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  1. #131
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    Va bene, qui si passa alle maniere forti...
    Ho trovato una possibile soluzione sul forum di gog , ma non posso assicurarti niente... però tentar non nuoce, si dice.

    1) Apri da amministratore cam_ext.cfg (fattene una copia di sicurezza)
    2) Cerca la stringa use_d3d_display ,se c'è il punto e virgola lo togli
    3) Cerca la stringa d3d_disp_no_rgb10_buf e togli il punto e virgola
    4) Salva e gioca

    Si tratterebbe di un problema di compatibilità tra GPU integrate Intel e la precisione avanzata del Display mode a 32bit

    Fammi sapere come è andata.
    Ultima modifica di BotaniciTraffici; 15-05-2014 alle 12:24
    Tra il dire e il fare c'Ŕ di mezzo DromEd

  2. #132
    でたらめの至高神 L'avatar di Sengu
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    Ok, aspetta che provo
    Ultima modifica di Sengu; 14-05-2014 alle 22:02
    Dragon Slayer riguardo Devil's Third
    Citazione Originariamente Scritto da Dragon Slayer Visualizza Messaggio
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

  3. #133
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    Citazione Originariamente Scritto da Sengu Visualizza Messaggio
    Ok, aspetta che provo
    E no che mi si scuociono gli gnocchi. Ci vediamo dopo
    Tra il dire e il fare c'Ŕ di mezzo DromEd

  4. #134
    でたらめの至高神 L'avatar di Sengu
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    La stringa d3d_disp_no_rgb10_buf non c'è
    Dragon Slayer riguardo Devil's Third
    Citazione Originariamente Scritto da Dragon Slayer Visualizza Messaggio
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

  5. #135
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    Citazione Originariamente Scritto da Sengu Visualizza Messaggio
    La stringa d3d_disp_no_rgb10_buf non c'Ŕ
    Sicuro? Il file dovrebbe essere identico sia se hai le ultime patch sia se hai comprato il gioco in digital delivery.

    Comunque l'unica cosa che mi viene in mente Ŕ di aggiungere la stringa visto che non averla e averla col ; per Thief Ŕ la stessa identica cosa.

    Prova e fammi sapere.

    Poi puoi farmi il piacere di copiaincollarmi il file che voglio vedere le differenze col mio che Ŕ stato installato col TafferPatcher?
    Tra il dire e il fare c'Ŕ di mezzo DromEd

  6. #136
    でたらめの至高神 L'avatar di Sengu
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    Certo, il tempo di fare un paio di prove

    Te lo divido in due messaggi perché è troppo lungo

    Spoiler:
    ; extended config (currently loaded prior to cam.cfg)
    ;
    ; contains defaults to enable enhancements and other settings to run nicely on modern systems
    ; (remove/rename file to go old school)

    ; ------------
    ; display mode
    ; ------------

    ; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
    use_d3d_display
    d3d_disp_no_rgb10_buf

    ; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
    single_display_mode 2

    ; same as above but with triple buffering
    ;single_display_mode 3
    ; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
    ; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
    ;single_display_mode

    ; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
    ; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
    ; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
    ui_scale_mode 2

    ; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
    ; in-game and in menu screens. To disable synch, set mode 0.
    ; NOTE: certain graphics driver settings may override synch behavior of the game
    ; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
    ;vsync_mode 0
    ; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
    ; try following mode to make the game update every second display refresh (if supported by the card/driver)
    ;vsync_mode 7

    ; software based framerate limiter (in "single_display_mode")
    framerate_cap 100.0

    ; use 32-bit rendering for everything (also filters out 16-bit video modes)
    ; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
    force_32bit

    ; force game to run in windowed mode
    ;force_windowed

    ; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
    ; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
    ; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
    d3d_disp_limit_gpu_frames 1
    ; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
    ; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
    ; (should probably be avoided for CrossFire/SLI type of setups)
    ;d3d_disp_limit_gpu_frames 1 1

    ; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
    ; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
    ; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
    ;d3d_disp_scaled_2d_overlay 64
    ; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
    ; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
    ;d3d_disp_scaled_2d_overlay 640 480

    ; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
    ; (smoothness/fuzziness vs pixel perfectness)
    ;d3d_disp_force_filter_scale2d

    ; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
    ;widescreen_lock_hfov

    ; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
    ; (default is 90)
    ;fov 90

    ; up to 8 user defined display modes, if you want some resolution that isn't supported by default
    ; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
    ; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
    ;
    ; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
    ;user_mode1 1600 768 32 25 12
    ; 2880x900 32bpp 16:5
    ;user_mode2 2880 900 32 16 5
    ; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
    ;user_mode3 6144 1536 32 12 3
    ; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
    ;user_mode4 3840 1536 32 12 3
    ; 3200&#215;2048 32bpp 25:16 (WQSXGA)
    ;user_mode5 3200 2048 32 25 16

    ; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
    ; useful if you get blinded everytime you open the map or read a book
    ;gamma_ui 2.7

    ; --------------
    ; movie playback
    ; --------------

    ; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
    ;scale_movie_to_ui

    ; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
    ; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
    ; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
    ; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
    ;crop_movies
    ; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
    ; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
    ; specified as if the movie were 640x480
    ;crop_movies 0 70 640 340

    ; filter quality used during internal processing of movie, default is 4, if you have performance issues
    ; you can try lowering the quality
    ;movie_sw_scale_quality 2

    ; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
    movie_crop_exclude credits.avi+success.avi+death.avi
    ; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
    ;movie_crop_exclude intro.avi+credits.avi

    ; gamma setting for movie playback (default is 1.0)
    ;gamma_movie 0.7

    ; ---------------
    ; texture quality
    ; ---------------

    ; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
    force_32bit_textures

    ; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
    ; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
    ; try disabling mipmaps by removing the option or setting it to 0.
    mipmap_mode 2

    ; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
    ; to reduce occasional light bleeding artifacts (YMMV)
    ; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
    lm_mipmap_mode 0

    ; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
    lm_init_texmem 2

    ; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
    lm_filter_margin 1

    ; enable 16 sample anisotropic texture filtering
    tex_filter_mode 16

    ; enable trilinear texture filtering
    tex_filter_trilinear

    ; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
    ;mipmap_bias -1.0

    ; disable the use of anisotropic filtering for lightmaps (combined with other lm_ settings may help reduce light
    ; bleeding artifacts)
    disable_lightmap_aniso

    ; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
    ; will add some extra processing while loading texture)
    tex_edge_padding 2

    ; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
    ; amount of processing during load (smaller pad size)
    ;tex_max_edge_padding 8
    Ultima modifica di Sengu; 14-05-2014 alle 23:09
    Dragon Slayer riguardo Devil's Third
    Citazione Originariamente Scritto da Dragon Slayer Visualizza Messaggio
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

  7. #137
    でたらめの至高神 L'avatar di Sengu
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    Spoiler:

    ; --------------
    ; render options
    ; --------------

    ; render objects with 1-bit alpha (/chroma key) as opaque objects (alpha test support must not be disabled)
    ; this is not enabled by default as it may have some side effects like z-fighting on overlapping decal objects,
    ; but it probably fixes more than it breaks so it's enabled here
    alpha_test_as_opaque

    ; render square particles as disks
    square_parts_as_disks

    ; render pixel particles as (small) disks
    pixel_parts_as_disks

    ; render (new sky) stars with a resolution independent size (default always renders stars as 3x3 pixel polygons)
    ;fixed_star_size 0.5

    ; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
    ; (individual missions may set an even larger view distance if the mission requires it)
    z_far 512

    ; enable z-compare during level geometry rendering this allows somewhat more optimal level geometry rendering
    ; (missions that weren't built with new sky support in mind, may have visual glitches in locations that have
    ; "impossible geometry" when this option is enabled)
    wr_render_zcomp

    ; -------------------
    ; D3D9 render options
    ; -------------------

    ; NOTE: these options can only have any effect when "use_d3d_display" is enabled

    ; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
    ; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
    ; work correctly (such as gamma not working), this option will disable the use of enhanced precision
    ;d3d_disp_no_rgb10_buf

    ; multisampling (anti-aliasing) level
    ; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
    ; black screen, if that happens disable this option again
    ;multisampletype 8

    ; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
    ; expense of video memory and performance)
    ;d3d_disp_enable_hdr
    ; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
    ; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
    ; or things can break (like a black screen)
    ;d3d_disp_enable_hdr 32


    ; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
    ; and also enables in-game gamma to be applied in windowed mode)
    ;d3d_disp_sw_cc

    ; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
    ; (does not affect menu screens)
    ;d3d_disp_sw_cc_sat 0.25

    ; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
    ; (does not affect menu screens)
    ;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3


    ; enable postprocessing (bloom)
    ;postprocess 1

    ; bloom intensity factor, default is 5
    ;bloomscale 5

    ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
    ; require more GPU processing)
    ;bloom_range 2

    ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
    ;bloom_saturation 0.7

    ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
    ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
    ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
    ;bloom_threshold 0.7


    ; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
    d3d_disp_enable_distortionfx

    ; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
    ; if the nVidia/AMD/ATI graphics card supports it (requires multisampling to be enabled)
    ;d3d_disp_enable_atoc 1
    ; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
    ; performance)
    ;d3d_disp_enable_atoc 2
    ; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
    ; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
    ; this will make things look worse)
    ;default_alphatest_ref 1

    ; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
    ;d3d_disp_2d_overlay_alpha 0.7

    ; --------------
    ; update timings
    ; --------------

    ; use high resolution timers (preferable but disabled by default for best compatibility, as it may not work
    ; correctly on older OS versions, such as some XP systems where hi-res timer implementation uses RDTSC, which can
    ; result in movement speeds going crazy and more)
    ;use_hi_res_timer

    ; lock physics updates to a fixed frequency, this ensures that player movement speed is constant and framerate
    ; independent. not necessary if vsync is enabled, however for high refresh rates player movement would still be
    ; faster than originally intended, uncomment this in that case
    ; (vsync method is preferable)
    ;phys_freq 60

    ; framerate cap for menu system (specified as minimum frame time in ms), reduces GPU and CPU load in menus
    SlowFrameUI 10

    ; set minimum frame time value to 1ms to avoid speedups at high framerates, this does NOT cap the framerate
    ; it only sets the lower frame time limit so that if a frame is shorter than this, the engine will pretend
    ; that it was this long
    min_frame_time 1

    ; cap engine update frequency to 250 Hz (specified as min updated time in ms), for a software framerate cap when
    ; using "single_display_mode" it's probably better to use "framerate_cap", this is just a last resort cap
    SlowFrame 4

    ; -------------
    ; sound options
    ; -------------

    ; if EAX is enabled and sounds sound too direct when under water (the same or almost the same as above)
    ; then try enabling one of these (or experiment with custom values)
    ;submerged_sound_occlusion 0.1 0.5 0.88
    ;submerged_sound_occlusion 0.3 0.1

    ; force the use of UnderWater reverb/EAX environment when the player is under water
    ;force_underwater_reverb

    ; when using the OpenAL sound driver the default AL device may sometimes cause problems, in particular for
    ; on-board sound controllers, in those instances you can try an alternative AL device. Which other AL devices
    ; are available can be seen in the log file (when AL is enabled). It seems that usually the "Generic Software"
    ; device is available, which is a good one to try as an alternative.
    ;snd_oal_device Generic Software

    ; ------------
    ; misc options
    ; ------------

    ; enable more elaborate tracing for rain/snow impacts so it also hits more things than just terrain
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
    ; unusual slowdown with rain/snow you could try to disable this and see if it helps)
    enhanced_precip_trace

    ; enable more elaborate visibility tracing for coronas so that objects/characters also obstruct line of sight
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
    ; unusual slowdown with coronas you could try to disable this and see if it helps)
    enhanced_corona_trace

    ; enable more elaborate tracing for AI footstep sounds so it hits objects and not just terrain
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
    ; problems you could try to disable this and see if it helps)
    enhanced_aifootstep_trace

    ; screenshot format (default is BMP), other options are PNG or PCX (note that PNG shots will take longer
    ; due to the compression process)
    screenshot_format png

    ; use a date/time based numeric suffix instead, for screenshot filenames
    ;screenshot_timestamp

    ; skip CD check
    skip_starting_checks

    ddf_tex_override

    ; enable extended keyboard language detection to allow the game to more accurately detect supported layouts,
    ; it also adds support for detection of UK and French Canadian keyboards. NOTE: if the game previously failed
    ; to detect the layout, so it used the default English-US, the key bindings may have to be redone
    ;ext_kb_country_check

    ; -------------
    ; game specific
    ; -------------

    ; enable new mantling code
    ;new_mantle


    ; render particle effects attached to weapons (i.e. fire arrows before being fired)
    render_weapon_particles

    ; disable "force matching unrefs" when loading old SS2/T1 particle data so "render_weapon_particles" can handle
    ; rendering instead (to avoid issues like particles randomly disappearing)
    legacy_force_match_unrefs 0


    ; enable z-buffer use when rendering the player arm/weapon, to get rid of the sword and blackjack being drawn
    ; on top of the hand
    dark_zcomp_arm

    ; scale bitmap based inventory icons/objects at higher screen resolutions (like body carry icon)
    ;scaled_inv_bitmaps

    ; alternative shading of visited/current map areas
    ;dark_map_decal_scheme 1
    ;dark_map_decal_scheme 1 -0.2 -0.3 -0.5 -0.2 -0.2 0.2
    ; original look
    ;dark_map_decal_scheme 1 -0.3 -0.3 1.1 1.3 1.3 0.2
    ; original look with swapped colors for visited and current
    ;dark_map_decal_scheme 1 1.3 1.3 0.2 -0.3 -0.3 1.1

    ; left align map notes
    ;dark_map_lalign_notes


    ; use a single bind file in shock (user2.bnd is ignored)
    shock_single_bind_set

    ; use a save slot for quicksaves, instead of the original behaviour of simply saving to the autosave
    ; specify 0-14 to use a save slot, or -1 for the default behaviour of using the autosave
    shock_quicksave_slot 14


    ; head bob scale factor (a value between 0 and 1), useful if the head bobbing is causing motion sickness
    ;bob_factor 0.3

    ; weapon bob scale factor in shock (a value between 0 and 1), also useful against motion sickness
    ;shock_gun_bob_factor 0.2


    Comunque ho aggiunto la stringa giusto sotto la prima ma non &#232; cambiato nulla. Ho anche provato a modificare la stringa "gamma_ui" ma comunque non succede niente
    Dragon Slayer riguardo Devil's Third
    Citazione Originariamente Scritto da Dragon Slayer Visualizza Messaggio
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

  8. #138
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    Guarda che c'&#232;: d3d_disp_no_rgb10_buf
    Tra il dire e il fare c'Ŕ di mezzo DromEd

  9. #139
    でたらめの至高神 L'avatar di Sengu
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    Lol, aspe'

    Ho tolto il punto e virgola ma continuo a non poter modificare il gamma
    Ultima modifica di Sengu; 14-05-2014 alle 23:16
    Dragon Slayer riguardo Devil's Third
    Citazione Originariamente Scritto da Dragon Slayer Visualizza Messaggio
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

  10. #140
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    Citazione Originariamente Scritto da Sengu Visualizza Messaggio
    Lol, aspe'

    Ho tolto il punto e virgola ma continuo a non poter modificare il gamma
    A questo punto l'unica cosa che mi viene in mente Ŕ switchare tra grafica Hardawe e Software nel menu delle opzioni (applicando comunque le modifiche che ti ho scritto prima nel file). Dopo questo tentativo per˛ non saprei veramente che altri pesci pigliare.

    Edit: per curiositÓ mia potresti anche togliere il punto e virgola a [b]d3d_disp_sw_cc[b] ?
    Tra il dire e il fare c'Ŕ di mezzo DromEd

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