🎚️
dacom.ini

🔭 Table of contents

📌 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]

Key Value Multiple Remark
IgnoreDACOMEnv boolean no
DLLPath path no This 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]

Key Value Multiple Remark
tristrips boolean no

📎 [RenderPipeline]

Key Value Multiple Remark
MGSDB path no The name of the FLConfigDatabase file, which is used to map graphics cards settings for Freelancer
DEVICE_GAMMA boolean no Forces gamma control
TEXTURE_ALLOW_DXT boolean no Forces dxtn support
ALPHAREF integer no d3drenderstate: default alpha ref
ALPHATESTENABLE boolean no d3drenderstate: basic alpha test
ALPHAFUNC integer no d3drenderstate: D3DCMP_GREATER
LOCALVIEWER boolean no d3drenderstate: specular highlights
zfunc integer no Default z compare func is D3DCMP_LESSEQUAL
FPU_PRESERVE boolean no Should Direct3D save and restore the FPU state every time it needs to modify the FPU state.
MULTITHREADED boolean no Request multithread-safe behavior. This causes Direct3D to take the global critical section more frequently.
HARDWARE_VERTEXPROCESSING boolean no vertex 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_VERTEXPROCESSING boolean no
SOFTWARE_VERTEXPROCESSING boolean no
LOCAKABLE_BACKBUFFER boolean no Should the device allow the backbuffer to be locked
USE_SYSLOCK boolean no Should resources (vb, ib, texture) take a windows wide critical lock when in use
HANDLE_SWAPLOSS boolean no
VIEWSPACE_LIGHTS boolean no
TEXTURE_CUBEMAPS boolean no

🔭 [TextureLibrary]

Key Value Multiple Remark
TEXTURE_LOD_LOAD_MIN integer no While this would work for other apps, Freelancer's perfoptions.ini will override whatever setting this has.

💢 [SoundManager]

Key Value Multiple Remark
speakerConfiguration integer no set only if you want to override Windows setting
createAll2dInSoftware boolean no
3D_SW_Algorithm string no
use2DHW integer boolean
use3DHW integer boolean
maxSoundChannels integer no
FORCE_FREQ_CONTROL_TO_SW boolean no
max3DPan integer no

⚡ [Alchemy]

Key Value Multiple Remark
Alchemy.maxVertices integer no Unused, overridden by particle pools
Alchemy.maxIndices integer no Unused, overridden by particle pools
Alchemy.useMaterialBatcher boolean no
FxBasicAppearance.poolSize integer no Maximum number of BasicAppearance particles rendered at any one time
FxRectAppearance.poolSize integer no Maximum number of RectAppearance particles rendered at any one time
FxPerpAppearance.poolSize integer no Maximum number of PerpAppearance particles rendered at any one time
FxOrientedAppearance.poolSize integer no Maximum number of OrientedAppearance particles rendered at any one time
FLBeamAppearance.poolSize integer no Maximum number of BeamAppearance particles rendered at any one time
FLDustAppearance.poolSize integer no Maximum number of DustAppearance particles rendered at any one time
FxMeshAppearance.poolSize integer no Maximum number of MeshAppearance particles rendered at any one time
MeshAppearance.poolSize integer no Maximum number of BasicAppearance particles rendered at any one time
FxParticleAppearance.poolSize integer no Maximum number of ParticleAppearance particles rendered at any one time

🔭 [BatchedMaterials]

Key Value Multiple Remark
Type string no

⚡ [MaterialMap]

Key Value Multiple Remark
DcDtEtTwo string Predefined material types
EcEtOcOt string Predefined material types
DcDtEcEt string Predefined material types
name string yes All entries here appear to be regexp for a material name to override a material type