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Thief ddfix.ini

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Feb 10th, 2012
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  1. ;Sample initialization file for ddfix. The settings are the defaults and
  2. ;intentionally commented out. (Uncomment a setting only if you need to change
  3. ;the value.)
  4.  
  5. [Main]
  6.  
  7. ;Set all options to safe values and ignore the rest of this file. In safe
  8. ;mode widescreen is not available. Set one of the originally supported
  9. ;display modes in cam.cfg. Boolean.
  10. ;SafeMode=0
  11.  
  12. ;Enable per-mission ini files. Boolean.
  13. ;For <name>.mis, the per-mission ini file name is <name>.ddfix.ini.
  14. ;A per-mission ini file may contain [PostProcessing] and [Fog] sections.
  15. ;EnableMissionIni=1
  16.  
  17. ;Prevent multicore related crash. Boolean.
  18. MultiCoreFix=1
  19.  
  20. ;Register lgvid.ax every time game is started. Boolean.
  21. VideoFix=1
  22.  
  23. ;Disable the Windows key. Boolean.
  24. ;DisableWindowsKey=1
  25.  
  26. ;Refresh rate. Integer. (0 = driver default.)
  27. ;RefreshRate=0
  28.  
  29. ;Use vsync. Boolean.
  30. ;FlipVSync=1
  31.  
  32. ;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4.
  33. ;FlipInterval=1
  34.  
  35. ;Frame rate limit in frames per second. Float. (0 = unlimited.)
  36. FrameRateLimit=65
  37.  
  38. ;Menu screen update delay in milliseconds. This is needed only if vsync is off.
  39. ;(0 = no delay.)
  40. MenuUpdateDelay=25
  41.  
  42. ;Menu/video screen aspect ratio. Float. (0 = fullscreen.)
  43. ;MenuScreenAspect=1.33333
  44.  
  45. ;Anisotropic filtering for the first texture stage. Boolean.
  46. ;AnisotropicFiltering=1
  47.  
  48. ;Triple buffering. Boolean.
  49. ;TripleBuffer=1
  50.  
  51. ;Number of bits for the Z buffer. 16 or 24.
  52. ;ZBufferBitDepth=24
  53.  
  54. ;Enable gamma correction. Boolean.
  55. ;EnableGamma=1
  56.  
  57. ;Field of view (FOV) in percent. Integer.
  58. ;FovModification=100
  59.  
  60. ;On-screen size (in percent of the screen size) of the selected item and weapon
  61. ;in Thief.
  62. ;ItemSize=20
  63.  
  64. ;Fix the variable water transparency problem in T2 by forcing opaque alpha.
  65. ;WaterAlphaFix=1
  66.  
  67. ;Multiply levels by 2**ModulateShift. 0, 1 or 2.
  68. ;ModulateShift=0
  69.  
  70. ;Fix the T2 limb rendering bug. Boolean.
  71. ;Turn this off for T2X and other FMs with custom reverse-Z limb models.
  72. ;Default for T2:
  73. LimbZBufferFix=1
  74. ;Default for others:
  75. ;LimbZBufferFix=0
  76.  
  77. ;Place some surfaces in system memory instead of video memory. 0, 1 or 2.
  78. ;0 = all surfaces in video memory.
  79. ;1 = menu in system memory. In case of any menu screen corruption.
  80. ;2 = menu and overlay in system memory. In case of any in-game UI corruption.
  81. ;UseSysMemOverlay=0
  82.  
  83. ;Any 16-bit color that is _not_ used by the in-game overlay.
  84. ;OverlayColourKey=0xffdf
  85.  
  86. ;Blit the overlay to the backbuffer with each Unlock() call. Together with
  87. ;UseSysMemOverlay=2 this can result in a poor frame rate. Boolean.
  88. ;LayeredOverlay=1
  89.  
  90. ;Turns on the 32 bit texture loader and some other things such as global fog
  91. ;autodetection. Boolean.
  92. ;TextureReplacement=1
  93.  
  94. ;Replacement texture path. Must include the trailing backslash. Relative paths
  95. ;are relative to the game main directory.
  96. ;TexturePath=res\ddfix\
  97.  
  98. ;When TextureReplacement=1, the MemAddr section can be used to set the memory
  99. ;addresses to patch. The following executables are currently detected and memory
  100. ;patches applied:
  101. ;TG v1.37, T2 v1.18, SS2 v2.3, Dromed v1.37, Dromed2 v1.18, ShockEd v2.12.
  102.  
  103. [MemAddr]
  104. ;CopyTex=
  105. ;MipMap=
  106. ;CreateVidTexture=
  107. ;TextureExists=
  108. ;CreateFile=
  109. ;SS2CreateFile=
  110. ;BltPrimary=
  111. ;Resolution=
  112. ;VertResLimit=
  113. ;FovModification=
  114. ;AspectCorrection=
  115. ;ItemSize=
  116. ;OrbAspectCorrection=
  117. ;MaxSkyIntensity=
  118.  
  119. [Fog]
  120.  
  121. ;Enable fog fix. Fog must also be enabled in the game options. Boolean.
  122. ;Enable=1
  123.  
  124. ;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.
  125. ;Global=1
  126.  
  127. [PostProcessing]
  128.  
  129. ;Enable postprocessing. Boolean.
  130. ;Enable=1
  131.  
  132. ;Modulation for the unbloomed frame buffer. 0xrrggbb.
  133. ;Base=0xffffff
  134.  
  135. ;Overall saturation. 0-255. (255 = full saturation, 0 = grayscale.)
  136. ;Saturation=192
  137.  
  138. ;Bloom intensity. 0-255. (0 = disable all bloom processing.)
  139. ;Bloom=255
  140.  
  141. ;Bloom also the user interface. BloomUI=0 only works with the game executables,
  142. ;not the editors. Boolean.
  143. ;BloomUI=0
  144.  
  145. ;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)
  146. ;BloomPersistence=0x404040
  147.  
  148. ;Bloom saturation. 0-255. (255 = full saturation, 0 = grayscale.)
  149. ;BloomSaturation=192
  150.  
  151. ;A per-level zoom-in factor. Integer. (0 = no spread.)
  152. ;This makes the bloom spread out (positive values) or in (negative values).
  153. ;BloomSpread=0
  154.  
  155. ;Colors below this will cause no bloom. 0xrrggbb.
  156. ;BloomThreshold=0x202020
  157.  
  158. ;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.)
  159. ;The rgb components modulate the trail color, while the alpha component governs
  160. ;how much of the bloom from the last frame is blended into the current frame.
  161. ;BloomTrail=0x80ffffff
  162.  
  163. ;Shift left for the bloom source. Integer 0-8.
  164. ;The result of applying threshold (which is actually a subtraction), is
  165. ;multiplied by 2**BloomShift.
  166. ;BloomShift=0
  167.  
  168. ;After applying BloomShift, modulate the result with the original frame buffer.
  169. ;Boolean.
  170. ;BloomShiftRemodulate=0
  171.  
  172. ;Adjust gamma dynamically based on average intensity. EnableGamma must be 1.
  173. ;Float. Resulting gamma is DynamicGamma*(ln(averageIntensity)-3)+userGamma,
  174. ;clamped to [0.5, 1.5], where averageIntensity is sampled from the screen
  175. ;(range [0, 255]) and userGamma is set by the user from the keyboard or menu.
  176. ;The reasonable range for DynamicGamma is something like [0, 0.5].
  177. ;DynamicGamma=1
  178.  
  179. ;Adjust BloomThreshold dynamically based on average intensity. Boolean.
  180. ;DynamicThreshold=1
  181.  
  182. ;The rate of decay per second for average intensity. Affects both dynamic
  183. ;gamma and dynamic threshold. Float 0 - 0.99.
  184. ;DynamicDecay=.5
  185.  
  186. ;Resulting threshold is DynamicMult*averageIntensity+DynamicAdd. Float.
  187. ;DynamicMult=1.5
  188. ;DynamicAdd=8.0
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