[Video]
TextureBias = off        ; on = clear up blurry text and other artifacts on cards that don't follow the standard
GDI = off                ; on = GDI compatible with full screen 3D
ForcePipelineStall = off ; on  = Turn this on if mouse is unusably delayed
MonochromeCursor = default ; on = force usage of monochrome cursors, off=force off
HardwareGeometry = on    ; of = disable hardware transform and lighting. Use with care.

[Features]
LimitResolutions = on           ; on = limit to 640x480 -> 1024x768
LimitWinningConditions = off     ; on = only support one official winning condition
LimitDirectPlayConnections = off ; on = limit connections to IPX,TCP,and Zone
LimitMapSettings = off           ; on = disable random map templates, save games, extra maps
LimitMaxPlayers = off            ; on = limit number of players to 4 instead of 8
ExtendedZoom = on		; on = extend max zoom level of camera
LanguageSelect = DEFAULT		; language for all of the text in the game, options are: ENGLISH, FRENCH, GERMAN, ITALIAN, SPANISH, POLISH, TAI, and KOREAN
ForceAltFont = off		; set to on to get the correct Korean or Tai font on a NON-ASIAN version of windows 95 or 98 


[Network]
LowSpeedLAN = off	  	    	; on = poor performing network. (40kbit connection+)
GuaranteedDelivery = off       ; on = use TCP where possible (increases latency, but better on poor performing network)


[Sound]
; add a semicolon ";" to the beginning of the next line to run without sound
Sound = {00000000-0000-0000-0000-000000000000}	; use primary device

;
;--------- NOTE TO USER: DO NOT EDIT ANYTHING BELOW THIS LINE!!! ------------------
;

[Libraries]
DLL\Channel.dll
DLL\DAHotkey.dll
DLL\Docuview.dll
DLL\DOSFile.dll
DLL\Anim.dll
DLL\Engine.dll
DLL\PolyMesh.dll
DLL\RenderMgr.dll
DLL\TextureLibrary.dll
DLL\x86math.dll
DLL\optics.dll
DLL\Hardpoint.dll
DLL\Streamer.dll
DLL\D3DRenderPipe.dll
DLL\LightManager.dll
DLL\VertexBufferManager.dll

[System]
IEventSystem
IRenderPrimitive
IRenderPipeline = RendSft
IWindowManager
IViewConstructor
IStreamer
TextureLibrary
LightManager
VertexBufferManager

[Engine]
IRenderer 
IAnimation
IHardpoint

[RenderManager]	; Add if you plan on rendering anything
PolyMesh		; The order defines the order components get a chance to
Optics			; create instances and archetypes.

;WARNING: DO NOT EDIT THE FOLLOWING RendX sections!!
[Rend0]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L

[Rend1]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L

[Rend2]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L

[Rend3]
DeviceId = {00000000-0000-0000-0000-000000000000}
DeviceType = T&L

[RendSft]
DeviceType = SFT

[TextureLibrary]
;TEXTURE_LOD_LOAD_BIAS = 0
;TEXTURE_LOD_LOAD_SCALE = 0.5

[Polymesh]
ContLodMode = 2  //0 disable, 1 per instance lod(default), 2 per archetype lod

[FONTS]
Fonts\Bauhmib.ttf
Fonts\MingLiu.ttc

[RenderOptions]
NoPerVertexAlpha = off
32BitTextures = off

[TextureFormatClasses]
DAO8 = 24:8:8:8:0, 32:8:8:8:8, 16:5:6:5:0, 16:5:5:5:0, 16:5:5:5:1

[TextureFormatMaps]
clear                           ;; clear the table
8:8:8:8:*,0 = DAOP
*:*:*:*:1,0 = DAA1
*:*:*:*:4,0 = DAA4
*:*:*:*:8,0 = DAA8
;24:*:*:*:*,0 = DAO8  ;uncomment for 32 bit textures
*:*:*:*:*,0 = DAOT
*:*:*:*:*,1 = DAA1
*:*:*:*:*,4 = DAA4
*:*:*:*:*,* = DAA8

[Hotkey]
;debug=off		;; uncomment this line to turn off debug keys when gdi=on
