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Problemi di installazione e funzionamento sotto XP, Vista, e Seven

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  • Certo, il tempo di fare un paio di prove

    Te lo divido in due messaggi perché è troppo lungo

    Spoiler:
    ; 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
    d3d_disp_no_rgb10_buf

    ; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
    single_display_mode 2

    ; same as above but with triple buffering
    ;single_display_mode 3
    ; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
    ; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
    ;single_display_mode

    ; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
    ; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
    ; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
    ui_scale_mode 2

    ; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
    ; in-game and in menu screens. To disable synch, set mode 0.
    ; NOTE: certain graphics driver settings may override synch behavior of the game
    ; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
    ;vsync_mode 0
    ; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
    ; try following mode to make the game update every second display refresh (if supported by the card/driver)
    ;vsync_mode 7

    ; software based framerate limiter (in "single_display_mode")
    framerate_cap 100.0

    ; use 32-bit rendering for everything (also filters out 16-bit video modes)
    ; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
    force_32bit

    ; force game to run in windowed mode
    ;force_windowed

    ; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
    ; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
    ; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
    d3d_disp_limit_gpu_frames 1
    ; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
    ; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
    ; (should probably be avoided for CrossFire/SLI type of setups)
    ;d3d_disp_limit_gpu_frames 1 1

    ; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
    ; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
    ; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
    ;d3d_disp_scaled_2d_overlay 64
    ; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
    ; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
    ;d3d_disp_scaled_2d_overlay 640 480

    ; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
    ; (smoothness/fuzziness vs pixel perfectness)
    ;d3d_disp_force_filter_scale2d

    ; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
    ;widescreen_lock_hfov

    ; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
    ; (default is 90)
    ;fov 90

    ; up to 8 user defined display modes, if you want some resolution that isn't supported by default
    ; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
    ; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
    ;
    ; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
    ;user_mode1 1600 768 32 25 12
    ; 2880x900 32bpp 16:5
    ;user_mode2 2880 900 32 16 5
    ; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
    ;user_mode3 6144 1536 32 12 3
    ; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
    ;user_mode4 3840 1536 32 12 3
    ; 3200&#215;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 2.7

    ; --------------
    ; 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

    ; ---------------
    ; 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
    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
    Last edited by Sengu; 14 May 2014, 22:09.
    Dragon Slayer riguardo Devil's Third
    Originariamente Scritto da Dragon Slayer
    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

    Comment


    • Spoiler:

      ; --------------
      ; 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 8

      ; 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 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 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)
      ;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

      ; ------------
      ; 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

      ; 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

      ; 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 save slot for quicksaves, instead of the original behaviour of simply saving to the autosave
      ; specify 0-14 to use a save slot, or -1 for the default behaviour of using the autosave
      shock_quicksave_slot 14


      ; 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


      Comunque ho aggiunto la stringa giusto sotto la prima ma non &#232; cambiato nulla. Ho anche provato a modificare la stringa "gamma_ui" ma comunque non succede niente
      Dragon Slayer riguardo Devil's Third
      Originariamente Scritto da Dragon Slayer
      No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

      Comment


      • Guarda che c'&#232;: d3d_disp_no_rgb10_buf
        Tra il dire e il fare c'è di mezzo DromEd

        Comment


        • Lol, aspe'

          Ho tolto il punto e virgola ma continuo a non poter modificare il gamma
          Last edited by Sengu; 14 May 2014, 22:16.
          Dragon Slayer riguardo Devil's Third
          Originariamente Scritto da Dragon Slayer
          No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

          Comment


          • Originariamente Scritto da Sengu Visualizza Messaggio
            Lol, aspe'

            Ho tolto il punto e virgola ma continuo a non poter modificare il gamma
            A questo punto l'unica cosa che mi viene in mente è switchare tra grafica Hardawe e Software nel menu delle opzioni (applicando comunque le modifiche che ti ho scritto prima nel file). Dopo questo tentativo però non saprei veramente che altri pesci pigliare.

            Edit: per curiosità mia potresti anche togliere il punto e virgola a [b]d3d_disp_sw_cc[b] ?
            Tra il dire e il fare c'è di mezzo DromEd

            Comment


            • Va bene
              Dragon Slayer riguardo Devil's Third
              Originariamente Scritto da Dragon Slayer
              No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

              Comment


              • Se il problema &#232; un'incompatibilit&#224; con la scheda grafica integrata, forse fai prima a montare una scheda PCI, se possibile Nvidia GeForce.

                Comment


                • Ma io non ho una scheda integrata lol, il mio pc l'ho assemblato personalmente
                  Dragon Slayer riguardo Devil's Third
                  Originariamente Scritto da Dragon Slayer
                  No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

                  Comment


                  • Uff Botanici.. finalmente ce l'ho fatta, disabilitando la stringa che mi hai detto ora il men&#249; &#232; sempre molto scuro, per&#242; riesco a modificare il gamma durante il gioco. Grazie, &#232; stato un parto
                    Dragon Slayer riguardo Devil's Third
                    Originariamente Scritto da Dragon Slayer
                    No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

                    Comment


                    • Originariamente Scritto da Sengu Visualizza Messaggio
                      Uff Botanici.. finalmente ce l'ho fatta, disabilitando la stringa che mi hai detto ora il menù è sempre molto scuro, però riesco a modificare il gamma durante il gioco. Grazie, è stato un parto
                      Più che altro l'ultimo consiglio che ti ho dato (d3d_disp_sw_cc) me lo sono inventato di sana pianta... infatti era solo per curiosità che ti ho chiesto di farlo... non ci speravo mica sai?
                      Last edited by BotaniciTraffici; 15 May 2014, 11:22.
                      Tra il dire e il fare c'è di mezzo DromEd

                      Comment


                      • Lol, e intanto &#232; andato bene
                        Dragon Slayer riguardo Devil's Third
                        Originariamente Scritto da Dragon Slayer
                        No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

                        Comment


                        • Ho lo stesso problema ma con Thief 1, come risolvo?
                          Dragon Slayer riguardo Devil's Third
                          Originariamente Scritto da Dragon Slayer
                          No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

                          Comment


                          • Hai provato il Megapack? http://gamesurf.tiscali.it/forum/sho...lemi-con-Win7)

                            Comment


                            • Ho installato quello sul PC
                              Dragon Slayer riguardo Devil's Third
                              Originariamente Scritto da Dragon Slayer
                              No seriamente, 'sto gioco ha tutto. [...] Il troione che se lo porta a letto HBO SEX RANDOM [...] Mancano solo il KGB e gli alieni, AIP

                              Comment


                              • Salve a tutti
                                Recentemente, ho acquistato Thief GOLD (la versione è la 1.37) -comprato da Fast2play-
                                L'ho installato senza problemi, con la "conversione" di questo foru, peccato che non ci siano i dialoghi ed infatti, non ci capisco una mazza, ma almeno i documenti, etc sono tutti in ITA
                                La cosa però strana, è che i video non partono, cioè se vado nella cartella di steam, dove ci sono i video e li apro, li guardo senza problemi, in inglese (con dei file .srt), ma sul gioco nulla, non li apre per niente e non sto riuscendo a capire il perché!

                                Inoltre volevo chiedervi: esiste un comando per mettere "infinite health" nel gioco? Sono un po' nabbetta con lo steath e crepo con niente >__<''

                                Comment

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