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dacom.ini

Overview

This file handles configuration of the application's start-time settings and library loading.

Syntax

Each of the following sections can only be written once, preferably in the order shown.

[DACOM]

KeyValueMultipleRemark
IgnoreDACOMEnvbooleanno
DLLPathpathnoThis path determines where dacom.dll looks for the libraries called in this file.

[Libraries]

DLL entries under this block are defined as a key with no value. DLLPath, as defined in the [DACOM] block is used to look for these files.

[System]

Calls values from the Windows API. Entries under this block are defined as a key with no value.

[Engine]

Calls values from the Windows API. Entries under this block are defined as a key with no value.

[RenderManager]

Calls values from the Windows API. Entries under this block are defined as a key with no value.

[TriMesh]

KeyValueMultipleRemark
tristripsbooleanno

[RenderPipeline]

KeyValueMultipleRemark
MGSDBpathnoThe name of the FLConfigDatabase file, which is used to map graphics cards settings for Freelancer
DEVICE_GAMMAbooleannoForces gamma control
TEXTURE_ALLOW_DXTbooleannoForces dxtn support
ALPHAREFintegernod3drenderstate: default alpha ref
ALPHATESTENABLEbooleannod3drenderstate: basic alpha test
ALPHAFUNCintegernod3drenderstate: D3DCMP_GREATER
LOCALVIEWERbooleannod3drenderstate: specular highlights
zfuncintegernoDefault z compare func is D3DCMP_LESSEQUAL
FPU_PRESERVEbooleannoShould Direct3D save and restore the FPU state every time it needs to modify the FPU state.
MULTITHREADEDbooleannoRequest multithread-safe behavior. This causes Direct3D to take the global critical section more frequently.
HARDWARE_VERTEXPROCESSINGbooleannovertex processing flags are mutually exclusive. regardless of what the user asks for if the device cant support hw-tl the user gets sw-tl
MIXED_VERTEXPROCESSINGbooleanno
SOFTWARE_VERTEXPROCESSINGbooleanno
LOCAKABLE_BACKBUFFERbooleannoShould the device allow the backbuffer to be locked
USE_SYSLOCKbooleannoShould resources (vb, ib, texture) take a windows wide critical lock when in use
HANDLE_SWAPLOSSbooleanno
VIEWSPACE_LIGHTSbooleanno
TEXTURE_CUBEMAPSbooleanno

[TextureLibrary]

KeyValueMultipleRemark
TEXTURE_LOD_LOAD_MINintegernoWhile this would work for other apps, Freelancer's perfoptions.ini will override whatever setting this has.

[SoundManager]

KeyValueMultipleRemark
speakerConfigurationintegernoset only if you want to override Windows setting
createAll2dInSoftwarebooleanno
3D_SW_Algorithmstringno
use2DHWintegerboolean
use3DHWintegerboolean
maxSoundChannelsintegerno
FORCE_FREQ_CONTROL_TO_SWbooleanno
max3DPanintegerno

[Alchemy]

KeyValueMultipleRemark
Alchemy.maxVerticesintegernoUnused, overridden by particle pools
Alchemy.maxIndicesintegernoUnused, overridden by particle pools
Alchemy.useMaterialBatcherbooleanno
FxBasicAppearance.poolSizeintegernoMaximum number of BasicAppearance particles rendered at any one time
FxRectAppearance.poolSizeintegernoMaximum number of RectAppearance particles rendered at any one time
FxPerpAppearance.poolSizeintegernoMaximum number of PerpAppearance particles rendered at any one time
FxOrientedAppearance.poolSizeintegernoMaximum number of OrientedAppearance particles rendered at any one time
FLBeamAppearance.poolSizeintegernoMaximum number of BeamAppearance particles rendered at any one time
FLDustAppearance.poolSizeintegernoMaximum number of DustAppearance particles rendered at any one time
FxMeshAppearance.poolSizeintegernoMaximum number of MeshAppearance particles rendered at any one time
MeshAppearance.poolSizeintegernoMaximum number of BasicAppearance particles rendered at any one time
FxParticleAppearance.poolSizeintegernoMaximum number of ParticleAppearance particles rendered at any one time

[BatchedMaterials]

KeyValueMultipleRemark
Typestringno

[MaterialMap]

KeyValueMultipleRemark
DcDtEtTwostringPredefined material types
EcEtOcOtstringPredefined material types
DcDtEcEtstringPredefined material types
namestringyesAll entries here appear to be regexp for a material name to override a material type