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Need A Stock Config.ini Setup.


Kimosabi

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Yah, I thought I had the settings back to stock but I still get some weird layer flickering on some maps. Dino's German airbase yesterday flickered between wet with ships in it to runway depending on angle I was looking at it and I don't recall having that problem before. Very possible that I may have forgotten some setting in the config.ini.

Anyone have a stock config setup to share?

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What kind of card do you have?

Here is one from a fresh 4.07 install.

The next one is a stock 4.09M

I have a 5870, Snacko. Will be looking into those links! Toad, appreciate it, I'll try it out tomorrow, just swap and see what happens(without deleting the old one ofcourse).

Thanks guys!

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I have not heard of any changes since 4.08, but I could be wrong.

Here is a very handy conf.ini guide from M4Today.

Also, here is some info that BeeBop posted about a month ago..

Oh yea, and here is one more from the UP site.

What kind of card do you have?

If need be I may have a backup from my older 1950 ATI card still floating around here somewhere.

I read through those links Snacko and I think I'm pretty close to FINALLY be able to run it in OpenGL now. Activated the second core, runs smooth etc. and it's all peachy so all that remains are those fruity color reflections. Don't know what causes that at all.

il2fb-2010-04-13-15-11-31-82.png

il2fb-2010-04-13-15-12-42-88.png

Maybe it's trying to tell me something? :laughing7:

The config didn't work at all, Toad, I don't know why but resolution went down the drain and it wouldn't start once I hit fly. just swapped back to the original and tweaked that one according to the UP link from Snacko. No atiogdllxxblablabla files swapped out or anything, just changed the settings.

Current OpenGL settings with fruity colors:

CONFIG.INI-OpenGL-1.png

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Here is my open GL section I'm using,

I just looked and its the same I was using in my older machine and an ati card.

but its different than yours.

[Render_OpenGL]

TexQual=3

TexMipFilter=1

TexCompress=0

TexFlags.UseDither=1

TexFlags.UseAlpha=0

TexFlags.UseIndex=0

TexFlags.PolygonStipple=0

TexFlags.UseClampedSprites=0

TexFlags.DrawLandByTriangles=0

TexFlags.UseVertexArrays=1

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1

TexFlags.TexEnvCombineExt=1

TexFlags.SecondaryColorExt=1

TexFlags.VertexArrayExt=1

TexFlags.ClipHintExt=0

TexFlags.UsePaletteExt=0

TexFlags.TexAnisotropicExt=1

TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1

TexFlags.TexEnvCombineDot3=1

TexFlags.DepthClampNV=0

TexFlags.SeparateSpecular=1

TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2

Specular=2

SpecularLight=2

DiffuseLight=2

DynamicalLights=1

MeshDetail=2

VisibilityDistance=3

Sky=2

Forest=2

LandShading=3

LandDetails=2

LandGeom=2

TexLarge=1

TexLandQual=3

TexLandLarge=1

VideoSetupId=17

Water=2

Effects=1

ForceShaders1x=0

PolygonOffsetFactor=-0.15

PolygonOffsetUnits=-3.0

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Current OpenGL settings with fruity colors:

CONFIG.INI-OpenGL-1.png

The fruity colour is fixed by changing the settings for Vertex Arrays, as below:

[Render_OpenGL]

TexQual=3

TexMipFilter=3

TexCompress=0

TexFlags.UseDither=0

TexFlags.UseAlpha=0

TexFlags.UseIndex=0

TexFlags.PolygonStipple=0

TexFlags.UseClampedSprites=0

TexFlags.DrawLandByTriangles=0

TexFlags.UseVertexArrays=0 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1

TexFlags.TexEnvCombineExt=1

TexFlags.SecondaryColorExt=1

TexFlags.VertexArrayExt=0 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

TexFlags.ClipHintExt=0

TexFlags.UsePaletteExt=0

TexFlags.TexAnisotropicExt=1

TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0

TexFlags.TexEnvCombineDot3=1

TexFlags.DepthClampNV=0

TexFlags.SeparateSpecular=1

TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2

Specular=2

SpecularLight=2

DiffuseLight=2

DynamicalLights=1

MeshDetail=2

VisibilityDistance=3

Sky=2

Forest=2

LandShading=3

LandDetails=2

LandGeom=3

TexLarge=1

TexLandQual=3

TexLandLarge=1

VideoSetupId=17

Water=2

Effects=1

ForceShaders1x=0

PolygonOffsetFactor=-0.0625

PolygonOffsetUnits=-1.0

These are my current conf.ini settings for OGL. I am using Catalyst 10.3 with the earlier atioglxxx.dll inserted into the games root folder. My card is a Radeon 4890. CPU etc details in my sig below.

Performance is very good in coop and MDS missions which I also host

brando

post-419-127185743671_thumb.jpg

post-419-127185752706_thumb.jpg

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The fruity colour is fixed by changing the settings for Vertex Arrays, as below:

[Render_OpenGL]

TexQual=3

TexMipFilter=3

TexCompress=0

TexFlags.UseDither=0

TexFlags.UseAlpha=0

TexFlags.UseIndex=0

TexFlags.PolygonStipple=0

TexFlags.UseClampedSprites=0

TexFlags.DrawLandByTriangles=0

TexFlags.UseVertexArrays=0 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1

TexFlags.TexEnvCombineExt=1

TexFlags.SecondaryColorExt=1

TexFlags.VertexArrayExt=0 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

TexFlags.ClipHintExt=0

TexFlags.UsePaletteExt=0

TexFlags.TexAnisotropicExt=1

TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0

TexFlags.TexEnvCombineDot3=1

TexFlags.DepthClampNV=0

TexFlags.SeparateSpecular=1

TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2

Specular=2

SpecularLight=2

DiffuseLight=2

DynamicalLights=1

MeshDetail=2

VisibilityDistance=3

Sky=2

Forest=2

LandShading=3

LandDetails=2

LandGeom=3

TexLarge=1

TexLandQual=3

TexLandLarge=1

VideoSetupId=17

Water=2

Effects=1

ForceShaders1x=0

PolygonOffsetFactor=-0.0625

PolygonOffsetUnits=-1.0

These are my current conf.ini settings for OGL. I am using Catalyst 10.3 with the earlier atioglxxx.dll inserted into the games root folder. My card is a Radeon 4890. CPU etc details in my sig below.

Performance is very good in coop and MDS missions which I also host

brando

Yup, got rid of the fruit colors. Thanks man. I do spot some differences between your conf. and mine though.

[Render_OpenGL]

TexQual=3

TexMipFilter=3

TexCompress=0

TexFlags.UseDither=1 <----------------------------------

TexFlags.UseAlpha=0

TexFlags.UseIndex=0

TexFlags.PolygonStipple=1 <-----------------------------

TexFlags.UseClampedSprites=0

TexFlags.DrawLandByTriangles=1 <------------------------

TexFlags.UseVertexArrays=0

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1

TexFlags.TexEnvCombineExt=1

TexFlags.SecondaryColorExt=1

TexFlags.VertexArrayExt=0

TexFlags.ClipHintExt=0

TexFlags.UsePaletteExt=0

TexFlags.TexAnisotropicExt=1

TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0

TexFlags.TexEnvCombineDot3=1

TexFlags.DepthClampNV=0

TexFlags.SeparateSpecular=1

TexFlags.TextureShaderNV=0

HardwareShaders=0 <-------------------------------------

Shadows=2

Specular=2

SpecularLight=2

DiffuseLight=2

DynamicalLights=1

MeshDetail=2

VisibilityDistance=3

Sky=2

Forest=2

LandShading=3

LandDetails=2

LandGeom=3

TexLarge=1

TexLandQual=3

TexLandLarge=1

VideoSetupId=17

Water=2

Effects=1

ForceShaders1x=0

PolygonOffsetFactor=-0.15 <------------------------------------

PolygonOffsetUnits=-3.0 <--------------------------------------

It's all good I guess. I can finally see why people always nag about how much better this game runs in OGL. It really does! Landscape flows much better and finally I can tweak details on a much larger scale. I run a Q9550@3.25gHz and 5870 graphics on this config and it works really great! Overclockign it some more tonight and see if it reduces some of the minor FPS loss I get over the bigger towns.

Thanks!

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If you have a fair to good rig you should definitely have HardwareShaders=1. This was not possible under DirectX I believe, only under OGL. And it gives you Perfect Landscape Detail. This makes the water look Prefect! It makes a HUGE difference!!

HardwareShaders is set to 0 when you select 'Excellent' Landscape Detail in your game's Options screens. it is set to 1 when you are running OGL and select 'Perfect'. You may need to turn on the Custom button to see these options. But is a must!

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Aha, so that's where the atiogllxxlxllxlxlx file comes into play right? I enabled shaders and got some blocky text the first 15secs of the track and then the blocks disappeared. Then when I was loading the next mission, the game put me back at desktop for a sec before jumping back into the game. Did so several times but the game runs steady and true.

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Aha, so that's where the atiogllxxlxllxlxlx file comes into play right? I enabled shaders and got some blocky text the first 15secs of the track and then the blocks disappeared. Then when I was loading the next mission, the game put me back at desktop for a sec before jumping back into the game. Did so several times but the game runs steady and true.

That's right - the older atioglxx.dll gets rid of the blocky text problem. I'm not sure whether it has been uploaded into the Vault. If not give a shout and it can be done. Tha ATI team are aware of the problem and are looking to fix it.

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Ok, thanks Brando. I looked in the vault and couldn't find the atioglxx.dll file. Couldn't find a direct source at UbiZoo or the bananaforum either. If you have it handy and could upload it to the vault I'd be grateful.

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Ok, thanks Brando. I looked in the vault and couldn't find the atioglxx.dll file. Couldn't find a direct source at UbiZoo or the bananaforum either. If you have it handy and could upload it to the vault I'd be grateful.

Excuse the delay K. File is posted to the Vault now HERE

B

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