Thank you everyone for sharing the grandchildren.
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Thank you everyone for sharing the grandchildren.
yeah i'm looking for tools i found few but they don't open this version...
Code:UPK Decompressor>decompress.exe-lzo "Vanillamint_JPN.upk"
******** Vanillamint_JPN.upk ********
*** ERROR: Wrong tag in package: 6A8B57C7
FPackageFileSummary<<:Ver=0/0 <- UnPackage::UnPackage:Vanillamint_JPN.upk, ver=99999/0, game=0 <- Main
Probably wrong enc. key. That is from gildor UE viewer right? It is used mostly for assets like models and textures but i think the tables is different thing.
Ok,whatever. But get things real - if you can't handle config to make it work with wan - this is not a vmware problem. Can't work with internet access? Indeed,this is pain in butt if you use it with NAT,but this is actually meant to work this way. Need NAT? Ok,whatever,just use a hardware for it. Its might be more complexed,but this is not that hard. I actually tried it before and this works without any problem. There is simple only one down thing with it,you need to handle 2 phisical interfaces.Blame vm for inability to use 1 interface for everything - not really wise way to handle things. Anyway - if you want to run a server,you should use a proper hardware for it. Why in the first place want it,if you simple don't have needed hardware?Is it ever vm related? I don't think so.
here some useful info of BaseEngine.ini from any game
where you can edit some part in \LegendGame\Config\PCConsole-LegendEngine.ini
Code:[URL]
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
LocalOptions=
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
PeerPort=7778
GameName=Default Game Name
GameNameShort=DGN
[Engine.ScriptPackages]
EngineNativePackages=Core
EngineNativePackages=Engine
; This is always needed since there are native UObjects
EngineNativePackages=GFxUI
EngineNativePackages=GameFramework
; IpDrv is most likely the only package needed here - it's included unless WITH_UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages here
NetNativePackages=IpDrv
EditorPackages=UnrealEd
; This is only used when WITH_GFX is true
ScaleformEditorPackages=GFxUIEditor
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
FallbackNetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=Engine.GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
; The language used by the engine
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
; FIRAXIS ADDITION -sboeckmann
MovementGridMaterialName=XComEngineMaterials.MovementGrid_Material
MovementGridDotsMaterialName=XComEngineMaterials.MovementGrid_DotsMaterial
; FIRAXIS ADDITION
; JMS - texture that contains precomputed areas for the GPU based MLAA method
MLAAAreaLUTTextureName=EngineMaterials.MLAAAreaLUT
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
; Firaxis BEGIN
; RAM - added to support better terrain blending. Accessed by UnTerrainRender
TerrainBlendNoiseDefaultTextureName=EngineMaterials.WeightMapPlaceholderTexture
; Firaxis END
LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
; True if we should combine light/shadow maps together if they're very similar to one another
bCombineSimilarMappings=False
; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
MaxRMSDForCombiningMappings=6.0
ImageReflectionTextureSize=1024
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=60
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms
bAllowDebugViewmodesOnConsoles=FALSE
;FIRAXIS ADDITION
AllowPostProcessing=TRUE
;FIRAXIS END
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
PercentUnoccludedRequeries = 0.125
MaxOcclusionPixelsFraction = 0.02
MaxOcclusionSphereRadius = 600
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=0.2
MaxLightMapDensity=0.4
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
PhysXGpuHeapSize=32
PhysXMeshCacheSize=8
bShouldGenerateSimpleLightmaps=TRUE
; Enables normal map sampling when Lightmass is generating 'simple' light maps. This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area. When this setting is disabled, 'simple' light maps will not take normal maps into account.
bUseNormalMapsForSimpleLightMaps=TRUE
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
bCheckForMultiplePawnsSpawnedInAFrame=FALSE
NumPawnsAllowedToBeSpawnedInAFrame=2
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
; This is the default (additive) color of hovered objects in the editor
DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
; Allows matinee tracks to modify material instances on post process chains
EnableMatineePostProcessMaterialParam=False
; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this array will be ignored when throwing warning logs about non-simulated functions being absorbed
IgnoreSimulatedFuncWarnings=Tick
NearClipPlane=10.0
bUseStreamingPause=false
PercentageToConsiderFullyFocused=0.5
[PlatformInterface]
CloudStorageInterfaceClassName=
FacebookIntegrationClassName=
InGameAdManagerClassName=
[Engine.SeqAct_Interp]
; These control the default rendering overrides for matinee's with director tracks
; By default, some features are disabled to make room for cinematic lighting and shadowing
RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True)
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
; mostly copied from 2k4
[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=Engine.PlayerController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=30.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7
[Engine.PackagesToAlwaysCook]
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=EngineMaterials
; Console platforms will remove EngineDebugMaterials from their StartupPackages
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
[Engine.PackagesToForceCookPerMap]
[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=0
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=300
AsyncIOBandwidthLimit=0
CachePath=..\..\%GAME%Game\Cache
CacheExt=.uxx
Paths=..\..\Engine\Content
ScriptPaths=..\..\%GAME%Game\Script
FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease
CutdownPaths=..\..\%GAME%Game\CutdownPackages
CutdownPaths=..\..\%GAME%Game\Script
ScreenShotPath=..\..\%GAME%Game\ScreenShots
LocalizationPaths=..\..\Engine\Localization
Extensions=upk
Extensions=u
Extensions=umap
SaveLocalizedCookedPackagesInSubdirectories=FALSE
TextureFileCacheExtension=tfc
bDisablePromptToRebuildScripts=FALSE
Suppress=Dev
Suppress=DevAbsorbFuncs
Suppress=DevAnim
Suppress=DevAssetDataBase
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCamera
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevConfig
Suppress=DevCooking
Suppress=DevCrossLevel
Suppress=DevDataStore
Suppress=DevDecals
Suppress=DevFaceFX
;Suppress=DevGFxUI
Suppress=DevGFxUIWarning
Suppress=DevGarbage
;Suppress=DevHDDCaching
Suppress=DevKill
Suppress=DevLevelTools
Suppress=DevLightmassSolver
Suppress=DevLoad
Suppress=DevMovie
Suppress=DevNavMesh
Suppress=DevNavMeshWarning
Suppress=DevNet
Suppress=DevNetT`sraffic
Suppress=DevOnline
;Suppress=DevPath
Suppress=DevReplace
Suppress=DevSHA
Suppress=DevSave
;Suppress=DevShaders
;Suppress=DevShadersDetailed
Suppress=DevSound
Suppress=DevStats
Suppress=DevStreaming
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevMCP
Suppress=DevHTTP
Suppress=DevBeacon
Suppress=DevBeaconGame
Suppress=DevOnlineGame
Suppress=DevMatchmaking
Suppress=DevMovieCapture
Suppress=GameStats
;Suppress=Init
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerManagement
Suppress=PlayerMove
Suppress=MeshCombine // FIRAXIS ADDITION
;Suppress=Destruction // FIRAXIS ADDITION
Suppress=ParticleWarn
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=1024
MinAllowableResolutionY=720
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
WorkAroundXDKRegression=TRUE
[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
[IpDrv.TcpNetDriver]
AllowDownloads=True
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
ProblemConnectTime=5.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName="IpDrv.TcpipConnection"
[OnlineSubsystemSteamworks.IpNetDriverSteamworks]
NetConnectionClassName="OnlineSubsystemSteamworks.IpNetConnectionSteamworks"
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
[TextureStreaming]
PoolSize=10
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=20.0
LightmapStreamingFactor=1.0
ShadowmapStreamingFactor=1.0
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TemporalAAMemoryReserve=4.0
[StreamByURL]
PostLoadPause=6.0
[UnrealEd.EditorEngine]
LocalPlayerClassName=UnrealEd.EditorPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\Engine\Autosaves
InvertwidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName="TerrainHeightMapExporterTextT3D"
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditorOnlyContentPackages=EditorLandscapeResources
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
EditPackages=OnlineSubsystemPSN
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=5
MaxSmoothedFrameRate=120
FarClippingPlane=0
TemplateMapFolders=..\..\Engine\Content\Maps\Templates
UseOldStyleMICEditorGroups=true
[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=MapTemplateIndex
[Engine.DataStoreClient]
GlobalDataStoreClasses="Engine.UIDataStore_GameResource"
GlobalDataStoreClasses="Engine.UIDataStore_Fonts"
GlobalDataStoreClasses="Engine.UIDataStore_Registry"
GlobalDataStoreClasses="Engine.UIDataStore_InputAlias"
;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias"
[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=False
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=False
bPromptToRetryFailedShaderCompiles=False
[DevOptions.Debug]
ShowSelectedLightmap=False
[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=3
LogTimes=True
[AnimationCompression]
CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=false
MaxStaticMeshComponents=100
[Engine.StaticLightCollectionActor]
;FIRAXIS CHANGE
bCookOutStaticLightActors=False
;FIRAXIS END
MaxLightComponents=100
[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
Mobile=ES2 Draw Calls
Mobile=ES2 Draw Calls (UP)
Mobile=ES2 Triangles Drawn
Mobile=ES2 Triangles Drawn (UP)
Mobile=ES2 Program Count
Mobile=ES2 Program Count (PP)
Mobile=ES2 Program Changes
Mobile=ES2 Uniform Updates (Bytes)
Mobile=ES2 Base Texture Binds
Mobile=ES2 Detail Texture Binds
Mobile=ES2 Lightmap Texture Binds
Mobile=ES2 Environment Texture Binds
Mobile=ES2 Bump Offset Texture Binds
Mobile=Frustum Culled primitives
Mobile=Statically occluded primitives
SplitScreen=Processed primitives
SplitScreen=Mesh draw calls
SplitScreen=Mesh Particles
SplitScreen=Particle Draw Calls
[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=ParticleModule
Class=ParticleSystemComponent
Class=RB_BodyInstance
Class=RB_BodySetup
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
[MemLeakCheckExtraExecsToRun]
Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo"
Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo"
Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo"
Cmd="obj list class=Level -ALPHASORT -DetailedInfo"
Cmd="lightenv list volumes"
Cmd="lightenv list transition"
Cmd="ListThreads"
[ConfigCoalesceFilter]
FilterOut=%GAME%Engine.ini
FilterOut=%GAME%Editor.ini
FilterOut=%GAME%Input.ini
FilterOut=%GAME%Lightmass.ini
FilterOut=%GAME%Game.ini
FilterOut=%GAME%GameDedicatedServer.ini
FilterOut=%GAME%UI.ini
FilterOut=%GAME%Compat.ini
FilterOut=%GAME%EngineG4WLive.ini
FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini
FilterOut=%GAME%EngineNoLive.ini
FilterOut=%GAME%EngineNoLiveDedicatedServer.ini
FilterOut=%GAME%EditorKeyBindings.ini
FilterOut=%GAME%EditorUserSettings.ini
FilterOut=%GAME%EngineGameSpy.ini
FilterOut=%GAME%EngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int
[TaskPerfTracking]
bUseTaskPerfTracking=TRUE
RemoteConnectionIP="10.1.20.20"
ConnectionString="Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2"
RemoteConnectionStringOverride="Data Source=production-db;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn"
[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP="10.1.20.20"
ConnectionString="Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;Trusted_Connection=Yes;Connection Timeout=2"
RemoteConnectionStringOverride="Data Source=dev-db;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn"
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512
[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
DynamicShadowsFromDominantLights=False
LevelOfShadowsFromMeshParticles=0
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=True
DownsampledTransluencyDistanceThreshold=1000.0
FOWEnvelopeSpeed=170
bForceLowResFOW=False
bHighQualityFOWFiltering=False
PostProcessQuality=0
FXAAQuality=1
TextureLODBias=0
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=True
UpscaleScreenPercentage=True
Fullscreen=True
LockMouseToWindow=True
BorderlessWindow=False
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=False
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=True
bAllowPostprocessMLAA=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1280
ResY=720
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=10
; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
ShadowDepthBias=.01
; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
PerObjectShadowTransition=60
; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=0
;turn on all mobile features by default
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileLODBias=-0.5
;mobile skeletal mesh bone limit
MobileBoneCount=75
;limit for number of weights that will influence a skeletal mesh on mobile devices
MobileBoneWeightCount=2
;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
MobileUsePreprocessedShaders=True
;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
MobileFlashRedForUncachedShaders=False
;On mobile device, whether to load the shaders at startup or load on demand
MobileWarmUpPreprocessedShaders=True
;Used to create a cache of shaders that were seen during an example run on PC
MobileCachePreprocessedShaders=False
;Generates profiling information for generated shaders
MobileProfilePreprocessedShaders=False
;Whether to slim down generated shader code during cooking
MobileUseCPreprocessorOnShaders=True
;Whether to load the generated code from teh cooker
MobileLoadCPreprocessedShaders=True
;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
MobileSharePixelShaders=True
;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
MobileShareVertexShaders=True
;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
MobileShareShaderPrograms=True
;Whether mobile antialiasing is enabled
MobileEnableMSAA=False
;Whether secondary displays are allowed
MobileAllowSecondaryDisplays=False
MobileSeconaryDisplayMaximumWidth=1280.0
MobileSeconaryDisplayMaximumHeight=720.0
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.0
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
[SystemSettingsSplitScreen2]
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
DetailMode=1
[SystemSettingsMobile]
BasedOn=SystemSettings
;mobile apps should default to fullscreen
Fullscreen=True
BorderlessWindow=False
;disable standard lighting path for mobile devices
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
; Enabling dynamic shadows on mobile will currently enable 'planar' shadows, which are only appropriate
; for certain types of scenes
DynamicShadows=False
[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
;Bias Texture settings by 1 LOD
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
; Settings for iPhone 3GS only
[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
MobileEnableMSAA=True
; Settings for iPhone 4 only
[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
; Settings for iPod Touch 4 only
[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
; Settings for iPad only
[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
; Scale down on iPad
; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
MobileContentScaleFactor=0.9375
; Settings for iPad2 only
[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
MobileAllowSecondaryDisplays=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
; Lightshafts don't work on ES2
;bAllowLightShafts=TRUE
[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias
[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100
[Engine.OnlineSubsystem]
NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
AsyncMinCompletionTime=0.0
[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5
[VoIP]
VolumeThreshold=0.2
bHasVoiceEnabled=true
[FullScreenMovie]
bForceNoMovies=FALSE
[IPDrv.WebConnection]
MaxValueLength=512
MaxLineLength=4096
[IPDrv.WebServer]
ApplicationPaths[0]=/ServerAdmin
ApplicationPaths[1]=/images
;;Applications[0]=UWeb.HelloWeb
;;ApplicationPaths[0]=/Hello
ListenPort=80
MaxConnections=18
ExpirationSeconds=86400
bEnabled=false
[IPDrv.WebResponse]
IncludePath=/Web
CharSet=iso-8859-1
[TextureTracking]
#TextureName=T_GD_Traffic_Crosswalk_01
[AnimNotify]
Trail_MaxSampleRate=200.0
[Engine.UIDataStore_OnlinePlayerData]
PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldFlattenMaterials=False
FlattenedTextureResolutionBias=0
UDKRemotePort=41765
UDKRemotePortPIE=41766
[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE
bUseHardwareCursorWhenWindowed=TRUE
# this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
Ok,whatever.
Everything given? Huh. In chinas vm they use a NAT configuration for ip. Do you have any idea whats that mean? Ok,i'll expain to you some big downsides of this. At first,NAT in vm ware have limits to only 1 phisical interface,so you can't use beyond this. Its basicly means,you can't connect or communicate with nat part,if you IP doesn't belond to the same ip pool range. I have a personal home network,so its not a way. There is only 2 possible solution,which is not retarded. Use 2 network card as handler or simple change NAT to bridge and use its as a part of phisical network. Most problems that ppl have with vm ware have nothing to do with vm ware,but rather simple because most ppl have no idea how its work at all.
Ok,so you have to install MSSQL,webserver,mysql and other,so what? I honestly tell you - if you wan't to run it in the way,as its supposed to work - you should always go with this. As the part of it,there is example. In this server files,for instance,ranking update don't work by default. I look at this and find out,this is only because of bad config. Its try to make tables,which is disabled,so its just don't work at all. And there is much more aspects like this,so if you want to make it right - you direct setup. Anyway its way better,than try to work with china system. How much ppl who actually know chinas?Not that much.
If you can't setup basic things - you should either learn so or just stop try to make a server.Is it so hard? Whatever. If ppl don't want to learn - this is not my problem.
And as joke part - i'm personaly use a vm ware. So what? But the reason i do so not because i lazy or can't handle setup by hand,its not hard for me as it is,but rather because i have 2 servers for this purpose in my home network. Servers with server hardware. Direct setup for servers hardware? Whatever,but i have at least 3 servers running at same time. Try to make it work without vm and tell me,how easy it can be. Get things as they are - its depend not only on your laziness or some other shit,but system hardware and other things also matters. Why in the first place i need to run only one server per machine,if it can handle 4 servers without any issue? This is just a waste. Because of this i prefer to use vm,as its work the same for any other,who have powerfull server hardware.There is no way to utilize its power with direct setup.
BTW,i don't use vps. I don't need to. I have enough hardware at my hand without any reason to use any external system. Well,do you use vps if you have personal data center at your place? I'm not.
- - - Updated - - -
Ok,but i don't attack anyone. Only one reason i complain about - this won't help to use presetup config,if you can't config network part.
- - - Updated - - -
https://pan.baidu.com/s/1Lbrbcp7qCxpe117_pwQwGA
pass: dtyq
Unpack it to client root. Change ip to your server ip. Its only launcher that work for me without any problem. Tested on multiple machines.
- - - Updated - - -
Just route it to you you server via host edit. Only downside,i'm don't sure that we have complete api. I'm don't see whole things needed. But maybe its will work without it.
Sorry this here where you lose me...
First you talk about my post when i said don't use VMWARE if you plan to dev this game
now you talk about edit host... OMG
i run server since 2004 mean 16 years game management and people here know me.
Now Telling me just edit Host file... then you are on a wrong place we are developing for fix the game and make it able to run on WAN not on VMWARE or local else you wasting your time here
We seeking a way of reverse engine the game for fix everything that we need for having full control of the game mechanics every good developers will tell you that but man editing Host is just for testing but the final solution is make your brain work a bit more
BTW you are not helping anyone here so you should just go in my ignore list so i can continue help others
have fun in ignore land
Too much nonsense here we don't even need your opinion or complains cause people here are helping and some can't understand or have the knowledge to setup the files. Bro don't take this seriously if you can help other member's here help them don't brag what you can.
VM is available for those who want an easy setup server just need to load it to VMWare and run 00-02 and run client via launcher and your ready to play ingame
No one force you to use any of the files release here if you don't want to use the VM files then go for the original server and set it up with yourself.
UPK Source code
https://github.com/wghost/UPKUtils
now if someone can figure out about make those tools work on MU2 :)
Please help me fix it, thank
https://imghub.io/i/YrKIM
https://imghub.io/i/YrKIM
@Magenik i will check that stuff but for this useful stuff you shared i got the file you're talking about.
i'm not really an UE developer and never touched it before but it seems that's pre UE4 and for sure maybe we will be able to somehow find the way to patch an csv's.Code:[URL]
Protocol=unreal
Name=Player
Map=Login
LocalMap=Login
LocalOptions=
TransitionMap=Login
MapExt=muz
EXEName=MU2Game.exe
DebugEXEName=DEBUG-MU2Game.exe
SaveExt=usa
Port=7777
PeerPort=7778
GameName=MU2
GameNameShort=MU2
[Engine.ScriptPackages]
EngineNativePackages=Core
EngineNativePackages=Engine
EngineNativePackages=GwNavEngine
EngineNativePackages=GFxUI
EngineNativePackages=GameFramework
EditorPackages=UnrealEd
EditorPackages=SubstanceAirEd
ScaleformEditorPackages=GFxUIEditor
NativePackages=MU2Game
EditorPackages=MU2Editor
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
FallbackNetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=MU2Game.MU2GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=MU2Game.MU2GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=MU2Editor.MU2UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
MobileEmulationMasterMaterialName=MobileEngineMaterials.MobileMasterMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
ProcBuildingLODColorTexelsPerWorldUnit=0.075
ProcBuildingLODLightingTexelsPerWorldUnit=0.015
MaxProcBuildingLODColorTextureSize=1024
MaxProcBuildingLODLightingTextureSize=256
UseProcBuildingLODTextureCropping=True
ForcePowerOfTwoProcBuildingLODTextures=True
bCombineSimilarMappings=False
MaxRMSDForCombiningMappings=6.0
ImageReflectionTextureSize=1024
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=30
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName=Engine.Scout
DefaultPostProcessName=ScreenEffects.MU2PostProcess_Console
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
bUseRecastNavMesh=TRUE
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime=8.0
PercentUnoccludedRequeries=0.125
MaxOcclusionPixelsFraction=0.1
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=0.05
MaxLightMapDensity=0.2
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
PhysXGpuHeapSize=32
PhysXMeshCacheSize=8
bShouldGenerateSimpleLightmaps=TRUE
bUseNormalMapsForSimpleLightMaps=TRUE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=150
bCheckForMultiplePawnsSpawnedInAFrame=FALSE
NumPawnsAllowedToBeSpawnedInAFrame=2
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
EnableMatineePostProcessMaterialParam=False
IgnoreSimulatedFuncWarnings=Tick
NearClipPlane=10.0
bUseStreamingPause=false
bKeepAllMaterialQualityLevelsLoaded=False
bEnableColorClear=TRUE
MinVTOccluderOpacity=0
OpacityFadeSpeed=0.5
LevelIncrementUpdateExceedTimeLimit=0.05
[PlatformInterface]
CloudStorageInterfaceClassName=
FacebookIntegrationClassName=
InGameAdManagerClassName=
[Engine.SeqAct_Interp]
RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True)
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=Engine.PlayerController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=30.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=30
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7
[Engine.PackagesToAlwaysCook]
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=EngineMaterials
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
Package=EngineGwNav
[Engine.StartupPackages64]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=EngineMaterials
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
Package=EngineGwNav
Package=Ditem_zen
Package=Ditem_Wh
Package=Ditem_Da
Package=Ditem_Wa
Package=Ditem_Potion
Package=Ditem_GreenCrystal
Package=Ditem_Weapon
Package=Ditem_Blessedstone
Package=Ditem_Bl
Package=Ditem_Box01_Sm
Package=Source_Material_Ditem
Package=Source_Material_NPC
Package=BG_Object
Package=Npc_Object
Package=Quest_Object
Package=System_Common
Package=System_Buff
Package=ZZ_mon_etc3
Package=ZZ_mon_etc2
Package=Source_Sbh_Material_01
Package=Source_Sbh_Material
Package=Source_Sbh_Material1
Package=Source_Sbh_Material2
Package=Source_Sbh_Material_type
Package=Source_Sbh_Material_type2
Package=Source_Sbh_Res
Package=Source_Sbh_Res2
Package=Source_Sbh_Shader
Package=Source_Jh_Material
Package=Source_Jh_Resource
Package=S_Sha
Package=S_Mat
Package=S_Res
Package=Source_Sbh_Func
Package=ET_Dust
Package=ET_Noise
Package=ET_Line
Package=ET_Ring
Package=ET_Etc
Package=ET_Tatoo
Package=ET_SubUV
Package=A_Obj_Buff_Tower
Package=UI_Achivement
Package=UI_ActionBarsView
Package=UI_AdvDungeonInfo
Package=UI_Artifact
Package=UI_CharInfoWidget
Package=UI_CharOtherInfoWidget
Package=UI_CharOtherInfoWidget_02
Package=UI_CashShop
Package=UI_ChatlogWidget
Package=UI_ChatTypeList
Package=UI_CoachMark
Package=UI_Community
Package=UI_Component
Package=UI_ConsignmentStation
Package=UI_Craft
Package=UI_DamageReport
Package=UI_DeadMessageWidget
Package=UI_DismountingSpecialSkill
Package=UI_Enchant
Package=UI_EventDialog
Package=UI_Evolution_Wings
Package=UI_ExitMenu
Package=UI_ExitMessageBox
Package=UI_Font
Package=UI_Fonts
Package=UI_Guide
Package=UI_GuildMap
Package=UI_Inventory
Package=UI_KillStreakView
Package=UI_KnightageInfo
Package=UI_KnightageSearch
Package=UI_Loading
Package=UI_MailBox
Package=UI_Material
Package=UI_MenuBtnWidget
Package=UI_Minimap
Package=UI_MissionMap
Package=UI_MissionView
Package=UI_NpcShop
Package=UI_NpcPopupMenu
Package=UI_Options
Package=UI_OptionChanger
Package=UI_Party
Package=UI_PartyMessage
Package=UI_PartyUnitFrameView
Package=UI_PersonalTrade
Package=UI_Pet
Package=UI_Quest
Package=UI_QuestDialog
Package=UI_QuestDialog_Reward
Package=UI_RankingSystem
Package=UI_RaidUnitFrame
Package=UI_SeasonMissionReward
Package=UI_SeasonMission
Package=UI_SkillBoard
Package=UI_SoulPassiveSkill
Package=UI_Storage
Package=UI_SuperGuide
Package=UI_SystemMessageView
Package=UI_SystemNoticeMessageView
Package=UI_Talisman
Package=UI_TargetUnitFrameWidget
Package=UI_TextInputWidget
Package=UI_TownPortal
Package=UI_UIKit
Package=UI_WorldMap
Package=Icon_Accessory
Package=Icon_Buff
Package=Icon_CashShop
Package=Icon_Class
Package=Icon_Equip
Package=Icon_ETC
Package=Icon_Item
Package=Icon_Skill
[Engine.PackagesToForceCookPerMap]
[Engine.MobileShaderGroups]
[Core.System]
MaxObjectsNotConsideredByGC=144180
SizeOfPermanentObjectPool=0
StaleCacheDays=30
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=300
AsyncIOBandwidthLimit=0
CachePath=..\..\LegendGame\Cache
CacheExt=.uxx
Paths=..\..\Engine\Content
ScriptPaths=..\..\LegendGame\Script
FRScriptPaths=..\..\LegendGame\ScriptFinalRelease
CutdownPaths=..\..\LegendGame\CutdownPackages
CutdownPaths=..\..\LegendGame\Script
ScreenShotPath=..\..\LegendGame\ScreenShots
LocalizationPaths=..\..\Engine\Localization
Extensions=upk
Extensions=u
Extensions=umap
SaveLocalizedCookedPackagesInSubdirectories=FALSE
TextureFileCacheExtension=tfc
bDisablePromptToRebuildScripts=FALSE
Suppress=Dev
Suppress=DevAbsorbFuncs
Suppress=DevAnim
Suppress=DevAssetDataBase
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCamera
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevConfig
Suppress=DevCooking
Suppress=DevCrossLevel
Suppress=DevDataStore
Suppress=DevDecals
Suppress=DevFaceFX
Suppress=DevGFxUI
Suppress=DevGFxUIWarning
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevLevelTools
Suppress=DevLightmassSolver
Suppress=DevLoad
Suppress=DevMovie
Suppress=DevNavMesh
Suppress=DevNavMeshWarning
Suppress=DevNet
Suppress=DevNetTraffic
Suppress=DevNetTrafficDetail
Suppress=DevOnline
Suppress=DevPath
Suppress=DevReplace
Suppress=DevSHA
Suppress=DevSave
Suppress=DevShaders
Suppress=DevShadersDetailed
Suppress=DevSound
Suppress=DevStats
Suppress=DevStreaming
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevMCP
Suppress=DevHTTP
Suppress=DevHttpRequest
Suppress=DevBeacon
Suppress=DevBeaconGame
Suppress=DevOnlineGame
Suppress=DevMatchmaking
Suppress=DevMovieCapture
Suppress=GameStats
Suppress=Init
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerManagement
Suppress=PlayerMove
Paths=..\..\LegendGame\Content
Paths=..\..\LegendGame\__Trashcan
LocalizationPaths=..\..\LegendGame\Localization
SavePath=..\..\LegendGame\Save
Extensions=muz
SeekFreePCPaths=..\..\LegendGame\CookedPC
SeekFreePCExtensions=xxx
MaxObjectsNotConsideredByGCEditor=114312
MaxObjectsNotConsideredByGC64=221058
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=0
MinAllowableResolutionY=0
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
[WinDrv.HttpRequestWindowsMcp]
AppID=UDK
AppSecret=Your_app_secret_here
[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
[CoreAudio.CoreAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
[IpDrv.TcpNetDriver]
AllowDownloads=True
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName=IpDrv.TcpipConnection
[OnlineSubsystemSteamworks.IpNetDriverSteamworks]
NetConnectionClassName=OnlineSubsystemSteamworks.IpNetConnectionSteamworks
bSteamSocketsOnly=False
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
[TextureStreaming]
MinTextureResidentMipCount=7
OverallTextureStreamingBias=10
PoolSize=160
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=False
LoadMapTimeLimit=20.0
LightmapStreamingFactor=1.0
ShadowmapStreamingFactor=1.0
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TemporalAAMemoryReserve=4.0
[StreamByURL]
PostLoadPause=6.0
[UnrealEd.EditorEngine]
LocalPlayerClassName=UnrealEd.EditorPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\LegendGame\Autosaves
InvertwidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName=TerrainHeightMapExporterTextT3D
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditorOnlyContentPackages=EditorLandscapeResources
EditorOnlyContentPackages=EditorShellMaterials
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=GwNavEngine
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=GwNavEditor
bBuildReachSpecs=FALSE
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=5
MaxSmoothedFrameRate=120
FarClippingPlane=0
TemplateMapFolders=..\..\Engine\Content\Maps\Templates
UseOldStyleMICEditorGroups=true
EditPackagesOutPath=..\..\LegendGame\Script
FRScriptOutputPath=..\..\LegendGame\ScriptFinalRelease
EditPackages=MU2Game
EditPackages=MU2Editor
InEditorGameURLOptions=
[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=MapTemplateIndex
BrowserManagerClassName=MU2Editor.MU2BrowserManager
[Engine.DataStoreClient]
GlobalDataStoreClasses=Engine.UIDataStore_GameResource
GlobalDataStoreClasses=Engine.UIDataStore_Fonts
GlobalDataStoreClasses=Engine.UIDataStore_Registry
GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=False
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=False
bPromptToRetryFailedShaderCompiles=True
[DevOptions.Debug]
ShowSelectedLightmap=False
[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=3
LogTimes=True
[AnimationCompression]
CompressCommandletVersion=3 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100
[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100
[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
Mobile=ES2 Draw Calls
Mobile=ES2 Draw Calls (UP)
Mobile=ES2 Triangles Drawn
Mobile=ES2 Triangles Drawn (UP)
Mobile=ES2 Program Count
Mobile=ES2 Program Count (PP)
Mobile=ES2 Program Changes
Mobile=ES2 Uniform Updates (Bytes)
Mobile=ES2 Base Texture Binds
Mobile=ES2 Detail Texture Binds
Mobile=ES2 Lightmap Texture Binds
Mobile=ES2 Environment Texture Binds
Mobile=ES2 Bump Offset Texture Binds
Mobile=Frustum Culled primitives
Mobile=Statically occluded primitives
SplitScreen=Processed primitives
SplitScreen=Mesh draw calls
SplitScreen=Mesh Particles
SplitScreen=Particle Draw Calls
[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=NavigationMeshBase
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=ProcBuilding_SimpleLODActor
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
[MemLeakCheckExtraExecsToRun]
Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
Cmd=obj list class=Level -ALPHASORT -DetailedInfo
Cmd=lightenv list volumes
Cmd=lightenv list transition
Cmd=ListThreads
[ConfigCoalesceFilter]
FilterOut=LegendEngine.ini
FilterOut=LegendEditor.ini
FilterOut=LegendInput.ini
FilterOut=LegendLightmass.ini
FilterOut=LegendGame.ini
FilterOut=LegendGameDedicatedServer.ini
FilterOut=LegendUI.ini
FilterOut=LegendSystemSettings.ini
FilterOut=LegendEngineG4WLive.ini
FilterOut=LegendEngineG4WLiveDedicatedServer.ini
FilterOut=LegendEngineNoLive.ini
FilterOut=LegendEngineNoLiveDedicatedServer.ini
FilterOut=LegendEditorKeyBindings.ini
FilterOut=LegendEditorUserSettings.ini
FilterOut=LegendEngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int
[TaskPerfTracking]
bUseTaskPerfTracking=TRUE
RemoteConnectionIP=10.1.20.20
ConnectionString=Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2
RemoteConnectionStringOverride=Data Source=production-db;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn
[FPSChartTracking]
ShouldTrackFPSWhenNonInteractive=False
[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP=10.1.20.20
ConnectionString=Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;Trusted_Connection=Yes;Connection Timeout=2
RemoteConnectionStringOverride=Data Source=dev-db;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512
[MobileMaterialCookSettings]
SkinningOnlyMaterials=
NoLightmapOnlyMaterials=
[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100
[Engine.OnlineSubsystem]
NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
AsyncMinCompletionTime=0.0
[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5
[VoIP]
VolumeThreshold=0.2
bHasVoiceEnabled=true
[FullScreenMovie]
bForceNoMovies=FALSE
LoadMapMovies=UI_Loading.Loading
bShouldStopMovieAtEndOfLoadMap=FALSE
[IPDrv.WebConnection]
MaxValueLength=512
MaxLineLength=4096
[IPDrv.WebServer]
ApplicationPaths[0]=/ServerAdmin
ApplicationPaths[1]=/images
ListenPort=80
MaxConnections=18
ExpirationSeconds=86400
bEnabled=false
[IPDrv.WebResponse]
IncludePath=/Web
CharSet=iso-8859-1
[TextureTracking]
#TextureName=T_GD_Traffic_Crosswalk_01
[AnimNotify]
Trail_MaxSampleRate=200.0
[Engine.UIDataStore_OnlinePlayerData]
PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldCacheATITCTextures=False
bShouldCacheETCTextures=False
bShouldCacheFlashTextures=False
bShouldFlattenMaterials=True
FlattenedTextureResolutionBias=0
UDKRemotePort=41765
UDKRemotePortPIE=41766
[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
[UnitTesting]
UnitTestPath=..\..\Engine\UnitTests
UnitTestPackageName=UnitTestPackage
[Engine.HttpFactory]
HttpRequestClassName=WinDrv.HttpRequestWindows
[IpDrv.OnlineImageDownloaderWeb]
MaxSimultaneousDownloads=8
[IpDrv.McpServiceConfig]
Protocol=http
Domain=localhost:8888
[IpDrv.McpServiceBase]
McpConfigClassName=IpDrv.McpServiceConfig
[IpDrv.McpServerTimeBase]
McpServerTimeClassName=IpDrv.McpServerTimeManager
[IpDrv.McpServerTimeManager]
TimeStampUrl=/timestamp
[IpDrv.McpGroupsBase]
McpGroupsManagerClassName=IpDrv.McpGroupsManager
[IpDrv.McpGroupsManager]
CreateGroupUrl=/groupcreate
DeleteGroupUrl=/groupdelete
QueryGroupsUrl=/grouplist
QueryGroupMembersUrl=/groupmembers
AddGroupMembersUrl=/groupmembers
RemoveGroupMembersUrl=/groupmembers
DeleteGroupUrl=/groupdelete
DeleteAllGroupsUrl=/groupdeletebyownerid
QueryGroupInvitesUrl=/groupinvite
AcceptGroupInviteUrl=/groupinvite
RejectGroupInviteUrl=/groupinvite
[IpDrv.McpMessageBase]
McpMessageManagerClassName=IpDrv.McpMessageManager
[IpDrv.McpMessageManager]
CompressionType=MMCT_LZO
CreateMessageUrl=/messagecreate
DeleteMessageUrl=/messagedelete
QueryMessagesUrl=/messagelist
QueryMessageContentsUrl=/messagecontents
[IpDrv.McpIdMappingBase]
McpIdMappingClassName=IpDrv.McpIdMappingManager
[IpDrv.McpIdMappingManager]
AddMappingUrl=/useraddaccountmapping
QueryMappingUrl=/userresolveaccountmappings
[IpDrv.McpUserManagerBase]
McpUserManagerClassName=IpDrv.McpUserManager
[IpDrv.McpUserManager]
RegisterUserMcpUrl=/registerusermcp
RegisterUserFacebookUrl=/registeruserfacebook
QueryUserUrl=/userstatus
QueryUsersUrl=/usermultiplestatus
DeleteUserUrl=/deleteuser
McpAuthUrl=/authenticateusermcp
FacebookAuthUrl=/authenticateuserfacebook
[IpDrv.McpThreadedChatV3]
ChatThreadResource=/api/chatthreads
ChatThreadResourceConcerningUser=/api/chatthreads/{threadId}/user/{mcpId}
ChatPostsResourceConcerningUser=/api/chatthreads/user/{mcpId}/posts
ChatPostsResourceForUsers=/api/chatthreads/{threadId}/users
bWantsRepliesForUsers=true
[IpDrv.McpRemoteNotificationV3]
PushNotificationPath=/api/push/IOS
[IpDrv.McpUserManagerV3]
AccountUrl=/api/account
AuthUrl=/api/account/{epicId}
QueryUrl=/api/identity
[IpDrv.McpGroupsManagerV3]
GroupsUrl=/api/user/{epicId}/groups
GroupMembersUrl=/api/user/{epicId}/groups/{groupId}/members
[IpDrv.McpIdMappingManagerV3]
AddMappingUrl=/api/account/{epicId}/account
QueryMappingUrl=/api/identity/mappings/{type}
[IpDrv.McpMessageManagerV3]
OutboxPath=/api/messaging/{epicId}/outbox
InboxPath=/api/messaging/{epicId}/inbox
HeaderPath=/api/messaging/{epicId}/inbox/{messageId}/header
MessagePath=/api/messaging/{epicId}/inbox/{messageId}
[IpDrv.McpUserInventoryManagerV3]
ProcessCommandUrl=/api/profile/process
ProfileResourcePath=/api/profile/user/{epicId}/{profileId}
IapResourcePath=/api/iap/purchase/{epicId}
[IpDrv.McpSystemCloudFileManagerV3]
FileResourcePath=/api/cloudstorage/system
[IpDrv.McpUserCloudFileManagerV3]
FileResourcePath=/api/cloudstorage/user/{epicId}/{uniqueFilename}
LastNResourcePath=/api/cloudstorage/user
[IpDrv.McpClashMobManagerV3]
ChallengePath=/api/challenges
UserChallengePath=/api/challenges/{challengeId}/users
ChallengeFilePath=/api/challenges/{challengeId}/file/{fileName}
UserChallengeUpdatePath=/api/challenges/{challengeId}/users/{epicId}/saveSlots/{saveSlotId}
[IpDrv.McpUserCloudFileDownload]
EnumerateCloudFilesUrl=/cloudstoragelist
ReadCloudFileUrl=/cloudstoragecontents
WriteCloudFileUrl=/cloudstoragesave
DeleteCloudFileUrl=/cloudstoragedelete
[IpDrv.McpClashMobBase]
McpClashMobClassName=IpDrv.McpClashMobManager
[IpDrv.McpClashMobManager]
ChallengeListUrl=/challengelist
ChallengeStatusUrl=/challengestatus
ChallengeMultiStatusUrl=/challengemultiplestatus
AcceptChallengeUrl=/acceptchallenge
UpdateChallengeProgressUrl=/updatechallenge
UpdateRewardProgressUrl=/updatereward
[IpDrv.McpManagedValueManagerBase]
McpManagedValueManagerClassName=IpDrv.McpManagedValueManager
[IpDrv.McpManagedValueManager]
CreateSaveSlotUrl=/createvalues
ReadSaveSlotUrl=/listvalues
UpdateValueUrl=/updatevalue
DeleteValueUrl=/deletevalue
[IpDrv.McpUserInventoryBase]
McpUserInventoryClassName=IpDrv.McpUserInventoryManager
[IpDrv.McpUserInventoryManager]
CreateSaveSlotUrl=/createsaveslot
DeleteSaveSlotUrl=/deletesaveslot
ListSaveSlotUrl=/listsaveslot
ListItemsUrl=/listitems
PurchaseItemUrl=/purchaseitem
SellItemUrl=/sellitem
EarnItemUrl=/earnitem
ConsumeItemUrl=/consumeitem
DeleteItemUrl=/deleteitem
IapRecordUrl=/recordiap
[IpDrv.McpClashMobFileDownload]
RequestFileURL=/challengefile
[IpDrv.McpServerTimeManagerV3]
TimeStampUrl=/api/timestamp
[IpDrv.McpLeaderboardsBase]
McpLeaderboardsClassName=IpDrv.McpLeaderboardsV3
[IpDrv.McpLeaderboardsV3]
LeaderboardEntriesPath=/api/leaderboard/{leaderboardName}/entries
LeaderboardEntriesByColumnRangePath=/api/leaderboard/{leaderboardName}/{timeframe}/{columnName}/
BaseLeaderboardPath=/api/leaderboard
LeaderboardEntryPath=/api/leaderboard/{leaderboardName}/entry/{gameAccountId}
[IpDrv.OnlineTitleFileDownloadWeb]
RequestFileURL=/downloadfile
RequestFileListURL=/listfiles
TimeOut=10.0
[OnlineSubsystemPC.OnlineSubsystemPC]
TitleFileClassName=IpDrv.OnlineTitleFileDownloadWeb
TitleFileCacheClassName=IpDrv.TitleFileDownloadCache
UserCloudFileClassName=IpDrv.McpUserCloudFileDownload
[OnlineSubsystemGameCenter.OnlineSubsystemGameCenter]
bSupportsGameInvites=true
bLoginOnInit=true
TitleFileClassName=IpDrv.OnlineTitleFileDownloadWeb
TitleFileCacheClassName=IpDrv.TitleFileDownloadCache
UserCloudFileClassName=IpDrv.McpUserCloudFileDownload
[OnlineSubsystem]
PollingIntervalInMs=50
bAllowAsyncBlocking=true
DebugTaskDelayInMs=0
[SubstanceAir]
MipCountAfterCooking=7
MemBudgetMb=2048
FreeCore=0
bForceTextureBaking=FALSE
bInstallTimeGeneration=FALSE
[GwNav]
oneMeterInUnrealUnits=100
[Configuration]
[Engine.RenderMode]
RenderMode=0
[Engine.ShippingScriptPackages]
NativePackages=LegendGame
EditorPackages=MU2Editor
[CrashReport]
HttpUrl=202.14.103.223:10080
HttpPort=10080
FtpUrl=202.14.103.223
FtpPort=10021
FtpID=
FtpPW=
ProjectID_KOR=24
ProjectID_INT=29
ProjectID_CHN=24
ProjectID_JPN=30
GuardItProjectID=25
ClientVersion=MU2IBT
Cumulative=true
DeleteDumpfile=true
UploadCount=3
StackTrace=false
[IniVersion]
0=1581710645.000000
1=1581710724.000000
2=1581710724.000000
the part of code from above is from JPN game-client but KOR part.
Important! Don't use any other version then KOR - even if it's JPN release, the only full version like lang and strings are only under KOR files. If you will use INT or JPN set of files, or load configs this way then your MULegend won't be 85lv. patch anymore.
So much download links! Wich one i need to use who is working on LAN ip with no problems?
hi any have data basae legend_jp work? or in what sql work this? i use sql 2008r
Hi everyone :)
How to fix exp from quest ?
i see first quest we can get 4 level from 1 and next quest we can go to level 7 from level 4 , i think quest exp is 10 times!! (ex. EXP Quest*10)
Exam.
You character level 4 need 700 exp to level 5.
exp quest details 700.
But after you finish quest , you can get 7000 (700*10) from quest. How to fix it ??
Thank you so much :D
Best regards