It's been almost three years since I originally posted this topic. It's time to, at the least, organize this thread somewhat, to provide the structure that's been lacking as well as to give a sort of overview for new players. Okay.
What are useropts? Essentially, they are state variables that modify how your game runs, which you define in a text file in your game's installation folder (typically C:\Program Files\Monolith Productions\The Matrix Online\useropts.cfg). Two notes about this file: It does not exist at first. To use useropts, you must create it. Second, don't let the "CFG" extension fool you. It is essentially a .txt file, just renamed as CFG. Lots of things are possible with useropts. You can modify your graphics to make them crisp and sparkly, or on lower end machines you can push the client to run as efficiently as possible. Basic UI modifications, defining camera and effects behavior, customizing how you see the world, and all sorts of things.
The number of useropts has always relatively remained the same, but apart from a choice few parameters given to players through autoexec.cfg, options.cfg, or Rarebit's posts, most remained unknown. I did a bit of exploration back in the day and found a slew of commands. I've released some of them, and am glad to see that many of the things posted in this thread have caught on and benefited the community's MXO experience... such as the now near-universal GreenTint RGB tweak, HackView, ShowTitleInName, et cetera.
Note: Not _all_ the parameters listed in this thread work. For a lot of the primary, very very old posts, I was just finding these settings, and had not tested many yet. Regardless, the settings exist, so I list. Some settings, like say, ones that would change the texture of weather particles (it's snowing FM-1500s?) are set to admin-only. Normal clients cannot use them. Player feedback should be a decent indicator of if something works or not, unless the command in question is some obscure setting, like the chat system's max buffer size before flush.
For those new to useropts, here is a starter useropts file with basic options. All but the first two lines are disabled. Remove the # in front of a command to turn it on. The procedure for using useropts (at basic levels, anyhow), is to set up your useropts file as you want it, save it, and then open the MXO client. With this method, you cannot change useropts settings while you are ingame. Try not to modify your advanced video options when ingame - some useropts will be modified by the automatic load of options.cfg (or the auto_#_#) settings, so you may need to relog to get your settings back. Play around with it and see what results modifying the parameters yield, then have fun testing all sorts of options
Vindicator
Joined: Aug 15, 2005
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"/autoignore duel" performs the same function as setting the duel consideration timer to 0, and it's much easier to reverse.
Finally, a setting to override the camera scripting, even during bullet time! I've already managed to get some very pretty and less-usual angles on some of my special moves.
I'll share some of my more interesting discoveries with you guys. I haven't yet had the time to test them, so lemme know if they work. NOTE - These are not officially supported that I know of. If you misuse these or they cause problems, I take no responsibility for you choosing to test them.
Now let's get to it.
CameraHeightOffsetSitGrnd - Offset of camera when a player is sitting on the ground CameraHeightOffsetOther - Offset of camera in "other" cases - probably hyperjump, etc. CursorMaxPickingDist - Max distance in cm the cursor will look for a hover target CursorSpeed - Speed of hardware cursor. Allowable values are 1-20. UseCursorSpeed - if "true," overrides hardware cursor speed MouseTurnBuffer - The player will turn left or right if the cursor is this many pixels from the edge of the screen. AdvVideo_Check_Fill_AntiAliasing - This checks the Anti Aliasing box in Advanced Video Options ScreenRestoreWait - The amount of time it waits to confirm a resolution change EnableSplash = 0. A less lengthy way to stop the advert splash screens when you start the game. AllowBulletTimeCamera - Set this to 0 to disable the automatic override of the camera for bullet time. CameraBumpTurnEnable - Set this to 1 to enable camera bump turning in screenshot mode. ILFreeLookLookAtDuration - The freelook combat camera will take this long to go to the new combat center. ILFreeLookNewTargetDuration - The freelook combat camera will take this long to rotate itself. ILFreeLookCameraDefaultPitch - The initial pitch of the freelook combat camera. ILFreeLookCameraDefaultYaw - The default yaw of the freelook combat camera. CombatCameraMinDist CombatCameraMaxDist - Like CameraMaxDist, but for combat camera specifically. CameraNavMeshPhysics - Turn this on to see the camera not go off the Nav Mesh. CameraPhysicsNearDist - The camera will start its physics collision tests this distance from the player's head. CameraMinJumpHeight CameraMaxJumpHeight CameraJumpMinHeightOffset CameraJumpMaxHeightOffset CameraJumpMinFOV CameraJumpMaxFOV CameraJumpDefaultPitch CameraJumpMinPitch CameraJumpMaxPitch CameraHyperjumpPitch - The camera will go to this pitch while the player is hyperjumping. ILCameraSmoothStartPosDuration ILCameraSmoothStartPosMaxSpeed CameraMaxFrameTime MouseTurnMaxFreeLookYaw - This sets the max amount the mouse-turn action will rotate the camera before the player plays a turn animation. ChallengeMaxConsiderTime - The time a duel challenge must be answered. Set to 0 to never duel. WR_MatrixView_ForceOn - Forces Matrix View, I think.
Enjoy, and let me know how they work
I'm currently going through more to release.
It seems ColorExperienceAward is not permissable for normal clients to define, so scratch that. Other ones, like ServerMinDistSqr aren't allowed to be set by the client - that's the parameter that defines how far the user can get away from his server position before they're teleported back, which we know as "rubberbanding."
Once I finish testing the "Every IL attack animation is in bullet time" parameter, I'll post it. I've posted the ones that had written descriptions; the other ones I have are just commands. I'm gonna go through them to see what works, what doesn't, and how to use them. Then I'll post the new ones.
As for how I found them, in order for the client to recognize the parameters, they must be defined in a programming file somewhere in the installation. There's a lot of garbage code and symbols to sift through, but they're there.
Just be careful about going through resource files - looking is fine that I know of, changing anything is against the EULA. And some files contain spoilers if you figure out how to open them, so that's another thing to be wary of.
Bayamo, excellent work. I especially want to check out "WR_WeatherRainLength" and "WR_WorldTint_Color_RGB"... But do you think you can list some examples of the numbers that can be put into those fields?
Or do you not know what most of those do yet? Heh. We're unlocking the secrets of a perfect Matrix that is possible/within reach... This is great!
The first person to figure out how to disable status affect symbols and ability icons floating up out of people's heads (While keeping the sound effects intact) wins the entire Internet...
Systemic Anomaly
Joined: Aug 21, 2005
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I think somewhere in Dathan's posts he has listed the ability to take away all the floating icons and hacker animations and such through the useropts. He didn't post whether the sound goes away or not, but u could always try it yourself.
Joined: Aug 16, 2005
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Before I try to even understnad these, are any of these known to be punishable by Perma-Ban? Mods, please give some input so we don't have another "Data Mining" incident...