sounds like you need zylon bane to comment
1. How can I determine whether a mod has been installed? I'm not very familiar with the game, so I'm having trouble noticing any clear differences.
2. My wife attempted to create an account on the forum, but it hasn't been activated to grant her posting privileges yet. She emailed the webmaster but no answer yet?!? I hope the webmaster did not die by a thief yet?!? Would it be possible for an administrator to reactivate the account registration process?
3. I'm unable to locate any reference to the 1.2GB file or graphics mod—there doesn't seem to be a file named "Thief_1_HDMod_1.2.exe" within the forum?
sounds like you need zylon bane to comment
The subtitles don’t work at high resolutions. Is there a solution for this?
How can I check if mods are installed and working properly?
I have no idea who you're talking about. I googled the name, and it says 'Zyklon was a Norwegian blackened death metal band formed in 1998...' So, do you like music?
Could someone update the mod lists? Some download links are broken.
Could someone please update the FAQ from 2014? It still references Windows 2000 and Windows 7.
Why does the FAQ contain so much code, like < a href= "" .>? It's barely readable for me...
yeah sounds like someone needs to update the faq's who's been slacking, probably benny 11 years behind
ok, step number one, lets wind down the drugs for a moment.
step number two, try to explain what you are attempting to accomplish - are you installing the game, patching it up, and loading mods? if so, explain what exactly have you done so far. but maybe I'll just cut to the chase - you need to do this, and that will let you have everything you've asked for (modmanager clearly shows which mods are active). do anything else, pain and suffering will ensue.
yes, the super old FAQ should be nuked from orbit, it only serves to confuse people nowadays.
contact admin for manual account activation.
Thanks for your reply, but you didn’t really answer any of my questions.
- 1 Subtitles don’t work at high resolutions. Is there a solution for this?
- 2 How can I check if mods are installed and working properly?
- 3 Some mod download links are broken. Are there any updated lists or alternative sources?
most links are offline https://www.ttlg.com/forums/showthread.php?t=152783- 4 The FAQ from 2014 is extremely outdated. It still references Windows 2000 and 7—could someone update it?
- 5 The admin is not reachable. The provided email address no longer exists. Is there another way to contact them? admin@ttlg.mobi
[Error:If you are still having problems signing up please contact a member of our support staff at admin@ttlg.mobi
All the best,
TTLG ForumsUndelivered Mail Returned to Sender Your email could not be delivered to one or more recipients.
See below for the delivery error and email.
The most common reasons for undelivered email are wrong recipient address or wrong configuration on the recipient mail server.
1. don't work how? too small? answered your question in the subtitles topic, you need to edit cam_ext.cfg and remove the semicolon from the d3d_disp_scaled_2d_overlay 64 line.
2. the modmanager will show them. like this:
see the active/paused bits?
3. which ones? gdrive links seem up, moddb too, github the same..
4. no, nobody cares, apparently.
5. post here and maybe report your own post to attract moderator's attention.
1. no change did not work, still too small
https://i.postimg.cc/NfG84D9D/THIEF-...9-15-44-47.png
3. my mods are shown as actice do maybe not work, the AI is still really stupid; no clue how to run the AI modCode:; 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 ; 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 3 ; 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 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 d3d_disp_scaled_2d_overlay 1 ; 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:[ [ ] ] ; 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 ; 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 ; -------------- ; 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) cro_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 4 ; (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 ; keep ffmpeg dll loaded to reduce technical issues no_unload_ffmpeg ; --------------- ; 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 2 ; 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 ; -------------- ; 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 0 ; 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 1.00 ; 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 0.9 0.9 ; enable postprocessing (bloom) postprocess 1 ; bloom intensity factor, default is 5 bloomscale 1.8 ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values ; require more GPU processing) bloom_range 0.45 ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7 bloom_saturation 1.0 ; 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 0.2 ; 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) _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 1.0 ; -------------- ; 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 ; set a non-default speaker configuration (not all devices support this, especially with OpenAL only the ; "OpenAL Soft" (soft_oal) device driver currently supports it. ; (0 = default, 2 = stereo, 4 = quadraphonic, 5 = surround, 6 = '5.1', 7 = '6.1', 8 = '7.1', 9 = '5.1' side, ; 10 = '7.1' center l+r) ;snd_speaker_config 6 ; ------------ ; 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 ; enable more elaborate tracing for AI body and suspicious obj detection so it hits objects and not just terrain, ; this will for example prevent AIs from seeing bodies through closed doors ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance ; problems, in missions with a larger amount of bodies, you could try to disable this and see if it helps) enhanced_aidetect_trace ; enable sun light to be affected by objects that have runtime object shadowing, in the same way that they affect ; regular light sources sun_runtime_obj_shadows ; 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 ; open last viewed map page if no automap location is found for current player location dark_map_remember_last ; 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 regular save slot for quicksaves, instead of the original behaviour of simply saving to the default ; autosave/current slot. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using ; the default autosave/current slot shock_quicksave_slot 8 ; similar to above 'shock_quicksave_slot' except for autosaves (which are saved during level transfer) ;shock_autosave_slot 13 ; 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 0.1 ;force all ropes/vines to calculate the rope lengths correctly so that their physical length matches their numerical length. Fixes some FMs which have too short ropes under NewDark force_correct_rope_lengths 1 ;this makes sure no white textures are encountered when using mods ObjTextures16 MeshTextures16 disable_subtitles dark1
4 german voice link and the google links are offline, it says I need to ask for permission for download
5 I am not even sure if the email adress is correct which were given I even tried admin@ttlg.com but no answer yet
1. you have an extra line there, the block should look like this;
so no additional line with a value of 1, how did that even get there.Code:; 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
2. what happened to 2?
3. the Universal Ultimate Difficulty Mod is up to date, so you should be able to just load it via the modmanager, enable it and it should be good to go. if you think it isn't working, report it in the mod's thread. note that it doesn't really make the AIs smarter, just more perceptive.
4. can't do much about the DE patch, that is an external site, google for a mirror perhaps. if the gmail links are asking for permissions, try a different browser (they do not require anything, they are set to read only access but as long as you have the link you can download).
5. post here ("I need help with manual account activation please") and report your own post to summon a moderator.
1 did you remove the entry from AI mod?
2 no fix for 2?
3 mod mamager does not work and if I run the graphic mod it run writes all files Thief_1_HDMod_1.2.exe I would like to use both
4 on edgle it also says I need permisson to download
could you give me the file so Thief_1_HDMod_1.2 and ai mod and subtiliels work please?
1. what? ok, lets be precise - remove d3d_disp_scaled_2d_overlay 1, no idea how it got there, but pretty sure it's not supposed to be there. that should make the actual value (64) active and scale up all the hud elements. no relation to the difficulty mod, btw. or you know what - just edit your cam_ext.cfg, delete everything inside, and copy paste in the code I'll share below.
2. no, no fix to the modmanager, it's already working.
3. hard to decipher, but if you want to use hdmod, you will have to, ta-daa, follow the proper instructions from the Thief Mods sticky thread (not running the hdmod installer, but opening it win 7zip and copying the hdmod folder ti the Mods folder, and using the modmanager to activate).
4. then don't use edgele, use something else. edgele sucks.
at this point, your current Thief install is probably beyond saving, I would highly recommend starting from square one - a fresh GOG or steam install, then patch up with TFix full, and if you want to load additional mods, follow the instructions to the letter.
if you mean the cam_ext, sure, here you go, hud scaling and subtitles enabled;
this should make the subtitles work properly. there is no "file" for hdmod, you just need to follow the proper install instructions as mentioned.Code:; 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 ; 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:[ [ ] ] ; 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 ; 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 ; -------------- ; 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 ; keep ffmpeg dll loaded to reduce technical issues no_unload_ffmpeg ; --------------- ; 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 (modes: 0 none, 1 linear, 2/4/8/16 anisotropic) 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 ; use linear filtering for lightmaps (not using anisotropic combined with other lm_ settings may help reduce ; light bleeding artifacts) lm_filter_mode 1 ; 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 ; -------------- ; 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 ; (due to enhanced precision often causing trouble on Windows 10, the default here will now be to disable it) 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, note that it doesn't enable actual HDR rendering) ;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 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 ; set a non-default speaker configuration (not all devices support this, especially with OpenAL only the ; "OpenAL Soft" (soft_oal) device driver currently supports it. ; (0 = default, 2 = stereo, 4 = quadraphonic, 5 = surround, 6 = '5.1', 7 = '6.1', 8 = '7.1', 9 = '5.1' side, ; 10 = '7.1' center l+r) ;snd_speaker_config 6 ; ------------ ; 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 ; enable more elaborate tracing for AI body and suspicious obj detection so it hits objects and not just terrain, ; this will for example prevent AIs from seeing bodies through closed doors ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance ; problems, in missions with a larger amount of bodies, you could try to disable this and see if it helps) enhanced_aidetect_trace ; enable sun light to be affected by objects that have runtime object shadowing, in the same way that they affect ; regular light sources sun_runtime_obj_shadows ; 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 of sequential numbering, 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 ; open last viewed map page if no automap location is found for current player location dark_map_remember_last ; 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 regular save slot for quicksaves, instead of the original behaviour of simply saving to the default ; autosave/current slot. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using ; the default autosave/current slot shock_quicksave_slot 14 ; similar to above 'shock_quicksave_slot' except for autosaves (which are saved during level transfer) ;shock_autosave_slot 13 ; 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 ;force all ropes/vines to calculate the rope lengths correctly so that their physical length matches their numerical length. Fixes some FMs which have too short ropes under NewDark force_correct_rope_lengths 1 ;this makes sure no white textures are encountered when using mods ObjTextures16 MeshTextures16 enable_subtitles