Free Camera Controls |
mouse movement |
rotate camera |
arrow keys |
rotate camera |
w/a/s/d |
move forwards / left / backwards / right |
Space |
up / increase height |
LCtrl, c |
down / decrease height |
LShift |
toggle fast move |
Tab |
toggle freelook / interface mode |
Numpad Enter, Enter |
switch between FreeCam and Strategic camera |
n |
toggle night vision |
m |
toggle minimap / maximised map |
i |
incarnate into the selected bot (or vehicle's pilot) |
y |
cycle switchable units |
Bot Controls |
mouse movement |
look around |
arrow keys |
look around |
w/a/s/d |
move forwards / left / backwards / right |
q/e |
turn left / right |
LShift |
toggle run |
LCtrl, c |
toggle crouch |
Space |
jump |
left click |
trigger equipped weapon / rotate object you are holding |
right click |
perform action on tagged object |
middle click |
grab tagged object / drop object you are holding |
wheel up |
throw object you are holding |
wheel down |
put tagged object into inventory / open inventory to exchange objects |
1 - 4 |
select n-th weapon from inventory or hide it if the current weapon is selected |
n |
toggle night vision (if available) |
b |
toggle binoculars (if available) |
m |
toggle minimap / maximised map (if available) |
Alt + k |
commit suicide (if available) |
i |
un-incarnate bot |
Tab |
toggle freelook / interface mode |
Numpad Enter, Enter |
switch between 1st person and 3rd person camera |
Numpad * |
toggle free camera rotation in 3rd person camera or in a vehicle |
f |
point gesture |
g |
fall back gesture |
h |
salute gesture |
j |
wave gesture |
k |
flip out gesture |
l |
play all animations |
Inventory |
left click |
drop item / move item between inventories |
middle click |
grab item from inventory |
right click |
perform action on item / arm or holster a weapon |
Vehicle Controls |
mouse movement |
rotate vehicle or turret |
arrow keys |
rotate vehicle or turret |
w/a/s/d |
move forwards / left / backwards / right |
q/e |
turn left / right |
Space |
up (air vehicles only) |
LCtrl, c |
down (air vehicles only) |
left click |
trigger selected weapon |
right click |
select next weapon |
x |
exit |
Alt + x |
eject |
Miscellaneous |
Alt + drag |
move UI windows |
o |
rotate sky backward fast |
p |
rotate sky forward fast |
F5 |
quick save |
F7 |
quick load |
F8 |
load autosaved |
F9 |
take screenshot |
Ctrl + F9 |
toggle UI visibility |
F10, Esc |
exit to main menu (only F10 works on NaCl) |
F11 |
toggle fullscreen mode |
Ctrl + F11 |
toggle mouse centring and system cursor visibility (and input grab on SDL 1.2) |
F12 |
minimise and pause |
Ctrl + F12 |
exit application |
_version [string] "0.3.90" |
Version of OpenZone for which the settings file was created. If version doesn't match,
OpenZone saves updated configuration on exit. Obsolete variables are lost during that process.
|
camera.angle [float] 80.0 |
Vertical camera angle in degrees. Horizontal angle adjusted depending on aspect ratio.
|
camera.aspect [float] 0.0 |
Aspect ratio (width/height). If 0.0, it is determined from the screen resolution.
|
dir.music [string] "<music>/OpenZone" |
Top directory that will be recursively searched for *.oga, *.ogg, *.mp3 and *.aac files. All
found tracks will be accessible from Music Player along the original tracks included in game
data.
|
dir.prefix [string] Linux: "/usr", Windows: "." |
Prefix path to game directory structure. The share/openzone directory should be located inside
the prefix directory.
|
lingua [string] "" |
Language code for translations. Language code must correspond to a subdirectory of "lingua"
directory in one of game data archives.
|
render.postprocess [bool] true |
Enable postprocessing. Also enables offscreen rendering.
|
render.scale [float] 1.0 |
Scale of resolution of offscreen buffer where world is rendered to. Enables offscreen
rendering if not 1.0.
|
render.scaleFilter ["NEAREST" | "LINEAR"] "LINEAR" |
When using offscreen rendering, this specifies which filter to use when rendering offscreen
buffer into the main buffer. "NEAREST" produces sharp edges but blocky image while "LINEAR"
produces more smooth but blurry image.
|
render.showAim [bool] false |
Draw a small green box at the point you are currenty aiming at. It was intended for testing
collision detection.
|
render.showBounds [bool] false |
Show AABBs of objects. Green for solid objects, grey for non-solid objects, blue for
structures and red for structure entities.
|
render.visibilityRange [float] 350.0 |
Visible range.
|
seed [int | "TIME"] "TIME" |
Seed for random number generator. Can be an integer or "TIME" to use the current time as the
seed.
|
shader.vertexTexture [bool] false |
Use vertex texture fetch feature to perform mesh animation in vertex shader. Should work on
GeForce 6 or newer and Radeon HD 2xxx or newer. Does not work with Catalyst drivers.
|
sound.device [string] "" |
Sound device to pass to OpenAL. If empty string, choice is left to OpenAL. To see available
devices look into log file <config>/client.log.
|
sound.volume [float] 1.0 |
Sound volume. 1.0 represents full volume.
|
ui.showBuild [bool] false |
Show a windows with buttons to add various objects into the world. For development purpuses.
|
ui.showDebug [bool] false |
Show a window that shows coordinates, orientation and other data about camera, controlled bot,
tagged object etc. For development purposes.
|
ui.showFPS [bool] false |
Show frames per second. Since world simulation runs on 60 Hz FPS cannot be higher than this
value.
|
window.fullscreen [bool] false |
Start in fullscreen mode.
|
window.height [int] 0 |
Vertical screen resolution. If either window.width or window.height
is zero, desktop resolution is used.
|
window.width [int] 0 |
Horizontal screen resolution. If either window.width or
window.height is zero, desktop resolution is used.
|
Game data are read from internal virtual filesystem that is a union of the following locations:
If a file appears multiple times, the first appearance overrides the later ones. Locations are
searched in the same order as stated above. 7zip archives are searched before ZIP ones in the same
directory. Archives of the same type in the same location are searched in lexicographical order
(sorted by file name using strcmp()
function).
Extension checking is case-sensitive, so make sure lowercase letters are used for archive
extensions.
Binary packages already either include all required libraries or list them as dependencies. The
following libraries are direct dependencies required in run-time:
This program comes with ABSOLUTELY NO WARRANTY. This is free software under
GNU General Public License version 3 or (at your option)
any later version.
ozCore, ozDynamics, ozEngine and ozFactory libraries are part of OpenZone engine but can also be
distributed or modified alone under the zlib licence.
Game data are obtained from various sources and covered by many different licences. See individual
README.txt and COPYING.txt files in game data archives for details.
Unless OpenZone is built as a package for some Linux distribution it also includes (most) of the
following 3rd party libraries: