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- ;Sample initialization file for ddfix. The settings are the defaults and
- ;intentionally commented out. (Uncomment a setting only if you need to change
- ;the value.)
- [Main]
- ;Set all options to safe values and ignore the rest of this file. In safe
- ;mode widescreen is not available. Set one of the originally supported
- ;display modes in cam.cfg. Boolean.
- ;SafeMode=0
- ;Enable per-mission ini files. Boolean.
- ;For <name>.mis, the per-mission ini file name is <name>.ddfix.ini.
- ;A per-mission ini file may contain [PostProcessing] and [Fog] sections.
- ;EnableMissionIni=1
- ;Prevent multicore related crash. Boolean.
- MultiCoreFix=1
- ;Register lgvid.ax every time game is started. Boolean.
- VideoFix=1
- ;Disable the Windows key. Boolean.
- ;DisableWindowsKey=1
- ;Refresh rate. Integer. (0 = driver default.)
- ;RefreshRate=0
- ;Use vsync. Boolean.
- ;FlipVSync=1
- ;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4.
- ;FlipInterval=1
- ;Frame rate limit in frames per second. Float. (0 = unlimited.)
- FrameRateLimit=65
- ;Menu screen update delay in milliseconds. This is needed only if vsync is off.
- ;(0 = no delay.)
- MenuUpdateDelay=25
- ;Menu/video screen aspect ratio. Float. (0 = fullscreen.)
- ;MenuScreenAspect=1.33333
- ;Anisotropic filtering for the first texture stage. Boolean.
- ;AnisotropicFiltering=1
- ;Triple buffering. Boolean.
- ;TripleBuffer=1
- ;Number of bits for the Z buffer. 16 or 24.
- ;ZBufferBitDepth=24
- ;Enable gamma correction. Boolean.
- ;EnableGamma=1
- ;Field of view (FOV) in percent. Integer.
- ;FovModification=100
- ;On-screen size (in percent of the screen size) of the selected item and weapon
- ;in Thief.
- ;ItemSize=20
- ;Fix the variable water transparency problem in T2 by forcing opaque alpha.
- ;WaterAlphaFix=1
- ;Multiply levels by 2**ModulateShift. 0, 1 or 2.
- ;ModulateShift=0
- ;Fix the T2 limb rendering bug. Boolean.
- ;Turn this off for T2X and other FMs with custom reverse-Z limb models.
- ;Default for T2:
- LimbZBufferFix=1
- ;Default for others:
- ;LimbZBufferFix=0
- ;Place some surfaces in system memory instead of video memory. 0, 1 or 2.
- ;0 = all surfaces in video memory.
- ;1 = menu in system memory. In case of any menu screen corruption.
- ;2 = menu and overlay in system memory. In case of any in-game UI corruption.
- ;UseSysMemOverlay=0
- ;Any 16-bit color that is _not_ used by the in-game overlay.
- ;OverlayColourKey=0xffdf
- ;Blit the overlay to the backbuffer with each Unlock() call. Together with
- ;UseSysMemOverlay=2 this can result in a poor frame rate. Boolean.
- ;LayeredOverlay=1
- ;Turns on the 32 bit texture loader and some other things such as global fog
- ;autodetection. Boolean.
- ;TextureReplacement=1
- ;Replacement texture path. Must include the trailing backslash. Relative paths
- ;are relative to the game main directory.
- ;TexturePath=res\ddfix\
- ;When TextureReplacement=1, the MemAddr section can be used to set the memory
- ;addresses to patch. The following executables are currently detected and memory
- ;patches applied:
- ;TG v1.37, T2 v1.18, SS2 v2.3, Dromed v1.37, Dromed2 v1.18, ShockEd v2.12.
- [MemAddr]
- ;CopyTex=
- ;MipMap=
- ;CreateVidTexture=
- ;TextureExists=
- ;CreateFile=
- ;SS2CreateFile=
- ;BltPrimary=
- ;Resolution=
- ;VertResLimit=
- ;FovModification=
- ;AspectCorrection=
- ;ItemSize=
- ;OrbAspectCorrection=
- ;MaxSkyIntensity=
- [Fog]
- ;Enable fog fix. Fog must also be enabled in the game options. Boolean.
- ;Enable=1
- ;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.
- ;Global=1
- [PostProcessing]
- ;Enable postprocessing. Boolean.
- ;Enable=1
- ;Modulation for the unbloomed frame buffer. 0xrrggbb.
- ;Base=0xffffff
- ;Overall saturation. 0-255. (255 = full saturation, 0 = grayscale.)
- ;Saturation=192
- ;Bloom intensity. 0-255. (0 = disable all bloom processing.)
- ;Bloom=255
- ;Bloom also the user interface. BloomUI=0 only works with the game executables,
- ;not the editors. Boolean.
- ;BloomUI=0
- ;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)
- ;BloomPersistence=0x404040
- ;Bloom saturation. 0-255. (255 = full saturation, 0 = grayscale.)
- ;BloomSaturation=192
- ;A per-level zoom-in factor. Integer. (0 = no spread.)
- ;This makes the bloom spread out (positive values) or in (negative values).
- ;BloomSpread=0
- ;Colors below this will cause no bloom. 0xrrggbb.
- ;BloomThreshold=0x202020
- ;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.)
- ;The rgb components modulate the trail color, while the alpha component governs
- ;how much of the bloom from the last frame is blended into the current frame.
- ;BloomTrail=0x80ffffff
- ;Shift left for the bloom source. Integer 0-8.
- ;The result of applying threshold (which is actually a subtraction), is
- ;multiplied by 2**BloomShift.
- ;BloomShift=0
- ;After applying BloomShift, modulate the result with the original frame buffer.
- ;Boolean.
- ;BloomShiftRemodulate=0
- ;Adjust gamma dynamically based on average intensity. EnableGamma must be 1.
- ;Float. Resulting gamma is DynamicGamma*(ln(averageIntensity)-3)+userGamma,
- ;clamped to [0.5, 1.5], where averageIntensity is sampled from the screen
- ;(range [0, 255]) and userGamma is set by the user from the keyboard or menu.
- ;The reasonable range for DynamicGamma is something like [0, 0.5].
- ;DynamicGamma=1
- ;Adjust BloomThreshold dynamically based on average intensity. Boolean.
- ;DynamicThreshold=1
- ;The rate of decay per second for average intensity. Affects both dynamic
- ;gamma and dynamic threshold. Float 0 - 0.99.
- ;DynamicDecay=.5
- ;Resulting threshold is DynamicMult*averageIntensity+DynamicAdd. Float.
- ;DynamicMult=1.5
- ;DynamicAdd=8.0
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