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666 changes: 333 additions & 333 deletions Generals/Data/INI/Armor.ini

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18 changes: 9 additions & 9 deletions Generals/Data/INI/AudioSettings.ini
Original file line number Diff line number Diff line change
Expand Up @@ -19,16 +19,16 @@ AudioSettings
TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec)
TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out.
AudioFootprintInBytes = 4194304 ; 4 MB for now. We could adjust this later.
MinSampleVolume = 2 ; Sounds quieter than this will be clipped out
MinSampleVolume = 2.0% ; Sounds quieter than this will be clipped out

Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%.
; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%.
; If 0, then 2D and 3D sounds will play at the same volume.
Relative2DVolume = -10.0% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%.
; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%.
; If 0, then 2D and 3D sounds will play at the same volume.

DefaultSoundVolume = 80% ; Default Sound volume -- NEVER CHANGED! Kris
Default3DSoundVolume = 80% ; Default 3D Sound volume -- NEVER CHANGED! Kris
DefaultSpeechVolume = 70% ; Default Speech volume -- NEVER CHANGED! Kris
DefaultMusicVolume = 55% ; Default Music volume -- NEVER CHANGED! Kris
DefaultSoundVolume = 80.0% ; Default Sound volume -- NEVER CHANGED! Kris
Default3DSoundVolume = 80.0% ; Default 3D Sound volume -- NEVER CHANGED! Kris
DefaultSpeechVolume = 70.0% ; Default Speech volume -- NEVER CHANGED! Kris
DefaultMusicVolume = 55.0% ; Default Music volume -- NEVER CHANGED! Kris
Default2DSpeakerType = "2 Speakers"
Default3DSpeakerType = "5.1 Surround"

Expand All @@ -51,5 +51,5 @@ AudioSettings

; NOTE: The higher this value is, the lower normal sounds will be! If you specify a sound volume value of 25%, then sounds will play
; between 75% and 100%, not 100% to 125%!
ZoomSoundVolumePercentageAmount = 20% ; The amount of 3D sound volume dedicated to zooming.
ZoomSoundVolumePercentageAmount = 20.0% ; The amount of 3D sound volume dedicated to zooming.
End
6 changes: 3 additions & 3 deletions Generals/Data/INI/Crate.ini
Original file line number Diff line number Diff line change
Expand Up @@ -199,9 +199,9 @@ Object SalvageCrate
PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it)
; ExecuteFX = FX_CratePickup ; FXList to play when successfully picked up

WeaponChance = 100% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
LevelChance = 25% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level
MoneyChance = 75% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance
WeaponChance = 100.0% ; If we are a WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
LevelChance = 25.0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level
MoneyChance = 75.0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an independent FirstChance
MinMoney = 25 ; If we get money, this is how much we get. Make them different to get a random range.
MaxMoney = 75
End
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4 changes: 2 additions & 2 deletions Generals/Data/INI/Default/AIData.ini
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
AIData

StructureSeconds = 0.0 ; AI tries to build a new structure every N seconds.
TeamSeconds = 10 ; AI tries to build a new team every N seconds.
TeamSeconds = 10.0 ; AI tries to build a new team every N seconds.
Wealthy = 7000 ; Number of resources for the AI to consider itself wealthy
Poor = 2000 ; Number of resources for the AI to consider itself poor
StructuresWealthyRate = 2.0 ; (2 == twice as fast) Rate modifier for building structures when wealthy.
Expand Down Expand Up @@ -33,7 +33,7 @@ AIData
RepulsedDistance = 150.0 ; How far beyond vision range a repulsed civilian will run before stopping.
; so if vision range is 120.0, he will move to a point at least 270.0 away from the enemy, and then stop running.

WallHeight = 43 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces.
WallHeight = 43.0 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces.

AttackIgnoreInsignificantBuildings = YES ; If yes, units will ignore enemy-owned buildings that are not faction buildings

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2 changes: 1 addition & 1 deletion Generals/Data/INI/Default/Music.ini
Original file line number Diff line number Diff line change
Expand Up @@ -4,5 +4,5 @@

MusicTrack DefaultMusicTrack
Filename = NoFilename ; Filename with extension
Volume = 100.0 ; Music volume
Volume = 100.0% ; Music volume
End
4 changes: 2 additions & 2 deletions Generals/Data/INI/Default/Object.ini
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ Object DefaultThingTemplate
; The placement view angle is the initial view angle you see a building at when
; it's floating at the cursor for placement. Values are 0-360 with
; 0 being down the X axis (right side of screen) and counterclockwise from there
PlacementViewAngle = 0
PlacementViewAngle = 0.0
; *For the upgrade cameos, pass in the name of the Upgrade you want the unit to display when selected.
; UpgradeCameo1 = Upgrade_AmericaRadar
; UpgradeCameo2 = Upgrade_AmericaRadar
Expand All @@ -38,7 +38,7 @@ Object DefaultThingTemplate
End
VisionRange = 0.0 ; How far we can see
BuildCost = 0 ; Cost to build
BuildTime = 1 ; Time to build in seconds
BuildTime = 1.0 ; Time to build in seconds
RefundValue = 0 ; Sell value (0 == use default)
EnergyProduction = 0 ; Energy required, below 0 values produce energy
IsForbidden = NO ; Forbidden on this map
Expand Down
6 changes: 3 additions & 3 deletions Generals/Data/INI/Default/SoundEffects.ini
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,13 @@
; default in case there isn't one for a global sound.

AudioEvent DefaultSoundEffect
Volume = 100
Volume = 100.0%
Priority = HIGH
MinVolume = 40
MinVolume = 40.0%
Control = RANDOM
Limit = 4
MinRange = 175.00
MaxRange = 600.00
PitchShift = -0 0
PitchShift = -0.0 0.0
Type = UI PLAYER
End
2 changes: 1 addition & 1 deletion Generals/Data/INI/Default/Speech.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,6 @@
; Default Dialog event.

DialogEvent DefaultDialog
Volume = 100
Volume = 100.0%
Type = UI EVERYONE
End
2 changes: 1 addition & 1 deletion Generals/Data/INI/DrawGroupInfo.ini
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,6 @@ DrawGroupInfo
FontSize = 10
FontIsBold = NO

DrawPositionXPercent = -20%
DrawPositionXPercent = -20.0%
DrawPositionYPixel = -10
End
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