Garrett's Shadow on 12/2/2011 at 11:01
but my ddfix.ini does'nt look like the one in that thread!
How do I post my ddfix.ini here so you can see it?
fibanocci on 12/2/2011 at 11:18
Quote Posted by Garrett's Shadow
How do I post my ddfix.ini here so you can see it?
Open it with notepad or something, copy&paste
Garrett's Shadow on 12/2/2011 at 11:22
I am so dense sometimes! lol
Here's my ini:
;Sample initialization file for ddfix. The settings are the defaults and
;intentionally commented out. (Uncomment a setting only if you need to change
;the value.)
[Main]
;Enable per-mission ini files. Boolean.
;For <name>.mis, the per-mission ini file name is <name>.ddfix.ini.
;A per-mission ini file may contain [PostProcessing] and [Fog] sections.
;EnableMissionIni=1
;Prevent multicore related crash. Boolean.
;MultiCoreFix=1
;Register lgvid.ax every time game is started. Boolean.
;VideoFix=1
;Disable the Windows key. Boolean.
;DisableWindowsKey=1
;Refresh rate. Integer. (0 = driver default.)
;RefreshRate=0
;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4.
;FlipInterval=1
;Frame rate limit in frames per second. Float. (0 = unlimited.)
;FrameRateLimit=0
;Menu screen update delay in milliseconds. This is needed only if vsync is off.
;(0 = no delay.)
;MenuUpdateDelay=0
;Menu/video screen aspect ratio. Float. (0 = fullscreen.)
;MenuScreenAspect=1.33333
;Anisotropic filtering for the first texture stage. Boolean.
;AnisotropicFiltering=1
;Triple buffering. Boolean.
;TripleBuffer=0
;Number of bits for the Z buffer. 16 or 24.
;ZBufferBitDepth=16
;Enable gamma correction. Boolean.
;EnableGamma=1
;Field of view (FOV) in percent. Integer.
;FovModification=100
;On-screen size (in percent of the screen size) of the selected item and weapon
;in Thief.
;ItemSize=20
;Fix the T2 limb rendering bug. Boolean.
;Turn this off for T2X and other FMs with custom reverse-Z limb models.
;Default for T2:
;LimbZBufferFix=1
;Default for others:
;LimbZBufferFix=0
;Place some surfaces in system memory instead of video memory. 0, 1 or 2.
;0 = all surfaces in video memory.
;1 = menu in system memory. In case of any menu screen corruption.
;2 = menu and overlay in system memory. In case of any in-game UI corruption.
;UseSysMemOverlay=0
;Any 16-bit color that is _not_ used by the in-game overlay.
;OverlayColourKey=0xffdf
;Blit the overlay to the backbuffer with each Unlock() call. Together with
;UseSysMemOverlay=2 this can result in a poor frame rate. Boolean.
;LayeredOverlay=1
;Turns on the 32 bit texture loader and some other things such as global fog
;autodetection. Boolean.
;TextureReplacement=1
;Replacement texture path. Must include the trailing backslash. Relative paths
;are relative to the game main directory.
;TexturePath=res\ddfix\
;When TextureReplacement=1, the MemAddr section can be used to set the memory
;addresses to patch. The following executables are currently detected and memory
;patches applied:
;TG v1.37, T2 v1.18, SS2 v2.3, Dromed v1.37, Dromed2 v1.18, ShockEd v2.12.
[MemAddr]
;CopyTex=
;MipMap=
;CreateVidTexture=
;TextureExists=
;CreateFile=
;BltPrimary=
;Resolution=
;VertResLimit=
;FovModification=
;AspectCorrection=
;ItemSize=
[Fog]
;Enable fog fix. Fog must also be enabled in the game options. Boolean.
;Enable=1
;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.
;Global=1
[PostProcessing]
;Enable postprocessing. Boolean.
;Enable=0
;Modulation for the unbloomed frame buffer. 0xrrggbb.
;Base=0xffffff
;Overall saturation. 0-255. (255 = full saturation, 0 = grayscale.)
;Saturation=192
;Bloom intensity. 0-255. (0 = disable all bloom processing.)
;Bloom=255
;Bloom also the user interface. Boolean.
;BloomUI=0
;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)
;BloomPersistence=0x404040
;Bloom saturation. 0-255. (255 = full saturation, 0 = grayscale.)
;BloomSaturation=192
;A per-level zoom-in factor. Integer. (0 = no spread.)
;This makes the bloom spread out (positive values) or in (negative values).
;BloomSpread=0
;Colors below this will cause no bloom. 0xrrggbb.
;BloomThreshold=0x202020
;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.)
;The rgb components modulate the trail color, while the alpha component governs
;how much of the bloom from the last frame is blended into the current frame.
;BloomTrail=0x80ffffff
;Shift left for the bloom source. Integer 0-8.
;The result of applying threshold (which is actually a subtraction), is
;multiplied by 2**BloomShift.
;BloomShift=0
;After applying BloomShift, modulate the result with the original frame buffer.
;Boolean.
;BloomShiftRemodulate=0
Garrett's Shadow on 12/2/2011 at 12:05
all this was in an attempt to get T2X to run.
I have another thread in there about this.
I am still getting the crash, and I have a feeling I know why.
I will send you a pm Ziusudra.
--------------------------------------------
ALL SOLVED!
T2X is running thanx to Addlink!