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INI: improved setting descriptions, bump version
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emoose committed Jun 16, 2024
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99 changes: 39 additions & 60 deletions Outrun2006Tweaks.ini
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# OutRun2006Tweaks - https://github.com/emoose/OutRun2006Tweaks

[Performance]
# FramerateLimit: The max framerate for the game to use.
# Also overrides the fullscreen refresh rate that the game will request.
# Set to 0 to disable this framelimiter if you want to use an external one instead.
# (if game doesn't run at full framerate-limit setting, try checking with "DX/WINDOWED = 1" in outrun2006.ini)
# Set to 0 to disable this framelimiter if you want to use an external one instead.
# (with FramerateUnlockExperimental enabled, this can be increased above 60FPS without affecting game speed)
FramerateLimit = 60

# FramerateLimitMode: Improves accuracy of the framerate limiter at a cost of higher CPU usage.
# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode.
# 0 = efficient mode
# 1 = accurate mode
# 0 = efficient mode
# 1 = accurate mode
# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode.
FramerateLimitMode = 0

# FramerateFastLoad: Unlimits framerate during load screens to help reduce load times.
# Unlimits framerate during load screens to help reduce load times.
# 0 = disable
# 1 = unlimit framerate during load screens
# 2 = unlimit framerate & disable vsync during load screens (fastest load times but may cause screen flash)
FramerateFastLoad = 1

# FramerateUnlockExperimental: Fixes game speeding up when playing with FramerateLimit above 60FPS.
# Works by forcing game to only update at 60Hz, while rendering is allowed to run at a higher rate.
# Since game still runs at 60Hz internally this isn't as good as a true framerate unlock, but might still be useful for some.
# (some textures/UI elements may animate faster at higher FPS, but gameplay should remain the same speed)
# Should be fine to leave this enabled in most cases, but if you have issues feel free to disable this here.
# Should usually be fine to leave this enabled, but if you have frame issues feel free to disable this here.
FramerateUnlockExperimental = true

# VSync: VSync present interval for game to use, set to 0 to disable VSync.
# Will usually lock games framerate to screen-refresh-rate divided by VSync value.
# eg. a 60Hz screen with VSync = 2 will result in 30Hz (half-refresh) vsync.
# (if game isn't picking the correct screen-refresh-rate, try changing FramerateLimit above)
# Set to 0 to disable VSync, 1 for normal v-sync, or 2 for half-refresh-rate vsync
VSync = 1

[Vibration]
# Vibration: Allows vibration effects via XInput, using the original Xbox code to recreate them as PC was missing it entirely
#
# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work)
# https://github.com/araghon007/X1nput/releases/tag/v1.3
# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll

# VibrationMode: Enable/disable the xbox vibration code, or customise it
# Values:
# 0 = disable
# 1 = enable xbox vibration code
# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
# 3 = ^ with L/R motors merged together
# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work)
# https://github.com/araghon007/X1nput/releases/tag/v1.3
# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll

# Enable/disable the xbox vibration code, or customise it
# 0 = disable
# 1 = enable xbox vibration code
# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
# 3 = ^ with L/R motors merged together
VibrationMode = 0

# VibrationStrength: Strength of the vibration effect
# Valid range is 0 to 10
# VibrationStrength range is 0 to 10
VibrationStrength = 10

# VibrationControllerId: The XInput controller number to send vibration effects to
# Valid range is 0 to 3
# The default 0 should work fine in most cases, but if you don't notice any vibration you can try increasing this here
# XInput device to send vibration to, default should work fine in most cases, but if you don't notice any vibration you can try increasing this here
VibrationControllerId = 0

[Window]
# WindowedBorderless: Forces windowed mode to become borderless.
# Make sure to edit outrun2006.ini and set "DX/WINDOWED = 1" for borderless to become active.
# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini)
WindowedBorderless = true

# WindowPositionX / WindowPositionY: Position of the borderless window.
# Only applied if WindowedBorderless is set to true.
# Only applied if WindowedBorderless is set to true.
WindowPositionX = 0
WindowPositionY = 0

# WindowedHideMouseCursor: Hides mouse cursor while game window is active.
# Hides mouse cursor while game window is active.
WindowedHideMouseCursor = true

# DisableDPIScaling: Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
DisableDPIScaling = true

# AutoDetectResolution: If games outrun2006.ini doesn't exist or is empty, makes game use primary screen resolution instead of 640x480.
# Also enables windowed mode + fog, and sets antialiasing to 2 - these can still be overridden through games Config.exe tool.
# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead
# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used
AutoDetectResolution = true

[Graphics]
# AnisotropicFiltering: Level of AF for game to use, 1 - 16, 0 to leave it at games default.
# 1 - 16, 0 to leave it at games default.
AnisotropicFiltering = 16

# TransparencySupersampling: Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
# May only work on NVIDIA cards.
# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
# For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini
TransparencySupersampling = true

# ScreenEdgeCullFix: Fixes certain stage objects being culled out before they reach edge of screen, when playing at non-4:3 aspect ratio.
# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio.
ScreenEdgeCullFix = true

# DisableVehicleLODs: Disables LODs on vehicles, reducing the ugly pop-in they have.
# Disables LODs on vehicles, reducing the ugly pop-in they have.
DisableVehicleLODs = true

# DisableStageCulling: Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
DisableStageCulling = true

# FixZBufferPrecision: Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
# Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
FixZBufferPrecision = true

[Misc]
# SkipIntroLogos: skips the beginning intro logos, saving a couple seconds from startup time.
# (game will still show a white screen for 5-10 seconds while data loads in)
# Skips the beginning intro logos, saving a couple seconds from startup time. (game will still show a white screen for 5-10 seconds while data loads in)
# Can also be enabled via -SkipIntros launch parameter.
SkipIntroLogos = false

# DisableCountdownTimer: disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive.
# Disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive.
# Can also be enabled via -OuttaTime launch parameter.
DisableCountdownTimer = false

[Bugfixes]
# FixPegasusClopping: fixes looping clop sound effect remaining active through the session.
# Fixes looping clop sound effect remaining active through the session.
FixPegasusClopping = true

# FixC2CRankings: fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks.
# (game still contained "SecuROM_Tripwire" checks inside it, despite Steam release not using SecuROM...)
# Fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks.
FixC2CRankings = true

# PreventDESTSaveCorruption: prevents the save corruption caused by trying to remap controls with many devices connected.
# This usually resulted in player name replaced with "DEST" and some garbage text, along with player character model disappearing along with all unlocks/miles.
# Prevents the "DEST" save corruption caused by remapping controls with many devices connected.
# (if you got hit by this bug, you can restore name/model by replacing first 0xB0 bytes in your corrupted License.dat file with the contents of a different one)
PreventDESTSaveCorruption = true

# FixLensFlarePath: game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn.
# Game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn.
# If lens flare is still present inside media/ then this will just patch game to load it from there instead.
# (if you already moved the lens flare file yourself then no change will be applied)
FixLensFlarePath = true
2 changes: 1 addition & 1 deletion src/resource.h
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Expand Up @@ -15,7 +15,7 @@

#define MODULE_VERSION_MAJOR 0
#define MODULE_VERSION_MINOR 2
#define MODULE_VERSION_BUILD 4
#define MODULE_VERSION_BUILD 5
#define MODULE_VERSION_REVISION 0

#define STR(value) #value
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