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  1. ; extended config (currently loaded prior to cam.cfg)
  2. ;
  3. ; contains defaults to enable enhancements and other settings to run nicely on modern systems
  4. ; (remove/rename file to go old school)
  5.  
  6. ; ------------
  7. ; display mode
  8. ; ------------
  9.  
  10. ; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
  11. use_d3d_display
  12.  
  13. ; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
  14. single_display_mode 2
  15.  
  16. ; same as above but with triple buffering
  17. ;single_display_mode 3
  18. ; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
  19. ; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
  20. ;single_display_mode
  21.  
  22. ; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
  23. ; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
  24. ; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
  25. ui_scale_mode 2
  26.  
  27. ; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
  28. ; in-game and in menu screens. To disable synch, set mode 0.
  29. ; NOTE: certain graphics driver settings may override synch behavior of the game
  30. ; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
  31. ;vsync_mode 0
  32. ; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
  33. ; try following mode to make the game update every second display refresh (if supported by the card/driver)
  34. ;vsync_mode 7
  35.  
  36. ; software based framerate limiter (in "single_display_mode")
  37. framerate_cap 100.0
  38.  
  39. ; use 32-bit rendering for everything (also filters out 16-bit video modes)
  40. ; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
  41. force_32bit
  42.  
  43. ; force game to run in windowed mode
  44. ;force_windowed
  45.  
  46. ; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
  47. ; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
  48. ; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
  49. d3d_disp_limit_gpu_frames 1
  50. ; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
  51. ; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
  52. ; (should probably be avoided for CrossFire/SLI type of setups)
  53. ;d3d_disp_limit_gpu_frames 1 1
  54.  
  55. ; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
  56. ; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
  57. ; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
  58. ;d3d_disp_scaled_2d_overlay 64
  59. ; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
  60. ; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
  61. ;d3d_disp_scaled_2d_overlay 640 480
  62.  
  63. ; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
  64. ; (smoothness/fuzziness vs pixel perfectness)
  65. ;d3d_disp_force_filter_scale2d
  66.  
  67. ; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
  68. ;widescreen_lock_hfov
  69.  
  70. ; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
  71. ; (default is 90)
  72. ;fov 90
  73.  
  74. ; up to 8 user defined display modes, if you want some resolution that isn't supported by default
  75. ; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
  76. ; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
  77. ;
  78. ; 1600x768 32bpp 25:12 (skipping "32  25 12" would also work because default is 32-bit and aspect would be auto)
  79. ;user_mode1 1600 768  32  25 12
  80. ; 2880x900 32bpp 16:5
  81. ;user_mode2 2880 900  32  16 5
  82. ; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
  83. ;user_mode3 6144 1536  32  12 3
  84. ; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
  85. ;user_mode4 3840 1536  32  12 3
  86. ; 3200×2048 32bpp 25:16 (WQSXGA)
  87. ;user_mode5 3200 2048  32  25 16
  88.  
  89. ; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
  90. ; useful if you get blinded everytime you open the map or read a book
  91. ;gamma_ui 0.7
  92.  
  93. ; --------------
  94. ; movie playback
  95. ; --------------
  96.  
  97. ; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
  98. ;scale_movie_to_ui
  99.  
  100. ; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
  101. ; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
  102. ; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
  103. ; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
  104. ;crop_movies
  105. ; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
  106. ; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
  107. ; specified as if the movie were 640x480
  108. ;crop_movies 0 70 640 340
  109.  
  110. ; filter quality used during internal processing of movie, default is 4, if you have performance issues
  111. ; you can try lowering the quality
  112. ;movie_sw_scale_quality 2
  113.  
  114. ; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
  115. movie_crop_exclude credits.avi+success.avi+death.avi
  116. ; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
  117. ;movie_crop_exclude intro.avi+credits.avi
  118.  
  119. ; gamma setting for movie playback (default is 1.0)
  120. ;gamma_movie 0.7
  121.  
  122. ; keep ffmpeg dll loaded to reduce technical issues
  123. no_unload_ffmpeg
  124.  
  125. ; ---------------
  126. ; texture quality
  127. ; ---------------
  128.  
  129. ; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
  130. force_32bit_textures
  131.  
  132. ; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
  133. ; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
  134. ; try disabling mipmaps by removing the option or setting it to 0.
  135. mipmap_mode 2
  136.  
  137. ; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
  138. ; to reduce occasional light bleeding artifacts (YMMV)
  139. ; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
  140. lm_mipmap_mode 0
  141.  
  142. ; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
  143. lm_init_texmem 2
  144.  
  145. ; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
  146. lm_filter_margin 1
  147.  
  148. ; enable 16 sample anisotropic texture filtering (modes: 0 none, 1 linear, 2/4/8/16 anisotropic)
  149. tex_filter_mode 16
  150.  
  151. ; enable trilinear texture filtering
  152. tex_filter_trilinear
  153.  
  154. ; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
  155. ;mipmap_bias -1.0
  156.  
  157. ; use linear filtering for lightmaps (not using anisotropic combined with other lm_ settings may help reduce
  158. ; light bleeding artifacts)
  159. lm_filter_mode 1
  160.  
  161. ; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
  162. ; will add some extra processing while loading texture)
  163. tex_edge_padding 2
  164.  
  165. ; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
  166. ; amount of processing during load (smaller pad size)
  167. ;tex_max_edge_padding 8
  168.  
  169. ; --------------
  170. ; render options
  171. ; --------------
  172.  
  173. ; render objects with 1-bit alpha (/chroma key) as opaque objects (alpha test support must not be disabled)
  174. ; this is not enabled by default as it may have some side effects like z-fighting on overlapping decal objects,
  175. ; but it probably fixes more than it breaks so it's enabled here
  176. alpha_test_as_opaque
  177.  
  178. ; render square particles as disks
  179. square_parts_as_disks
  180.  
  181. ; render pixel particles as (small) disks
  182. pixel_parts_as_disks
  183.  
  184. ; render (new sky) stars with a resolution independent size (default always renders stars as 3x3 pixel polygons)
  185. ;fixed_star_size 0.5
  186.  
  187. ; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
  188. ; (individual missions may set an even larger view distance if the mission requires it)
  189. z_far 512
  190.  
  191. ; enable z-compare during level geometry rendering, this allows somewhat more optimal level geometry rendering
  192. ; (missions that weren't built with new sky support in mind, may have visual glitches in locations that have
  193. ; "impossible geometry" when this option is enabled)
  194. wr_render_zcomp
  195.  
  196. ; -------------------
  197. ; D3D9 render options
  198. ; -------------------
  199.  
  200. ; NOTE: these options can only have any effect when "use_d3d_display" is enabled
  201.  
  202. ; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
  203. ; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
  204. ; work correctly (such as gamma not working), this option will disable the use of enhanced precision
  205. ; (due to enhanced precision often causing trouble on Windows 10, the default here will now be to disable it)
  206. d3d_disp_no_rgb10_buf
  207.  
  208. ; multisampling (anti-aliasing) level
  209. ; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
  210. ;            black screen, if that happens disable this option again
  211. ;multisampletype 8
  212.  
  213. ; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
  214. ; expense of video memory and performance, note that it doesn't enable actual HDR rendering)
  215. ;d3d_disp_enable_hdr
  216. ; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
  217. ; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
  218. ;       or things can break (like a black screen)
  219. ;d3d_disp_enable_hdr 32
  220.  
  221.  
  222. ; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
  223. ; and also enables in-game gamma to be applied in windowed mode)
  224. ;d3d_disp_sw_cc
  225.  
  226. ; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
  227. ; (does not affect menu screens)
  228. ;d3d_disp_sw_cc_sat 0.25
  229.  
  230. ; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
  231. ; (does not affect menu screens)
  232. ;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
  233.  
  234.  
  235. ; enable postprocessing (bloom)
  236. ;postprocess 1
  237.  
  238. ; bloom intensity factor, default is 5
  239. ;bloomscale 5
  240.  
  241. ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
  242. ; require more GPU processing)
  243. ;bloom_range 2
  244.  
  245. ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
  246. ;bloom_saturation 0.7
  247.  
  248. ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
  249. ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
  250. ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
  251. ;bloom_threshold 0.7
  252.  
  253.  
  254. ; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
  255. d3d_disp_enable_distortionfx
  256.  
  257. ; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
  258. ; if the graphics card supports it (requires multisampling to be enabled)
  259. ;d3d_disp_enable_atoc 1
  260. ; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
  261. ; performance)
  262. ;d3d_disp_enable_atoc 2
  263. ; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
  264. ; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
  265. ; this will make things look worse)
  266. ;default_alphatest_ref 1
  267.  
  268. ; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
  269. ;d3d_disp_2d_overlay_alpha 0.7
  270.  
  271. ; --------------
  272. ; update timings
  273. ; --------------
  274.  
  275. ; use high resolution timers (preferable but disabled by default for best compatibility, as it may not work
  276. ; correctly on older OS versions, such as some XP systems where hi-res timer implementation uses RDTSC, which can
  277. ; result in movement speeds going crazy and more)
  278. ;use_hi_res_timer
  279.  
  280. ; lock physics updates to a fixed frequency, this ensures that player movement speed is constant and framerate
  281. ; independent. not necessary if vsync is enabled, however for high refresh rates player movement would still be
  282. ; faster than originally intended, uncomment this in that case
  283. ; (vsync method is preferable)
  284. ;phys_freq 60
  285.  
  286. ; framerate cap for menu system (specified as minimum frame time in ms), reduces GPU and CPU load in menus
  287. SlowFrameUI 10
  288.  
  289. ; set minimum frame time value to 1ms to avoid speedups at high framerates, this does NOT cap the framerate
  290. ; it only sets the lower frame time limit so that if a frame is shorter than this, the engine will pretend
  291. ; that it was this long
  292. min_frame_time 1
  293.  
  294. ; cap engine update frequency to 250 Hz (specified as min updated time in ms), for a software framerate cap when
  295. ; using "single_display_mode" it's probably better to use "framerate_cap", this is just a last resort cap
  296. SlowFrame 4
  297.  
  298. ; -------------
  299. ; sound options
  300. ; -------------
  301.  
  302. ; if EAX is enabled and sounds sound too direct when under water (the same or almost the same as above)
  303. ; then try enabling one of these (or experiment with custom values)
  304. ;submerged_sound_occlusion 0.1 0.5 0.88
  305. ;submerged_sound_occlusion 0.3 0.1
  306.  
  307. ; force the use of UnderWater reverb/EAX environment when the player is under water
  308. ;force_underwater_reverb
  309.  
  310. ; when using the OpenAL sound driver the default AL device may sometimes cause problems, in particular for
  311. ; on-board sound controllers. In those instances you can try an alternative AL device. Which other AL devices
  312. ; are available can be seen in the log file (when AL is enabled). It seems that usually the "Generic Software"
  313. ; device is available, which is a good one to try as an alternative.
  314. ;snd_oal_device Generic Software
  315.  
  316. ; set a non-default speaker configuration (not all devices support this, especially with OpenAL only the
  317. ; "OpenAL Soft" (soft_oal) device driver currently supports it.
  318. ; (0 = default, 2 = stereo, 4 = quadraphonic, 5 = surround, 6 = '5.1', 7 = '6.1', 8 = '7.1', 9 = '5.1' side,
  319. ; 10 = '7.1' center l+r)
  320. ;snd_speaker_config 6
  321.  
  322. ; ------------
  323. ; misc options
  324. ; ------------
  325.  
  326. ; enable more elaborate tracing for rain/snow impacts so it also hits more things than just terrain
  327. ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
  328. ; unusual slowdown with rain/snow you could try to disable this and see if it helps)
  329. enhanced_precip_trace
  330.  
  331. ; enable more elaborate visibility tracing for coronas so that objects/characters also obstruct line of sight
  332. ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
  333. ; unusual slowdown with coronas you could try to disable this and see if it helps)
  334. enhanced_corona_trace
  335.  
  336. ; enable more elaborate tracing for AI footstep sounds so it hits objects and not just terrain
  337. ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
  338. ; problems you could try to disable this and see if it helps)
  339. enhanced_aifootstep_trace
  340.  
  341. ; enable more elaborate tracing for AI body and suspicious obj detection so it hits objects and not just terrain,
  342. ; this will for example prevent AIs from seeing bodies through closed doors
  343. ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
  344. ; problems, in missions with a larger amount of bodies, you could try to disable this and see if it helps)
  345. enhanced_aidetect_trace
  346.  
  347. ; enable sun light to be affected by objects that have runtime object shadowing, in the same way that they affect
  348. ; regular light sources
  349. sun_runtime_obj_shadows
  350.  
  351. ; screenshot format (default is BMP), other options are PNG or PCX (note that PNG shots will take longer
  352. ; due to the compression process)
  353. screenshot_format png
  354.  
  355. ; use a date/time based numeric suffix, instead of sequential numbering, for screenshot filenames
  356. ;screenshot_timestamp
  357.  
  358. ; skip CD check
  359. skip_starting_checks
  360.  
  361. ddf_tex_override
  362.  
  363. ; enable extended keyboard language detection to allow the game to more accurately detect supported layouts,
  364. ; it also adds support for detection of UK and French Canadian keyboards. NOTE: if the game previously failed
  365. ; to detect the layout, so it used the default English-US, the key bindings may have to be redone
  366. ;ext_kb_country_check
  367.  
  368. ; -------------
  369. ; game specific
  370. ; -------------
  371.  
  372. ; enable new mantling code
  373. ;new_mantle
  374.  
  375.  
  376. ; render particle effects attached to weapons (i.e. fire arrows before being fired)
  377. render_weapon_particles
  378.  
  379. ; disable "force matching unrefs" when loading old SS2/T1 particle data so "render_weapon_particles" can handle
  380. ; rendering instead (to avoid issues like particles randomly disappearing)
  381. legacy_force_match_unrefs 0
  382.  
  383.  
  384. ; enable z-buffer use when rendering the player arm/weapon, to get rid of the sword and blackjack being drawn
  385. ; on top of the hand
  386. dark_zcomp_arm
  387.  
  388. ; scale bitmap based inventory icons/objects at higher screen resolutions (like body carry icon)
  389. ;scaled_inv_bitmaps
  390.  
  391. ; open last viewed map page if no automap location is found for current player location
  392. dark_map_remember_last
  393.  
  394. ; alternative shading of visited/current map areas
  395. ;dark_map_decal_scheme 1
  396. ;dark_map_decal_scheme 1  -0.2 -0.3 -0.5  -0.2 -0.2 0.2
  397. ; original look
  398. ;dark_map_decal_scheme 1  -0.3 -0.3 1.1  1.3 1.3 0.2
  399. ; original look with swapped colors for visited and current
  400. ;dark_map_decal_scheme 1  1.3 1.3 0.2  -0.3 -0.3 1.1
  401.  
  402. ; left align map notes
  403. ;dark_map_lalign_notes
  404.  
  405.  
  406. ; use a single bind file in shock (user2.bnd is ignored)
  407. shock_single_bind_set
  408.  
  409. ; use a regular save slot for quicksaves, instead of the original behaviour of simply saving to the default
  410. ; autosave/current slot. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using
  411. ; the default autosave/current slot
  412. shock_quicksave_slot 14
  413.  
  414. ; similar to above 'shock_quicksave_slot' except for autosaves (which are saved during level transfer)
  415. ;shock_autosave_slot 13
  416.  
  417.  
  418. ; head bob scale factor (a value between 0 and 1), useful if the head bobbing is causing motion sickness
  419. ;bob_factor 0.3
  420.  
  421. ; weapon bob scale factor in shock (a value between 0 and 1), also useful against motion sickness
  422. ;shock_gun_bob_factor 0.2
  423.  
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