# Window Settings window-title Toontown icon-filename phase_3/models/gui/toontown.ico cursor-filename phase_3/models/gui/toonmono.cur # Audio/Video audio-library-name p3openal_audio load-display pandagl aux-display pandagl aux-display pandadx9 aux-display tinydisplay depth-bits 24 audio-sfx-active #t audio-music-active #t aspect-ratio 1.333333 # Models/Resources model-path resources default-model-extension .bam vfs-case-sensitive 0 # Server Settings server-version sv1.0.47.38 server-failover 80 443 tt-specific-login 1 # If true, individual TCP packets are not sent immediately, but rather they are collected together and accumulated to be sent periodically as one larger TCP packet. This cuts down on overhead from the TCP/IP protocol, especially if many small packets need to be sent on the same connection, but it introduces additional latency (since packets must be held before they can be sent). collect-tcp 1 # Developer Options want-dev 0 schellgames-dev 0 # DC Files dc-file etc/toon.dc dc-file etc/otp.dc # HTTP/Downloading verify-ssl 0 downloader-timeout-retries 4 downloader-byte-rate 125000 downloader-frequency 0.1 http-connect-timeout 20 http-timeout 30 extra-ssl-handshake-time 20.0 # Compute the SSL random seed early on. early-random-seed 1 # Notify Settings notify-level-collide warning notify-level-chan warning notify-level-gobj warning notify-level-loader warning notify-timestamp #t notify-integrate #f default-directnotify-level info console-output 1 # Panda3D/DirectX # Configure this true if you have a buggy graphics driver that doesn't correctly implement the third parameter, NumVertices, of DrawIndexedPrimitive(). In particular, the NVIDIA Quadro driver version 6.14.10.7184 seems to treat this as a maximum vertex index, rather than a delta between the maximum and minimum vertex index. Turn this on if you are seeing stray triangles, or you are not seeing all of your triangles. Enabling this should work around this bug, at the cost of some additional rendering overhead on the GPU. dx-broken-max-index 1 # Set this true to show ime texts on the chat panel and hide the IME default windows. This is a mechanism to work around DX8/9 interface. ime-aware 1 # Set this true to hide ime windows. ime-hide 1 # Use DirectX management of video memory dx-management 1 # If this is true, more accurate but more expensive fog computations are performed. dx-use-rangebased-fog #t # Set this true to have all CollisionTraversers in the world respect the previous frame's transform (position) for a given object when determining motion for collision tests. respect-prev-transform 1 # Specifies the maximum amount of time that should be consumed by a single call to Decompressor::run(). decompressor-step-time 0.5 # Specifies the maximum amount of time that should be consumed by a single call to Extractor::step(). extractor-step-time 0.5 # Fix for Panda3D 1.0.0 temp-hpr-fix 1 # Set this true to allow the use of vertex buffers (or buffer objects, as OpenGL dubs them) for rendering vertex data. vertex-buffers 0 # GUI Settings direct-wtext 0 on-screen-debug-font ImpressBT.ttf # Misc Settings inactivity-timeout 180 # If require-window is true, it means that we should raise an exception if the window fails to open correctly. require-window 0 # Limits the size of the buffer used. patcher-buffer-size 512000 # required-login: auto, green, blue, playToken, DISLToken, gameServer. required-login playToken # Do we merge or isolate LOD's? merge-lod-bundles 0 early-event-sphere 1 # This controls the default value of SmoothMover::get_accept_clock_skew(). accept-clock-skew 1 text-minfilter linear_mipmap_linear gc-save-all 0