Recent content by Adalhard

  1. Adalhard

    MAC and Linux users report your problems here

    Hello!
    Sorry for not replying earlier. I was too busy to play lately. I deleted my saved games and started from scratch and I do not get the problem with quests messing up anymore. However, the constant freezes and crashes are back!  :cry: :cry: :cry: I tried to play around as usual with the parameters of the rgl_config file but without success.  :sad:.
  2. Adalhard

    MAC and Linux users report your problems here

    Hello everyone! :grin:
    Since the last update, it seems almost all my problems have disappeared. The game no longer crashes and I don't have graphic glitches anymore, apart from a white or black triangle in the middle of the screen when I leave from a battle.
    However, I have a new problem with the quests (I don't know if it is mac related or not). My quests seem to mess up completely. I started a new game, and the king of Denmark (Hrorik or sth like it) thinks I already saw ulf at our first encounter. Anyway, I continued the dialogue and it was the normal one again. I also met the berserk from my first encounter with Ulf. Again, I continued and I got the normal dialogue and the men of Sven trying to kill me after. Now, after I did all the quests with letter etc and saving my neck by asking Ulf not to testify, I am stuck: I told the king I was ready for the assembly, which validated the quest "saving your neck", but I did not get the following quest, and I do not get any option from the dialogue with the king to ask him for the assembly. Also, the quest to ask the port master where the letter is did not disappear.
  3. Adalhard

    MAC and Linux users report your problems here

    Idibil said:
    Hi Lionfishwolf , [email protected] and Adalhard

    1.091 fixed your problems?
    Hi!
    Sorry for not replying earlier. I didn't have much time to play before today. I managed to play for more than 2hours before my game crashed, so it's a huuuuuge improvement. My record before was something like 15-20mn without crashes. So I don't know what you did in the last update, but it seems that it works. Thank you!
    I noticed some graphic glitches however: if I deactivate 3D models for towns, the place where the portrait of the ruling lord normally appears on the town menu is blank. Also grass appears white. I don't remember having these glitches before. Also, today I conquered my first castle (the one from the quests) and I got an aweful lot of money (something like 569999999999999999 pennings, there were a lot of digits), I don't think this is intended.

    I am not sure I'll have much time to play in the next days but I'll report back to you if I do and notice other things.
  4. Adalhard

    MAC and Linux users report your problems here

    Oops!  :???: It seems I do not get this message anymore. Probably it was due to one of the options I changed since.
    When I was getting the message, it was appearing on the left bottom corner of the main menu page and it was like "The selected module does not support DirectX 7".
    Anyway, it was not a major problem. The crashes are much much much more annoying. I hope you manage to fix them completely by the final release! Keep up the good work!
  5. Adalhard

    MAC and Linux users report your problems here

    Hello!
    I made a few tests this week-end playing a bit with the parameters you suggested and a few others.
    I did not see much difference when playing with use_ondemand_textures = 1 and use_ondemand_textures_mt = 1 except it seems I have some small freezes when I disable ondemand (value=0).
    I did not notice differences with the pixel and vertex shaders.
    I think I crashed more easily while moving on the sea when I disabled fake reflections.
    I deactivated the 3D view in towns which seems to have reduced the frequency of crashes a bit when entering towns and villages.
    I think using single_threading makes my game crash more often.

    I ended up with this configuration:
    first_time = 1

    texture_detail = 60

    render_buffer_size = 15

    max_framerate = 120

    start_windowed = 0

    use_pixel_shaders = 1

    use_vertex_shaders = 1

    fake_reflections = 1

    show_framerate = 0

    use_ondemand_textures_ = 1

    use_ondemand_textures_mt = 1

    disable_music = 0

    disable_sound = 0

    disable_frequency_variation = 0

    cheat_mode = 1

    enable_blood = 1

    enable_edit_mode = 0

    force_single_threading = 0

    debug_mode = 0

    display_width = 1680

    display_height = 1050

    display_bits = 32

    antialiasing = 0

    sample_quality = 0

    alpha2coverage = 0

    force_vsync = 1

    shadowmap_quality = 0

    shader_quality = 0

    postfx_dof = 0

    postfx_hdr = 0

    postfx_autoexp = 0

    flora_degrade_distance = 75.0000

    flora_lod_detail = 1

    use_instancing = 0

    use_secure_connection = 0

    max_number_of_connections = 16

    look_for_server_on_this_machine = 0

    music_volume = 1.0000

    sound_volume = 1.0000

    mouse_sensitivity = 0.5000

    invert_mouse = 0

    enable_lighting = 0

    enable_particles = 0

    enable_blood = 1

    enable_character_shadows = 0

    enable_accurate_shadows = 1

    number_of_corpses = 0

    grass_density = 0

    combat_speed = 3

    friend_combat_difficulty = 0

    adapter_format = 0

    reduce_combat_ai = 2

    reduce_campaign_ai = 2

    combat_difficulty = 0

    display_labels = 1

    display_targeting_reticule = 1

    display_attack_direction = 0

    turn_camera_with_horse_in_first_person = 2

    verbose_damage = 1

    verbose_shot_difficulty = 1

    battle_size = 0.2180

    attack_direction_control = 2

    defend_direction_control = 0

    lance_control = 0

    anisotropic_filtering = 0

    enable_environment_shadows = 0

    verbose_casualties = 0

    verbose_experience = 0

    realistic_shadows_on_plants = 0

    number_of_ragdolls = 0

    gamma = 2.2000

    character_detail = 0.0000

    character_shadow_detail = 0.0000

    control_mouse_movement_y_scale = 1.5000

    blood_stains = 1

    use_winmm_audio = 0

    enable_version_check = 1

    enable_aspect_ratio_control = 1

    realistic_headshots = 0

    auto_gfx_quality = 0

    enable_gamepad_vibration = 0
    My game still crashes every 30mn-1h but it's already a bit better than before. I never crash during battles but always during transitions between map and towns, or at the end of dialogues or on the sea.

    Hi cova, I'm afraid VC do not support Dxt7 (15 years old).
    I also get the message about directX 7. I think cova's point is that it's super weird to have this message on mac since directX doesn't exist on mac, so it's probably a small bug. Maybe it comes from the "module.ini" file, as directx7 is mentionned in it?
    module_name = Viking_Conquest108
    compatible_with_warband = 1
    operation_set_version = 1167
    supports_directx_7 = 0
    reduce_texture_loader_memory_usage = 1
    use_case_insensitive_mesh_searches = 1
    use_texture_degration_cache = 0
    use_scene_unloading = 1

    num_hints = 12
    has_tutorial = 1

    auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

    #map
    map_min_x  = -257.903931 #frisia
    map_max_x  = 281.758255 #dinamarca
    map_min_y  = -281.854553
    map_max_y  = 290.571899
    map_sea_direction = -40 #wave foam direction
    map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
    map_sea_speed_x = 0.02
    map_sea_speed_y = -0.02
    map_river_direction = 140
    map_river_speed_x = 0.01
    map_river_speed_y = -0.01
    map_min_elevation = 0.2  #maximum zoom before 0.5
    # map_max_elevation = 1.0  #minimum zoom

    # use meshes map_tree_a through map_tree_r on for map trees
    map_tree_types = 17
    map_snow_tree_types  = 17
    map_steppe_tree_types = 0
    map_desert_tree_types  = 0
    map_max_distance = 175.0

    time_multiplier = 0.25 #chief add points to travel-time speed.
    seeing_range    = 6.5
    track_spotting_multiplier = 0.8
    auto_compute_party_radius = 1 #helps space, select if mod has large icons
    disable_disband_on_terrain_type = 0
    use_strict_pathfinding_for_ships = 1 #keeps ships at sea for sea-to-sea routes
    disable_force_leaving_conversations = 1 #no TAB end in conversations.
    shorter_pistol_aiming = 1 #add pistols to the exception just like in crossbow and muskets
    apply_all_ammo_damage_modifiers = 1
    maximum_number_of_notification_messages = 4 #msg in battle. Common 10
    ai_decide_direction_according_to_damage = 1

    #New leveling system
    skill_points_per_level = 2
    attribute_points_per_level = 0.195 #0.125
    weapon_points_per_level = 5
    level_boundary_multiplier = 2.0
    attribute_required_per_skill_level = 2

    # heroes with health below this will not appear in battles and will not contribute to party skills.
    player_wounded_treshold = 5
    hero_wounded_treshold = 15

    skill_prisoner_management_bonus = 5
    skill_leadership_bonus = 3
    base_companion_limit = 20

    #chief cambia para que player levee mas lento
    player_xp_multiplier  = 1.0
    hero_xp_multiplier    = 2.0
    regulars_xp_multiplier = 2.0 #+ XP modifier = + the amount of experience they get for kills

    #scenes
    far_plane_distance = 2000 #Default is 1250 cm
    battle_size_min = 150
    battle_size_max = 750
    display_wp_firearms = 1
    blood_multiplier = 6.0 #chief aumentado
    air_friction_arrow = 0.006
    air_friction_bullet = 0.002
    consider_weapon_length_for_weapon_quality = 1 #weapon selection

    # horses have speed modifiers
    meek_modifier_speed_bonus=2
    timid_modifier_speed_bonus=1

    # damage below this will not interrupt melee attacks
    damage_interrupt_attack_threshold      = 3.0
    # Same thing for multiplayer
    damage_interrupt_attack_threshold_mp  = 3.0

    # No extra penetration flags are set, so keep them ineffective
    extra_penetration_factor_soak = 1.0
    extra_penetration_factor_reduction = 1.0

    # You can modify the damage system by editing the following values:
    # The first three values determine the amount which will be directly subtracted from damage due to armor.
    # The next three values determine the percentage reduction from the damage.
    #chief cambia
    armor_soak_factor_against_cut = 0.8
    armor_soak_factor_against_pierce = 0.65
    armor_soak_factor_against_blunt = 0.65

    armor_reduction_factor_against_cut = 0.95
    armor_reduction_factor_against_pierce = 0.65
    armor_reduction_factor_against_blunt = 0.75

    horse_charge_damage_multiplier        = 1.0
    couched_lance_damage_multiplier      = 0.65
    fall_damage_multiplier                = 1.0
    #chief cambia acaba
    #missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
    #will penetrate.

    shield_penetration_offset = 30.0
    shield_penetration_factor = 3.0

    #setting speed_power to 2.0 makes damage scale with the square of missile's speed.
    # you can set it to 1.0 to make it scale linearly as it was before.
    missile_damage_speed_power = 6
    melee_damage_speed_power = 1.4

    multiplayer_walk_enabled = 0

    mission_object_prune_time = 180


    #change this to 0 if you want to keep the food slot in inventory window.
    disable_food_slot      = 1

    # Change this to 1 if you want to load
    # textures from Modules/<Module_Dir>/Textures/

    scan_module_textures = 1
    scan_module_sounds = 1

    #edit mode should be enabled
    give_performance_warnings = 1 #turn off for production

    #load_module_resource = core_textures #for openbrf!

    #You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.


    load_mod_resource = La_Grandmasters_Shaders
    load_mod_resource = test  #MODED
    #load_mod_resource = textures_face_gen #MODED
    load_mod_resource = shaders #MODED
    load_mod_resource = textures #chief brust on
    load_mod_resource = vc_textures #brust
    load_mod_resource = vc_materials #brust
    load_mod_resource = materials ######### La_Grandmaster chief Change #################
    load_module_resource = materials_face_gen  #puesto chief
    load_mod_resource = vc_bodies #chief brust add
    #load_mod_resource = body_meshes #chief brust add

    load_module_resource = uimeshes    #MODED
    load_module_resource = meshes_face_gen #chief cambia
    load_module_resource = helpers    #MODED
    load_module_resource = vc_map_objects #brust anade
    load_module_resource = vc_map_iconchars #brust anade
    load_module_resource = particle_meshes    #MODED
    load_module_resource = skeletons    #MODED
    load_module_resource = grass_meshes #brust change
    load_module_resource = plant_meshes    #MODED
    load_module_resource = object_meshes    #MODED
    load_module_resource = object_bodies    #MODED

    load_mod_resource = goods_meshes    #MODED
    load_mod_resource = item_meshes1    #MODED
    #load_mod_resource = horse_a    #MODED
    #load_mod_resource = arabian_castle    #MODED
    load_mod_resource = food    #MODED
    #load_mod_resource = beards    #MODED

    load_mod_resource = village_houses    #MODED
    load_mod_resource = village_houses_a    #MODED
    load_mod_resource = village_houses_b    #MODED
    #load_mod_resource = hair    #MODED
    #load_resource = deneme #chief off

    load_module_resource = interiors_a
    load_module_resource = interiors_b
    load_module_resource = interiors_c
    load_module_resource = arena
    #load_resource = map_icons_b
    load_module_resource = castle_a
    load_module_resource = dungeon
    #load_module_resource = stone_houses
    load_module_resource = snowy_houses
    #load_module_resource = snowy_castle
    #load_resource = helmets_d #chief off
    #load_resource = helmets_e #chief off
    #load_resource = helmets_f #chief off

    #load_module_resource = castle_b
    load_module_resource = square_keep
    #load_resource = anim_b
    #load_resource = shields #chief off
    #load_resource = shields_b #chief off
    #load_resource = weapon_meshes_c
    #load_resource = xtree_meshes_b #brust off vc_tree now
    #load_resource = map_icons_c
    load_module_resource = vc_pictures #chief cambia a module
    load_module_resource = user_interface_b #cambiado chief para compas
    load_module_resource = user_interface_c #custom battle scene picture fixes and addition
    load_module_resource = user_interface_d #custom battle scene picture fixes and addition

    load_module_resource = scene_encounter_spot
    load_module_resource = interior_thirsty_lion
    #load_module_resource = scene_small_tavern

    #load_resource = weapon_meshes1
    ##load_resource = weapon_meshes_b #chief off #arrows brf

    load_module_resource = houses1
    load_module_resource = wall_meshes1

    load_module_resource = town_houses
    load_module_resource = doors
    load_module_resource = churches


    #load_module_resource = town_houses_b
    load_module_resource = castle_c
    load_module_resource = castle_d
    load_module_resource = castle_e
    load_module_resource = castle_f
    load_module_resource = castle_g
    load_module_resource = castle_h
    load_module_resource = castle_i

    #load_module_resource = gatehouse
    load_module_resource = viking_houses


    #load_module_resource = fake_houses
    load_module_resource = town_houses_c
    #load_resource = banners #off chief
    #load_resource = map_flags
    #load_resource = map_flags_b
    #load_resource = map_flags_c
    #load_resource = map_flags_d

    #load_resource = costumes_a
    load_module_resource = particles_2
    load_module_resource = prisons
    load_module_resource = prisons_b
    #load_module_resource = interiors_d
    #load_resource = costumes_b #chief off
    #load_resource = costumes_c #chief off
    #load_resource = arena_costumes #chief off
    #load_resource = boots_a #chief off
    #chief horizontes
    #load_module_resource = terrain_borders
    #load_module_resource = terrain_borders_b
    load_module_resource = vc_terrain_borders
    #chief acaba
    load_module_resource = skyboxes
    load_module_resource = new_skyboxes
    load_module_resource = object_b
    #load_resource = tree_e_meshes
    load_module_resource = destroy
    #load_resource = xtree_meshes_c #brust cambia
    load_module_resource = vc_trees #brust cambia
    load_module_resource = grass_meshes_b #brust change




    load_module_resource = interiors_steppe

    #load_resource = grooming_horse
    load_module_resource = town_houses_d


    #load_module_resource = horses_b
    load_module_resource = ani_horse_mounted
    #load_module_resource = deneme2
    load_module_resource = horse_skeleton

    #load_module_resource = steppe_fake_houses
    #load_resource = weapon_meshes_d #chief off

    #load_module_resource = tableau_shields
    #load_resource = heraldic_armors #chief off

    #load_resource = spear #chief off
    #load_resource = weapons_e #chief off
    #load_resource = weapons_f #chief off
    load_module_resource = instruments
    #load_resource = sarranid_armors #chief off

    #load_module_resource = custom_banner

    load_module_resource = simple_primitives

    load_module_resource = ani_man_walk
    #load_resource = ani_twohanded
    #load_resource = ani_onehanded
    load_module_resource = ani_death
    load_module_resource = ani_stand_guardsman

    load_module_resource = ani_human_mounted
    load_module_resource = ani_lady_stand
    load_module_resource = ani_poses
    #load_resource = ani_stand_shopkeeper
    load_module_resource = ani_man_cheer
    load_mod_resource = ani_stand_onhorse
    #load_resource = ani_throw_stone
    load_module_resource = ani_strikes
    load_module_resource = ani_equip_arms
    load_module_resource = ani_run_p
    load_module_resource = ani_run_forward_left_right
    load_module_resource = uni_strikes3
    load_module_resource = ani_walk_sideways
    load_module_resource = ani_run_sideways
    load_module_resource = ani_stand

    load_module_resource = ani_crouch_down
    load_module_resource = ani_low_walk
    load_mod_resource = ani_turn_man
    #load_resource = ani_attacks_single
    load_module_resource = ani_lancer
    load_mod_resource = ani_attacks
    load_module_resource = ani_kicks
    #load_resource = ani_parry_attack
    load_module_resource = ani_walk_backward
    load_module_resource = ani_run_lookingsides
    load_module_resource = ani_defends
    load_module_resource = ani_walk_lookingsides
    load_module_resource = ani_jump
    load_module_resource = ani_wedding
    #load_module_resource = arabian_props

    #animations
    load_module_resource = uni_jump
    load_mod_resource = uni_stances
    load_module_resource = uni_equip
    load_module_resource = uni_strike
    load_mod_resource = uni_throws
    load_module_resource = uni_fistswing
    load_module_resource = uni_lord_stand
    load_module_resource = uni_defence
    load_module_resource = uni_sideways

    load_module_resource = dart

    #load_resource = armors_new_a #chief off
    #load_resource = armors_new_b
    #load_resource = armors_new_heraldic #chief off
    #load_resource = armors_new_arena

    #load_resource = crossbows #chief off
    #load_resource = arabian_armors #chief off
    load_module_resource = rock #brust changed
    #load_resource = costumes_d #chief off
    #load_resource = nordic_helmets #chief off
    #load_resource = sarranid_helmets #chief off
    #load_resource = sarranid_armor #chief off
    load_module_resource = raw_materials
    #load_resource = khergit_lady_dress #chief off
    #load_resource = vaegir_helmets #chief off
    load_module_resource = gauntlets_new
    #load_resource = sarranid_lady_dress #chief off
    #load_resource = sarranid_boots #chief off
    load_module_resource = bride_dress
    #load_resource = full_plate_armor #chief off
    #load_resource = weapon_meshes_e #chief off
    #load_resource = fur_armors_a #chief off
    load_module_resource = ui_server_filter
    #load_resource = warhorse_new #chief off
    load_module_resource = ship
    load_module_resource = arabian_houses
    load_module_resource = object_c
    #load_resource = tree_f
    #load_module_resource = interiors_arabian
    #load_module_resource = arabian_village
    load_module_resource = valleyProps #to VC
    load_module_resource = workshops

    load_module_resource = barrier_primitives
    load_module_resource = town_houses_e
    load_module_resource = wb_mp_objects_a

    #empieza chief
    load_mod_resource = vc_arcosyflechas
    load_mod_resource = bry_banners
    load_mod_resource = bry_banners_default
    load_mod_resource = bry_battlebanners
    load_mod_resource = bry_flags_vertical
    load_mod_resource = vc_iconos
    load_mod_resource = bry_pic_mesh
    #load_mod_resource = core_ui_meshes
    load_mod_resource = vc_shields
    load_mod_resource = vc_shields_tableau  #must be loaded after vc_shields
    load_mod_resource = vc_armors_angle
    load_mod_resource = vc_armors_briton
    load_mod_resource = vc_armors_frisians
    load_mod_resource = vc_armors_generic
    load_mod_resource = vc_armors_irish
    load_mod_resource = vc_armors_norse
    load_mod_resource = vc_armors_picts
    load_mod_resource = vc_armors_saxon
    load_mod_resource = vc_clerics
    load_mod_resource = vc_female_dresses
    load_mod_resource = vc_shoes
    load_mod_resource = vc_swords
    load_mod_resource = vc_helmets
    load_mod_resource = vc_axes
    load_mod_resource = vc_native
    load_mod_resource = vc_props
    load_mod_resource = vc_props2
    load_mod_resource = vc_props3
    load_mod_resource = vc_props_new_houses
    load_mod_resource = vc_sea_battle
    load_mod_resource = vc_spears
    load_mod_resource = dedal_anims #VC animations
    load_mod_resource = vc_hoods
    load_mod_resource = vc_shields2
    load_mod_resource = vc_swords2
    load_mod_resource = vc_food
    load_mod_resource = vc_tradeitems
    load_mod_resource = vc_knifes
    load_mod_resource = vc_horses
    load_mod_resource = La_Grandmasters_map_text
    load_mod_resource = vc_shields_basic
    load_mod_resource = vc_work
    load_mod_resource = vc_animals


    #works_with_version_min  = 1030 #deprecated, use module_version and compatible_savegame_module_version instead
    #works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead

    module_version = 1040 #can be used for multiplayer and single player (saved game) module versioning
    compatible_module_version = 1040 #can be used for multiplayer module versioning
    compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning

    limit_hair_colors = 1
    show_faction_color = 1
    show_quest_notes = 1
    show_troop_upgrades_button = 1

    #use_explicit_couch_flag = 1
    dont_load_regular_troop_inventories = 1

    #assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
    disable_moveable_flag_optimization = 1

    #You can change the following to 1 for ease in module development
    show_party_ids_instead_of_names = 0

    crush_through_treshold = 2.4

    can_crouch = 1
    can_objects_make_sound = 1
    disable_zoom = 0
    use_advanced_formation = 0
    use_crossbow_as_firearm = 0
    can_reload_while_moving = 0
    can_run_faster_with_skills = 1
    use_phased_reload = 0
    horses_try_running_away = 1
    lance_pike_effect_speed = 3.0
    no_friendly_fire_for_bots = 0
    can_adjust_camera_distance = 1
    sync_ragdoll_effects = 0
    has_forced_particles = 0
    can_use_scene_props_in_single_player = 0
    disable_attack_while_jumping = 0
    disable_high_hdr = 0
    has_accessories_for_female = 0
  6. Adalhard

    MAC and Linux users report your problems here

    I tried also with
    render_buffer_size = 15
    use_ondemand_textures = 1
    use_ondemand_textures_mt = 1

    Same thing. Random crashes.

    As you announced that reforged edition would solve mac problems, I thought the game might be more stable than with 1.04. I understand this is still a beta version so it's normal the game still has issues. I just want to help you guys to fix the bugs before final release. If you have more things for me to test, please tell me.

    I still cannot find the rgl_log. In /username/Library/Application support/MBWarband, there is the rgl_config, but not the rgl_log.
    There is no rgl_log either in the /username/Library/Application support/Steam/SteamApps/common/MountBlade Warband.

    In the main warband forums, I found an old post stating that the rgl_log is not created on macs. Is it still the case?
  7. Adalhard

    MAC and Linux users report your problems here

    Hi!
    Thanks for your suggestions. I tried the modifications you told me in the rgl_config file. I put
    render_buffer_size = 64
    use_ondemand_textures = 1
    use_ondemand_textures_mt = 1
    I did not see any difference.

    I got two ctd tonight. I put them in spoilers for those who don't want to be spoiled about the questline.
    The first time I was entering doccinga to defend it against Sven.
    The second time I was hovering over the map to see where is the monastery I have to plunder for the captain in Ribe. Before the reforged edition, most my ctd happened in similar circumstances when I was hovering over the map.

    I hope this helps.
    The game notified me that a rgl_log was created. Where can I find it, so I can send it t you to help you?
  8. Adalhard

    MAC and Linux users report your problems here

    Super excited about the new update!
    I tried 20mn yesterday evening: flying other the map while zoomed in does not seem to crash the game as before (Mac os 10.10.3, macbook pro cor i7 2.6GHz, 8Go ram DDR3, Nvidia GeForce 650m 1go Vram).
    However, got a ctd after leaving a village. I'll do more tests tonight.
    Here is my rgl_config. Cannot find the rgl_log. Where is it for macs? There is nothing in the documents folder, and it is not in the App supports "MBWarband" folder, nor in the App supports "Steam" folder.
    first_time = 1

    texture_detail = 70

    render_buffer_size = 15

    max_framerate = 120

    start_windowed = 0

    use_pixel_shaders = 0

    use_vertex_shaders = 0

    fake_reflections = 1

    show_framerate = 0

    use_ondemand_textures = 0

    use_ondemand_textures_mt = 0

    disable_music = 0

    disable_sound = 0

    disable_frequency_variation = 0

    cheat_mode = 1

    enable_blood = 1

    enable_edit_mode = 0

    force_single_threading = 1

    debug_mode = 0

    display_width = 1024

    display_height = 768

    display_bits = 32

    antialiasing = 0

    sample_quality = 0

    alpha2coverage = 0

    force_vsync = 1

    shadowmap_quality = 0

    shader_quality = 0

    postfx_dof = 0

    postfx_hdr = 0

    postfx_autoexp = 0

    flora_degrade_distance = 75.0000

    flora_lod_detail = 2

    use_instancing = 0

    use_secure_connection = 0

    max_number_of_connections = 16

    look_for_server_on_this_machine = 0

    music_volume = 1.0000

    sound_volume = 1.0000

    mouse_sensitivity = 0.5000

    invert_mouse = 0

    enable_lighting = 0

    enable_particles = 0

    enable_blood = 1

    enable_character_shadows = 0

    enable_accurate_shadows = 1

    number_of_corpses = 4

    grass_density = 0

    combat_speed = 2

    friend_combat_difficulty = 0

    adapter_format = 0

    reduce_combat_ai = 2

    reduce_campaign_ai = 2

    combat_difficulty = 0

    display_labels = 1

    display_targeting_reticule = 1

    display_attack_direction = 0

    turn_camera_with_horse_in_first_person = 2

    verbose_damage = 1

    verbose_shot_difficulty = 1

    battle_size = 0.3764

    attack_direction_control = 2

    defend_direction_control = 0

    lance_control = 0

    anisotropic_filtering = 0

    enable_environment_shadows = 0

    verbose_casualties = 1

    verbose_experience = 1

    realistic_shadows_on_plants = 0

    number_of_ragdolls = 4

    gamma = 2.2001

    character_detail = 0.5215

    character_shadow_detail = 0.0000

    control_mouse_movement_y_scale = 1.5000

    blood_stains = 0

    use_winmm_audio = 0

    enable_version_check = 1

    enable_aspect_ratio_control = 1

    realistic_headshots = 0

    auto_gfx_quality = 0

    enable_gamepad_vibration = 1
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