MU Legend JPN Server Files

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  1. #256
    Ultimate Member hack2u is offline
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    Dec 2004 Join Date
    156Posts

    Re: MU Legend JPN Server Files

    MU Legend JPN Server Files
    Thank you everyone for sharing the grandchildren.

  2. #257
    Retired Developer Magenik is offline
    True MemberRank
    Jun 2005 Join Date
    next to youLocation
    778Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Raelaziel View Post
    above all of that .csv's there's "generate.cpf" idk if it's somehow linked and if there shouldn't be some tool for that. I'm also looking forward into that.
    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
    Working on Fairy Dreams 3dMobile Game

  3. #258
    Registered Raelaziel is offline
    MemberRank
    Nov 2020 Join Date
    17Posts

    Re: MU Legend JPN Server Files

    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.

  4. #259
    Member Biomanable is online now
    MemberRank
    May 2007 Join Date
    Under the skiesLocation
    33Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by john007 View Post
    It works fine of course but you can play alone only. There's no internet access from VMware meaning you can't install any VPN to it. Even if you transfer VPN app and installed it. It won't able to access VPN services without that it's useless to play with LAN multiplayer.

    Anyway, VMware is a fast choice for those who wants to setup and for the self setup is pretty much like MU online only required MySQL which MU online doesn't.
    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.

  5. #260
    Retired Developer Magenik is offline
    True MemberRank
    Jun 2005 Join Date
    next to youLocation
    778Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Raelaziel View Post
    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.
    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
    Working on Fairy Dreams 3dMobile Game

  6. #261
    Member Biomanable is online now
    MemberRank
    May 2007 Join Date
    Under the skiesLocation
    33Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Magenik View Post
    let me explain you things young padawan

    it wasn't a joke

    VMWARE = everything is given and you have to edit only the IP on the network configuration and no! you are wrong you don't have to edit CONFIG file on VMWARE because everything is set already

    now go install it on your machine or even better setting it up on Dedicated server
    ohh shit you have to install MSSQL, webserver, mysql, firewall and much more maybe library for make all your exe work

    so who is joking now ? do you think everyone know how to install MSSQL properly ? even me with experiences i still do some mistakes on MSSQL.

    do you think everyone know how to setup a webserver properly with security etc ???

    no for you i still joking right ? then keep thinking i'm still joking i dont think you gonna run your server at home for 100 players on your VMWARE because this will be the best Joke ever

    that the reason i made a video tutorial to install server properly so people can learn from it

    and give hint here but how about you ? bravo you made a packaged vmware work good job you deserve a medal for it

    now go open it on your VPS and hit me back when you are done
    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 - - -

    Quote Originally Posted by pablineek View Post
    Great, attack people who its helping. Nice people coming to the post.
    Be more greatfull with the people.
    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 - - -

    Quote Originally Posted by Kaspars Erglis View Post


    Any solution? Launching on local ip! But client just dont want to start!
    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 - - -

    Quote Originally Posted by Magenik View Post
    you can have a look on your client side :

    Binaries\Win64\vanillamint\2020102301_shop_meta_file.json

    but just for your info it's a xml file also and it has an issue by default

    but even with that issue you can edit there :)

    as i said days before
    the shopVersion is overrided by the version of valafe.com

    because the client is edited to read their server

    so for now we have to figure out how to patch our client for it's connect to our own server for checking version and also for web shop system

    the API for version i already fixed it now it's a php file that check version on database but it's useless for now so i will share when time comes and client is hooked for it's connect to our server
    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.

  7. #262
    Retired Developer Magenik is offline
    True MemberRank
    Jun 2005 Join Date
    next to youLocation
    778Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Biomanable View Post
    Ok,whatever.

    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
    Working on Fairy Dreams 3dMobile Game

  8. #263
    Cypher WireShark is offline
    True MemberRank
    Jun 2009 Join Date
    Planet Earth xDLocation
    935Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Biomanable View Post
    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.
    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.
    Last edited by WireShark; 16-11-20 at 11:14 AM.

  9. #264
    Retired Developer Magenik is offline
    True MemberRank
    Jun 2005 Join Date
    next to youLocation
    778Posts

    Re: MU Legend JPN Server Files

    UPK Source code

    https://github.com/wghost/UPKUtils

    now if someone can figure out about make those tools work on MU2 :)
    Working on Fairy Dreams 3dMobile Game

  10. #265
    Newbie hoangtn219 is offline
    MemberRank
    Aug 2012 Join Date
    3Posts

    Re: MU Legend JPN Server Files

    Please help me fix it, thank

    https://imghub.io/i/YrKIM

  11. #266
    Member Kaspars Erglis is offline
    MemberRank
    Jul 2013 Join Date
    38Posts

    Re: MU Legend JPN Server Files

    Quote Originally Posted by Biomanable View Post
    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_pwQwGApass: dtyqUnpack 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.
    Can you upload in other sites! Cant read chinase

    - - - Updated - - -

    Quote Originally Posted by Kaspars Erglis View Post
    Can you upload in other sites! Cant read chinase
    Maby someone can upload normar Client

  12. #267
    Registered Raelaziel is offline
    MemberRank
    Nov 2020 Join Date
    17Posts

    Re: MU Legend JPN Server Files

    @Magenik i will check that stuff but for this useful stuff you shared i got the file you're talking about.

    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
    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.

    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.

  13. #268
    Member Kaspars Erglis is offline
    MemberRank
    Jul 2013 Join Date
    38Posts

    Re: MU Legend JPN Server Files

    So much download links! Wich one i need to use who is working on LAN ip with no problems?

  14. #269
    Registered rodrigo117 is offline
    MemberRank
    Nov 2020 Join Date
    8Posts

    Re: MU Legend JPN Server Files

    hi any have data basae legend_jp work? or in what sql work this? i use sql 2008r

  15. #270
    Member unknowmyid2809 is offline
    MemberRank
    Aug 2019 Join Date
    25Posts

    Re: MU Legend JPN Server Files

    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




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