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(Picture created by RozekPoland, edited by RozekPoland, remixed by RozekPoland) Within a few days we are going to celebrate 12th anniversary of DXDLL 1.0 release that took place on 12th of July, 2004. I decided to share with you all the information I've found on BIForum and discovered myself about this amazing tool created by Kegetys and Feer. I am not going to repeat the information that is available in the readme and the configurator. Using DXDLL on modern OS (Vista, 7, 8, 8.1, 10) It is a known problem that DXDLL do not like the modern OS. It crashes the game at the startup or while ALT+TABing. The solution is: Set ColdWarAssault.exe in Compatibility Mode with Windows XP (Service Pack 3). DXDLL is conflicting with other overlay(s) DXDLL is an overlay itself that is why it is not possible to run DXDLL with Steam Overlay, Overwolf or TeamSpeak Overlay at the same time. It even seems that it is not possible to run CWA with DXDLL through Steam with or without Steam Overlay. However, it is possible to run DXDLL and FRAPS together. GENERAL Use Trilinear Filtering Enabling this feature on a computer with modern graphic card lowers quality and sharpness of textures on farther distance. It is because Trilinear Filtering is obsolete and was replaced by Anisotropic Filtering which is turned on by default (in graphic card's control panel). Remove night pixelshader effect Removes black&white night shader effect. Highly usable feature. DISABLED | ENABLED Handle printscreen key The output format of the printscreen is TGA. Its final size is huge and taking a photo stutters a game for a second. There are better alternatives for taking photos ingame (FRAPS). Stage 0 mipmap LODbias Sets normal texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/BeTsg Stage 1 mipmap LODbias Sets multitexture texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/G3KZq POSTPROCESSING Enable postprocessing Enabling this feature disables AntiAliasing (not available in the game itself) turned on in the graphic card's control panel. Use special NV Goggles effect Works only with vanilla OFP/CWA nightvision texture and FDF mod. DXDLL does checksum (CRC32) for 25% (1/4) of nightvision texture (size). DISABLED | ENABLED Hard Light effect Allows to change RGB channels. The best thing of DXDLL next to water reflections. If you don't like the original values you may want to try Kegetys' personal settings (0.5, 0.5, 0.9). DISABLED | ENABLED Desaturate effect ARMA2-Chernarus-like feature. Not really usable in regular playing but a nice effect for a specific screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (0.2, 0.4, 0.2). DISABLED | ENABLED Glare Blur, Bloom or whatever you call it. Eveything shines around you. Not useful for regular playing but (as above) a nice effect for screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (Strength 0.4, Size 4). DISABLED | ENABLED Darken sky Darkens the sky by 15% and the fog color by 10%. All these just to avoid overbrightness caused by Glare effect. Possible to be enabled without Glare effect set to ON. DISABLED | ENABLED Use fading Useless because of making lighting show on your screen. Every bright source of light will stay on the screen for as long as another bright source will not show up to take place of the previous one(s) (explosions, searchlights etc.). REFLECTIONS Enable reflections This feature requires setting Landscape textures resolution (by ColdWarPreferences.exe) to at least 512x512. Works with vanilla OFP/CWA water textures only. DXDLL does checksum (CRC32) for 25% (1/4) of each water texture (size). Water reflections may not work for unbinarised models (MLODs). It is possible to manually set water reflections resolution (Configurator.exe limit is 1024x1024) by opening config.cfg (in dxdll folder), finding and changing sizeX and sizeY values. DISABLED | ENABLED Use exponential fog on water Introduces the specific fog on water that hides the irregularities of OFP/CWA water shorelines. Use lighting on reflections Introduces wider amount of colors on water reflections. Bumpmap strength Strength of bumpmap water reflections. 0 | 10 HIDDEN Requires manual change in config.cfg (in dxdll folder). Use Notepad to open the file. EnhancedTracers Enhances tracers to make them more visible. Less laser guns, more like the real ones. Disabled by default. LODbias Sets reflection texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry).
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# ExileCombatModeTweak * Disables Combat mode for fall damage & collisions. # Installation 1. Make a CfgExileCustomCode override for ExileClient_object_player_event_onHit.sqf 2. Done Download (Github) Support Me: www.buymeacoffee.com/ElRabito
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tweak Exile-BulletCam Tweaks/Nerf
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
# Exile-BulletCam Tweaks/Nerf # Changes - Adjusted timings. - Disabled the ability to shoot from/into territories (Can't use them as raiding tool anymore etc). - To add something i just added a map marker (useless but i found it somehow interesting). - Remove the code parts with "BulletCamMarker" if you don't want it (Line 64 - 95). - If the BulletCAM impacts there is a green marker on the map. - If out of range there is a red marker at the position were the camera transmission was lost. Example Videos: # Installation - 1 - Make a CfgExileCustomCode override for ExileClient_system_bulletCam_thread.sqf - 2 - Done Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito -
tweak Lockable Containers count as base Object
El' Rabito posted a topic in Exilemod (Unofficial)'s Exilemod Tweaks
With this small tweak lockable safes/containers count torwards the total base object count. No more bases with 100+ safes 🙂 Make a CfgCustomCode override for ExileServer_system_territory_updateNumberOfConstructions.sqf /** * ExileServer_system_territory_updateNumberOfConstructions * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_flag", "_territoryRange", "_numberOfConstructions","_numberOfConstructionsO","_numberOfConstructionsS"]; _flag = _this; _territoryRange = _flag getVariable ["ExileTerritorySize", 0]; _numberOfConstructionsO = count (_flag nearObjects ["Exile_Construction_Abstract_Static", _territoryRange]); _numberOfConstructionsS = count (_flag nearObjects ["Exile_Container_Abstract_Safe", _territoryRange]); _numberOfConstructions = _numberOfConstructionsO + _numberOfConstructionsS; _flag setVariable ["ExileTerritoryNumberOfConstructions", _numberOfConstructions, true];- 1 reply
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Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc. Overview from terminanimator Pawel Smolewski
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[Dedicated] Arma 2 server running out of memory!
m0dg0d posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hello! as seen on the title our arma 2 server is running out of memory everytime. It not a hardware problem - 16Gb ram - 6 cores 8+Ghz - 2 tb sata - 10 Gbs connection When running 2 arma 2 servers the processor usage is 11% and ram like 20-30 % Why its running out of memory it can use another 15 gb of ram..?!- 2 replies
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