SneaksieDave on 7/6/2004 at 23:46
I'm bumping this, because it seems quite a few people have missed out on the news. Check Vexios' post - the debug menu is IN and WORKS. :thumb:
If that doesn't make the point, this will - debug stats, shadow volume projections, climbing gloves in the demo, and much more - check it out. And yes, apparently people have made it work in the full version.
Mentalepsy on 8/6/2004 at 00:19
Updated the guide with the debug menu and the eye zoom noise-killer (will link to Eep's sound patch whenever he has it working to his satisfaction). Also mentioned our new friend, the AI bug, under the AI Difficulty tweak...
shadowthief on 8/6/2004 at 01:31
To all the tweakers all I can say is “WOW.” You guys have been doing an awesome job and I have use many of your fixes in my game. Now finally I get to give back to you guys!
I’m sure I’m not the only one who think the AI physics are a little… shall we say rubbery? I figured out how to add some realism to them and make their bodies more real then rubber!
Find and open your “T3PhysicsSound.ini” file
Then find the listing as below and change the bolded values
BounceForceMin=0
BounceForceMax=2
BounceVolumeMin=0
BounceVolumeMax=0
BouncePitchMin=-1
BouncePitchMax=1
There you go! Now your bodies will seem more real when they fall or hit stuff. No longer will they bounce about like a bloody bounce ball!
Vexios on 8/6/2004 at 02:27
Given the fact that no one has figured out how to enable the console with DX2 I don't hold much hope for someone doing the same with TDS.
Been trying various known unreal console commands through the debug menu and I can't get any of them to work. Infact the only one the game even responded with "editactor class=", but when I used that the game crashed, so spawning in ropearrows (or placing them in your inventory directly) seems out of the question.
What I need to see if this can be fixed is a program that can take two text files and eliminate text strings that are the same so i can compare ini files to see if they've knocked off a couple of settings that might cause the game to crash.
help me someone :(
(had to write this twice, stupid ie crashed)
Orkin Man on 8/6/2004 at 05:37
I thought I'd go ahead and post my tweaks here. Even though there's not really anything new, using the combination of the following tweaks I'm quite pleased with Deadly Shadows' interface.
First off, I noticed that the tweak guide now states that the "motion blur" (lower-res rendering that ISA added when turning to give the effect of higher FPS) fix causes instability. I played around with it a little, and I found that the scale values seem to be in percent, so a value of 3000, like the tweak guide suggests, would be pointless. I set mine like this:
Code:
StaticVPScale=100
DynVPScale=100
DynVPMinRotationRate=30
I haven't had any trouble with it set to 100, and I think it looks MUCH better this way than the default of 60.
Also, I made a new loot glint texture that I think is pretty decent looking. Instead of dimming it like others have, I shrunk it down to about a third of its original size. Since my loot glint texture is actually larger than the original (even though the actual glint is smaller), you can't use DXTool for it. Instead, do this:
* Open .\CONTENT\T3\Maps\Kernel_GFXALL.ibt in a hex editor (back it up first!)* Search for "partlootglint", and change it to "hugelootglint", or any other name.* Put (
http://home.mynewroads.com/~arkomagang/partlootglint.dds) this file in your .\CONTENT\T3\PCTextures\DynamicallyLoaded folder.
And finally, I made a new hud that keeps the Deadly Shadows look, while making it fit the PC display better (smaller text sizes, smaller light gem and compass, smaller (and working!) item and weapon cycle animations, smaller health display, etc...). You can get the DEFAULT.ini, and T3UI.ini I use (
home.mynewroads.com/~arkomagang/Orkin's HUD.zip) here.
Thanks to all you guys who keep looking for tweaks, you've helped make a great game even better!
_gotcha_ on 8/6/2004 at 05:57
Quote Posted by SneaksieDave
I'm bumping this, because it seems quite a few people have missed out on the news. Check Vexios' post - the debug menu is IN and WORKS. :thumb:
If that doesn't make the point, this will - debug stats, shadow volume projections, climbing gloves in the demo, and much more - check it out. And yes, apparently people have made it work in the full version.
I have activated the debug window, but how do I save the stats to a file? Have you managed that? I want to see if the variable names for AI multipliers can be found so that they can be set in game (to repair the difficulty setting bug)...
For the full version it worked when you only replaced the stuff under
[CreditsWindow] with [DebugMenu], you can leave [T3Credits] alone I think
Vexios on 8/6/2004 at 09:01
I knew that it was only needed in one of them but i couldn't be bothered to waste time to see which it was.
Bad news about stats reporting is that seems to report the information to the console, which we can't enable. I did have some good news but when I thought about it i realised it wasn't all that good and doesn't help at all.
Without "editactor class" and no way to see whats happening in the console it doesn't seem like there will be much we can change.
(you can always look throught the t3gamesys.t3u for a variable name and then use random things with "set" but I wouldn't hope for much, this was the good news)
_gotcha_ on 8/6/2004 at 09:10
well, in your save game dir it dumps 3 files with not much in them:
Launcher.log
t3MR_Entry_6_07_23_23_00.txt
t3MR_HammerIntro1_6_07_23_23_00.txt
To get this I fooled around in the section [Engine.Engine] of default.ini but without much result... :confused:
Vexios on 8/6/2004 at 09:20
Just looked there myself and it seems using the dump actor report also puts a file in there so i assume that the other "dump" commands would aswell, nothing interesting as far as I can see though.
EDIT: I read running with the "-log" suffix comes up with some stuff, however I've managed to screw up my thief install, maybe console respones to commands might be logged