Thief: Deadly Shadows

Discussion of legacy stereoscopic 3D gaming hardware and software (e.g. NVIDIA XP stereoscopic 3D drivers).
Post Reply
subwoofa
Two Eyed Hopeful
Posts: 57
Joined: Tue Mar 13, 2007 12:44 pm

Thief: Deadly Shadows

Post by subwoofa »

When playing Thief: Deadly Shadows (Thief 3), stereo turns on and off as I move throughout the game. Has anyone else been successful with this?
artox
Cross Eyed!
Posts: 196
Joined: Mon May 07, 2007 2:05 pm
Location: between dimensions

Post by artox »

Well, the problem I'm getting with any drivers over 80** is that stereo works but the image suddenly freezes at times and with it the same happens to the game. This is when using the following settings in the ini file

I'm sorry for posting the whole file but I'don't have the game installed at the moment and stereovision is dead so I can't check on what exactly I had changed.

[IniFile]
BasePath=..\

[MetaReader]
StringTagFilename__t=String_Tags.sch
TextFilePath__t=..\Content\T3\books\english\
DrawWindowOutlines=FALSE
UseSchemaFiles=True
DebugShowTags=False
TestBlurbs=False
TagDefsSchemaList=Inventory,MapRooms,Misc,Popups,Quotes,Screens,UI

[T3Settings]
BodyAwarenessMode=1
GarrettFootstep=1
PlayAmbientSound=1
HighlightMinLevel=0.5
HighlightMaxLevel=0.76
HighlightAdd=0.02
GhostSpeed=400
CurrentDifficulty=NORMAL
Lookspring=false
CreepMultiplier=0.33
WalkMultiplier=0.5
MenuInputInitialDelay=0.8
MenuInputRepeatDelay=0.1

[AutoMapSystem]
bUse__t=1

;DateTimeFormat is used inside "cGameUtils::ConvertFILETIMEToString"
;We might want to make this more robust, someday, but for now, we
;simply use a single int to denote format
;0: MM-DD-YY
;1: MM-DD-YYYY
;2: YY-MM-DD
;3: YYYY-MM-DD
;4: DD-MM-YY
;5: DD-MM-YYYY
[DateTimeFormat]
DateFormat=0

; NOTE: These settings were read from LightGem.cpp, .h, but are not currently used by the game at all.
; These are now properties on APlayerPawn and AGarrett.
;
;[LightGemSettings]
;SneakLightModifier=0.1
;WalkLightModifier=0.2
;RunLightModifier=0.3
;StopLightModifier=0
;MinWallDistance=32
;WallLightModifier=-0.2
;CrouchLightModifier=-0.1
;InterpolationRate=0.2

[Paths]
StaticMeshPublishPath__t=..\Content\T3\StaticMeshes
SkeletalMeshPublishPath__t=..\Content\T3\SkeletalMeshes
SkeletalAnimPublishPath__t=..\Content\T3\SkeletalAnimations
SoundSchemaPublishPath__t=..\Content\T3\Sounds
DynamicTextures__p=..\content\T3\PCTextures\DynamicallyLoaded
DynamicTextures__x=..\content\T3\Textures\DynamicallyLoaded
DynamicTextures__e=..\content\T3\Textures\DynamicallyLoaded
BooksPath__t=..\Content\T3\Books

[ResPathsWhenNotBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
StaticMeshes=tim|StaticMeshes*
StaticMeshInfos=tim|StaticMeshes*
StaticMeshFolder=smf|StaticMeshes*
SkeletalMeshes=psk|SkeletalMeshes
SkeletalMeshInfos=ski|SkeletalMeshes
SkeletalAnimations=psa|SkeletalAnimations
SkeletalAnimInfos=sai|SkeletalAnimations
PhysicsHulls__t=tim|StaticMeshes*;SkeletalMeshes
Ragdolls=rgd|SkeletalMeshes
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
Textures__p=dds|PCTextures*
Textures__x=dds|Textures*
Textures__e=dds|Textures*
VideoTextures=bik|VideoTextures*
MatLib=mlb|MatLib*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__e=cel|Textures\Fonts
FontInfo__x=cel|Textures\Fonts
DefinitionsRuntime=tsd|TriggerScript\Defs

[ResPathsWhenBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*
SoundSchemaMetafiles=csc|Sounds
LIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__x=cel|Textures\Fonts
FontInfo__e=cel|Textures\Fonts
VideoTextures=bik|VideoTextures*
; put all the different stuff down here. basically, all of these are
; resources that get block loaded and therefore don't need cached path
; info for all of their content. but they may have a subset of content
; that needs to be loaded dynamically (i.e. not through block-loading)
; and hence needs to be in the cached paths, so we put that in the
; DynamicallyLoaded subdir of the resource's main path and just point
; there. that saves us megabytes of memory on the cached paths and
; still allows the dynamic loading for a small portion of the content.
DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded
StaticMeshes=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded*
PhysicsHulls__t=tim|StaticMeshes\DynamicallyLoaded*
Textures__p=dds|PCTextures\DynamicallyLoaded*
Textures__e=dds|Textures\DynamicallyLoaded*
Textures__x=dds|Textures\DynamicallyLoaded*
MatLib=mlb|MatLib\DynamicallyLoaded
SkeletalMeshes=psk|SkeletalMeshes\DynamicallyLoaded
SkeletalMeshInfos=ski|SkeletalMeshes\DynamicallyLoaded
SkeletalAnimations=psa|SkeletalAnimations\DynamicallyLoaded
SkeletalAnimInfos=sai|SkeletalAnimations\DynamicallyLoaded
Ragdolls=rgd|SkeletalMeshes\DynamicallyLoaded

[TagDatabase]
BasePath__t=..\Content\T3\TagDatabase
Vocabularies=vcb|Vocabularies
SourceDatabases=sdb|SourceDatabases
CompiledDatabases=ddb|CompiledDatabases
MotionsFileName=Motions
SoundsFileName__t=Sounds;PhysicsSounds

[TriggerScript]
BasePath__t=..\Content\T3\TriggerScript
Definitions=tsd|Defs
Organizer=tso|Organize
DeletedItems=DeletedScripts
DefinitionsFileName=ScriptDefs
OrganizerFileName=ScriptOrganizer
IdFile=tsid.txt
bLoggingEnabled=True
bCheckLinks=True
bLogRegistration=True
bLogFiring=True
bLogResets=True
bLogActionsComplete=True
bLogWarnings=True
bLogEvents=False

[Conversations]
BasePath__t=..\Content\T3\Conversations
SchemaPath__t=..\Content\T3\Sounds\Schemas\Conversations
Database=cdb|Database
OldNames=cdb|Old
DatabaseName=Conversations
CompiledFiles=con|Conversations
TextFileName=ConText
English=eng|English
Spanish=esp|Spanish
French=frt|French
Italian=iit|Italian
German=det|German
Language=English
idFile=conid.txt
SchemaChangesAllowed=false
RadialBarkDelayTime = 5.0
TriggerRadiusMultiplierToAbortOH = 3.0

[Global Variables]
BasePath__t=..\Content\T3\Flags
FlagFileName=Flags.txt
IntFileName=Ints.txt

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map__t=Autoplay
LocalMap__t=Autoplay
StartupConsoleText=
Host=
Portal=
GameMapExt=gmp
EditorMapExt=unr
EXEName__t=t3main.exe
EXEName__tx=t3.xbe
SaveExt=usa
Port=7777
Class__t=Warriors.TMale2

[Flesh]
[Flesh]
; TTP 26348 - set light and shadow intensity tolerances to zero will impede performance,
; but it will fix this bug. They were 10 & 30, respectively. Ian and John Talley will attempt
; some optimizations later.
LightIntensityTolerance=10
ShadowIntensityTolerance=30
StaticVPScale=100
DynVPScale=3000
DynVPMinRotationRate=3000
Overbright=True
Multisample=1
UseNewConversion=True
MaxAnisotropy=2
MipFilter=2
MouseLagThreshold=70
RemapRogueUVs=false
UVThreshold=500
MouseLagThreshold=70

[Physics]
Controller_SmoothStairClimbing=true
RagdollsUseOBBs=true
VisualDebuggerEnabled=true
VisualDebuggerBehindPlayer=false
VisualDebuggerCameraOffsetX=-150.0
VisualDebuggerCameraOffsetY=0.0
VisualDebuggerCameraOffsetZ=30.0
WorldGravityX=0.0
WorldGravityY=0.0
WorldGravityZ=-514.96065
PlayerControllerFPSrate=60.0
AIControllerFPSrate_Running=30.0
AIControllerFPSrate_Basic=15.0
AIControllerFPSrate_Minimal=5.0
AIControllerFPSrate_Off=2.0
Controller_NumSavedLocations=5
Controller_SavedLocationDistance=32.0

DoorCollisionUpImpulse=125.0

JumpHeight__t=48.0
UnrealToHavokScale__t=0.1905
CollisionTolerance__t=0.1
LongDeactivateFreq__t=2
ShortDeactivateFreq__t=20.0
EditorPhysicsEnabled__t=True
LogFilePercentHavok__t=0.0
RagdollImpulseRange__t=15.0
RagdollImpulseMin__t=15.0
BroadphaseWorldSize__t=12000
MaxZValForMantle__t=5


[PointPhysics]
; in feet per second, the acceleration due to gravity
Gravity=-32
; in feet per second the acceleration due to air
Air=-.1
; in feet per second, the min point velocity of an object when impulsed
ImpulsePointVelocity_Min=10
; in feet per second, the max point velocity of an object when impulsed
ImpulsePointVelocity_Max=20
; in degreese per second, the max rotation of an object when impulsed (scaled by point velocity)
ImpulseAngularVelocity_Max=40
; a percent of velocity (how much energy is lost when the object collides)
CollisionEnergyLoss_Min=.3
CollisionEnergyLoss_Max=.6
; in feet, when the flinder is reseting how big is it (we scale dynamically)
FlinderAtRestRadius=1
; a percent how much we scale down the flinder on each bounce
FlinderScaleDownOnBounce=.75
; Designers should not touch these properties (below)
; in feet per second, when the Z componenet b/c of gravity bounceing is less than this, we stop it bouncing
GravityBounceThreshold=3.75
; in feet per second, if we move less than this and we are on the ground, stop us from moving
NotMovingThreshold=.03125
; the maximun number of flinders to simulate in 1 frame
MaxActorsToSimuluatePerFrame=32
; the maximum number of sound lookups in 1 frame
MaxSoundLookupsPerFrame=4

[Engine.Engine]
; Ansi, Debug, Fast, or FastDebug
MemoryManager=Fast
EditorMemoryManager=Fast
; If TRUE, will automatically perform a DUMPEXTMEMREPORT on level entry and exit,
; as well as a DUMPMEMREPORTEXCEL on level exit.
;Note that it *only* works in FastDebug mode.
AutoMemDump=FALSE
; or False
CatchTopLevelExceptions=False
; set False to debug conditionally loaded stuff / verify it is not creating data load problems
; set True to minimize game-mode runtime's memory use by releasing warfare render-path data
EnableWarfareDeadstripping=True
; set True to cause assertions to only log to file the errors, as if use pressed 'ignore' in Viktoria dialog
OnlyLogAssertions=False
; set false to force complete clean shutdown of everything including debug memory dump
; note that currently our applications crash hard if you do this. Kinda sad really. -taj
QuickShutdown=True
GameRenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=ALAudio.ALAudioSubsystem
AudioDevice__x=XBoxAudio.XboxAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
Language=int
GameEngine__t=T3Player.T3GameEngine
TriggerRegistrar__t=T3Game.T3GameRegistrar
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=D3DDrv.D3DRenderDevice
RenderDevice=D3DDrv.D3DRenderDevice
AI=AICore.AI
Physics__t=T3GamePhysics.T3GamePhysics
Game__t=T3Player.T3Game
DefaultGame=Engine.GameInfo
DefaultServerGame__t=Warriors.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
ViewportManager__x=XboxDrv.XboxClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
Editor3DRenderDevice=D3DDrv.D3DRenderDevice
UpdateGamesys=0
GamesysPackage__t=T3Gamesys
DesignerGamesysPath__t=P:\T3\T3Gamesys\
ProgrammerGamesysPath__t=P:\T3\T3Gamesys\
AllowScreenShots=False
PlayerController__t=T3Player.T3PlayerController
EnterClosesConsole=1
AllowGamesysLoadInGame__t=false
UseTextureFilterList=TRUE
BaseTextureFilterList__t=papyrus_21;vtcgoblinhand_18;meta_xboxcontroller;meta_DarkProjectGLOW;HDMap_Castle0;HDMap_PaganIntro0
BaseMaterialFilterList__t=

[Engine.XBMemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2621440
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=7493632
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2097152
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=2842624
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=524288
StaticMesh=1536000
SkeletalMesh=2033664
SoundWave=2097152
StaticVertexPool=4194304
DynamicVertexPool=3145728
Zones=1024
Particles=262144
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0
HavokMemAlloc=16777216

[Engine.MemoryManager]
EnableExtendedMemDumpReport=False
PoisonAllocations=0
InitialTrackerHeapSize=8
MaxTrackerHeapSize=32
MinFreeMemoryMb=0
EXESize=8613888
OSOverhead=2560000
UnaccountedRAM=282624
WastedSpace=1835008
Renderer=9066496
AINavMesh=1048576
AIRuntime=293888
Objects=5242880
BSPTree=2560000
Input=15360
File=1048576
Utility=9216
Engine=194560
Editor=0
CTag=1048576
String=224256
Properties=262144
Physics=131072
Sound=1060864
Animation=3891200
Scripts=904192
Conversations=35840
UI=532480
Resource=270336
Textures=8650752
Materials=1572864
StaticMesh=1536000
SkeletalMesh=3844778
SoundWave=2097152
StaticVertexPool=5242880
DynamicVertexPool=4194304
Zones=1024
Particles=137216
T3Game=0
BlkLoadSupt=0
Warfare=13312
UnEditSupt=0
UCache=0
DArray=24576
UArray=40960
Unclaimed=6144
Internal=102400
CRTL=0


[Core.System]
PurgeCacheDays=30
SavePath=..\Save
SavePath__x=d:\Save
CachePath=..\Cache
CachePath__x=d:\Cache
CacheExt=.uxx


Paths__t=.\*.t3u
Paths__t=..\..\build\*.t3u
Paths__t=..\Content\System\*.t3u

Paths__tx=z:\maps\*.gmp
Paths__t=..\Content\T3\Maps\*.gmp
Paths__t=..\Content\T3\UTX\*.utx
Paths__t=..\Content\T3\Sounds\*.uax
Paths__t=..\Content\T3\Music\*.umx
EditorPaths__t=.\*.t3u
EditorPaths__t=..\Content\T3\Maps\*.unr
EditorPaths__t=..\Content\T3\UTX\*.utx
EditorPaths__t=..\Content\T3\Sounds\*.uax
EditorPaths__t=..\Content\T3\Music\*.umx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp

[Engine.GameEngine]
CacheSizeMegs=1 ;was 16
UseSound=True
ServerActors=IpDrv.UdpBeacon
;ServerActors=IpServer.UdpServerQuery
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=UWeb.WebServer
EnginePackages=Core
EnginePackages=Engine
EnginePackages=AICore
;EnginePackages=UWindow
EnginePackages=Fire
EnginePackages__t=T3Game
EnginePackages__t=T3AI
EnginePackages__t=T3Player

[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Brightness=1.0
Contrast=1.0
Gamma=1.0
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0
Decals=True
NoDynamicLights=False

[XBoxDrv.XBoxClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=640
FullscreenViewportY=480
FullscreenColorBits=32
Contrast=1.0
Gamma=1.0
Brightness=1.000000
MipFactor=1.000000
SlowVideoBuffering=False
StartupFullscreen=True
CurvedSurfaces=False
CaptureMouse=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.0
ScaleRUV=2000.0
MinDesiredFrameRate=30.0

[Engine.Player]
ConfiguredInternetSpeed=2600
ConfiguredLanSpeed=20000

[Engine.PlayerController]
bInvertYLookAxis__t=false
bInvertYLookAxis__tx=false
;Set this to TRUE to have Garrett auto-resurrect when he dies instead of going to the
;appropriate screen
bAutoResurrect__t=FALSE
;parameters for player humping (pushing an object for a long time will give it a bigger impulse)
PlayerHumping_MaxTime=1.25 ;Number of seconds the player must be in contact with an object before increasing the impulse
PlayerHumping_MaxStopTime=0.25 ;Number of seconds the player must not be in contact with an object before clearing out the humping
PlayerHumping_MinDistance=16.0 ;If the object has travelled more than this distance since the player began pushing, then don't hump (it's moving just fine)
PlayerHumping_HumpMultiplier=20.0 ;Amount to multipy the impulse by if the object is humped (if 0 then no humping occurs)
;The impulse increases the HumpMultiplier for every unit of MaxTime the player continuously humps the object. This is the max multiplier to apply.
;This applies a smooth scale between HumpMultiplier & HumpMultiplier*MaxHumpMultiplier. If MaxHumpMultiplier is 1.0,
;then it only ever applies the HumpMultiplier to the object
PlayerHumping_MaxHumpMultiplier=2.5

[Audio.GenericAudioSubsystem]
UseFilter=True
UseSurround=False
UseStereo=True
UseCDMusic=False
UseDigitalMusic=False
UseSpatial=False
UseReverb=False
Use3dHardware=False
LowSoundQuality=False
ReverseStereo=False
Latency=40
OutputRate=22050Hz
Channels=16
MusicVolume=160
SoundVolume=200
AmbientFactor=0.7

[ALAudio.ALAudioSubsystem]
UseDirectSound3D=False
ReverseStereo=False
OutputRate=44100Hz
Channels=32
MusicVolume=1.0
SoundVolume=1.0
AmbientFactor=1.0
DopplerFactor=1.0

[XBoxAudio.XboxAudioSubsystem]
UseDirectSound3D=False
ReverseStereo=False
OutputRate=44100Hz
Channels=32
MusicVolume=1.0
SoundVolume=1.0
AmbientFactor=1.0
DopplerFactor=1.0

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=20000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

[IpDrv.HTTPDownload]
RedirectToURL=
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True

[Engine.DemoRecDriver]
DemoSpectatorClass=Warriors.CHSpectator
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=60
LanServerMaxTickRate=60

[Engine.GameReplicationInfo]
ServerName=Another Warfare Server
ShortName=Warfare Server

[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0

[IpServer.UdpServerQuery]
GameName=ut

[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut

[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=False
UseFullscreen=False
UseGammaCorrection=True
DetailTextures=False
Use3dfx=False
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=False

[Editor.EditorEngine]
HideActorsDuringPan=True
UpdateXBoxOnLaunch__t=True
LaunchXBoxAsync__t=False
UpdateXBoxOnLaunch=False
LaunchXBoxAsync=True
WarnLoadingReadonlyMaps=True
UseSound=True
CacheSizeMegs=16
GameCommandLine=-log
GodMode=True
AutoSaveIndex=6
FovAngleDegrees=90.000000
UseAxisIndicator=True
UseSizingBox=True
EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=AICore
;EditPackages=UWindow
EditPackages=Fire
EditPackages__t=T3Game
EditPackages__t=T3AI
EditPackages__t=T3Player
EditPackages__t=T3Gamesys
SMStatus__t=Requested
SMStatus__t=p1-no texture
SMStatus__t=p1-textured
SMStatus__t=p2-Multi-pass
SMStatus__t=p2-Multi-pass-Normal
SMStatus__t=FIX/REDO
SMStatus__t=OPTIMIZE
SMStatus__t=Review
SMStatus__t=Final

[UMenu.UnrealConsole]
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True

[UMenu.UMenuMenuBar]
ShowHelp=True
GameUMenuDefault="UTMenu.UTGameMenu"
MultiplayerUMenuDefault="UTMenu.UTMultiplayerMenu"
OptionsUMenuDefault="UTMenu.UTOptionsMenu"

[Engine.GameInfo]
bLowGore=False
bVeryLowGore=False

[UWeb.WebServer]
;Applications[0]=UTServerAdmin.UTServerAdmin
;ApplicationPaths[0]=/ServerAdmin
;Applications[1]=UTServerAdmin.UTImageServer
;ApplicationPaths[1]=/images
DefaultApplication=0
bEnabled=False

[Developer]
IsProgrammer=True

[Log]
LogPackageLoadAndSave=False
PackageLogfile=package.log

[XboxStartup]
ShowIntroMovies=True
ForceCopyFromHardDrive=False
ShortIntroMovies__t=..\content\t3\VideoTextures\eidos-logo.bik;..\content\t3\VideoTextures\ionstorm-logo.bik;..\content\t3\VideoTextures\Copyright.bik
GameStartFiles__t=..\Media\Font12.xpr,z:\Media\Font12.xpr|..\content\t3\books\english\xbErrorMsgs.sch,z:\Media\xbErrorMsgs.sch|..\xbErrorRpt.xbe,z:\xbErrorRpt.xbe|..\content\t3\sounds\SchemaMetafile_HardDrive.csc,z:\Sounds\SchemaMetafile_HardDrive.csc|..\content\t3\textures\dynamicallyloaded\meta*.dds,z:\textures\dynamicallyloaded\|..\content\t3\textures\dynamicallyloaded\T3Calibration.dds,z:\textures\dynamicallyloaded\|..\content\t3\textures\dynamicallyloaded\HDMAP_*.dds,z:\textures\dynamicallyloaded\|..\content\t3\textures\dynamicallyloaded\HandDrawn*.dds,z:\textures\dynamicallyloaded\|..\content\t3\maps\kernel_*.xbd,z:\|..\content\t3\LIPSincData\Controllers\*.lbd,z:\LIPSincData\Controllers\|..\system\data\entry.gmp,z:\maps\entry.gmp|..\content\t3\textures\dynamicallyloaded\*.cel,z:\textures\dynamicallyloaded\|..\content\t3\videotextures\loopTop*,z:\videotextures\|

[PCStartup]
ShowIntroMovies=True
ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik;d:\content\t3\VideoTextures\nvidia.bik;d:\content\t3\VideoTextures\eax.bik

[Cadence]
WaveMemoryPoolSize=64000000
WaveMemoryPoolSize__x=2000000
MaxLoadedSchemas=300
VirtualizedBufferSize=1.0
VirtualizedBufferMinPadding=0.3
VirtualizedBufferMaxPadding=0.7
MaxPlayingSounds=32
SlackBuffersToMaintain=3
MusicCrossfadeTime__t=2
AmbientCrossfadeTime__t=1.5
AmbientCrossfadeCenterVol=-4.15
MusicCrossfadeCenterVol=-4.15
MusicAndAmbienceVolume=1.0
;__a-english, __f-french, __i-italian, __g-german, __s-spanish
;MinSubtitleDuration is the min amount of time in seconds that a line
;will stay on screen, even if another speech is waiting to be displayed
MinSubtitleDuration__a=1
MinSubtitleDuration__f=1
MinSubtitleDuration__i=1
MinSubtitleDuration__g=1
MinSubtitleDuration__s=1
SubtitleCharsPerSecond__a=18
SubtitleCharsPerSecond__f=16
SubtitleCharsPerSecond__i=18
SubtitleCharsPerSecond__g=18
SubtitleCharsPerSecond__s=18
;SubtitleEndPauseSeconds is the amount of time that the fadeout takes place
;The fadeout can be interrupted by another speaker if MinSubtitleDuration allows it
SubtitleEndPauseSeconds__a=3
SubtitleEndPauseSeconds__f=3
SubtitleEndPauseSeconds__i=3
SubtitleEndPauseSeconds__g=3
SubtitleEndPauseSeconds__s=3
;410/480 = 0.85416666666666666666666666666667
SubtitlePosFromScreenTop__t=0.85
SubtitleMinStrength=0.6
EnableSubtitles__t=False
SubtitleFont__t=Papyrus14
SchemaKeyTags=+pcollidetype:crashing|bouncing|sliding|rolling;+footstep;+voice:artemus;+voice:caduca;+voice:commoner1;+voice:commoner2;+voice:commoner3;+voice:commoner4;+voice:commoner5;+voice:gamallchild;+voice:gamallhag;+voice:guard1;+voice:guard2;+voice:guard3;+voice:guard4;+voice:guard5;+voice:hammer1;+voice:hammer2;+voice:hammer3;+voice:hammer4;+voice:hammerpriest1;+voice:heartlessperry;+voice:haunt1;+voice:keeper1;+voice:keeper2;+voice:keeperassassin1;+voice:keeperassassin2;+voice:keeperelder1;+voice:keeperelder2;+voice:keeperscribe1;+voice:keeperscribe2;+voice:kurshok1;+voice:kurshok2;+voice:ladyelizabeth;+voice:m02cooka;+voice:m02cookb;+voice:m11curtis;+voice:m11drunk;+voice:merchant1;+voice:merchant2;+voice:merchant3;+voice:merchant4;+voice:merchant5;+voice:noble1;+voice:noble2;+voice:orland;+voice:pagan1;+voice:pagan2;+voice:pagan3;+voice:pagan4;+voice:paganshaman1;+voice:paganshaman2;+voice:puppet1;+voice:ratbeast1;+voice:ratbeast2;+voice:servant1;+voice:servant2;+voice:servant3;+voice:servant4;+voice:servant5;+voice:staff1;+voice:staff2;+voice:statue1;+voice:stonesentry1;+voice:thomastoudy;+voice:thug1;+voice:thug2;+voice:thug3;+voice:treebeast1;+voice:widowmoira;+voice:zombie1
Volume_SFX=0
Volume_Physics=0
Volume_Ambience=0
Volume_Music=0
Volume_Dialog=0
GentleFalloff__t=true
FalloffExponent=1.4
Xbox3DSoundHeadroom=-6
Xbox2DSoundHeadroom__t=-6
XboxAllSoundExtraHeadroomMultiplesOfSix=0
NoZoneSchemaMeansSilence__t=false
MultiThreadReads=false
SpoofedPrioritySinkDecibels=-4
MinAudibleDecibels=-65
Spoofed2DSoundPriority=110
Real2DSoundPriority=120
MaxSoundsToRepropagatePerFrame=5
SchemaMetafileName=SchemaMetafile_HardDrive.csc
SchemaMetafileName_Memory=SchemaMetafile_Memory.csc
SchemaMetafileName_DVD1=SchemaMetafile_DVD1.csc
SchemaMetafileName_DVD2=SchemaMetafile_DVD2.csc
SchemaMetafileName_DVD3=SchemaMetafile_DVD3.csc
FrontSurround2DSoundAtten__x=-0.5
CenterSurround2DSoundAtten__x=-1.5
RearSurround2DSoundAtten__x=-0.6
SubwooferSurround2DSoundAtten__x=0
VolumeReductionDuringCine=6
NoHWMixingCardDescs__p=sb live!

[Locale]
;Qualifiers for locale will be specified as follows:
;__a-english, __f-french, __i-italian, __g-german, __s-spanish
;Search code for cConfigManager::Get().AddQualifier('a') for clarification
Language=english
;Language=french
;Language=italian
;Language=german
;Language=spanish
AudioLanguage=English
AggLanguage=none
AggLanguage_fren=French
; Add to supported languages as their translates become available, any
; language-setting attempt to a language not on this list will get the
; 'show tags' mode instead of the actual text on-screen.
SupportedLangs=english,french,italian,german

[DefaultPlayer]
Name__t=Player
Class__t=T3Gamesys.D_584
team__t=255
skin__t=T3Player.TestTex1
Face__t=T3Player.TestTex2


[Engine.HUD]
HudMode=0
Crosshair=0

[Directories]
PCX__t=..\Content\T3\UTX
WAV__t=..\Content\T3\Sounds
BRUSH__t=..\Content\T3\Maps
2DS__t=..\Content\T3\Maps

[Source Control]
UseSourceSafe=0
DatabasePath__t=\\Battlezone\vss_t3
DesignerGamesysClassRoot__t=/T3Gamesys/classes
ProgrammerGamesysClassRoot__t=/T3Gamesys/classes
LogFile=gamesys.log
TagDatabaseSource__t=/Content/TagDatabase
TriggerScript=/Content/TriggerScript
Conversations=/Content/Conversations
Flags=/Content/Flags
SoundSchemas=/Content/Sounds
StaticMeshes=/Content/StaticMeshes
Books=/Content/Books
CanCheckoutGamesys=False

[CameraOverlays]
EnableCameraOverlays=true
CameraOverlay_0__t=MechEyeOverlay

[ConversationCamera]
SlightAngle=15.0
AboveAngle=60.0
ShoulderAngle=15.0
ShoulderMult=0.7
HeadMult=0.25
FaceScalar=0.38
SideTightDist=1.0
SideMidDist=1.25
SideAboveDist=1.0
SideAbove45Dist=1.0
ShouldersLeftDist=1.0
ShouldersRightDist=1.0
HeadTightDist=1.2
HeadMidDist=1.7
HeadLeftDist=1.2
HeadRightDist=1.2
HeadSlightLeftDist=1.2
HeadSlightRightDist=1.2
StraightAboveDist=1.16

[Files]
AttachFile0__t=T3.log
AttachFile1__t=T3uw.ini
AttachFile2=Matlog.log
AttachFile3=Trigger.log
AttachFile4=Alloc.log
AttachFile5=Tag.log
AttachFile6=ResMan.log
AttachFile7=cadence_dbg.log
AttachFile8=
AttachFile9=

[WindowManager]
;shared
AmbientColor_A=255

;Note that this won't be created in release modes
CreateDebugWindow=TRUE

;t3
AmbientColor_R__t=10
AmbientColor_G__t=10
AmbientColor_B__t=10
FOV__t=95
AssumedUIScreenWidth__t=640
AssumedUIScreenHeight__t=480

ShowStartMenu__t=TRUE

;This is used by ButtonActorWindows for text color schemes
ButtonFontColor_NormalR=97
ButtonFontColor_NormalG=87
ButtonFontColor_NormalB=173
ButtonFontColor_SelectedR=122
ButtonFontColor_SelectedG=112
ButtonFontColor_SelectedB=188
ButtonFontColor_PressedR=106
ButtonFontColor_PressedG=87
ButtonFontColor_PressedB=255
ButtonFontColor_DisabledR=42
ButtonFontColor_DisabledG=36
ButtonFontColor_DisabledB=82

ButtonFontShadow_NormalR=180
ButtonFontShadow_NormalG=180
ButtonFontShadow_NormalB=180
ButtonFontShadow_SelectedR=180
ButtonFontShadow_SelectedG=180
ButtonFontShadow_SelectedB=180
ButtonFontShadow_PressedR=180
ButtonFontShadow_PressedG=180
ButtonFontShadow_PressedB=180
ButtonFontShadow_DisabledR=80
ButtonFontShadow_DisabledG=80
ButtonFontShadow_DisabledB=80

Window_0__t=T3UI.ini:EnterMissionWindow
Window_1__t=T3UI.ini:DebugMenu
Window_2__t=T3UI.ini:ReadBookWindow
Window_3__t=T3UI.ini:HUDWindow
Window_4__t=T3UI.ini:MainMenuWindow
Window_5__t=T3UI.ini:PauseWindow
Window_6__t=T3UI.ini:TitleOptionsWindow
Window_7__t=T3UI.ini:LargePopUpWindow
Window_8__t=T3UI.ini:MetaGamePopUpWindow
Window_9__t=T3UI.ini:MetaGameItemInfoPopUpWindow
Window_10__t=T3UI.ini:MetaGameLoadSaveConfirmPopUpWindow
Window_11__t=T3UI.ini:LargePopUpWithBackButtonWindow
Window_12__t=T3UI.ini:TCRSystemPopUpWindow
Window_13__t=T3UI.ini:FMVWindow
Window_14__t=T3UI.ini:MissionCompleteWindow
Window_15__t=T3UI.ini:TitleLoadWindow
Window_16__t=T3UI.ini:DebugFlagsMenu
Window_17__t=T3UI.ini:InvMapWindow
Window_18__t=T3UI.ini:MissionFailedWindow
Window_19__t=T3UI.ini:T3Credits
Window_20__t=T3UI.ini:RestartMissionWindow
Window_21__t=T3UI.ini:IntroMovieWindow

[AI]
StaticMeshEditing=FALSE
MaxAudioHashEntries=100
MinAudioDelayPerPlayback=10.0
PlayerAimStareDegrees=15 ; this is the "reticle angle" used to determine when player is aiming at an AI for reprimand purposes.

[Engine.PlayerInput]
MouseSensitivity=50

[InputSystem]
GamepadDevice=0
;MinTriggerValue ranges from 0 to 255 and denotes the minimum threshold before input is accepted
MinTriggerValue__t=0
;This dead zone percent is used for analog sticks
DeadZonePercent__t=0.10
DeadZonePercent__tx=0.3

//no bindings (except for hard tilde (~) binding
[BlankInputBindings0]

;Tilde (~) is hardcoded for console
[GameInputBindings0]

;t3settings
LeftMouse__tp=UseWeapon
RightMouse__tp=FrobAnalog
Tab__tp=Exec Type
Shift__tp=Walk
Ctrl__tp=Creep
Escape__tp=PauseScrn
Space__tp=Jump
Left__tp=LeanLeft
Up__tp=ZoomIn
Right__tp=LeanRight
Down__tp=ZoomOut
G__tp=GhostView
BackSpace__t=DebugMenu
M__tp=Map
Minus__tp=ClearItem
Equals__tp=ClearWeapon
LeftBracket__tp=PreviousItem
RightBracket__tp=NextItem
MouseWheelUp__tp=PrevWeapon
MouseWheelDown__tp=NextWeapon
O__tp=ViewObjectives
F10__tp=QuickSave
F12__tp=QuickLoad
MouseX__tp=RotatePitch
MouseY__tp=RotateYaw
I__tp=UseItemAnalog
V__tp=3rdPersonView
W__tp=MoveForwardBackward 1.0
A__tp=StrafeRightLeft -1.0
S__tp=MoveForwardBackward -1.0
D__tp=StrafeRightLeft 1.0
X__tp=Crouch
Q__tp=LeanLeft
E__tp=LeanRight
R__tp=WallFlatten
Z__tp=BowZoomToggle

1__tp=WeaponBlackjack
2__tp=WeaponDagger
3__tp=WeaponBroadHeadArrow
4__tp=WeaponFireArrow
5__tp=WeaponGasArrow
6__tp=WeaponMossArrow
7__tp=WeaponNoiseArrow
8__tp=WeaponWaterArrow
F1__tp=ItemFlashBomb
F2__tp=ItemExplosiveMine
F3__tp=ItemHealthPotion
F4__tp=ItemHolyWater
F5__tp=ItemOilFlask
F6__tp=ItemGasBomb

;t3 pc gamepad - Note that Joy1 on the PC gamepad is actually Joy9 on the Xbox gamepad.
; Why?? Noone knows. I wish someone did....
Joy1__tp= ; joy9 xb
Joy2__tp= ; joy10 xb
Joy3__tp= ; joy11 xb
Joy4__tp= ; joy12 xb
Joy5__tp= ; joy1 xb
Joy6__tp= ; joy2 xb NOTE: We'll make this something useful; for now I'm just removing toolbelt functionality
Joy7__tp= ; joy3 xb
Joy8__tp= ; joy4 xb
Joy9__tp= ; joy5 xb
Joy10__tp= ; joy6 xb
Joy11__tp= ; joy7
Joy12__tp= ; joy8

JoyY__tp=MoveForwardBackward
JoyX__tp=StrafeRightLeft
JoyZ__tp=
JoyR__tp=
JoyU__tp=
JoyV__tp=

JoyPovRight__tp=
JoyPovLeft__tp=
JoyPovUp__tp=
JoyPovDown__tp=

;XBOX INI
;________________________________________________________
;
;GAMEPAD_A Joy1
;GAMEPAD_B Joy2
;GAMEPAD_X Joy3
;GAMEPAD_Y Joy4
;GAMEPAD_BLACK Joy5
;GAMEPAD_WHITE Joy6
;GAMEPAD_LEFT_TRIGGER Joy7
;GAMEPAD_RIGHT_TRIGGER Joy8
;GAMEPAD_START Joy9
;GAMEPAD_BACK Joy10
;GAMEPAD_LEFT_THUMB Joy11
;GAMEPAD_RIGHT_THUMB Joy12
;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX
;GAMEPAD_LEFT_STICK_UP_DOWN JoyY
;GAMEPAD_RIGHT_STICK_UP_DOWN JoyU
;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyV
;GAMEPAD_DPAD_UP JoyPovUp
;GAMEPAD_DPAD_DOWN JoyPovDown
;GAMEPAD_DPAD_LEFT JoyPovLeft
;GAMEPAD_DPAD_RIGHT JoyPovRight

;t3 xbox
Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=WallFlatten
Joy3_XB__tx=Crouch
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut

;GAMEPAD_A Joy1
;GAMEPAD_B Joy2
;GAMEPAD_X Joy3
;GAMEPAD_Y Joy4
;GAMEPAD_BLACK Joy5
;GAMEPAD_WHITE Joy6
;GAMEPAD_LEFT_TRIGGER Joy7
;GAMEPAD_RIGHT_TRIGGER Joy8
;GAMEPAD_START Joy9
;GAMEPAD_BACK Joy10
;GAMEPAD_LEFT_THUMB Joy11
;GAMEPAD_RIGHT_THUMB Joy12
;GAMEPAD_LEFT_STICK_LEFT_RIGHT JoyX
;GAMEPAD_LEFT_STICK_UP_DOWN JoyY
;GAMEPAD_RIGHT_STICK_UP_DOWN JoyR
;GAMEPAD_RIGHT_STICK_LEFT_RIGHT JoyZ
;GAMEPAD_DPAD_UP JoyPovUp
;GAMEPAD_DPAD_DOWN JoyPovDown
;GAMEPAD_DPAD_LEFT JoyPovLeft
;GAMEPAD_DPAD_RIGHT JoyPovRight


[GameInputBindings1]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=Crouch
Joy2_XB__tx=FrobAnalog
Joy3_XB__tx=WallFlatten
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut



[GameInputBindings2]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=DisplayWeapon
Joy3_XB__tx=DisplayItem
Joy4_XB__tx=WallFlatten
Joy5_XB__tx=Crouch
Joy6_XB__tx=Jump
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=StrafeRightLeft
JoyZ_XB__tx=RotateRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut



[GameInputBindings3]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__t=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=WallFlatten
Joy3_XB__tx=Crouch
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


[GameInputBindings4]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__tp=PauseScrn

Joy1_XB__tx=Crouch
Joy2_XB__tx=FrobAnalog
Joy3_XB__tx=WallFlatten
Joy4_XB__tx=Jump
Joy5_XB__tx=DisplayWeapon
Joy6_XB__tx=DisplayItem
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


[GameInputBindings5]
;We are ignoring PC mappings because they are going to be done differently, anyway
Escape__tp=PauseScrn

Joy1_XB__tx=FrobAnalog
Joy2_XB__tx=DisplayWeapon
Joy3_XB__tx=DisplayItem
Joy4_XB__tx=WallFlatten
Joy5_XB__tx=Crouch
Joy6_XB__tx=Jump
Joy7_XB__tx=UseItemAnalog
Joy8_XB__tx=UseWeapon
Joy9_XB__tx=PauseScrn
Joy10_XB__tx=3rdPersonView
Joy11_XB__tx=
Joy12_XB__tx=BowZoomToggle

JoyY_XB__tx=MoveForwardBackward
JoyX_XB__tx=RotateRightLeft
JoyZ_XB__tx=StrafeRightLeft
JoyR_XB__tx=RotateUpDown
JoyU_XB__tx=
JoyV_XB__tx=
JoyPovRight_XB__tx=LeanRight
JoyPovLeft_XB__tx=LeanLeft
JoyPovUp_XB__tx=ZoomIn
JoyPovDown_XB__tx=ZoomOut


//no bindings (except for hard tilde (~) binding
[MissingControllerLayerBindings0]


[FMVLayerBindings0]
Escape__p=MenuBack
;Enter=PauseScrn
Joy1_XB__x=MenuBack
;Joy9_XB=PauseScrn

[LockpickLayerBindings0]
;Escape__p=FrobAnalog
;Joy1_XB__x=FrobAnalog
;Joy9_XB__x=FrobAnalog


//default menu bindings
[MenuInputBindings0]
Escape__p=MenuBack
Left__p=MenuLeft
Up__p=MenuUp
Right__p=MenuRight
Down__p=MenuDown
LeftMouse__p=MenuSelect
JoyPovRight_XB__x=MenuRight
JoyPovLeft_XB__x=MenuLeft
JoyPovUp_XB__x=MenuUp
JoyPovDown_XB__x=MenuDown
Joy1_XB__x=MenuSelect
Joy2_XB__x=MenuBack
Joy3_XB__tx=SpecialMenuAction
Joy9_XB__x=Menu
Joy10_XB__x=MenuBack
JoyY_XB__tx=MenuUpDown
JoyX_XB__tx=MenuLeftRight
JoyR_XB__tx=MenuAltUpDown
JoyZ_XB__tx=MenuAltLeftRight
Joy2__tp=MenuBack
Joy5__tp=MenuSelect
Joy6__tp=MenuBack
JoyX__tp=MenuLeftRight
JoyY__tp=MenuUpDown
JoyZ__tp=
JoyR__tp=
JoyPovRight__tp=MenuRight
JoyPovLeft__tp=MenuLeft
JoyPovUp__tp=MenuUp
JoyPovDown__tp=MenuDown
MouseWheelUp__tp=PrevFocusItem
MouseWheelDown__tp=NextFocusItem
RightMouse__p=SpecialMenuAction


//default menu bindings
[MenuLayerBindings0]
Escape__p=MenuBack
Left__p=MenuLeft
Up__p=MenuUp
Right__p=MenuRight
Down__p=MenuDown
LeftMouse__p=MenuSelect
RightMouse__p=SpecialMenuAction
JoyPovRight_XB__x=MenuRight
JoyPovLeft_XB__x=MenuLeft
JoyPovUp_XB__x=MenuUp
JoyPovDown_XB__x=MenuDown
Joy1_XB__x=MenuSelect
Joy2_XB__x=MenuBack
Joy3_XB__tx=SpecialMenuAction
Joy10_XB__x=MenuBack
JoyY_XB__tx=MenuUpDown
JoyX_XB__tx=MenuLeftRight
JoyR_XB__tx=MenuAltUpDown
JoyZ_XB__tx=MenuAltLeftRight
Joy2__tp=MenuBack
Joy5__tp=MenuSelect
Joy6__tp=MenuBack
JoyX__tp=MenuLeftRight
JoyY__tp=MenuUpDown
JoyZ__tp=
JoyR__tp=
JoyPovRight__tp=MenuRight
JoyPovLeft__tp=MenuLeft
JoyPovUp__tp=MenuUp
JoyPovDown__tp=MenuDown
MouseWheelUp__tp=PrevFocusItem
MouseWheelDown__tp=NextFocusItem


//debug menu bindings
[DebugMenuLayerBindings0]
Escape=MenuBack
Left=MenuBack
Up=MenuUp
Right=MenuSelect
Down=MenuDown
Enter=MenuSelect
JoyPovRight_XB=MenuRight
JoyPovLeft_XB=MenuLeft
JoyPovUp_XB=MenuUp
JoyPovDown_XB=MenuDown
Joy1_XB=MenuSelect
Joy10_XB=MenuBack
Joy2_XB=MenuBack
Joy5__t=MenuSelect
Joy2__t=MenuBack
Joy6__t=MenuBack
JoyX__t=MenuLeftRight
JoyY__t=MenuUpDown
JoyZ__t=MenuAltLeftRight
JoyR__t=MenuAltUpDown
JoyPovRight__t=MenuRight
JoyPovLeft__t=MenuLeft
JoyPovUp__t=MenuUp
JoyPovDown__t=MenuDown
MouseWheelUp__t=MenuUp
MouseWheelDown__t=MenuDown
LeftMouse__t=MenuSelect

[CycleLayerBindings0]
; xbox
JoyY_XB__tx=CycleClear
JoyX_XB__tx=CycleRightLeft
JoyPovLeft_XB__tx=CycleRightLeft -1.0
JoyPovRight_XB__tx=CycleRightLeft 1.0
; pc
A__tp=CycleRightLeft -1.0
D__tp=CycleRightLeft 1.0
W__tp=CycleClear 1.0
S__tp=CycleClear -1.0
; pc gamepad
JoyY__tp=CycleClear
JoyX__tp=CycleRightLeft
JoyPovLeft__tp=CycleRightLeft -1.0
JoyPovRight__tp=CycleRightLeft 1.0

// Objectives Screen
[ObjectivesLayerBindings0]
Joy9_XB__tx=Menu
Joy1__tp=Menu

//Main menu bindings
[MainMenuLayerBindings0]
Joy9_XB__tx=MenuSelect
Joy1__tp=MenuSelect

// For purposes of frobbing
[FrobOptions]
;0 => Raycast vs. visible geometry only (fastest)
;1 => Scale bounding box by frob bias (no add'l memory, slightly slower)
;2 => If frobBias is 0, raycast vs. visible geometry. Otherwise, scale
; bounding box by frob bias (no add'l memory, slightly slower)
;3 => Create unique triangles for each object and extrude by their
; frob bias * normal (most memory, most accurate, slowest)
FrobBiasRaycastType=2
MinEdgeSize=16
MaxSizeForSlowdown=16

[PlayerControl]
LookspringRate=32

[CameraEffects]
; How stiff the camera spring is in XY, and in Z. Bigger is stiffer.
StiffnessFactorXY=15.0
StiffnessFactorZ=7.5
; How damped the camera spring is in XY, and in Z. Bigger is less sproingy.
DampingFactorXY=60.0
DampingFactorZ=40.0
; Global multipliers for offset and rotation impulses applied to the camera.
ImpulseFactorOffset=4.0
ImpulseFactorRotation=0.2
; Global multiplier for how much the camera rotates and how quickly is blends back to no rotation
RotationFactor=0.2
RotationFadeRate=7.5
; Interval, in seconds, between impulses during a camera shake
ShakeImpulseInterval=0.05
; Rate at which the damage flash fades
FlashFadeRate=2.0
; Rate at which the screen fades to black on death
DeathFadeRate=1.0
; Rate at which the screen fades from white on blind
BlindFadeRate=3.0
; The full effects of the whiteout should last this long
BlindFullWhiteoutDelay=1.5

[BlockLoading]
;
; True or False, to enable loading data from block saved files
LoadFromResourceBlockFiles=False
;
; True or False, to enable block loading analysis code in a non-editor non-release build.
WriteResourceBlockFiles=False
;
; True or False; if this is True *and* WriteResourceBlockFiles is True, then when you run
; a map, the puppet for the current player gender & "tint" is written to a block file.
; So you really need to run the map 6 times, once for each gender/tint combo, to get them
; all.
GeneratePlayerPuppetBlock=False
;
; True or False, to cause analysis pass to quit after first frame
; you can turn this off to find out what additional data is loaded AFTER the first frame
; ( hopefully ONLY sound fx at this point but who knows ... )
QuitAfterFirstFrame=False

[EditorTools]
; this is the address of the metrics-server (used to be "metrics", now is "atnwrkmetrics").
; will get accessed a la http://METRICS/foo
; -=< REMOVE BEFORE SHIP >=-
MetricsDatabase=atnwrkmetrics

[SpecialFXRender]
Bloom__t=0

[Difficulty]
; -- THIEF 3
;
; AI visual acuity multiplier - how well AIs can see
Difficulty_AIVisual_Mult_Easy=0.9
Difficulty_AIVisual_Mult_Normal=1.0
Difficulty_AIVisual_Mult_Hard=1.15
Difficulty_AIVisual_Mult_Expert=1.2
;
; AI auditory acuity multiplier - how well AIs can hear
Difficulty_AIAudio_Mult_Easy=0.8
Difficulty_AIAudio_Mult_Normal=1.0
Difficulty_AIAudio_Mult_Hard=1.03
Difficulty_AIAudio_Mult_Expert=1.13
;
; AI tactile acuity multiplier - how well AIs can feel
Difficulty_AITactile_Mult_Easy=1.0
Difficulty_AITactile_Mult_Normal=1.0
Difficulty_AITactile_Mult_Hard=1.0
Difficulty_AITactile_Mult_Expert=1.0
;
; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this
Difficulty_AIHitPoints_Mult_Easy=0.75
Difficulty_AIHitPoints_Mult_Normal=1.0
Difficulty_AIHitPoints_Mult_Hard=1.2
Difficulty_AIHitPoints_Mult_Expert=1.3
;
; AI combat speed multiplier - all AI combat animations are scaled by this
Difficulty_AICombatSpeed_Mult_Easy=1.0
Difficulty_AICombatSpeed_Mult_Normal=1.0
Difficulty_AICombatSpeed_Mult_Hard=1.1
Difficulty_AICombatSpeed_Mult_Expert=1.2
;
; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this
Difficulty_AIToPlayerDamage_Mult_Easy=0.5
Difficulty_AIToPlayerDamage_Mult_Normal=1.0
Difficulty_AIToPlayerDamage_Mult_Hard=1.25
Difficulty_AIToPlayerDamage_Mult_Expert=1.5

[SaveGameOptions]
; when PlainTextIndex is set to True then the file 'GameList.txt' is written ( plain text file ) to shadow the binary index file list
; any time a save-game is added, updated, or removed.
PlainTextIndex=True
; set to the decimal integer index into the font to use for the character to replace unsupported characters in save-game titles
; unsupported characters are those with one or more bits set in the high-word of the unicode character. This is checked during
; save-game enumeration, only really valid on xbox.
InvalidCharReplacementIndex=19

; The key represents a "virtual" font name. The value specifies the actual font, an optional scale factor,
; and an optional leading factor. The scale factor applies to the overall size of the characters. Leading
; affects the distance from one row to the next. (Use values < 1.0 to bring text rows closer together and
; > 1.0 to spread them apart.)
;
; !!! NOTE: Make sure you use the minimal number of font scales. Don't specify a scale of 0.8 and another one of 0.81
; because it causes another instace of the font properties to be created
;

[FontMappings]
; T3 Fonts
MapFont__t=Papyrus_21,0.2,0.80
HandDrawnFont00__t=VTCGoblinHand_18,0.001,0.80
HandDrawnFont02__t=VTCGoblinHand_18,0.11,0.80
HandDrawnFont04__t=VTCGoblinHand_18,0.22,0.80
HandDrawnFont06__t=VTCGoblinHand_18,0.33,0.80
HandDrawnFont08__t=VTCGoblinHand_18,0.44,0.80
HandDrawnFont10__t=VTCGoblinHand_18,0.55,0.80
HandDrawnFont12__t=VTCGoblinHand_18,0.67,0.80

Papyrus21__t=Papyrus_21,1.0,0.80

Papyrus20__tx=Papyrus_21,0.95,0.80
Papyrus14__tx=Papyrus_21,0.86,0.80
Papyrus12__tx=Papyrus_21,0.66,0.80
Papyrus10__tx=Papyrus_21,0.55,0.80
Papyrus08__tx=Papyrus_21,0.44,0.80
Papyrus06__tx=Papyrus_21,0.33,0.80
Papyrus04__tx=Papyrus_21,0.22,0.80
Papyrus02__tx=Papyrus_21,0.11,0.80

Papyrus20__tp=Papyrus_21,0.90,0.80
Papyrus14__tp=Papyrus_21,0.81,0.80
Papyrus12__tp=Papyrus_21,0.61,0.80
Papyrus10__tp=Papyrus_21,0.50,0.80
Papyrus08__tp=Papyrus_21,0.40,0.80
Papyrus06__tp=Papyrus_21,0.28,0.80
Papyrus04__tp=Papyrus_21,0.17,0.80
Papyrus02__tp=Papyrus_21,0.06,0.80

Papyrus00__t=Papyrus_21,0.001,0.80

;These are all scaling fonts. If a button is marked to scale to fit, it will try successively smaller fonts
;within the same "family". Make sure we keep two digits on the end ('08'), since that's how it bases whether a font
;is within the same "family".
VTCGoblinHand14__tx=VTCGoblinHand_18,0.77,0.80
VTCGoblinHand13__tx=VTCGoblinHand_18,0.72,0.80
VTCGoblinHand12__tx=VTCGoblinHand_18,0.67,0.80
VTCGoblinHand10__tx=VTCGoblinHand_18,0.55,0.80
VTCGoblinHand08__tx=VTCGoblinHand_18,0.44,0.80
VTCGoblinHand06__tx=VTCGoblinHand_18,0.33,0.80
VTCGoblinHand04__tx=VTCGoblinHand_18,0.22,0.80
VTCGoblinHand02__tx=VTCGoblinHand_18,0.11,0.80

VTCGoblinHand14__tp=VTCGoblinHand_18,0.71,0.80
VTCGoblinHand13__tp=VTCGoblinHand_18,0.67,0.80
VTCGoblinHand12__tp=VTCGoblinHand_18,0.62,0.80
VTCGoblinHand10__tp=VTCGoblinHand_18,0.50,0.80
VTCGoblinHand08__tp=VTCGoblinHand_18,0.39,0.80
VTCGoblinHand06__tp=VTCGoblinHand_18,0.28,0.80
VTCGoblinHand04__tp=VTCGoblinHand_18,0.17,0.80
VTCGoblinHand02__tp=VTCGoblinHand_18,0.06,0.80

VTCGoblinHand00__t=VTCGoblinHand_18,0.001,0.80

MediumFont16__t=Fixed,1.1,0.80
MediumFont14__t=Fixed,0.86,0.80

;DEBUG FONTS - Do not ship with these
font6__t=Fixed,0.61,0.95
font8__t=Fixed,0.81,0.95
font10__t=Fixed,0.9,0.9
font12__t=Fixed,1.0,0.9
font14__t=Fixed,1.2,0.9
font16__t=Fixed,1.4,0.9

;JWC: These are the hand-drawn map indices that are available (cumulatively) on each game day in city sections.
[GameDayMaps_1]
Map_0=10
Map_1=11
Map_2=16

[GameDayMaps_3]
Map_0=12

[GameDayMaps_6]
Map_0=13

[GameDayMaps_7]
Map_0=14

;JWC: These are the various hand drawn maps with skin names. Refer to them by index.
[HandDrawnMaps]
HDMap_0=Castle
HDMap_1=Clocktower
HDMap_2=Dungeon
HDMap_3=HammerIntro
HDMap_4=HauntedHouse
HDMap_5=Inn
HDMap_6=KeeperCompound
HDMap_7=Museum
HDMap_8=PaganIntro
HDMap_9=SeasideMansion
HDMap_10=SouthQuarter
HDMap_11=Stonemarket
HDMap_12=Docks
HDMap_13=OldQuarter
HDMap_14=Auldale
HDMap_15=ClocktowerFurnace
HDMap_16=EntireCity
HDMap_17=KeeperCompoundLowerLibraries
HDMap_18=PaganIntro0
HDMap_19=Castle0

;JWC: These are the names displayed for each of the hand-drawn maps. They are string table entries.
[HandDrawnMapNames]
HDMapName_0=T_HDMapNameCastle
HDMapName_1=T_HDMapNameClocktower
HDMapName_2=T_HDMapNameDungeon
HDMapName_3=T_HDMapNameHammerIntro
HDMapName_4=T_HDMapNameHauntedHouse
HDMapName_5=T_HDMapNameInn
HDMapName_6=T_HDMapNameKeeperCompound
HDMapName_7=T_HDMapNameMuseum
HDMapName_8=T_HDMapNamePaganIntro
HDMapName_9=T_HDMapNameSeasideMansion
HDMapName_10=T_HDMapNameSouthQuarter
HDMapName_11=T_HDMapNameStonemarket
HDMapName_12=T_HDMapNameDocks
HDMapName_13=T_HDMapNameOldQuarter
HDMapName_14=T_HDMapNameAuldale
HDMapName_15=T_HDMapNameClocktower2
HDMapName_16=T_HDMapNameEntireCity
HDMapName_17=T_HDMapNameKeeperCompound2
HDMapName_18=T_HDMapNamePaganIntro0
HDMapName_19=T_HDMapNameCastle0

;JWC: Here are the overlay text windows for each hand-drawn map.
[HDMap0TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CastleInnerCourtyard>
X=265
Y=185
Width=100
Height=32

[HDMap0TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_LordEmberChambers>
X=300
Y=264
Width=110
Height=32

[HDMap1TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_GroundFloor>
X=164
Y=292
Width=100
Height=32

[HDMap1TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Basement>
X=398
Y=345
Width=110
Height=29

[HDMap2TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DungeonLibrary>
X=408
Y=340
Width=80
Height=32
[HDMap2TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Bathhouse>
X=240
Y=330
Width=60
Height=32
[HDMap2TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Theater>
X=141
Y=153
Width=70
Height=30
[HDMap2TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ThroneRoom>
X=366
Y=220
Width=67
Height=38
[HDMap2TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Arena>
X=330
Y=173
Width=56
Height=24
[HDMap2TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntryPlaza>
X=381
Y=113
Width=64
Height=64

[HDMap3TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Reliquary>
X=138
Y=105
Width=100
Height=32
[HDMap3TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HighPriestChambers>
X=330
Y=110
Width=200
Height=24
[HDMap3TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Church>
X=228
Y=155
Width=150
Height=48
[HDMap3TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Factory>
X=145
Y=198
Width=100
Height=32
[HDMap3TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HammerBarracks>
X=393
Y=197
Width=100
Height=32
[HDMap3TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WestCourtyard>
X=183
Y=230
Width=100
Height=48
[HDMap3TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StorageArea>
X=136
Y=270
Width=80
Height=48
[HDMap3TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EastCourtyard>
X=342
Y=250
Width=100
Height=48
[HDMap3TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FrontCourtyard>
X=210
Y=340
Width=200
Height=27

[HDMap4TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StormCellar>
X=176
Y=273
Width=120
Height=24
[HDMap4TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Attic>
X=390
Y=299
Width=50
Height=16
[HDMap4TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_UpStaffTower>
X=420
Y=245
Width=64
Height=70
[HDMap4TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WhiteHall>
X=183
Y=197
Width=64
Height=48
[HDMap4TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_UpNursery>
X=423
Y=172
Width=80
Height=50
[HDMap4TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DownMorgue>
X=413
Y=129
Width=80
Height=40
[HDMap4TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HallRecords>
X=282
Y=179
Width=80
Height=70
[HDMap4TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TreatmentRooms>
X=210
Y=100
Width=220
Height=16
[HDMap4TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Lobby>
X=237
Y=345
Width=77
Height=20

[HDMap5TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Peony>
X=201
Y=157
Width=75
Height=28
[HDMap5TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Lancaster>
X=310
Y=166
Width=125
Height=64
[HDMap5TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FrontDesk>
X=165
Y=290
Width=110
Height=32
[HDMap5TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CellarDelivery>
X=315
Y=273
Width=100
Height=64
[HDMap5TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Streets>
X=355
Y=330
Width=100
Height=32
[HDMap5TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Start>
X=185
Y=332
Width=100
Height=32

[HDMap6TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Dormitory>
X=370
Y=295
Width=100
Height=32
[HDMap6TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ElderLibrary>
X=390
Y=330
Width=75
Height=32
[HDMap6TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OrlandQuarters>
X=360
Y=160
Width=85
Height=55
[HDMap6TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_NorthTower>
X=365
Y=110
Width=85
Height=25
[HDMap6TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntranceKeeperLibrary>
X=162
Y=97
Width=100
Height=70
[HDMap6TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OrlandQuarters>
X=140
Y=160
Width=85
Height=55
[HDMap6TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DiningHall>
X=163
Y=215
Width=85
Height=25
[HDMap6TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToLowerLibraries>
X=200
Y=335
Width=85
Height=50
[HDMap6TextWindow8]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CouncilRoom>
X=265
Y=185
Width=85
Height=25

[HDMap7TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TeseroHall>
X=200
Y=100
Width=85
Height=25
[HDMap7TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MainAtrium>
X=285
Y=130
Width=85
Height=25
[HDMap7TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CuratorOffice>
X=380
Y=160
Width=100
Height=75
[HDMap7TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToInnerCourtyard>
X=125
Y=180
Width=100
Height=75
[HDMap7TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EastWing>
X=380
Y=215
Width=85
Height=25
[HDMap7TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_WestWing>
X=150
Y=260
Width=85
Height=25
[HDMap7TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_PorterHall>
X=175
Y=340
Width=85
Height=25
[HDMap7TextWindow7]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_EntranceCourtyard>
X=354
Y=325
Width=100
Height=75

[HDMap8TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_totaproot>
X=155
Y=100
Width=85
Height=25
[HDMap8TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_sleepsie>
X=380
Y=124
Width=85
Height=25
[HDMap8TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_shaman>
X=200
Y=160
Width=85
Height=12
[HDMap8TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_creek>
X=200
Y=220
Width=85
Height=12
[HDMap8TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_hammerfoolfactory>
X=322
Y=270
Width=120
Height=65
[HDMap8TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_totunnels>
X=128
Y=285
Width=85
Height=25
[HDMap8TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_traininggrounds>
X=350
Y=310
Width=85
Height=25

[HDMap9TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MasterBedroom>
X=310
Y=100
Width=85
Height=25
[HDMap9TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Rotunda>
X=306
Y=150
Width=85
Height=25
[HDMap9TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Study>
X=210
Y=225
Width=85
Height=12
[HDMap9TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SeasideLibrary>
X=145
Y=235
Width=85
Height=12
[HDMap9TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Boathouse>
X=237
Y=340
Width=100
Height=15

[HDMap10TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SQToStonemarket>
X=191
Y=100
Width=125
Height=75
[HDMap10TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_myplace>
X=415
Y=130
Width=85
Height=25
[HDMap10TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Well>
X=410
Y=245
Width=85
Height=12
[HDMap10TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SQToDocks>
X=382
Y=340
Width=85
Height=25
[HDMap10TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_BlackAlley>
X=175
Y=225
Width=85
Height=25

[HDMap11TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketPlaza>
X=120
Y=280
Width=120
Height=35
[HDMap11TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketProper>
X=380
Y=110
Width=120
Height=35
[HDMap11TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_TercesCourtyard>
X=142
Y=190
Width=110
Height=32
[HDMap11TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Clocktower>
X=260
Y=175
Width=110
Height=15
[HDMap11TextWindow4]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketToOldQuarter>
X=409
Y=175
Width=74
Height=28
[HDMap11TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketTavern>
X=220
Y=255
Width=70
Height=15
[HDMap11TextWindow6]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StonemarketToSouthQuarter>
X=213
Y=338
Width=82
Height=230
[HDMap11TextWindow7]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_StEdgar>
X=440
Y=290
Width=74
Height=68

[HDMap12TextWindow0]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Tavern>
X=150
Y=130
Width=70
Height=15
[HDMap12TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Sewers>
X=243
Y=132
Width=68
Height=14
[HDMap12TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DocksToSouthQuarter>
X=300
Y=100
Width=82
Height=30
[HDMap12TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_DocksToOldQuarter>
X=412
Y=100
Width=74
Height=30
[HDMap12TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AbysmalGale>
X=161
Y=331
Width=90
Height=30
[HDMap12TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Pagans>
X=350
Y=340
Width=70
Height=15

[HDMap13TextWindow0]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToAuldale>
X=370
Y=100
Width=80
Height=30
[HDMap13TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToStonemarket>
X=177
Y=94
Width=114
Height=38
[HDMap13TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Ramien'sApartment>
X=371
Y=176
Width=80
Height=25
[HDMap13TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_OQToDocks>
X=403
Y=327
Width=67
Height=34
[HDMap13TextWindow4]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_KeeperCompound>
X=130
Y=220
Width=95
Height=32
[HDMap13TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToGraveyard>
X=135
Y=314
Width=100
Height=32
[HDMap13TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_FortIronwood>
X=235
Y=282
Width=100
Height=32

[HDMap14TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AuldaleToMuseum>
X=409
Y=94
Width=74
Height=12
[HDMap14TextWindow1]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_PumpHouse>
X=362
Y=162
Width=60
Height=30
[HDMap14TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Plaza>
X=235
Y=229
Width=60
Height=15
[HDMap14TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Park>
X=410
Y=231
Width=45
Height=14
[HDMap14TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Pub>
X=340
Y=291
Width=40
Height=14
[HDMap14TextWindow5]
Text=<jl><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_AuldaleToOldQuarter>
X=162
Y=330
Width=90
Height=30

[HDMap15TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_MainGearshaft>
X=165
Y=138
Width=100
Height=50
[HDMap15TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ForemanOffice>
X=280
Y=105
Width=95
Height=50
[HDMap15TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_CoalDispenser>
X=333
Y=147
Width=100
Height=32
[HDMap15TextWindow3]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_Furnace>
X=360
Y=205
Width=80
Height=32
[HDMap15TextWindow4]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_HaltingMechanism>
X=273
Y=280
Width=100
Height=50
[HDMap15TextWindow5]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_ToGroundFloor>
X=130
Y=280
Width=70
Height=40
[HDMap15TextWindow6]
Text=<jc><font=HandDrawnFont12><dc=22,4,0><string=T_MapRoom_SteamRelease>
X=407
Y=334
Width=80
Height=40

[HDMap16TextWindow0]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityAuldale>
X=400
Y=205
Width=100
Height=64
[HDMap16TextWindow1]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityDocks>
X=217
Y=300
Width=85
Height=32
[HDMap16TextWindow2]
Text=<jc><font=HandDrawnFont12><dc=235,219,197><shadow=60,55,48><string=T_HDMapNameCityStonemarket>
X=250
Y=160
Width=150
Height=64
[HDMap16TextWindow3]
Text=<jc><font=HandDrawnF
subwoofa
Two Eyed Hopeful
Posts: 57
Joined: Tue Mar 13, 2007 12:44 pm

Post by subwoofa »

I was able reduce the flickering, although it still happens when you turn very quickly. Therefore, I'm pretty sure this is related to motion blur. From the Thief Tweak Guide: ( http://www.ttlg.com/forums/showthread.php?t=83801#blur )

In default.ini, make these changes:

[Flesh]
; TTP 26348 - set light and shadow intensity tolerances to zero will impede performance,
; but it will fix this bug. They were 10 & 30, respectively. Ian and John Talley will attempt
; some optimizations later.
LightIntensityTolerance=10
ShadowIntensityTolerance=30
StaticVPScale=100
DynVPScale=3000
DynVPMinRotationRate=3000
Overbright=True
Multisample=0
UseNewConversion=True
MaxAnisotropy=0
MipFilter=2
MouseLagThreshold=0
RemapRogueUVs=false
UVThreshold=500
MouseLagThreshold=0


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