Garrett2014 on 15/1/2015 at 10:30
Quote Posted by gamophyte
I'm setting up a fresh 1.22 dromed tool kit installation with all my preferred settings just to copy from for projects. For some reason enabling hardware rendering kills my custom dromed size (entered in USER.cfg and cam_ext.cfg). it just goes back to 800x600.
Any ideas?
EDIT: Ah it was because I was setting 16bit depth in my cam_ext.cfg custom size. It's all good now.Inline Image:
http://i.imgur.com/HumEBI8.pngAfter reading this I also want 32Bit rendering in my 3D window but am encountering the same problem. I have Win 7, 64 Bit OS and have installed Thief Gold to C:\Games\ThiefG. I updated it with TFix v1.20a, Enhancement Pack 2.0a (EP2.0a) and DromEd Basic ToolKit 1.13. Now all that took a little time and i tweaked it somewhat to maximise my on screen resolution but its running sweet. However the fix for this problem does not work ! This is a copy of what i have in my DromEd.CFG
; the editor window is normally GDI based (has lower CPU usage), this disables that in favor of DirectDraw
; or Direct3D if "use_d3d_display" is enabled
editor_disable_gdi
Now teres no mention of use_d3d_disply in DromEd.CFG but i found it in my cam_ext.cfg file. My User.CFG file seems to be radically different from others as discussed in other threads on this forum. Perhaps because im runnint Thief Gold and not Thief II !
However in my cam_ext.CFG file I made the same changes and have the following under Display Mode:-
; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
use_d3d_display
; 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
; 3200×2048 32bpp 25:16 (WQSXGA)
;user_mode5 3200 2048 32 25 16
user_mode1 1908 980 32 39 20
; 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 0.7
SO I cant find what else is needed to enable 32 Bit Rendedring in the 3D window. Any Suggestions ?
All help is GREATLY appreciated !
Thanks Guys.