diff --git a/Outrun2006Tweaks.ini b/Outrun2006Tweaks.ini index 9da7b2d..fa9d2e3 100644 --- a/Outrun2006Tweaks.ini +++ b/Outrun2006Tweaks.ini @@ -1,124 +1,103 @@ +# 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 diff --git a/src/resource.h b/src/resource.h index 8b825b4..1711828 100644 --- a/src/resource.h +++ b/src/resource.h @@ -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