
			<var name="Music" value="true"/>
			<var name="use_external_player" value="true"/>
			<var name="external_player" value="C:\Program Files\Winamp\Winamp.exe"/>
			<var name="external_play_option" value="/PLAY"/>
			<var name="external_enqueue_option" value="/ADD"/>
<!-- #end -->
<!-- #windows_ext_music_high -->
			<var name="music_volume" value=".75"/>
<!-- #end -->
<!-- #windows_ext_music_on
			<var name="music_volume" value=".5"/>
#end -->
<!-- #windows_ext_music_low
			<var name="music_volume" value=".25"/>
#end -->
<!-- #music_off
			<var name="use_external_player" value="false"/>
			<var name="Music" value="false"/>
#end -->
		</section>
		<section name="unitaudio">
			<var name="afterburner" value="engine_5.wav"/>
			<var name="cloak" value="cloak.wav"/>
			<var name="shield" value="shieldhit2.wav"/>
			<var name="armor" value="armorhit.wav"/>
			<var name="hull" value="armorhit.wav"/>
			<var name="explode" value="explosion.wav"/>
		</section>
		<section name="cockpitaudio">
			<var name="autopilot_enabled" value="autopilot"/>
			<var name="autopilot_disabled" value="autopilot_disabled"/>
			<var name="autopilot_available" value=""/>
			<var name="autopilot_unavailable" value=""/>
			<!--<var name="docking_request" value="request"/>-->
			<!--Use docking_granted/denied instead-->
			<var name="docking_complete" value="docking_complete"/>
			<var name="docking_failed" value=""/>
			<var name="docking_granted" value="request_granted"/>
			<var name="docking_denied" value="request_denied"/>
			<var name="undocking_complete" value="undocking_complete"/>
			<var name="undocking_failed" value=""/>
			<var name="jump_engaged" value="jump"/>
			<!--<var name="jump_disengaged" value="request_granted"/>-->
			<!--Already seems to have a jumping sound... strange-->
			<var name="compress_stop" value="compress_end"/>
			<var name="compress_change" value="compress?_burst"/>
			<var name="compress_loop" value="compress?_loop"/>
			<!--the '?' in the value of the previous three variables will be changed-->
			<!--to the compression level (defined by compress_interval in the next tag)-->
			<var name="compress_interval" value="3"/>
			<!--set this to the number of time compression sounds-->
			<var name="compress_max" value="3"/>
			<var name="overload" value="overload"/>
			<var name="overload_stopped" value=""/>
			<var name="weapon_switch" value="vdu_d"/>
			<var name="missle_switch" value="vdu_d"/>
			<var name="target" value="vdu_b"/>
			<var name="target_reverse" value="vdu_a"/>
<!-- #audio_3d_linux audio_3d_windows audio_off -->
			<var name="sounds_extension_1" value="*_female.wav"/>
			<var name="sounds_extension_2" value="*.wav"/>
<!-- #end -->
<!-- #audio_3d_win_male audio_3d_linux_male
			<var name="sounds_extension_2" value="*_female.wav"/>
			<var name="sounds_extension_1" value="*.wav"/>
#end -->
		</section>
		<section name="keyboard">
			<var name="enable_unicode" value="true"/>
		</section>
		<section name="joystick">
         <var name="mouse_cursor_pancam" value="false"/><!-- exception, draw cursor on pancam? -->
         <var name="mouse_cursor_pantgt" value="false"/><!-- exception, draw cursor on target pancam? -->
         <var name="mouse_cursor_chasecam" value="true"/><!-- exception, draw cursor on target pancam? -->
<!-- #glide_mouse
			<var name="mouse_cursor" value="true"/>
			<var name="reverse_mouse_spr" value="false"/>
#end -->
<!-- #inv_glide_mouse
			<var name="mouse_cursor" value="true"/>
			<var name="reverse_mouse_spr" value="true"/>
#end -->
<!-- #glide_mouse no_mouse inv_glide_mouse -->
			<var name="warp_mouse" value="false"/>
			<var name="mouse_sensitivity" value="40"/>
<!-- #end -->
<!-- #warp_mouse inv_warp_mouse
			<var name="warp_mouse" value="true"/>
			<var name="mouse_sensitivity" value="120"/>
#end -->
			<var name="warp_mouse_zone" value="200"/>
			<var name="mouse_exponent" value="1.5"/>
			<var name="deadband" value="0.05"/>
			<var name="debug_digital_hatswitch" value="false"/>
			<var name="force_feedback" value="false" />
<!-- #joy_throttle joy_t_a_rev joy_throttle_and_axis joy_axis joy_normal -->
			<var name="force_use_of_joystick" value="false" />
<!-- #end -->
<!-- #no_joy
			<var name="force_use_of_joystick" value="false" />
#end -->
			<var name="ff_device" value="0" />
		</section>
		<section name="general">
			<var name="times_to_show_help_screen" value="-1"/>
			<var name="dockingtime" value="20"/>
			<var name="remember_savegame" value="false"/>
			<var name="load_last_savegame" value="false"/>
			<var name="write_savegame_on_exit" value="false"/>
			<var name="debug_config" value="false"/>
			<var name="debug_fs" value="0"/> <!-- set to 3 for most comprehensive debugging-->
			<var name="default_mission" value="main_menu.mission"/>
			<var name="galaxy" value="milky_way.xml"/>
			<var name="yaw" value="0"/>			<var name="pitch" value="0"/>			<var name="roll" value="0"/>
			<var name="remove_impossible_downgrades" value="true"/>

<!-- #P100MHz
			<var name="simulation_atom" value="0.15"/>
			<var name="numoldsystems" value="2"/>
#end -->
<!-- #P200MHz
			<var name="simulation_atom" value="0.12"/>
			<var name="numoldsystems" value="2"/>
#end -->
<!-- #P500MHz
			<var name="simulation_atom" value="0.08"/>
			<var name="numoldsystems" value="3"/>
#end -->
<!-- #P800MHz
			<var name="simulation_atom" value="0.07"/>
			<var name="numoldsystems" value="4"/>
#end -->
<!-- #P1000MHz -->
			<var name="simulation_atom" value="0.05"/>
			<var name="numoldsystems" value="5"/>
<!-- #end -->
			<var name="garbagecollectfrequency" value="20"/>
<!-- #cva displaylist vbo -->
			<var name="deleteoldsystems" value="true"/>
<!-- #end -->
<!-- #varray
			<var name="deleteoldsystems" value="false"/>
#end -->


        	</section>
		<section name="AI">
			<var name="AlwaysFireAutotrackers" value="false"/>
			<var name="CommToPlayerPercent" value="0"/>
			<var name="ContrabandToPlayerPercent" value="0"/>
			<var name="turn_cheat" value="false"/>
			<var name="max_allowable_travel_time" value="10"/>
			<var name="too_close_for_warp_tactic" value="8000"/>
			<var name="autodock" value="false"/>
			<var name="startDockedTo" value="Atlantis"/>
			<var name="dockOnLoad" value="true"/>
			<var name="kill_factor" value=".2"/>
			<var name="friend_factor" value=".1"/>
			<var name="ContrabandUpdateTime" value="1"/>
			<var name="CommInitiateTime" value="300"/>
			<var name="ContrabandInitiateTime" value="3000"/>
			<section name="Targetting">
				<var name="TargetSwitchReactionTime" value=".8"/>
				<var name="AssignPointDef" value="true"/>
				<var name="TimeUntilSwitch" value="20"/>
				<var name="TargetSwitchProbability" value=".01"/>
				<var name="MinTimeToSwitchTargets" value="1"/>
			</section>
			<section name="Firing">
				<var name="MissileProbability" value=".04"/>
				<var name="TurretMissileProbability" value=".01"/>
			</section>
		</section>
		<section name="cargo">
			<var name="price_recenter_factor" value=".75"/>
			<var name="max_price_quant_adj" value="5"/>
			<var name="min_price_quant_adj" value="1"/>
			<var name="price_quant_adj_pow" value="1"/>

		</section>
		<section name="physics">
			<!-- Note: Tractor duplicated in "graphics" section -->
			<var name="tractor.scoop" value="false" />

			<var name="VariableFuelConsumption" value="true"/>
			<var name="enough_warp_for_cruise" value="2000"/>
			<var name="warp_perpendicular" value="80"/>
			<var name="warp_orbit_multiplier" value="20"/>
			<var name="default_interdiction" value ="0.01"/>
			<var name="AsteroidWeaponCollision" value="true"/>
			<var name="debug_performance" value="false"/>
			<var name="warprampuptime" value="5"/> <!-- in seconds -->
			<var name="WarpMemoryEffect" value="0"/>
			<var name="warprampdowntime" value=".5"/>
			<var name="autopilot_ramp_warp_down" value="false"/>
			<var name="warpcruisemult" value="15000"/>
			<var name="warpregion0" value="1"/>
			<var name="warpcurvedegree" value="1.3"/>
			<var name="warpMaxEfVel" value="29202510832.6"/>
			<var name="warpregion1" value="5000000"/>
			<var name="warpMultiplierMax" value="300000000"/>
			<var name="warpMultiplierMin" value="1"/>
			<var name="warpbleed" value="50"/>
			<var name="minwarpeffectsize" value="100"/>
			<var name="maxwarpeffectsize" value="3000"/>
			<var name="planet_ejection_stophack" value="100000"/>
			<var name="planet_collision_docks" value="false" />
			<var name="reactor_uses_fuel" value="true"/>
			<var name="unit_collision_docks" value="false"/>
			<var name="only_hangar_collision_docks" value="false"/>
			<var name="dock_to_area" value="false"/>

			<var name="auto_pilot_termination_distance" value="2500"/><!--fixme?-->
			<var name="auto_pilot_planet_radius_percent" value=".2"/>
			<var name="planet_port_size" value="1.2"/>
			<var name="UnitTable" value="1"/>
			<var name="insystem_jump_or_timeless_auto-pilot" value="false"/>
			<var name="combat_speed_boost" value="1000"/>
			<var name="runtime_compactness" value="1"/>
			<var name="velocity_max" value="300000000"/>    <!-- important for Vega Trek!! -->
			<var name="warp_energy_multiplier" value="0.12"/>
			<var name="debris_time" value="15"/>
			<var name="debris_mass" value=".000001"/>
			<var name="near_autotrack_cone" value=".9"/>
			<var name="close_enough_to_autotrack" value="4"/>
			<var name="slide_start" value="2"/>
			<var name="slide_end" value="0"/>
			<var name="speeding_discharge" value=".25"/>
			<var name="reverse_speed_limit" value="0.1"/> <!-- 0-1 percent of normal thrust, stops ships from flying backwards -->
			<var name="difficulty_based_shield_recharge" value="false"/>
			<var name="difficulty_based_enemy_damage" value="true"/>
			<var name="difficulty_speed_exponent" value="0"/>

			<var name="inelastic_scale" value=".50"/>

			<var name="collision_inertial_time" value="1.25"/>
			<var name="minimum_time_between_recorded_player_collisions" value=".1"/>
			<var name="minimum_collision_velocity" value="5"/>

			<var name="component_based_upgrades" value="true"/>

			<var name="ai_pilot_when_in_turret" value="false"/>
			<var name="atmosphereheight" value="10"/>
			<var name="game_speed_lying" value="false"/>
			<var name="gun_speed_adjusted_game_speed" value="true"/>
			<var name="gun_speed" value="1"/>
<!-- REAL accel is game_speed * game_accel go figure. No nested comments (apparently) allowed by expat  -->
<!-- #easier
			<var name="game_speed" value="1.75"/>
			<var name="game_accel" value="0.75"/>
#end -->
<!-- #easy
			<var name="game_speed" value="2"/>
			<var name="game_accel" value="0.6"/>
#end -->
<!-- #medium -->
			<var name="game_speed" value="2.5"/>
			<var name="game_accel" value=".4"/>
<!-- #end -->
<!-- #hard
			<var name="game_speed" value="3"/>
			<var name="game_accel" value=".3"/>
#end -->
<!-- #harder
			<var name="game_speed" value="8"/>
			<var name="game_accel" value=".12"/>
#end -->
<!-- #impossible
			<var name="game_speed" value="16"/>
			<var name="game_accel" value=".045"/>
#end -->
			<var name="FuelUsage" value="1"/>
			<var name="AfterburnerFuelUsage" value="4"/>
			<var name="missile_bounce" value="true"/>
			<var name="BouncePercent" value="1"/>
			<!-- the next variable tells what percentage
			      of normal the shields recharge in a nebule.
			      Zero means shields do not work in nebulae -->
			<!-- the next variable tells how accurately systems shoudl be simulated where the player isn't in.   Really you don't need much accuracy -->
<!-- #P100MHz
			<var name="NumRunningSystems" value="1"/>
			<var name="InactiveSystemTime" value=".7"/>
#end -->
<!-- #P200MHz
			<var name="NumRunningSystems" value="2"/>
			<var name="InactiveSystemTime" value=".7"/>
#end -->
<!-- #P500MHz
			<var name="NumRunningSystems" value="2"/>
			<var name="InactiveSystemTime" value=".5"/>
#end -->
<!-- #P800MHz
			<var name="NumRunningSystems" value="3"/>
			<var name="InactiveSystemTime" value=".5"/>
#end -->
<!-- #P1000MHz -->
			<var name="NumRunningSystems" value="3"/>
			<var name="InactiveSystemTime" value=".3"/>
<!-- #end -->
			<var name="autodist" value="200"/>
			<var name="hostile_auto_radius" value="1000"/>
			<var name="neutral_auto_radius" value="00"/>
			<var name="friendly_auto_radius" value="0"/>
			
			<var name="autotime" value="2"/>
			<var name="YearScale" value="16"/>
			<var name="AsteroidDifficulty" value=".1"/>
			<var name="NoFuelThrust" value="1"/>
			<var name="NoFuelAfterburn" value="0"/>
			<var name="nebula_shield_recharge" value=".25"/>
			<var name="Drone" value="beholder"/>
		</section>
		<section name="galaxy">
			<var name="PushValuesToMean" value="false"/>
			<var name="StarRadiusScale" value="50000"/>	
			<var name="CompactnessScale" value="27"/>	
			<var name="JumpCompactnessScale" value="54"/>	
			<var name="MoonRelativeToPlanet" value=".4"/>	
			<var name="MoonRelativeToMoon" value=".8"/>	
			<var name="GasRelativeToPrimary" value=".2"/>	
			<var name="RockyRelativeToPrimary" value=".009"/>	
		</section>
		<section name="player">
			<var name="realname" value="Nickname"/>
			<var name="email" value="email@where-ever.net"/>
			<var name="homepage" value="http://vegastrike.sourceforge.net/"/>
			<var name="callsign" value="player"/>
			<var name="password" value=""/>
		</section>
		<section name="server">
			<var name="difficulty" value="1"/>
			<!-- Each saveperiod (in seconds) the server saves its state and send clients info to account server -->
			<var name="saveperiod" value="7200"/>
			<!-- Time in seconds after which a client is considered disconnected if it has shown no network activity -->
			<var name="clienttimeout" value="120"/><!-- 20 is too ambitious -->
			<!-- Time in seconds after which a client is disconnected if... -->
			<var name="logintimeout" value="60"/>
			<!-- Tell if the *SERVER* uses an account server (set to false for deathmatch) -->
			<var name="useaccountserver" value="false"/>
			<!-- Period used between 2 attempts to reconnect to account server if connection has been lost -->
			<var name="reconnectperiod" value="6"/>
			<!-- Temp var used to preserve compatibility... should disappear someday -->
			<var name="missionfile" value="networking.mission"/>
			<!-- Var pointing to the galaxy filename used by ths server -->
			<var name="galaxy" value="milky_way.xml"/>

			<!-- Set this to secure deathmatch servers. -->
			<var name="server_password" value=""/>
		</section>
<!-- # Networking config -->
		<section name="network">
			<var name="force_client_connect" value="false"/>
			<var name="account_server_url" value="http://vegastrike.sourceforge.net/cgi-bin/accountserver.py"/>
			<var name="server_ip" value="localhost"/>
			<var name="server_port" value="6777"/>
			<!-- Tells if the *CLIENT* uses an account server to find the server IP -->
			<var name="use_account_server" value="true"/>
			<var name="udp_listen_port" value="6771"/>
			<var name="udp_listen_port_max" value="6776"/>
			<var name="transport" value="udp"/>
			<var name="use_webcam" value="false"/>
			<var name="use_portaudio" value="false"/>
			<var name="packettimeout" value="1000"/>
			<var name="encryption_method" value="rsa"/>
			<var name="encryption_keylength" value="128"/>
			<var name="encryption_seed" value="Blah blah blah"/>

			<!-- Update period for units snapshots -->
			<var name="network_atom" value="0.2"/>
			<!-- Update period for planets and nebulas position -->
			<var name="planet_atom"  value="1130"/>
			<!-- Update period for damages data -->
			<var name="damage_atom"  value="5"/>

		</section>
<!-- # End Networking -->
	</variables>
</vegaconfig>
MC707
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Re: Config busted, but can't see where

Post by MC707 »

Welcome BugSplat. First off, what VS version do you have? Stable version or SVN? I recommend you check my Ubuntu guide to installing VS SVN version in the VS wiki, as it seems to have certain bug fixes and some more features.
Now it seems you messed up something in the config file. I checked your config file and found this error.

Code: Select all

       <bind key="keypad-4" modifier="shift" command="ReverseMisSelKey"/>
       <bind key="keypad-4" modifier="none" command="MisSelKey"/>
       <bind key="t" modifier="none" command="TargetKey" />
       <bind key="n" modifier="none" command="SigTargetKey" />
       <bind key="b" modifier="none" command="SubUnitTargetKey"/>
notice the first two binds here have the same bind key. If you use text editor in linux ubuntu, check View>highlight mode>markup>XML. That way its easier to modify things and check for errors.
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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loki1950
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Re: Config busted, but can't see where

Post by loki1950 »

Welcome BugSplat I can't see anything glaringly wrong it parses ok as XML did you limit your edits to the bindings section and yes the keyboard map is a confusing mess but each command does have a use :wink: one thing that i don't have time at the moment too check for duplicate assignments which can confuse the engine in unpredictable ways you say you want to use your gamepad do you have a button mapping of how the joystick driver sees it the is some info on the wiki on checking this under Linux that may also be an issue sorry i can't help muck more at the moment as i have to get to work(vampire shift) but i will have closer look when i get back.There is a table of all the commands in the manual in the documentation folder the last pages it is actually not possible to do without the keyboard just too many commands for joysticks/gamepads so the keyboard is active.So until then use the vanilla config file :(

Edit: thx Mario i didn't catch that :)

Enjoy the Choice :)
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MC707
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Re: Config busted, but can't see where

Post by MC707 »

hehe no prob 8)
now as Loki said using keyboard is still a yes yes, since most commands are currently in keyboard. Think of this simulator as flight sim X. It is a flying simulator and has a HELL (I really mean it, a lot) of key binds. VS is a space simulator (not for long, seamless planetary coming :twisted: ) so it currently has lots of key binds (though definitely not as much as FlightSimX)
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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BugSplat
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Re: Config busted, but can't see where

Post by BugSplat »

So it's "bad" to have multiple actions bound to the same key? Didn't realize that (was expecting that key to the serve multiple functions simultaneously)

The Only item I found after doing a change by change testing was I misspelled "Missile" as "Missle" for one of the joystick buttons. I'm not sure if that's enough to knock out the entire config from that point after, but after doing the change-by-change it is working with the new command binds. Now I just have to figure out the rest of the game (I get the principle, by flying, etc.--still figuring out which commands I need to find other planets, etc.)

EDIT: The line was:
<bind joystick="0" button="1" modifier="none" command="MissleKey" />
MC707
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Re: Config busted, but can't see where

Post by MC707 »

You got it. Now if you stumble across more problems, just ask.
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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CLoneWolf
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Re: Config busted, but can't see where

Post by CLoneWolf »

MC707 wrote:Now it seems you messed up something in the config file. I checked your config file and found this error.

Code: Select all

       <bind key="keypad-4" modifier="shift" command="ReverseMisSelKey"/>
       <bind key="keypad-4" modifier="none" command="MisSelKey"/>
notice the first two binds here have the same bind key.
Uhm... no, they don't, that's what modifiers are for ;)
MC707
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Re: Config busted, but can't see where

Post by MC707 »

Still, there was a problem. Let me show you...

Image
Notice the red mark? Dunno what the problem was, but there is a problem (was?). I think it is that "misSel" thing.
My Machine: OS: Ubuntu 8.10 (intrepid) 64 bit in a 500GB Maxtor HD @ 7200 RPM, Windows Vista PsyChoses Edition 2009 32 bit in a 500GB Samsung HD @ 7200 RPM CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz GPU: nVidia GeForce 9400 GT @ 1024 MB RAM: 3891 MB
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CLoneWolf
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Re: Config busted, but can't see where

Post by CLoneWolf »

Tip: in some cases, parsers highlight the thing they cannot parse, because the error source is right before it: the above tag is not closed (missing the ending /> ) causing a tag nesting attempt, which is not allowed ;)
BugSplat
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Re: Config busted, but can't see where

Post by BugSplat »

That makes sense. I was using tkdiff to compare the files and couldn't find anything--however that line was highlighted already because I changed the key commands. Further, it's very possible the end of the line was off-window right causing me to miss it as another change

Thanks for the help!
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