Merge branch 'master' into loading-screens-multi-res

This commit is contained in:
Andrzej Fałkowski
2023-08-19 22:59:21 +02:00
11 changed files with 3650 additions and 628 deletions
+14 -4
View File
@@ -340,6 +340,20 @@ MERC_BANKRUPT_WARNING = 5000
EARLY_REBELS_RECRUITMENT = 3 EARLY_REBELS_RECRUITMENT = 3
;------------------------------------------------------------------------------------------------------------------------------
; Growth modifiers are a replacement for the old Evolution tag.
; Allow each merc to have individual growth modifiers, meaning that each merc gains stats at his or her own rate.
; By default, the only mercs with unique growth modifiers are those who had globally slower growths under the old Evolution tag.
; To change how fast or slow a merc gains stats, you will need to modify the appropriate <GrowthModifier{StatName}> tag in MercProfiles.xml
; Negative values mean the merc grows faster, and higher values means the merc grows slower.
;
; You can also allow growth modifiers to be randomised based on their original growth rates in MercProfiles.xml
; For example, a range of 5 means that a merc with a GrowthModifierLife of -5 will have that modifier randomised between -10 and 0
;------------------------------------------------------------------------------------------------------------------------------
MERCS_GROWTH_MODIFIERS_ENABLED = TRUE
MERCS_RANDOM_GROWTH_MODIFIERS = FALSE
MERCS_RANDOM_GROWTH_MODIFIERS_RANGE = 5
;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? ; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting) ; 0 = do not use random stats (JA2 vanilla setting)
@@ -4400,10 +4414,6 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
; The minimum skill rating a character must have before he can train fellow teammates in that skill. ; The minimum skill rating a character must have before he can train fellow teammates in that skill.
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
; The <bEvolution>-tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is
; disabled and increasing stats works normally.
DISABLE_EVOLUTION = TRUE
;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
; ;
+9 -9
View File
@@ -580,6 +580,15 @@ SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1
; Bonus aim clicks when throwing knives ; Bonus aim clicks when throwing knives
POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1 POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 20
;****************************************************************************************************************************** ;******************************************************************************************************************************
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -653,15 +662,6 @@ INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100
;****************************************************************************************************************************** ;******************************************************************************************************************************
[Demolitions] [Demolitions]
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 20
; Percentage bonus to damage inflicted by bombs and mines ; Percentage bonus to damage inflicted by bombs and mines
DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25 DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25
File diff suppressed because it is too large Load Diff
+14 -4
View File
@@ -340,6 +340,20 @@ MERC_BANKRUPT_WARNING = 5000
EARLY_REBELS_RECRUITMENT = 3 EARLY_REBELS_RECRUITMENT = 3
;------------------------------------------------------------------------------------------------------------------------------
; Growth modifiers are a replacement for the old Evolution tag.
; Allow each merc to have individual growth modifiers, meaning that each merc gains stats at his or her own rate.
; By default, the only mercs with unique growth modifiers are those who had globally slower growths under the old Evolution tag.
; To change how fast or slow a merc gains stats, you will need to modify the appropriate <GrowthModifier{StatName}> tag in MercProfiles.xml
; Negative values mean the merc grows faster, and higher values means the merc grows slower.
;
; You can also allow growth modifiers to be randomised based on their original growth rates in MercProfiles.xml
; For example, a range of 5 means that a merc with a GrowthModifierLife of -5 will have that modifier randomised between -10 and 0
;------------------------------------------------------------------------------------------------------------------------------
MERCS_GROWTH_MODIFIERS_ENABLED = TRUE
MERCS_RANDOM_GROWTH_MODIFIERS = FALSE
MERCS_RANDOM_GROWTH_MODIFIERS_RANGE = 5
;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? ; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting) ; 0 = do not use random stats (JA2 vanilla setting)
@@ -4399,10 +4413,6 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
; The minimum skill rating a character must have before he can train fellow teammates in that skill. ; The minimum skill rating a character must have before he can train fellow teammates in that skill.
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
; The <bEvolution>-tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is
; disabled and increasing stats works normally.
DISABLE_EVOLUTION = FALSE
;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
; ;
+9 -9
View File
@@ -580,6 +580,15 @@ SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1
; Bonus aim clicks when throwing knives ; Bonus aim clicks when throwing knives
POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1 POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 20
;****************************************************************************************************************************** ;******************************************************************************************************************************
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -653,15 +662,6 @@ INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100
;****************************************************************************************************************************** ;******************************************************************************************************************************
[Demolitions] [Demolitions]
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 25
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 20
; Percentage bonus to damage inflicted by bombs and mines ; Percentage bonus to damage inflicted by bombs and mines
DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25 DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25
@@ -44,27 +44,27 @@ TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = TRUE
TOPTION_SHOW_MISSES = FALSE TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE TOPTION_SLEEPWAKE_NOTIFICATION = FALSE
TOPTION_USE_METRIC_SYSTEM = TRUE TOPTION_USE_METRIC_SYSTEM = TRUE
TOPTION_SMART_CURSOR = FALSE TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = FALSE TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_SMART_TREE_TOPS = FALSE TOPTION_SMART_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = TRUE TOPTION_CTH_CURSOR = TRUE
TOPTION_GL_BURST_CURSOR = TRUE TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = TRUE TOPTION_ALLOW_TAUNTS = TRUE
TOPTION_GL_HIGH_ANGLE = FALSE TOPTION_GL_HIGH_ANGLE = TRUE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE TOPTION_TRACERS_FOR_SINGLE_FIRE = TRUE
TOPTION_RAIN_SOUND = TRUE TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE
@@ -82,22 +82,22 @@ TOPTION_DISABLE_CURSOR_SWAP = TRUE
TOPTION_QUIET_TRAINING = FALSE TOPTION_QUIET_TRAINING = FALSE
TOPTION_QUIET_REPAIRING = FALSE TOPTION_QUIET_REPAIRING = FALSE
TOPTION_QUIET_DOCTORING = FALSE TOPTION_QUIET_DOCTORING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
TOPTION_SHOW_LAST_ENEMY = FALSE TOPTION_SHOW_LAST_ENEMY = FALSE
TOPTION_ALT_START_AIM = FALSE TOPTION_ALT_START_AIM = TRUE
TOPTION_ALT_PATHFINDING = FALSE TOPTION_ALT_PATHFINDING = FALSE
TOPTION_SHOW_LBE_CONTENT = TRUE TOPTION_SHOW_LBE_CONTENT = TRUE
TOPTION_INVERT_WHEEL = FALSE TOPTION_INVERT_WHEEL = FALSE
TOPTION_ZOMBIES = FALSE TOPTION_ZOMBIES = FALSE
TOPTION_ENABLE_INVENTORY_POPUPS = TRUE TOPTION_ENABLE_INVENTORY_POPUPS = TRUE
TOPTION_MERCENARY_FORMATIONS = TRUE TOPTION_MERCENARY_FORMATIONS = FALSE
TOPTION_SHOW_ENEMY_LOCATION = FALSE TOPTION_SHOW_ENEMY_LOCATION = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE
TOPTION_REPORT_MISS_MARGIN = FALSE TOPTION_REPORT_MISS_MARGIN = FALSE
TOPTION_USE_LOGICAL_BODYTYPES = FALSE TOPTION_USE_LOGICAL_BODYTYPES = TRUE
TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE
TOPTION_RESET_ALL_OPTIONS = FALSE TOPTION_RESET_ALL_OPTIONS = FALSE
TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE
@@ -44,27 +44,27 @@ TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = TRUE
TOPTION_SHOW_MISSES = FALSE TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE TOPTION_SLEEPWAKE_NOTIFICATION = FALSE
TOPTION_USE_METRIC_SYSTEM = TRUE TOPTION_USE_METRIC_SYSTEM = TRUE
TOPTION_SMART_CURSOR = FALSE TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = TRUE TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_SMART_TREE_TOPS = FALSE TOPTION_SMART_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = FALSE TOPTION_CTH_CURSOR = FALSE
TOPTION_GL_BURST_CURSOR = TRUE TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = FALSE TOPTION_ALLOW_TAUNTS = FALSE
TOPTION_GL_HIGH_ANGLE = FALSE TOPTION_GL_HIGH_ANGLE = TRUE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE TOPTION_TRACERS_FOR_SINGLE_FIRE = TRUE
TOPTION_RAIN_SOUND = TRUE TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = FALSE TOPTION_ALLOW_SOLDIER_TOOLTIPS = FALSE
@@ -82,9 +82,9 @@ TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE TOPTION_QUIET_TRAINING = FALSE
TOPTION_QUIET_REPAIRING = FALSE TOPTION_QUIET_REPAIRING = FALSE
TOPTION_QUIET_DOCTORING = FALSE TOPTION_QUIET_DOCTORING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
TOPTION_SHOW_LAST_ENEMY = FALSE TOPTION_SHOW_LAST_ENEMY = FALSE
TOPTION_ALT_START_AIM = FALSE TOPTION_ALT_START_AIM = TRUE
TOPTION_ALT_PATHFINDING = FALSE TOPTION_ALT_PATHFINDING = FALSE
TOPTION_SHOW_LBE_CONTENT = FALSE TOPTION_SHOW_LBE_CONTENT = FALSE
TOPTION_INVERT_WHEEL = FALSE TOPTION_INVERT_WHEEL = FALSE
@@ -44,27 +44,27 @@ TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = TRUE
TOPTION_SHOW_MISSES = FALSE TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE TOPTION_SLEEPWAKE_NOTIFICATION = FALSE
TOPTION_USE_METRIC_SYSTEM = TRUE TOPTION_USE_METRIC_SYSTEM = TRUE
TOPTION_SMART_CURSOR = FALSE TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = FALSE TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_SMART_TREE_TOPS = FALSE TOPTION_SMART_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = TRUE TOPTION_CTH_CURSOR = TRUE
TOPTION_GL_BURST_CURSOR = TRUE TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = TRUE TOPTION_ALLOW_TAUNTS = TRUE
TOPTION_GL_HIGH_ANGLE = FALSE TOPTION_GL_HIGH_ANGLE = TRUE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE TOPTION_TRACERS_FOR_SINGLE_FIRE = TRUE
TOPTION_RAIN_SOUND = TRUE TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE
@@ -82,22 +82,22 @@ TOPTION_DISABLE_CURSOR_SWAP = TRUE
TOPTION_QUIET_TRAINING = FALSE TOPTION_QUIET_TRAINING = FALSE
TOPTION_QUIET_REPAIRING = FALSE TOPTION_QUIET_REPAIRING = FALSE
TOPTION_QUIET_DOCTORING = FALSE TOPTION_QUIET_DOCTORING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
TOPTION_SHOW_LAST_ENEMY = FALSE TOPTION_SHOW_LAST_ENEMY = FALSE
TOPTION_ALT_START_AIM = FALSE TOPTION_ALT_START_AIM = TRUE
TOPTION_ALT_PATHFINDING = FALSE TOPTION_ALT_PATHFINDING = FALSE
TOPTION_SHOW_LBE_CONTENT = TRUE TOPTION_SHOW_LBE_CONTENT = TRUE
TOPTION_INVERT_WHEEL = FALSE TOPTION_INVERT_WHEEL = FALSE
TOPTION_ZOMBIES = FALSE TOPTION_ZOMBIES = FALSE
TOPTION_ENABLE_INVENTORY_POPUPS = TRUE TOPTION_ENABLE_INVENTORY_POPUPS = TRUE
TOPTION_MERCENARY_FORMATIONS = TRUE TOPTION_MERCENARY_FORMATIONS = FALSE
TOPTION_SHOW_ENEMY_LOCATION = FALSE TOPTION_SHOW_ENEMY_LOCATION = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE
TOPTION_REPORT_MISS_MARGIN = FALSE TOPTION_REPORT_MISS_MARGIN = FALSE
TOPTION_USE_LOGICAL_BODYTYPES = FALSE TOPTION_USE_LOGICAL_BODYTYPES = TRUE
TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE
TOPTION_RESET_ALL_OPTIONS = FALSE TOPTION_RESET_ALL_OPTIONS = FALSE
TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE
@@ -44,7 +44,7 @@ TOPTION_ANIMATE_SMOKE = TRUE
TOPTION_BLOOD_N_GORE = TRUE TOPTION_BLOOD_N_GORE = TRUE
TOPTION_DONT_MOVE_MOUSE = FALSE TOPTION_DONT_MOVE_MOUSE = FALSE
TOPTION_OLD_SELECTION_METHOD = FALSE TOPTION_OLD_SELECTION_METHOD = FALSE
TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = TRUE
TOPTION_SHOW_MISSES = FALSE TOPTION_SHOW_MISSES = FALSE
TOPTION_RTCONFIRM = FALSE TOPTION_RTCONFIRM = FALSE
TOPTION_SLEEPWAKE_NOTIFICATION = TRUE TOPTION_SLEEPWAKE_NOTIFICATION = TRUE
@@ -53,18 +53,18 @@ TOPTION_SMART_CURSOR = FALSE
TOPTION_SNAP_CURSOR_TO_DOOR = TRUE TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
TOPTION_GLOW_ITEMS = TRUE TOPTION_GLOW_ITEMS = TRUE
TOPTION_TOGGLE_TREE_TOPS = TRUE TOPTION_TOGGLE_TREE_TOPS = TRUE
TOPTION_SMART_TREE_TOPS = FALSE TOPTION_SMART_TREE_TOPS = TRUE
TOPTION_TOGGLE_WIREFRAME = TRUE TOPTION_TOGGLE_WIREFRAME = TRUE
TOPTION_3D_CURSOR = FALSE TOPTION_3D_CURSOR = FALSE
TOPTION_CTH_CURSOR = FALSE TOPTION_CTH_CURSOR = FALSE
TOPTION_GL_BURST_CURSOR = TRUE TOPTION_GL_BURST_CURSOR = TRUE
TOPTION_ALLOW_TAUNTS = FALSE TOPTION_ALLOW_TAUNTS = FALSE
TOPTION_GL_HIGH_ANGLE = FALSE TOPTION_GL_HIGH_ANGLE = TRUE
TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
TOPTION_SHOW_ITEM_SHADOW = TRUE TOPTION_SHOW_ITEM_SHADOW = TRUE
TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE
TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE TOPTION_TRACERS_FOR_SINGLE_FIRE = TRUE
TOPTION_RAIN_SOUND = TRUE TOPTION_RAIN_SOUND = TRUE
TOPTION_ALLOW_CROWS = TRUE TOPTION_ALLOW_CROWS = TRUE
TOPTION_ALLOW_SOLDIER_TOOLTIPS = FALSE TOPTION_ALLOW_SOLDIER_TOOLTIPS = FALSE
@@ -82,9 +82,9 @@ TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE TOPTION_QUIET_TRAINING = FALSE
TOPTION_QUIET_REPAIRING = FALSE TOPTION_QUIET_REPAIRING = FALSE
TOPTION_QUIET_DOCTORING = FALSE TOPTION_QUIET_DOCTORING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
TOPTION_SHOW_LAST_ENEMY = FALSE TOPTION_SHOW_LAST_ENEMY = FALSE
TOPTION_ALT_START_AIM = FALSE TOPTION_ALT_START_AIM = TRUE
TOPTION_ALT_PATHFINDING = FALSE TOPTION_ALT_PATHFINDING = FALSE
TOPTION_SHOW_LBE_CONTENT = FALSE TOPTION_SHOW_LBE_CONTENT = FALSE
TOPTION_INVERT_WHEEL = FALSE TOPTION_INVERT_WHEEL = FALSE
+137 -150
View File
@@ -1,150 +1,137 @@
/* /*
Bicubic Catmull-Rom 9 taps (Fast) - ported by Hyllian - 2020 The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
ATENTION: This code only work using LINEAR filter sampling set on Retroarch! Modified to use 5 texture fetches
*/ */
#if defined(VERTEX) #if defined(VERTEX)
#if __VERSION__ >= 130 #if __VERSION__ >= 130
#define COMPAT_VARYING out #define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in #define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture #define COMPAT_TEXTURE texture
#else #else
#define COMPAT_VARYING varying #define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute #define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D #define COMPAT_TEXTURE texture2D
#endif #endif
#ifdef GL_ES #ifdef GL_ES
#define COMPAT_PRECISION mediump #define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float; precision COMPAT_PRECISION float;
#else #else
#define COMPAT_PRECISION #define COMPAT_PRECISION
#endif #endif
COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix; uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize; uniform COMPAT_PRECISION vec2 InputSize;
void main() void main()
{ {
gl_Position = MVPMatrix * VertexCoord; gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR; COL0 = COLOR;
TEX0.xy = TexCoord.xy; TEX0.xy = TexCoord.xy;
} }
#elif defined(FRAGMENT) #elif defined(FRAGMENT)
#if __VERSION__ >= 130 #if __VERSION__ >= 130
#define COMPAT_VARYING in #define COMPAT_VARYING in
#define COMPAT_TEXTURE texture #define COMPAT_TEXTURE texture
out mediump vec4 FragColor; out mediump vec4 FragColor;
#else #else
#define COMPAT_VARYING varying #define COMPAT_VARYING varying
#define FragColor gl_FragColor #define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D #define COMPAT_TEXTURE texture2D
#endif #endif
#ifdef GL_ES #ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH #ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float; precision highp float;
#else #else
precision mediump float; precision mediump float;
#endif #endif
#define COMPAT_PRECISION mediump #define COMPAT_PRECISION mediump
#else #else
#define COMPAT_PRECISION #define COMPAT_PRECISION
#endif #endif
uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize; uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture; uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX0;
// compatibility #defines // compatibility #defines
#define Source Texture #define Source Texture
#define vTexCoord TEX0.xy #define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize) #define outsize vec4(OutputSize, 1.0 / OutputSize)
#define mul(c,d) (d*c) void main()
{
void main() // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
{ // down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // location [1, 1] in the grid, where [0, 0] is the top left corner.
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at vec2 samplePos = vTexCoord * SourceSize.xy;
// location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
vec2 samplePos = vTexCoord * SourceSize.xy;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5; // Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
// Compute the fractional offset from our starting texel to our original sample location, which we'll vec2 f = samplePos - texPos1;
// feed into the Catmull-Rom spline function to get our filter weights.
vec2 f = samplePos - texPos1; // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. // which lets us avoid having to evaluate a piece-wise function.
// These equations are pre-expanded based on our knowledge of where the texels will be located, vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
// which lets us avoid having to evaluate a piece-wise function. vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f); vec2 w3 = f * f * (-0.5 + 0.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f); // Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// vec2 w3 = 1.0 - w0 - w1 - w2; // simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2;
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to vec2 offset12 = w2 / (w1 + w2);
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2; // Compute the final UV coordinates we'll use for sampling the texture
vec2 offset12 = w2 / (w1 + w2); vec2 texPos0 = texPos1 - 1.;
vec2 texPos3 = texPos1 + 2.;
// Compute the final UV coordinates we'll use for sampling the texture vec2 texPos12 = texPos1 + offset12;
vec2 texPos0 = texPos1 - 1.;
vec2 texPos3 = texPos1 + 2.; texPos0 *= SourceSize.zw;
vec2 texPos12 = texPos1 + offset12; texPos3 *= SourceSize.zw;
texPos12 *= SourceSize.zw;
texPos0 *= SourceSize.zw;
texPos3 *= SourceSize.zw; float wtm = w12.x * w0.y;
texPos12 *= SourceSize.zw; float wml = w0.x * w12.y;
float wmm = w12.x * w12.y;
vec4 c00 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos0.y)); float wmr = w3.x * w12.y;
vec4 c10 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)); float wbm = w12.x * w3.y;
vec4 c20 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos0.y));
vec3 result = vec3(0.0f);
vec4 c01 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y));
vec4 c11 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)); result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
vec4 c21 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)); result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
vec4 c02 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos3.y)); result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
vec4 c12 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)); result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
vec4 c22 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos3.y));
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
// initialize some variables }
vec4 c1, c2, c3, wx, wy = vec4(0.,0.,0.,0.); #endif
// junk vec4 used only to round out the non-square 3x4 matrices
vec4 dummy = vec4(0.,0.,0.,1.);
wx = vec4(w0.x, w12.x, w3.x, 1.0);
wy = vec4(w0.y, w12.y, w3.y, 1.0);
c1 = vec4(mul(wx, mat4(c00, c10, c20, dummy)));
c2 = vec4(mul(wx, mat4(c01, c11, c21, dummy)));
c3 = vec4(mul(wx, mat4(c02, c12, c22, dummy)));
FragColor = mul(wy, mat4(c1, c2, c3, dummy));
}
#endif
+105 -135
View File
@@ -24,9 +24,9 @@ boxing=false
; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap ; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap
; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks=' ; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks='
maxfps=0 maxfps=-1
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl/direct3d9') ; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl*/direct3d9*')
; Note: vsync=true can fix tearing but it will cause input lag ; Note: vsync=true can fix tearing but it will cause input lag
vsync=false vsync=false
@@ -34,7 +34,7 @@ vsync=false
; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window ; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window
adjmouse=true adjmouse=true
; Preliminary libretro shader support - (Requires 'renderer=opengl') https://github.com/libretro/glsl-shaders ; Preliminary libretro shader support - (Requires 'renderer=opengl*') https://github.com/libretro/glsl-shaders
; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV ; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV
shader=Shaders\cubic\catmull-rom-bilinear.glsl shader=Shaders\cubic\catmull-rom-bilinear.glsl
@@ -42,8 +42,8 @@ shader=Shaders\cubic\catmull-rom-bilinear.glsl
posX=-32000 posX=-32000
posY=-32000 posY=-32000
; Renderer, possible values: auto, opengl, gdi, direct3d9 (auto = try direct3d9/opengl, fallback = gdi) ; Renderer, possible values: auto, opengl, openglcore, gdi, direct3d9, direct3d9on12 (auto = try direct3d9/opengl, fallback = gdi)
renderer=opengl renderer=auto
; Developer mode (don't lock the cursor) ; Developer mode (don't lock the cursor)
devmode=false devmode=false
@@ -58,16 +58,19 @@ savesettings=1
; Should the window be resizable by the user in windowed mode? ; Should the window be resizable by the user in windowed mode?
resizable=true resizable=true
; Upscaling filter for the direct3d9 renderer ; Upscaling filter for the direct3d9* renderers
; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic (16/32bit color depth games only) ; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic (16/32bit color depth games only)
d3d9_filter=2 d3d9_filter=2
; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme) ; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme)
vhack=false vhack=false
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french ; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french, italian
configlang=auto configlang=auto
; cnc-ddraw config program theme, possible values: Windows10, Cobalt XEMedia
configtheme=Windows10
; Where should screenshots be saved ; Where should screenshots be saved
screenshotdir=.\Screenshots\ screenshotdir=.\Screenshots\
@@ -88,56 +91,45 @@ noactivateapp=true
; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed) ; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed)
maxgameticks=-1 maxgameticks=-1
; Windows API Hooking, Possible values: 0 = disabled, 1 = IAT Hooking, 2 = Microsoft Detours, 3 = IAT+Detours Hooking (All Modules), 4 = IAT Hooking (All Modules)
; Note: Change this value if windowed mode or upscaling isn't working properly
; Note: 'hook=2' will usually work for problematic games, but 'hook=2' should be combined with renderer=gdi
hook=4
; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS ; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS
; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens) ; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens)
minfps=0 minfps=0
; Disable fullscreen-exclusive mode for the direct3d9/opengl renderers ; Disable fullscreen-exclusive mode for the direct3d9*/opengl* renderers
; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible ; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible
nonexclusive=false nonexclusive=false
; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact ; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact
; Note: Disable this if the game is not running smooth or there are sound issues
singlecpu=false singlecpu=false
; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list ; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list
; Note: Set this to 2 if your chosen resolution is not working, set to 1 if the game is crashing ; Note: Set this to 2 if your chosen resolution is not working or does not show up in the list
; Note: Set this to 1 if the game is crashing on startup
resolutions=0 resolutions=0
; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide ; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide
; Note: Disables upscaling if a child window was detected ; Note: Disables upscaling if a child window was detected (to ensure the game is fully playable, may look weird though)
fixchilds=2 fixchilds=2
; Enable the following setting if your cursor doesn't work properly when upscaling is enabled
hook_peekmessage=false
; Undocumented settings
d3d9_adapter=0 ; Undocumented settings - You may or may not change these (You should rather focus on the settings above)
opengl_core=false releasealt=true
d3d9on12=false game_handles_close=false
fixnotresponding=false
hook=4
guard_lines=200 guard_lines=200
max_resolutions=0 max_resolutions=0
limit_bltfast=false limit_bltfast=false
game_handles_close=false
accuratetimers=false
fixpitch=true
fixwndprochook=false
novidmem=true
fixnotresponding=false
locktopleft=false
lock_surfaces=false lock_surfaces=false
releasealt=true
gdilinear=false
allow_wmactivate=false allow_wmactivate=false
dinputhook=false
flipclear=false flipclear=false
fixmousehook=true fixmousehook=true
bpp=0
rgb555=false rgb555=false
hook_peekmessage=false no_dinput_hook=false
fpupreserve=true
@@ -149,7 +141,7 @@ fpupreserve=true
; Switch between windowed and fullscreen mode = [Alt] + ??? ; Switch between windowed and fullscreen mode = [Alt] + ???
keytogglefullscreen=0x0D keytogglefullscreen=0x0D
; Maximize window without frame = [Alt] + ??? ; Maximize window = [Alt] + ???
keytogglemaximize=0x22 keytogglemaximize=0x22
; Unlock cursor 1 = [Ctrl] + ??? ; Unlock cursor 1 = [Ctrl] + ???
@@ -180,27 +172,23 @@ maxgameticks=60
; Age of Empires ; Age of Empires
[empires] [empires]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
resolutions=2 resolutions=2
; Age of Empires: The Rise of Rome ; Age of Empires: The Rise of Rome
[empiresx] [empiresx]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
resolutions=2 resolutions=2
; Age of Empires II ; Age of Empires II
[EMPIRES2] [EMPIRES2]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
; Age of Empires II: The Conquerors ; Age of Empires II: The Conquerors
[age2_x1] [age2_x1]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
@@ -210,19 +198,37 @@ resolutions=2
guard_lines=300 guard_lines=300
minfps=-2 minfps=-2
; Age of Wonders
[AoWSM]
windowed=true
fullscreen=false
renderer=gdi
hook=2
; Age of Wonders 2 ; Age of Wonders 2
[AoW2] [AoW2]
windowed=true resolutions=2
fullscreen=false renderer=opengl
renderer=gdi singlecpu=false
hook=2
; Age of Wonders 2
[AoW2Compat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders 2 Config Tool
[aow2Setup]
resolutions=2
; Age of Wonders: Shadow Magic
[AoWSM]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic
[AoWSMCompat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic Config Tool
[AoWSMSetup]
resolutions=2
; Anstoss 3 ; Anstoss 3
[anstoss3] [anstoss3]
@@ -237,10 +243,6 @@ adjmouse=true
[AN] [AN]
adjmouse=true adjmouse=true
; Amerzone
[AMERZONE]
fpupreserve=true
; Atlantis ; Atlantis
[ATLANTIS] [ATLANTIS]
renderer=opengl renderer=opengl
@@ -255,9 +257,13 @@ fixchilds=0
[BGMain] [BGMain]
resolutions=2 resolutions=2
; BALDR FORCE EXE
[BaldrForce]
noactivateapp=true
; Blade & Sword ; Blade & Sword
[comeon] [comeon]
maxgameticks=62 maxgameticks=60
fixchilds=3 fixchilds=3
; Blood II - The Chosen / Shogo - Mobile Armor Division ; Blood II - The Chosen / Shogo - Mobile Armor Division
@@ -267,26 +273,22 @@ noactivateapp=true
; Carmageddon ; Carmageddon
[CARMA95] [CARMA95]
fpupreserve=true
noactivateapp=true noactivateapp=true
flipclear=true flipclear=true
; Carmageddon ; Carmageddon
[CARM95] [CARM95]
fpupreserve=true
noactivateapp=true noactivateapp=true
flipclear=true flipclear=true
; Carmageddon 2 ; Carmageddon 2
[Carma2_SW] [Carma2_SW]
fpupreserve=true
noactivateapp=true noactivateapp=true
; Captain Claw ; Captain Claw
[claw] [claw]
adjmouse=true
noactivateapp=true noactivateapp=true
fpupreserve=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Command & Conquer: Sole Survivor ; Command & Conquer: Sole Survivor
@@ -413,7 +415,6 @@ boxing=false
; Caesar III ; Caesar III
[c3] [c3]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
@@ -432,25 +433,21 @@ adjmouse=true
; Close Combat 2: A Bridge Too Far ; Close Combat 2: A Bridge Too Far
[cc2] [cc2]
adjmouse=true adjmouse=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Close Combat 3: The Russian Front ; Close Combat 3: The Russian Front
[cc3] [cc3]
adjmouse=true adjmouse=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Close Combat 4: The Battle of the Bulge ; Close Combat 4: The Battle of the Bulge
[cc4] [cc4]
adjmouse=true adjmouse=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Close Combat 5: Invasion: Normandy ; Close Combat 5: Invasion: Normandy
[cc5] [cc5]
adjmouse=true adjmouse=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Call To Power 2 ; Call To Power 2
@@ -461,22 +458,12 @@ boxing=false
; Corsairs Gold ; Corsairs Gold
[corsairs] [corsairs]
adjmouse=true adjmouse=true
renderer=gdi
hook=2
; Divine Divinity ; Divine Divinity
[div] [div]
resolutions=2 resolutions=2
singlecpu=false singlecpu=false
; Dune 2000
[dune2000]
fpupreserve=true
; Dune 2000 - CnCNet
[dune2000-spawn]
fpupreserve=true
; Dragon Throne: Battle of Red Cliffs ; Dragon Throne: Battle of Red Cliffs
[AdSanguo] [AdSanguo]
maxgameticks=60 maxgameticks=60
@@ -485,7 +472,6 @@ limit_bltfast=true
; Dark Reign: The Future of War ; Dark Reign: The Future of War
[DKReign] [DKReign]
renderer=opengl
maxgameticks=60 maxgameticks=60
; Dungeon Keeper 2 ; Dungeon Keeper 2
@@ -500,9 +486,16 @@ adjmouse=false
maintas=false maintas=false
boxing=false boxing=false
; Diablo
[Diablo]
devmode=true
; Diablo: Hellfire
[hellfire]
devmode=true
; Escape Velocity Nova ; Escape Velocity Nova
[EV Nova] [EV Nova]
renderer=opengl
devmode=true devmode=true
hook_peekmessage=true hook_peekmessage=true
rgb555=true rgb555=true
@@ -514,21 +507,12 @@ adjmouse=true
maxgameticks=60 maxgameticks=60
fixnotresponding=true fixnotresponding=true
; Fallout
[falloutw]
dinputhook=true
; Fallout 2
[FALLOUT2]
dinputhook=true
; Fairy Tale About Father Frost, Ivan and Nastya ; Fairy Tale About Father Frost, Ivan and Nastya
[mrazik] [mrazik]
guard_lines=0 guard_lines=0
; Future Cop - L.A.P.D. ; Future Cop - L.A.P.D.
[FCopLAPD] [FCopLAPD]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
@@ -539,28 +523,32 @@ maxgameticks=60
; Gangsters: Organized Crime ; Gangsters: Organized Crime
[gangsters] [gangsters]
adjmouse=true adjmouse=true
renderer=opengl
nonexclusive=true nonexclusive=true
; Grand Theft Auto ; Grand Theft Auto
[Grand Theft Auto] [Grand Theft Auto]
fixwndprochook=true
singlecpu=false singlecpu=false
; Grand Theft Auto: London 1969 ; Grand Theft Auto: London 1969
[gta_uk] [gta_uk]
fixwndprochook=true
singlecpu=false singlecpu=false
; Grand Theft Auto: London 1961 ; Grand Theft Auto: London 1961
[Gta_61] [Gta_61]
fixwndprochook=true
singlecpu=false singlecpu=false
; Heroes of Might and Magic II: The Succession Wars ; Heroes of Might and Magic II: The Succession Wars
[HEROES2W] [HEROES2W]
adjmouse=true adjmouse=true
; Heroes of Might and Magic III
[Heroes3]
game_handles_close=true
; Heroes of Might and Magic III HD Mod
[Heroes3 HD]
game_handles_close=true
; Hard Truck: Road to Victory ; Hard Truck: Road to Victory
[htruck] [htruck]
maxgameticks=25 maxgameticks=25
@@ -570,13 +558,11 @@ noactivateapp=true
; Invictus ; Invictus
[Invictus] [Invictus]
adjmouse=true adjmouse=true
fixwndprochook=true
renderer=opengl renderer=opengl
; Interstate 76 ; Interstate 76
[i76] [i76]
adjmouse=true adjmouse=true
fpupreserve=true
; Infantry Online ; Infantry Online
[infantry] [infantry]
@@ -591,7 +577,13 @@ singlecpu=false
fixmousehook=true fixmousehook=true
noactivateapp=true noactivateapp=true
releasealt=true releasealt=true
novidmem=true
; Jagged Alliance 2: Unfinished Business
[JA2UB]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2: Wildfire ; Jagged Alliance 2: Wildfire
[WF6] [WF6]
@@ -599,7 +591,6 @@ singlecpu=false
fixmousehook=true fixmousehook=true
noactivateapp=true noactivateapp=true
releasealt=true releasealt=true
novidmem=true
; Jagged Alliance 2 - UC mod ; Jagged Alliance 2 - UC mod
[JA2_UC] [JA2_UC]
@@ -607,7 +598,6 @@ singlecpu=false
fixmousehook=true fixmousehook=true
noactivateapp=true noactivateapp=true
releasealt=true releasealt=true
novidmem=true
; Jagged Alliance 2 - Vengeance Reloaded mod ; Jagged Alliance 2 - Vengeance Reloaded mod
[JA2_Vengeance] [JA2_Vengeance]
@@ -615,7 +605,6 @@ singlecpu=false
fixmousehook=true fixmousehook=true
noactivateapp=true noactivateapp=true
releasealt=true releasealt=true
novidmem=true
; Kings Quest 8 ; Kings Quest 8
[Mask] [Mask]
@@ -636,12 +625,10 @@ vhack=true
; KKND2: Krossfire ; KKND2: Krossfire
[KKND2] [KKND2]
noactivateapp=true noactivateapp=true
renderer=gdi
hook=2
; Lionheart ; Lionheart
[Lionheart] [Lionheart]
locktopleft=true hook_peekmessage=true
; Majesty Gold ; Majesty Gold
[Majesty] [Majesty]
@@ -657,16 +644,10 @@ adjmouse=true
; Mech Warrior 3 ; Mech Warrior 3
[Mech3] [Mech3]
fpupreserve=true
nonexclusive=true nonexclusive=true
; Moorhuhn
[Moorhuhn]
dinputhook=true
; Moorhuhn 2 ; Moorhuhn 2
[Moorhuhn2] [Moorhuhn2]
dinputhook=true
releasealt=true releasealt=true
; New Robinson ; New Robinson
@@ -687,7 +668,6 @@ adjmouse=true
; Pax Imperia ; Pax Imperia
[Pax Imperia] [Pax Imperia]
renderer=opengl
nonexclusive=true nonexclusive=true
; Railroad Tycoon II ; Railroad Tycoon II
@@ -699,24 +679,17 @@ adjmouse=true
adjmouse=true adjmouse=true
fixchilds=1 fixchilds=1
; Septerra Core
[septerra]
hook=2
; Sim Copter ; Sim Copter
[SimCopter] [SimCopter]
renderer=opengl
nonexclusive=true nonexclusive=true
; Settlers 3 ; Settlers 3
[s3] [s3]
renderer=opengl
nonexclusive=true nonexclusive=true
; Star Trek - Armada ; Star Trek - Armada
[Armada] [Armada]
armadahack=true armadahack=true
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
maintas=false maintas=false
@@ -724,13 +697,11 @@ boxing=false
; Star Wars: Galactic Battlegrounds ; Star Wars: Galactic Battlegrounds
[battlegrounds] [battlegrounds]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
; Star Wars: Galactic Battlegrounds: Clone Campaigns ; Star Wars: Galactic Battlegrounds: Clone Campaigns
[battlegrounds_x1] [battlegrounds_x1]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
@@ -738,25 +709,30 @@ adjmouse=true
[StarCraft] [StarCraft]
game_handles_close=true game_handles_close=true
; Stronghold Crusader HD
[Stronghold Crusader]
adjmouse=true
; Space Rangers ; Space Rangers
[Rangers] [Rangers]
locktopleft=true hook_peekmessage=true
; Stronghold Crusader HD
[Stronghold Crusader]
resolutions=2
stronghold_hack=true
adjmouse=true
; Stronghold Crusader Extreme HD ; Stronghold Crusader Extreme HD
[Stronghold_Crusader_Extreme] [Stronghold_Crusader_Extreme]
resolutions=2
stronghold_hack=true
adjmouse=true adjmouse=true
; Stronghold HD ; Stronghold HD
[Stronghold] [Stronghold]
resolutions=2
stronghold_hack=true
adjmouse=true adjmouse=true
; Sim City 3000 ; Sim City 3000
[SC3] [SC3]
fpupreserve=true
minfps=-2 minfps=-2
; Shadow Watch ; Shadow Watch
@@ -765,27 +741,22 @@ adjmouse=true
; Shadow Flare ; Shadow Flare
[ShadowFlare] [ShadowFlare]
renderer=opengl
nonexclusive=true nonexclusive=true
adjmouse=true adjmouse=true
maintas=false maintas=false
boxing=false boxing=false
; Theme Park World
[TP]
fixwndprochook=true
; Total Annihilation (Unofficial Beta Patch v3.9.02) ; Total Annihilation (Unofficial Beta Patch v3.9.02)
[TotalA] [TotalA]
resolutions=2
lock_surfaces=true lock_surfaces=true
singlecpu=false singlecpu=false
fixwndprochook=true
; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02) ; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02)
[Viewer] [Viewer]
resolutions=2
lock_surfaces=true lock_surfaces=true
singlecpu=false singlecpu=false
fixwndprochook=true
; Three Kingdoms: Fate of the Dragon ; Three Kingdoms: Fate of the Dragon
[sanguo] [sanguo]
@@ -793,16 +764,21 @@ maxgameticks=60
noactivateapp=true noactivateapp=true
limit_bltfast=true limit_bltfast=true
; RollerCoaster Tycoon
[rct]
no_dinput_hook=true
singlecpu=false
maxfps=0
adjmouse=true
; Twisted Metal ; Twisted Metal
[TWISTED] [TWISTED]
renderer=opengl
nonexclusive=true nonexclusive=true
maxgameticks=25 maxgameticks=25
minfps=5 minfps=5
; Twisted Metal 2 ; Twisted Metal 2
[Tm2] [Tm2]
renderer=opengl
nonexclusive=true nonexclusive=true
maxgameticks=60 maxgameticks=60
adjmouse=true adjmouse=true
@@ -829,7 +805,6 @@ adjmouse=true
fixmousehook=true fixmousehook=true
noactivateapp=true noactivateapp=true
releasealt=true releasealt=true
novidmem=true
; Worms Armageddon ; Worms Armageddon
[WA] [WA]
@@ -838,14 +813,9 @@ width=0
height=0 height=0
resizable=false resizable=false
; Wizards and Warriors
[deep6]
renderer=gdi
hook=2
; War Wind ; War Wind
[WW] [WW]
renderer=opengl minfps=-1
; Zeus and Poseidon ; Zeus and Poseidon
[Zeus] [Zeus]