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looks decent, could use some blue hue coming off (atmosphere). what are those stars, looks like it uses a particle effect, they're on the window too, looks odd.edit: statione.pcx?? where did you find that one, i have shtup and most of the original .crf's unpacked into a folder so i can search for textures easily.. it doesnt find a texture called that.
;Sample initialization file for ddfix. The settings are the defaults and ;intentionally commented out. (Uncomment a setting only if you need to change ;the value.)[Main];Set all options to safe values and ignore the rest of this file. In safe ;mode widescreen is not available. Set one of the originally supported ;display modes in cam.cfg. Boolean.;SafeMode=0;Enable per-mission ini files. Boolean.;For .mis, the per-mission ini file name is .ddfix.ini. ;A per-mission ini file may contain [PostProcessing] and [Fog] sections.;EnableMissionIni=1;Prevent multicore related crash. Boolean.MultiCoreFix=1;Register lgvid.ax every time game is started. Boolean.VideoFix=1;Disable the Windows key. Boolean.;DisableWindowsKey=1;Refresh rate. Integer. (0 = driver default.)RefreshRate=60;Use vsync. Boolean.;FlipVSync=1;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4.;FlipInterval=1;Frame rate limit in frames per second. Float. (0 = unlimited.)FrameRateLimit=0;Menu screen update delay in milliseconds. This is needed only if vsync is off.;(0 = no delay.)MenuUpdateDelay=25;Menu/video screen aspect ratio. Float. (0 = fullscreen.);MenuScreenAspect=1.33333MenuScreenAspect=0;Anisotropic filtering for the first texture stage. Boolean.AnisotropicFiltering=1;Triple buffering. Boolean.TripleBuffer=1;Number of bits for the Z buffer. 16 or 24.ZBufferBitDepth=24;Enable gamma correction. Boolean.EnableGamma=1;Field of view (FOV) in percent. Integer.;FovModification=100;On-screen size (in percent of the screen size) of the selected item and weapon ;in Thief. ;ItemSize=20;Fix the variable water transparency problem in T2 by forcing opaque alpha.;WaterAlphaFix=1;Multiply levels by 2**ModulateShift.;ModulateShift=1;Fix the T2 limb rendering bug. Boolean.;Turn this off for T2X and other FMs with custom reverse-Z limb models.;Default for T2:;LimbZBufferFix=1;Default for others:LimbZBufferFix=0;Place some surfaces in system memory instead of video memory. 0, 1 or 2.;0 = all surfaces in video memory.;1 = menu in system memory. In case of any menu screen corruption.;2 = menu and overlay in system memory. In case of any in-game UI corruption.UseSysMemOverlay=0;Any 16-bit color that is _not_ used by the in-game overlay.;OverlayColourKey=0xffdf;Blit the overlay to the backbuffer with each Unlock() call. Together with ;UseSysMemOverlay=2 this can result in a poor frame rate. Boolean.;LayeredOverlay=1;Turns on the 32 bit texture loader and some other things such as global fog ;autodetection. Boolean.;TextureReplacement=1;Replacement texture path. Must include the trailing backslash. Relative paths ;are relative to the game main directory.;TexturePath=res\ddfix\;When TextureReplacement=1, the MemAddr section can be used to set the memory ;addresses to patch. The following executables are currently detected and memory ;patches applied: ;TG v1.37, T2 v1.18, SS2 v2.3, Dromed v1.37, Dromed2 v1.18, ShockEd v2.12.[MemAddr];CopyTex=;MipMap=;CreateVidTexture=;TextureExists=;CreateFile=;BltPrimary=;Resolution=;VertResLimit=;FovModification=;AspectCorrection=;ItemSize=;OrbAspectCorrection=;MaxSkyIntensity=[Fog];Enable fog fix. Fog must also be enabled in the game options. Boolean.;Enable=-0;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.;Global=1[PostProcessing];Enable postprocessing. Boolean.Enable=1;Modulation for the unbloomed frame buffer. 0xrrggbb.Base=0xEDEDED;Overall saturation. 0-255. (255 = full saturation, 0 = grayscale.)Saturation=210;Bloom intensity. 0-255. (0 = disable all bloom processing.)Bloom=25;Bloom also the user interface. BloomUI=0 only works with the game executables,;not the editors. Boolean.;BloomUI=0;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)BloomPersistence=0x393939;Bloom saturation. 0-255. (255 = full saturation, 0 = grayscale.)BloomSaturation=210;A per-level zoom-in factor. Integer. (0 = no spread.);This makes the bloom spread out (positive values) or in (negative values).BloomSpread=60;Colors below this will cause no bloom. 0xrrggbb.;BloomThreshold=0x303030BloomThreshold=0x202020;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.);The rgb components modulate the trail color, while the alpha component governs;how much of the bloom from the last frame is blended into the current frame.;BloomTrail=0x80ffffffBloomTrail=0;Shift left for the bloom source. Integer 0-8.;The result of applying threshold (which is actually a subtraction), is;multiplied by 2**BloomShift.BloomShift=4;After applying BloomShift, modulate the result with the original frame buffer.;Boolean.BloomShiftRemodulate=1;Adjust gamma dynamically based on average intensity. EnableGamma must be 1.;Float. Resulting gamma is DynamicGamma*(ln(averageIntensity)-3)+userGamma,;clamped to [0.5, 1.5], where averageIntensity is sampled from the screen;(range [0, 255]) and userGamma is set by the user from the keyboard or menu.;The reasonable range for DynamicGamma is something like [0, 0.5].DynamicGamma=0.3;Adjust BloomThreshold dynamically based on average intensity. Boolean.DynamicThreshold=1;The rate of decay per second for average intensity. Affects both dynamic;gamma and dynamic threshold. Float 0 - 0.99.DynamicDecay=0.99;Resulting threshold is DynamicMult*averageIntensity+DynamicAdd. Float.DynamicMult=1.5DynamicAdd=8.0