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Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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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


http://bayamos.systematic-chaos.net...ts/useropts.cfg

 

---

INDEX:

A few examples of my useropts configs in action, to demonstrate how wide open the possibilities are.

- Bayamos


Message edited by Bayamos on 01/08/2009 00:20:09.



Jacked Out

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........Sob* that means nothing to me.......cry* :smileysad:





Vindicator

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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.

Nice finds, Bayamos.

- Void



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Good stuff. Looks like im gonna be doing some experimenting tonight.


Fansite Operator

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Teivel wrote:
........Sob* that means nothing to me.......cry* :smileysad:


*cough*



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Wow, sounds awsome... especially all those Hyperjump camera options. That always bugged me... now I can fix the camera myself. Whoho!

Great work, please keep those commands coming if you find more of these small configs. Btw, how did you find them?

>revolt_

Message Edited by >revolt_ on 03-03-200603:35 AM


Message edited by >revolt_ on 03/03/2006 03:35:35.


Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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ORIGINAL FIRST POST (moved for thread update):

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.

Message Edited by Bayamo on 03-03-200607:51 AM


Message edited by Bayamos on 01/07/2009 18:49:50.



Systemic Anomaly

Joined: Dec 20, 2005
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Null. Double post.

Message Edited by Bayamo on 03-03-200607:47 AM


Message edited by Bayamos on 03/03/2006 04:47:48.



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Cool. Sounds good.

I'm waiting for the time when we can distribute player mods to our UIs like other MMOs... SMILEY

>revolt_


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This is what I've been doing for like 4 days straight. I posted vids to get more interest.
It will be good with more minds on it...

Until next time... Complete with vid... Though...mods will probably delete this, which is cool...
It's kinda hacking. Though totally client side.

But it IS the Matrix.... Totally customizable of course...

http://files.filefront.com/hacksavi/;4833487;;/fileinfo.html




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/cheer
  Thanx Stack


Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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More.

FX_Wind_Scale
FX_Wind_Change_Scale - Seem pretty self explanatory.

WR_WeatherSnd_InOut_Speed


CameraMaxYawChange
CameraUserPitchSpeedScale
CameraUserPitchLookSpeedScale
CameraUserYawSpeedScale
CameraMoveModeRotSpeedScale
CameraUserDistSpeed

CameraBumpTurnStartZone
CameraBumpTurnSpeedScale
CameraBumpPitchStartZone
CameraBumpPitchSpeedScale
CameraBumpDeadZone
CameraDefaultPitch
CameraDefaultYaw
CameraDefaultDist
CameraDefaultHeightOffset
CameraHeightOffsetTime
CameraUserKeyYawSpeedScale
CameraUserKeyPitchSpeedScale
CameraUserKeyDistSpeedScale
CameraChaseMovementOffsetDistance
CameraChaseMovementOffsetPitch
CameraChaseRotationDuration
CameraChaseMaxAngle
CameraChaseMaxAngularSpeed
CameraStiffMovementOffsetDistance
CameraStiffMovementOffsetPitch
CameraStiffMovementPitch
CameraStiffRotationDuration
CameraStiffMaxAngle
CameraStiffMaxAngularSpeed
CameraMaxDistSpeed
CameraDistInterpDuration

CameraMaxPitch
CameraMinPitch

CameraSpherePhysics - Used for internal debugging.

CameraMinJumpHeight
CameraMaxJumpHeight - Probably the Hyperjump Camera mode.

RenderBulletTimeOnly -  Use with AlwaysDoBulletTime

MovementRotationVelocity
ClipMovementRotationScale
MovementRunSlowdownDelay
MovementRunSlowdownDuration

ScreenFilters_GreenShift_Color_1_R
ScreenFilters_GreenShift_Color_1_G
ScreenFilters_GreenShift_Color_1_B

ScreenFilters_HackerView_Value_1
ScreenFilters_HackerView_Value_2
ScreenFilters_HackerView_Value_3
ScreenFilters_HackerView_Value_4

ScreenFilters_Screen_Glow_SubVal
ScreenFilters_Screen_Glow_BlurScale
ScreenFilters_Screen_Glow_BrightFactor
ScreenFilters_Screen_Glow_AutoSetVals
ScreenFilters_Screen_Glow_Just_Glow
ScreenFilters_Screen_Glow_Render_Spread
ScreenFilters_Screen_Glow_DownSample_div
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_Subval
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_BlurScale
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_BrightFactor
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_Subval
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_BlurScale
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_BrightFactor
ScreenFilters_Screen_Glow_Trg_Indoors_Subval
ScreenFilters_Screen_Glow_Trg_Indoors_BlurScale
ScreenFilters_Screen_Glow_Trg_Indoors_BrightFactor
ScreenFilters_Screen_Glow_Amb_Max

AmbientVolChangeSpeed
FX_Light_Glare_HalfSize
FX_Light_Glare_Alpha
FX_Light_Glare_Dst_0
FX_Light_Glare_Dst_1

FX_Wind_Torque_Factor
FX_RigSphr_RndFactor

WR_DrawInt_Lightning
WR_DrawSolid
WR_DrawPhysics
WR_DrawExterior
WR_DrawInterior
WR_DrawExteriorBBs
WR_DrawProps
WR_DrawShadows

WR_CustomAmbientEnable
WR_CustomAmbientR
WR_CustomAmbientG
WR_CustomAmbientB

WR_EnvDefaultStartDayOffset

WR_WeatherRainHorizDistance
WR_WeatherRainVertDistance
WR_WeatherRainMaxVolume
WR_WeatherRainParticles
WR_WeatherRainRenderStyle
WR_WeatherRainTime
WR_WeatherRainLength
WR_WeatherRainAlpha
WR_WeatherRainTexture

Same with Hail, Snow, Shadows

WR_WorldTint_Color_RGB

WR_MatrixView_ForceOn
WR_MatrixView_ForceOn_Blend
WR_MV_Enabled
WR_MV_MaxDuration
WR_MV_MinDuration
WR_MV_MaxFrequency
WR_MV_MinFrequency

WR_RenderStyle_Trans
RainSplash_Max_Count
RainSplash_Radius
RainSplash_FX_Len_Scale

Message Edited by Bayamo on 03-03-200603:49 PM


Message edited by Bayamos on 03/09/2009 18:57:07.



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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

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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.

4rk




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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...
 
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