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ini changes made in Tech update


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#1 c0mad0r

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Posted April 19 2013 - 04:51 PM

After reviewing the new ini's since the update I recommend that anyone running custom ini's use a MERGE to update the new ini's instead of using their old ones with an updated ini version code.

As such, I'll be updating my Google doc here in the coming days to reflect these new additions and changes. For now, an explanation...

There's just too much in there to warrant using the old ones and here's why:

WARNING: VERY technical fuzzy bunny below... not for faint of heart.

=========================================================

ADDITIONS: HawkenSystemSettings.ini

[SystemSettings]

AllowPerFrameSleep=True // TRUE if the application is allowed to sleep once a frame to smooth out CPU usage
AllowPerFrameYield=True // TRUE if the application is allowed to yield once a frame to give other processes time to run. Note that bAllowPerFrameSleep takes precedence


// The following mobile entries are most likely for NVIDIA's Tegra cloud console

MobileAllowDepthPrePass=False
MobileGfxGammaCorrection=False

bMobileUsingHighResolutionTiming=True // TRUE if high resolution timing is enabled for this device

MobileLandscapeLodBias=0 // LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).
MobileUseShaderGroupForStartupObjects=FALSE // Whether to automatically put cooked startup objects in the StartupPackages shader group
MobileMinimizeFogShaders=FALSE // Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled
MobileFXAAQuality=0 // Whether to render FXAA effects

bApexClothingAsyncFetchResults=False // If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.


bUseCustomSettings=True // Whether to use Custom Hardware Config settings


ADDITIONS: HawkenEngine.ini

--Additional network stream, ipdrv and socket optimizations made
--Suppression of several unneeded classes added to increase client speed
--Suppression of several unused objects to increase client speed

[Engine.Engine]
OculusClassName=HawkenGame.R_Oculus //New Class

NearClipPlaneOculus=2.0 //Sets a NEAR clipping plane for the camera matrix of the client whereby a perspective projection with the vanishing point is your camera position.

[FullScreenMovie] //Annoying bik videos can be disabled in here :P

StartupMovies=UE3_logo
StartupMovies=Splash_nVidia
StartupMovies=Splash_legal
StartupMovies=Splash_loading
SkippableMovies=Splash_nVidia

[Engine.Oculus] //Whole group added with mouth watering options to play with!

bEnableHud=True
bDisableControllerPitch=False
bHideGun=True
bDisableDeathAnims=True
EyePosInHead=(X=2.000000,Y=0.000000,Z=5.000000)
bDisableMomentum=True
bUseDotCrosshair=True
CrosshairAlpha=64
bUseDotCrosshair=False
CrosshairSize=6.000000
CrosshairMinDistance=180.000000
YawMult=1.000000
AccelGain=0.050000
MotionPrediction=0.020000
MotionPredictionMode=2
bDisableWalkBob=False
bUpdateOnRT=True
bEnableDevSettings=False
bOverrideDistortion=False
AddEyeHeight=0.000000
UserDistortion=(X=0.000000,Y=0.000000,Z=0.000000)


ADDITIONS: HawkenGame.ini
-- Added maps to rotation
-- Added ProfanityFilter checks
-- Added several options for smoother client response


MODIFICATIONS: HawkenLightmass.ini
PlayAreaHeight=1408 //They increased the ceiling from the default 1080 to this. Higher ceilings!!!!


ADDITIONS: HawkenInput.ini
Bindings=(Name="GBA_DemoSpecRotLock",Command="DemoSpec_TogglePawnRelativeRotation")
Bindings=(Name="XboxTypeS_RightThumbstick",Command="GBA_AltFire2")

bInvertMouse=False
bInvertTurn=False

Edited by c0mad0r, April 19 2013 - 04:54 PM.

It is said that idle hands are the Devil's tools. Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers. -Illiad

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Check out my: HAWKEN TEAMSPEAK SKIN
Check out my: HAWKEN INI's EXPLAINED

#2 nokari

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Posted April 19 2013 - 05:01 PM

Thanks for posting this. After getting in a couple games last night, I found that my FPS has actually increase very well without any INI mods (looks like the patch did more than just add content and change weapons), so hopefully I won't have to mess with them again, but thanks for pointing this out.

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#3 Synakai

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Posted April 19 2013 - 05:59 PM

Hey good job posting this, I was actually wondering about these .ini files post-patch but haven't checked it out yet.

#4 space_

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Posted April 19 2013 - 07:36 PM

Can u modify your crosshair now__ I can't play so can't mess around with stuff would love to see what additional crosshairs are available I hate the current its way to big lol.
"Good, Bad, I'm the guy with the Gun."

"THREE!"

#5 Guiotine

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Posted April 19 2013 - 07:37 PM

View Postspace_, on April 19 2013 - 07:36 PM, said:

Can u modify your crosshair now__ I can't play so can't mess around with stuff would love to see what additional crosshairs are available I hate the current its way to big lol.

nope

ReachH said:

I dub thee, Guiotine, 'Coloxxen, the mech pokemon'

View PostAsianJoyKiller, on July 02 2013 - 03:18 PM, said:

This wall of text gets the AJK Seal of Approval.

#6 space_

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Posted April 19 2013 - 07:38 PM

fuzzy bunny and balls god damned milky licker
"Good, Bad, I'm the guy with the Gun."

"THREE!"

#7 space_

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Posted April 19 2013 - 07:39 PM

wow I thought far more of that would be censored when words like fuzzy bunny are.
"Good, Bad, I'm the guy with the Gun."

"THREE!"

#8 c0mad0r

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Posted April 19 2013 - 09:44 PM

You can actually tweak your crosshairs, just not outright replace them with customs as that would require cooking a completely new uc file and calling it from the object from the class list like so:

CrosshairSize.Y = CrosshairCoordinates.VL * H.Canvas.ClipY/1080;
CrosshairSize.X = CrosshairSize.Y * CrosshairCoordinates.UL / CrosshairCoordinates.VL;
ChangeVisibility(true);
x = H.Canvas.ClipX * 0.5;
y = H.Canvas.ClipY * 0.5;
ScreenX = x - (CrosshairSize.X * 0.5);
ScreenY = y - (CrosshairSize.Y * 0.5);
if(CrosshairImage != none)
H.Canvas.SetDrawColor(255,255,255,200);
H.Canvas.SetPos(ScreenX, ScreenY);
H.Canvas.DrawTile(CrosshairImage, CrosshairSize.X, CrosshairSize.Y,
CrosshairCoordinates.U, CrosshairCoordinates.V,
CrosshairCoordinates.UL, CrosshairCoordinates.VL);


Blah blah... Lots more to simple crosshairs than you think...

In the HawkenEngine.ini however, you can modify the existing like so:

Find the section called:

[Engine.Oculus]

Look for the following:

bUseDotCrosshair=True - Use a Dot or not_
CrosshairAlpha=64 - Sets the amount of transparency to the crosshair (higher = more transparent)
bUseDotCrosshair=False - This is set a second time to allow an alternate crosshair when using C-Class turret mode and any class that can zoom in. Otherwise you would use "dot" for EVERYTHING.
CrosshairSize=6.000000 - Sets the size of the crosshair
CrosshairMinDistance=180.000000 - Sets the minimum scale of the locked crosshair for zooming modes.

Edited by c0mad0r, April 19 2013 - 09:45 PM.

It is said that idle hands are the Devil's tools. Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers. -Illiad

Check out my: HAWKEN MUMBLE SKIN
Check out my: HAWKEN TEAMSPEAK SKIN
Check out my: HAWKEN INI's EXPLAINED




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