Lucas78 wrote...
Awesome tool, thanks for the effort! 
Thanks it's a fun project to mess around with.
* EnableHighPolyChars - Refers to faces and body poly count? Standard is false, changed it to "true", but haven't noticed any relevant difference ;
No idea yet. To me it would indicate to the game to either use or not use very high poly versions of character models, if they even exist.
* MaxAnisotropy - The value was different from the one I set in the game configuration tool (set to 16 with the standard configuration tool, but the coalesced editor showed only "4") ;
Remember (or note if you didn't know) that GamerSettings overrides certain values from the SystemSetings in the Coalsesced file. In fact I discovered that while messing around a few days ago and the reason the initial thread came into existence in the 1st place but then it became clear only certain values can be overriden in that way so the tool was born.
But anyway that partiular setting gets updated / set when you run the game config tool, which puts an entry for that in GamerSettings, so when you launch the game, it will use that GamerSettings.SystemSettings.MaxAnisotrophy value overriding the default in Coalesced. If you deleted that setting from GamerSettings and didn' re-run game config I expect your changes in Coalesced would show up but i'm making an assumption there.
*MaxMultisamples - Umm, refers to Anti-Aliasing? Tried to change the value to "8" but no difference;
Probably, and if so it's probably overriden for the reason I just described.
* Tried to raise the Min and Max Shadow Resolution; from 32/512 to 512/1024; no difference, I think. Maybe there is another related settings that need to be changed?
No idea on that one yet.
* In-between, I also tried to turn on the "AllowD3D10" but the game wouldn't start, crashed immediately. Maybe it's because that settings conflicts with other ones;
Yeah that was actually the 1st settng I changed right after I got a working BIOEngine version heh. Same result here. The game crashes while trying to initialize itself using that. Guess that's why it is disabled. Maybe they hadn't figured out or properly coded / finished coding support for DX10 but had intended too?
Considering there is specifically an ISVHacks entry (ISV = Independent Service Provider, like a 3rd party company such as ATI, nVidia,a Microsoft Gold Certified Application Provider etc etc that type of thing) but anyway since it has that section it is clear that during development they ran into a number of issues and got 1 or more quick-fix techniques or code chunks so they (I assume) use those to enable or disable those using that section. My point on this one is that's probably why DX10 and who-knows what else either doesn't work yet or isn't finished. It's a massive game. I seriously doubt they actually finished everything they intended, or intend, to put into it due to time contraints / delivery deadlines / bean-counters at the top screaming in their ears "HEY! Damn it! This looks GREAT AS-IS! SHIP IT! SHP IT!" cha-ching cha-ching... that's all those types of folks care about usually.
Modifié par Iron Spine, 01 février 2010 - 01:07 .