Sneesie Wu on 29/5/2004 at 08:11
I just purchased the game yesterday, and there are two things that really bother me. I don't think I will get over the camera being attached to the animated garrett model (Gives the impression of low frame rate). And the loading zones... I will eventually get over this... BUT I have a personal vendetta against these flaws, and I will be trying to circumvent these annoyances.
Anyhow I got to looking into some of the .ini and .int files, I couldn't help but notice the quantity of XBOX code existing in them... :rolleyes:
Here is a section of code I dug up in the Default.ini file; I'm wondering if anyone else thinks this "zone" portion of the code has anything to do with the loading zone size. Currently its set at 1024. I havn't played with it yet. I'm just observing at the moment to try and fill in some of the puzzle. Here is the code:
[Engine.XBMemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2621440
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=7493632
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2097152
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=2842624
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=524288
StaticMesh=1536000
SkeletalMesh=2033664
SoundWave=2097152
StaticVertexPool=4194304
DynamicVertexPool=3145728
Zones=1024
Particles=262144
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0
HavokMemAlloc=16777216
This seems to be the same for what appears to be the pc memory manager (as far as the zone setting goes).
Let me know what you think.
Cheers
Sneesie Wu on 29/5/2004 at 08:38
I was looking a bit more in the Default.ini file, And I found the following code for Camera Effects: This might be useful for the first person view... but not entirely sure. Here is the code:
[CameraEffects]
; How stiff the camera spring is in XY, and in Z. Bigger is stiffer.
StiffnessFactorXY=15.0
StiffnessFactorZ=7.5
; How damped the camera spring is in XY, and in Z. Bigger is less sproingy.
DampingFactorXY=60.0
DampingFactorZ=40.0
I'm wondering if the damping and stiffness settings for the camera will do any good. I have a feeling they won't because the camera is probably ridgedly mount to the animated model. Thus we are only fighting with the model dynamics... although maybe its possible to compensate for the awkward body movements by making the camera less stiff and setting the damping high enough to get rid of the jitter induced by the body movement, after decreasing mouselag and mouselag threshold while increasing mouse sensitivity (observed by other tweakers)....
I might just be rambling, let me know what you guys think.
Mentalepsy on 29/5/2004 at 09:39
Quote Posted by Sneesie Wu
I was looking a bit more in the Default.ini file, And I found the following code for Camera Effects: This might be useful for the first person view... but not entirely sure. Here is the code:
Yeah, I've messed with those earlier... didn't seem to do anything, though.
Quote:
Anyhow I got to looking into some of the .ini and .int files, I couldn't help but notice the quantity of XBOX code existing in them...
No kidding. They've even got all the different X-Box controller maps sitting in there.
Quote:
Here is a section of code I dug up in the Default.ini file; I'm wondering if anyone else thinks this "zone" portion of the code has anything to do with the loading zone size. Currently its set at 1024. I havn't played with it yet. I'm just observing at the moment to try and fill in some of the puzzle. Here is the code:
Hmm, I have no idea (about most of that stuff, actually). I thought the loading zones would have been coded into the map, and so removing them would require being able to edit the maps somehow, and then stitching the two halves of the level back together.
Quote Posted by TheDorkProject
Still no instructions on how to get rid of glint and arrow trails?
I haven't seen anything related to this in the INI files, at least not obviously. I expect they're hard-coded, and altering them will require either replacing the graphics with blank ones, or some clever hex editing.
S Bodi on 29/5/2004 at 12:35
T3UI.ini in \system folder may be the key to managing UI annoyances...
I'm running the demo and what's below worked for me, not sure about side effects tho
the most obvious options are under [HUDWindow]
to disable any option place ; (semicolon) in front of it
you can completely get rid of the item and weapon cycles by placing semicolons in front of
ChildWindow_3=ItemCycleWindow
ChildWindow_4=WeaponCycleWindow
doing above gets rid of all weapon/item icons tho
disabling the following might help some people who don't like the glow around items/weapons
ChildWindow_6=T3UILights.ini:HUDLight_1
ChildWindow_7=T3UILights.ini:HUDLight_2
this still leaves a dark grey colour which i find tolerable, probably can disable if you look hard enough
EDIT: doing above may cause game to CTD when picking up objects.. bah
I have found how to turn off the annoying flashing objects (who wants a rotating flashing crate?)
under [JunkItemWindow]
change FlashOffTime to zero
FlashOffTime=0
S Bodi on 29/5/2004 at 12:41
open \system\T3UI.ini
you can disable the health meter completely one of two ways
First Way..
under [HUDwindow]
put semicolon in front of the following
ChildWindow_5=HealthMeter
Second Way..
under [HealthMeter]
change
Active=ACTIVE
to
Active=NOT
And to disable health meter except for bars which are being gained when drinking potions
under [HealthMeterPoint]
change
Active=VISIBLE
to
Active=NOT
Old Man on 29/5/2004 at 12:50
I notice there is a 'demorecdriver' and other demo recording items in the DEFAULT.INI file. Any chance anyone has been able to figure out how to get this to work? Sure would be nice to be able to play back recordings made while playing. I assume it's there from the UT engine but dunno whether ISA was faithful to it or not.
S Bodi on 29/5/2004 at 13:43
I know I'm probably over-posting. I'm just spending some time fiddling with the demo so that when I get the real thing I'll have it set up sweet.
So far I've reduced font size, gotten rid of tips and only got flavour text, changed health bar to show up just the bits i'm healing, gotten rid of LOADING and Thief Logo on loading screen, and that stupid zoom eye overlay which lets you basically see in the dark. Thanks to all for the great tips.
The file T3UILights.ini has two objects in it which are the colour of those annoying full blue screens (you know when you get hints).
they are [MetaGameLight_3] and [MetaGameLight_4]
you can disable them completely by changing the Active flag to NOT rather than VISIBLE
I haven't figured exactly what each does individually, and havent fiddled with the RGB or intensity values to get nicer colours.
You can also (hopefully safely this time) remove the blue highlight behind items and weapons by doing the same to [HUDLight_2]. If you clear your held item or weapon without scrolling to "Nothing", you'll be left with the HUDLight_1 colour in the background.
Nanol on 29/5/2004 at 14:52
Quote Posted by Redearth
I noticed the jumpheight_t value and tried changing it before this thread, but it never seemed to change my jump height. Are you sure it's changing for you?
Perhaps the effect of gravity means you never reach the new maximum height. The [PointPhysics] section of Default.ini has some other interesting values in that regard.
Back in options.ini [MetaGameLight_1] and [MetaGameLight_2] control the lighting on Menu titles such as Loading and Options. Changing the RGB values in [HUDLight_1] alters the HUD's colour (cogs and compass) and [HUDLight_2] mercifully changes the horrible blue lighting effects on it.
ZylonBane on 29/5/2004 at 15:39
Quote Posted by Mentalepsy
I haven't seen anything related to this in the INI files, at least not obviously. I expect they're hard-coded, and altering them will require either replacing the graphics with blank ones, or some clever hex editing.
Faceless on the Eidos forums already said that you can get rid of them by replacing their graphics with blanks.