How to configure Vega Strike? (The Mac Odyssey)

Just downloaded Vega Strike and need help? Have a question but don't know where to start? Ask here.
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

And I'd love to show it to you :lol: I just can't find it.
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Interesting development: I downloaded the Joystick and Gamepad tester, and even though it seems to detect the joystick plugged into the laptop ('Logitech Extreme 3D' appears as a choice in the drop-down menu), it doesn't seem to detect when I move it or press any of the buttons.
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

So now I uninstalled USB Overdrive, and things are to how they were when I first got the stick. That is, the spin is gone and the stick works in the game; I just can't seem to make different buttons do what I want them to.
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

I edited the .config again to make it do what I want it to do. I did this in the .config both under VS and VS setup. I then ran VS setup, made sure everything was how I, saved and quit, and ran VS.

The joystick is working just as it was before I edited the .config. I'd understand if I edited the .config and the joystick worked in some other (wrong) way, or didn't work at all. But for it to be working exactly as it was before my edit? That makes me think that what I did didn't 'take' somehow.
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Oh, and I ran the Joystick and Gamepad Tester, and now it seems to be detecting the stick just fine.

Code: Select all

Logitech Extreme 3D

Button #1 : Minimum = 0, Default = 0, Maximum = 1
Button #2 : Minimum = 0, Default = 0, Maximum = 1
Button #3 : Minimum = 0, Default = 0, Maximum = 1
Button #4 : Minimum = 0, Default = 0, Maximum = 1
Button #5 : Minimum = 0, Default = 0, Maximum = 1
Button #6 : Minimum = 0, Default = 0, Maximum = 1
Button #7 : Minimum = 0, Default = 0, Maximum = 1
Button #8 : Minimum = 0, Default = 0, Maximum = 1
Button #9 : Minimum = 0, Default = 0, Maximum = 1
Button #10 : Minimum = 0, Default = 0, Maximum = 1
Button #11 : Minimum = 0, Default = 0, Maximum = 1
Button #12 : Minimum = 0, Default = 0, Maximum = 1
X-Axis : Minimum = 0, Default = 508, Maximum = 1023
Y-Axis : Minimum = 0, Default = 512, Maximum = 1023
Hatswitch : Minimum = 0, Default = 8, Maximum = 8
Z-Rotation : Minimum = 0, Default = 127, Maximum = 255
Slider : Minimum = 0, Default = 255, Maximum = 255
loki1950
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Re: How to configure Vega Strike?

Post by loki1950 »

Attach the whole config file I have a feeling that your edits may not be valid XML the format of the config file you should be able to find a syntax aware text editor for OSX,on windows there is notepad++ but it's windows only.I had a Logitech Extreme 3D and it worked quite well till age borked it's calibration.

Enjoy the Choice :)
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

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 lowshader

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="A" modifier="none" command="ToggleWarpDrive" />
   <bind key="a" modifier="none" command="ASAP" />
   <bind key="c" modifier="none" command="CloakKey" />
   <bind key="E" modifier="alt" command="EjectKey" />
   <bind key="e" modifier="none" command="ECMKey" />
   <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="d" modifier="none" command="DockKey"/>
	<!--<bind key="u" modifier="none" command="UnDockKey"/>-->
	<bind key="0" modifier="alt" command="RequestClearenceKey"/>

	<bind key="W" modifier="none" command="ReverseMisSelKey"/>
	<bind key="w" 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="NearestHostileTargetKey"/>
	<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="O" 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="`" modifier="none" command="Flight::Mode::InertialToggle" /> <!-- was SheltonKey, you may use InertialToggle also -->
	<bind key="-" modifier="none" command="DecelKey"/>
	<bind key="+" 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="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="keypad-4" modifier="none" command="RightKey"/>
	<bind key="keypad-6" 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="q" modifier="none" command="Cockpit::PitchDown"/>
	<bind key="z" modifier="none" command="Cockpit::PitchUp"/>
	<bind key="s" 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="cursor-home" 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 -->


kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Code: Select all

<!-- #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="ABKey" />
      <bind joystick="0" button="2" modifier="none" command=“MissileKey” />

      <bind joystick="0" button="3" modifier="none" command="NearestDangerousHostileKey" />
      <bind joystick="0" button="4" modifier="none" command=“MisSelKey” />
      <bind joystick="0" button="5" modifier="none" command=“WeapSelKey” />
      <bind joystick="0" button="6" modifier="none" command=“LockTargetKey” />
      <bind joystick="0" button="7" modifier="none" command=“SetVelocityRefKey” />
      <bind joystick="0" button="8" modifier="none" command=“CommFormUp” />
      <bind joystick="0" button="9" modifier="none" command=“CommBreakForm” />
      <bind joystick="0" button=“10” modifier="none" command=“CommHelpMeOut” />
      <bind joystick="0" button=“11” modifier="none" command=“CommAttackTarget” />

      <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>

kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Code: Select all

<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 -->
<!-- #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>
It was too long, so I had to post it in three parts. The entire middle one has all the joystick stuff.

FYI, I haven't tried editing the hatswitch functions yet, just the buttons. I'm editing the .config using Text Edit.

Thanks again, everyone, for all your help.
loki1950
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Re: How to configure Vega Strike?

Post by loki1950 »

Use the attachment tab below "Save draft,Preview,Submit" buttons that way I can check the whole file as one invalid edit means the whole file defaults to the backup I will check the sections you posted and comment in a separate post.

Enjoy the Choice :)
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kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Here it is.
You do not have the required permissions to view the files attached to this post.
loki1950
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Re: How to configure Vega Strike?

Post by loki1950 »

One thing I see is that you have it set for a normal joystick try "3 Axis Joystick and Throttle" otherwise IIRC the button order is changed to account for the missing slots,and any reason you only use 1024x768 full screen.

Enjoy the Choice :)
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Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

I don't understand. I have it set for 3 axis + throttle in set-up, and all 3 axes and the throttle work just fine. And what do you mean about the buttons?

Also, RE the resolution: I've never really messed with it. When I first played VS it looked fine, so I've left that alone.
ezee
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Re: How to configure Vega Strike?

Post by ezee »

I don't understand. I have it set for 3 axis + throttle in set-up, and all 3 axes and the throttle work just fine.
That mean that VS don't use this file , but another .
You must find a config file that reflects your actual 3 axes setup , and change the buttons
map in that file .
:wink:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Ok, that makes perfect sense. The problem is, I can't find that .config. Here's what I have: There are files named vegastrike.config and vegastrike.config~. This pair exists in two places, under Vega Strike 0.5.0 (I have to right-click select 'Show Package Contents') > Contents > Resources, and under Vega Strike 0.5.0 Set Up ('Show Package Contents') > Contents > MacOS > setup_launch.data

Curious thing: Three of these files show the joystick setup as joy_normal (meaning 2 axis, no throttle), but the fourth (vegastrike.config~ under Vega Strike 0.5.0 > Contents > Resources) shows it as no_joy (obviously, no joystick). As I'm using a 3-axis w/throttle none of these would seem correct.

Another curiosity: The config files under Vega Strike 0.5.0 are in a folder named Resources, whereas the ones under Vega Strike 0.5.0 Set Up are in one called setup_launch.data under MacOS. But Vega Strike 0.5.o also has a MacOS folder, and Set Up has a Resources folder. Could this have something to do with...anything?
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Re: How to configure Vega Strike?

Post by ezee »

waow ... that seem indeed very complicated , the way VegaStrike is installed and configured in a Mac .

One thing you could try , is to rename alternatively 3 configs files ( you add "_X" to have
vegastrike_X.config ) , to find wich file is really used by the executable .
I am sorry that you suffer from a bad aspect of vegastrike , that in certain points act as illogical .
Mac users seems to pay a harder patience price before enjoying this multiplatform game .

That show that something should be done in that level of development too .
( but there is sooo many things to do yet ...)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: How to configure Vega Strike?

Post by kruiz008 »

Don't get me wrong, configuring the joystick to do exactly what I want has been a pain, but I really enjoy the game itself. And even if I can't get the joystick to work exactly to my preference, it's still useable.

What do you mean about adding the X to the file names? How will that help me figure out which is being used?
ezee
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Re: How to configure Vega Strike?

Post by ezee »

Because the executable is looking for a file named vegastrike.config , and will not load
vegastrike_X.config ( nor vegastrikez , vegastrikelol etc ... )

The goal is to find the file that vegastrike is actually looking for .
Probably VS will crash if the config file is not found : You will know wich file is useful .
( I suspect the right file to be in the same place that sdtout.txt )

Do you have a search tool in your Mac ?
something like :
http://support.apple.com/kb/ht2350
Do this search : stdout.txt

Edit : I've found a 2010 post that is the same than yours , and that was not solved :
http://forums.vega-strike.org/viewtopic.php?f=1&t=15752
So this little adventure will help the community of mac users .
:wink:

EDIT 2 :
The file to edit key bindings on a Mac is ~/.vegastrike-0.5.0/vegastrike.config .
source : http://forums.vega-strike.org/viewtopic.php?f=1&t=15043

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Yes, that would seem to be the one. I renamed it and VS wouldn't load, so I suppose that means this is the correct .config to edit. My question now is, how do I go about editing it correctly? That is, say I've edited everything I want. I reassigned the button functions to execute the commands I want. Now what? Save the file and load the game?
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Re: How to configure Vega Strike?

Post by loki1950 »

waow ... that seem indeed very complicated , the way VegaStrike is installed and configured in a Mac .
It's similar to how it's setup on Linux :wink: remember that under the fancy desktop is BSD a UNIX variant.I find the Windows config more convoluted.Kruiz see if you can get this editor http://www.barebones.com/products/TextWrangler/ it has syntax highlighting for XML as well as others this way you can see immediately if your edits are valid.

Enjoy the Choice :)
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kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

I've downloaded it and opened the config with it. But how do I know if there's something wrong with my edits?
loki1950
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Re: How to configure Vega Strike?

Post by loki1950 »

Check the TextWrangler's options for language/syntax settings set for XML that will highlight/check every line.

Enjoy the Choice :)
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kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

Ok, wow, so I got all this.

Code: Select all

-:289: parser error : AttValue: " or ' expected
      <bind joystick="0" button="2" modifier="none" command=“MissileKey”/>
                                                            ^
-:289: parser error : attributes construct error
      <bind joystick="0" button="2" modifier="none" command=“MissileKey”/>
                                                            ^
-:289: parser error : Couldn't find end of Start Tag bind line 289
      <bind joystick="0" button="2" modifier="none" command=“MissileKey”/>
                                                            ^
-:291: parser error : AttValue: " or ' expected
      <bind joystick="0" button="4" modifier="none" command=“MisSelKey”/>
                                                            ^
-:291: parser error : attributes construct error
      <bind joystick="0" button="4" modifier="none" command=“MisSelKey”/>
                                                            ^
-:291: parser error : Couldn't find end of Start Tag bind line 291
      <bind joystick="0" button="4" modifier="none" command=“MisSelKey”/>
                                                            ^
-:292: parser error : AttValue: " or ' expected
      <bind joystick="0" button="5" modifier="none" command=“WeapSelKey”/>
                                                            ^
-:292: parser error : attributes construct error
      <bind joystick="0" button="5" modifier="none" command=“WeapSelKey”/>
                                                            ^
-:292: parser error : Couldn't find end of Start Tag bind line 292
      <bind joystick="0" button="5" modifier="none" command=“WeapSelKey”/>
                                                            ^
-:293: parser error : AttValue: " or ' expected
      <bind joystick="0" button="6" modifier="none" command=“LockTargetKey”/
                                                            ^
-:293: parser error : attributes construct error
      <bind joystick="0" button="6" modifier="none" command=“LockTargetKey”/
                                                            ^
-:293: parser error : Couldn't find end of Start Tag bind line 293
      <bind joystick="0" button="6" modifier="none" command=“LockTargetKey”/
                                                            ^
-:294: parser error : AttValue: " or ' expected
      <bind joystick="0" button="7" modifier="none" command=“SetVelocityRefKey
                                                            ^
-:294: parser error : attributes construct error
      <bind joystick="0" button="7" modifier="none" command=“SetVelocityRefKey
                                                            ^
-:294: parser error : Couldn't find end of Start Tag bind line 294
      <bind joystick="0" button="7" modifier="none" command=“SetVelocityRefKey
                                                            ^
-:295: parser error : AttValue: " or ' expected
      <bind joystick="0" button="8" modifier="none" command=“CommFormUp”/>
                                                            ^
-:295: parser error : attributes construct error
      <bind joystick="0" button="8" modifier="none" command=“CommFormUp”/>
                                                            ^
-:295: parser error : Couldn't find end of Start Tag bind line 295
      <bind joystick="0" button="8" modifier="none" command=“CommFormUp”/>
                                                            ^
-:296: parser error : AttValue: " or ' expected
      <bind joystick="0" button="9" modifier="none" command=“CommBreakForm”/
                                                            ^
-:296: parser error : attributes construct error
      <bind joystick="0" button="9" modifier="none" command=“CommBreakForm”/
                                                            ^
-:296: parser error : Couldn't find end of Start Tag bind line 296
      <bind joystick="0" button="9" modifier="none" command=“CommBreakForm”/
                                                            ^
-:297: parser error : AttValue: " or ' expected
      <bind joystick="0" button=“10” modifier="none" command=“CommHelpMeOu
                                ^
-:297: parser error : attributes construct error
      <bind joystick="0" button=“10” modifier="none" command=“CommHelpMeOu
                                ^
-:297: parser error : Couldn't find end of Start Tag bind line 297
      <bind joystick="0" button=“10” modifier="none" command=“CommHelpMeOu
                                ^
-:298: parser error : AttValue: " or ' expected
      <bind joystick="0" button=“11” modifier="none" command=“CommAttackTa
                                ^
-:298: parser error : attributes construct error
      <bind joystick="0" button=“11” modifier="none" command=“CommAttackTa
                                ^
-:298: parser error : Couldn't find end of Start Tag bind line 298
      <bind joystick="0" button=“11” modifier="none" command=“CommAttackTa
                                ^
Mean anything to you?
loki1950
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Re: How to configure Vega Strike?

Post by loki1950 »

You forgot a space after the last " in line 289 it should be

Code: Select all

<bind joystick="0" button="2" modifier="none" command=“MissileKey” />
The same error in the other lines as well yeah it's nit picking but artificial languages are like that :twisted:

Enjoy the Choice :)
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
kruiz008
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Re: How to configure Vega Strike?

Post by kruiz008 »

I tried that, but TextWrangler shows me the same errors and the joystick doesn't work any differently.
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