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Author Topic: New to Steel Fury, need help with the config file.  (Read 5131 times)
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XII_Carolus
Oberleutnant
**
Posts: 2


« 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!  Smiley
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Krabb
Global Moderator
Generaloberst
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Posts: 853


Chekist with a Mauser


« Reply #1 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:
Spoiler:
//preprocessor directives
#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" }
Matilda's armor piercing shells are too powerful for light armor, the shell simply penetrates entire vehicle without much damage.

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.
Logged

"(с Андреем) смысла спорить все равно нет" henrik
"по хамскому и неадекватному поведению Андрея ясно, что спорить тут бессмысленно" Fritz
33lima
Oberst
******
Posts: 265



« Reply #2 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...



...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.
« Last Edit: October 16, 2016, 01:16:09 PM by 33lima » Logged

For it's Tommy this, an' Tommy that, an' "Chuck him out, the brute!"
But it's "Saviour of his country!" when the guns begin to shoot!
'Tommy', Rudyard Kipling, 1892
XII_Carolus
Oberleutnant
**
Posts: 2


« Reply #3 on: October 15, 2016, 02:24:55 PM »

Thanks for the help guys, SF looks a lot better now!  Smiley
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