Title: New to Steel Fury, need help with the config file. Post by: XII_Carolus on October 13, 2016, 11:15:30 PM Hello! My name is Carolus, I'm new to Steel Fury and I've got a few questions that hopefully you guys can help me with.
1. Can someone either post their config file, or an explanation of the different settings? When I open the file some things are gibberish while some other are in plain English. I have the vanilla game working at 1920x1080 and I've gotten through the tutorial and the first two missions, but my game dosen't look as nice as in some screenshots and videos I've seen of the game, I was hoping that I could edit the config to make it look better, since the main menu is stuck with the video memory message. 2. In the second vanilla mission, the one where you command a Matilda Mk II and have to hold a bridge against some germans. I can take out the Panzer IV's quite easily, Panzer II's take a bit more hits, while halftracks take the most hits of all three. Am I doing something wrong? 3. what mod should I get STA or SPM? PS: Who's idea was it to do the driving tutorial in a Matilda Mk II? Thanks for being here, this game is a hidden gem! :) Title: Re: New to Steel Fury, need help with the config file. Post by: Krabb on October 14, 2016, 01:00:59 PM Hello and welcome, Carolus!
I don't have SF installed, so I found config.engcfg somewhere on the net and quickly translated it: //preprocessor directives Matilda's armor piercing shells are too powerful for light armor, the shell simply penetrates entire vehicle without much damage.#include "defs.engcfg" //blooming i_bloom:bloom() { //blooming (0 - off), 1 - 15 - number of passes, accelerated bloom = 1; passes = 1; }// end of i_bloom:bloom //console i_console:console() { //console enabled enable = 1; //console can be activated active = 1; }// end of i_console:console //global lighting i_defglobal:defglobal() { //render specular lighting specular = 1; }// end of i_defglobal:defglobal //local sources i_deflocal:deflocal() { //render sources ( -1 - disable render) enable = 1; //render halos around sources light_oreols = 1; }// end of i_deflocal:deflocal //render i_defrender:defrender() { //shadows type (0 - none, 1 - shadowmap, 2 - planemap) sh_type = 0; //shadow map size sh_size = 1024; }// end of i_defrender:defrender //experience and unit characteristics settings i_divisions:divisions() { //allies experience alexp = 0.500000; //enemies experience enexp = 0.500000; //balance of forces balance = 0.500000; }// end of i_divisions:divisions //shaders i_effman:effman() { //half precision for shaders shad_half_prec = 0; }// end of i_effman:effman //external camera i_extcam:extcam() { //external camera enabled enable = 0; //external camera can be activated active = 1; //external camera enabled by default ext_view = 0; }// end of i_extcam:extcam //horizon i_horizoncap:horizoncap() { //enable horizon cutoff enable = 1; }// end of i_horizoncap:horizoncap //keyboard and mouse i_input:input() { //mouse sensitivity ms = 1.000000; }// end of i_input:input //joysticks and control devices i_joyinp:joyinp() { //do not use joystick no_joy = 0; //feedback ffb = 0.000000; //sensitivity js = 1.000000; }// end of i_joyinp:joyinp //grass i_microman:microman() { //far bound of microobjects, m (128.0 - 1024.0) micro_dist = 150.000000; //offset amount of grass LOD (0.0 no offset - 1.0 always the last LOD) micro_lods = 0.000000; //trimming of microobjects (0 - off, 1 - remove all grass) micro_trim = 0.000000; }// end of i_microman:microman //map i_mode_map:mode_map() { //show all view_always = 0; //shared allies visibility view_shared = 1; }// end of i_mode_map:mode_map //macro settings from the menu i_mode_menu:mode_menu() { //quality quality = 0; //realism realism = 2; //difficulty difficulty = 2; //levels of detail lods = 2; //god mode god_mode = 0; //projectiles power mogush = 0; //high morale hi_morale = 0; //relocation fast_transfer = 1; //always follow orders always_do_orders = 0; //do as I do default order do_like_me = 0; //autoplacing autoplace = 0; //automatic gearbox akpp = 1; //track autorepair auto_repear_track = 1; //simplified targeting targeting = 1; //force seat force_place = 0; //disable blood blood_dis = 0; //light all headlights all_lights = 1; //remove small objects nobeauty = 0; //run settings autodetection auto_detect = 0; }// end of i_mode_menu:mode_menu //precipitation i_moisture:moisture() { //apply atmospheric effects (-1 - off) enable = 0; }// end of i_moisture:moisture //music i_musicman:musicman() { //music volume (used if no i_soundman) music_vol = 0.000000; //disable music no_music = 0; }// end of i_musicman:musicman //particle system i_partsys:partsys() { //sorting sort = 1; //reduce amount parts_min = 0; }// end of i_partsys:partsys //tracks i_pileff:pileff() { //range of disabling tracks, m dist = 200.000000; }// end of i_pileff:pileff //vegetation manager i_plantman:plantman() { //vegetation trimming (0 - off, 1 - remove some vegetation) flora_trim = 0.000000; //adaptive selection of vegetation LOD level (0 - off, 1 - maximum speed) adapt_ls = 0.500000; //vegetation trimming (0 - off, 1 - remove some vegetation) flora_trime = 0.000000; }// end of i_plantman:plantman //points highlighting i_points:points() { //points highlighting enabled enable = 1; //points highlighting can be activated active = 1; }// end of i_points:points //description and configuration of video card i_render:render() { //card adapter = 0; //resolution, frequency, mode bb_wid = 1024; bb_hei = 768; bb_freq = 60; bb_fmt = 22; //depth buffer mode depth_buffer = 75; //vertex processing vertex_processing = 1; //gamma (0.0 - inf def 1.0) gamma = 1.000000; //brightness (-1.0:1.0 def 0.0) bright = 0.500000; //contrast(0.0:1.0 def 1.0) contrast = 1.000000; //anti-aliasing (type, quality) aa_type = 0; aa_qual = 0; //anisotropy level aniso = 0.000000; //screen aspect ratio (4/3, 16/9, 16/1, 5/4) aspect = 0.000000; //windowed mode windowed = 0; }// end of i_render:render //information i_reninfo:reninfo() { //display FPS draw_fps = 1; }// end of i_reninfo:reninfo //scene i_scene:scene() { //level change distance, m lod_dist0 = 25.000000; lod_dist1 = 150.000000; lod_dist2 = 0.000000; //use 32 bit indexes use_32bit_inds = 0; //use hardware instancing hw_instancing = 1; //render specular lighting (local sources) specular = 1; //real visibility is horizont * 0.95 horizont = 3072.000000; }// end of i_scene:scene //shadows i_shadows:shadows() { //shadow type (0 - none, 1 - fake) type = 1; //shadow disappearance distance dist = 300.000000; }// end of i_shadows:shadows //ballistics i_shellphys:shellphys() { //muzzle flash distance (-1 - no limit) bullets_lig_dist = -1.000000; }// end of i_shellphys:shellphys //sound i_soundman:soundman() { //sound playback device (0 - default) device = 0; //number of channels channels = 2; //sample rate freq = 44100; //bits per sample bits = 16; //effects volume sfx_vol = 1.000000; //speech volume speech_vol = 1.000000; //global volume global_vol = 1.000000; //music volume music_vol = 1.000000; //no sound no_sound = 0; //use hardware acceleration use_hw_sound = 1; //maximum number of channels (0 - maximum supported by hardware) max_channels = 0; //disable music no_music = 0; //sound quality snd_qual = 0; }// end of i_soundman:soundman //textures i_texman:texman() { //texturing quality (2 - as designed, 1 - low, 0 - compression) tex_qual = 0; //texture size (0 - as is) tex_size = 0; //allow uncompressed textures enable_uncomp = 0; //format settings (name, size, quality) formats() { user, 0, 2; tbump, 0, 2; hbump, 0, 2; obump, 0, 2; fbump, 0, 2; lbump, 0, 2; bump, 0, 2; flora, 0, 2; trans, 0, 2; normal, 0, 2; techn, 0, 2; human, 0, 2; objs, 0, 2; marks, 0, 2; atest, 0, 2; clouds, 0, 2; detail, 0, 2; menu, 0, 2; font, 0, 2; uncomp, 0, 2; }// end of formats }// end of i_texman:texman //traces i_traceseff:traceseff() { //enabled traces enable = 1; }// end of i_traceseff:traceseff //variables _vars(){ #include "vars.engcfg" } Regarding mods, I think SPM is better polished and more cohesive, but it's old and no longer updated. So, you will probably like STA. It has a lot of new vehicles, missions, etc. Title: Re: New to Steel Fury, need help with the config file. Post by: 33lima on October 14, 2016, 07:18:00 PM Hi Carolus
If you have an Nvidia card, install Nvidia Inspector and enable antialiasing, as described here: http://stasf2008.ephpbb.com/t115-antialiasing If the game, when you are playing a mission, looks like it is stuck in a very low resolution despite what you have set in 'Options', try the fixes here: http://simhq.com/forum/ubbthreads.php/topics/4035435/1/Steel_Fury_Kharkov_1942_graphi You can have multiple installs, to have more than one mod, or you can use JSGME to enable the files for one mod at a time, though I think different mods are best kept apart via separate installs. Now that STA is available, I no longer play SPM. Light vehicles like SPWs are notoriously difficult to kill with 2 Pdr AP rounds, it is the same for the US 37mm in the STA M5... (http://s8.postimg.org/ypldoiy51/shot_2016_02_01_00_34_45_0006.jpg) ...but even if they overpenetrate, I reckon they should do more damage. As it is, they say the best thing is to aim for the engine compartment. Title: Re: New to Steel Fury, need help with the config file. Post by: XII_Carolus on October 15, 2016, 02:24:55 PM Thanks for the help guys, SF looks a lot better now! :)
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