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Author Topic: So I was playing around with the int file...  (Read 4644 times)

Creamcorn

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So I was playing around with the int file...
« on: August 18, 2008, 08:10:29 pm »

Now my game runs at a hundred FPS, well actually I just started playing, but the game usually runs a fifty FPS when ever I start.

The only thing I touched was the G_FPS_CAP. Care for someone to explain?

Yes I turned invaders off, I hate dealing with that stuff at twenty or so dwarfs. Hey if I have the power to do so I should be able to change it. Also if your wondering I'm not use to having my game run at WHOOOOOOSH! speed.



Change this to turn sound off.

[SOUND:ON]

The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.

[VOLUME:255]

Change this to skip the wonderful intro movies.

[INTRO:ON]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:YES]

This is the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.

[GRID:80:25]

This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.

[WINDOWEDX:640]
[WINDOWEDY:300]
[FONT:curses_640x300.bmp]

Full screen info.

[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of July 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.

[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]

Change this to YES to keep the DF window on top of your other windows.

[TOPMOST:NO]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:YES]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.

[FPS_CAP:100]

Use this to set the maximum graphical frame refresh rate during play.

[G_FPS_CAP:40]

This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.

[VSYNC:OFF]

Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.

[TEXTURE_PARAM:NEAREST]

Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.

[PRIORITY:NORMAL]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:YES]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:NO]

Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.

[AUTOSAVE:NONE]
[AUTOBACKUP:YES]
[AUTOSAVE_PAUSE:NO]

Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.

[INITIAL_SAVE:YES]

Set this to YES to make Dwarf Fortress start paused whenever you load an active game.

[PAUSE_ON_LOAD:YES]

Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.

[EMBARK_WARNING_ALWAYS:NO]

You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).

[SHOW_EMBARK_RIVER:FINDER]
[SHOW_EMBARK_POOL:FINDER]
[SHOW_EMBARK_M_PIPE:FINDER]
[SHOW_EMBARK_M_POOL:FINDER]
[SHOW_EMBARK_CHASM:FINDER]
[SHOW_EMBARK_PIT:FINDER]
[SHOW_EMBARK_OTHER:FINDER]
[SHOW_EMBARK_TUNNEL:FINDER]

Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.

[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:NO]
[INVADERS:NO]
[CAVEINS:NO]
[ARTIFACTS:YES]
[ZERO_RENT:NO]

Change this to YES to output the reasons for world map rejection into a file.

[LOG_MAP_REJECTS:NO]

Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:<width>:<height>).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.

[EMBARK_RECTANGLE:4:4]

Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).

[PATH_COST:1:2:5:25]

Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.

[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]

Change this to YES to disallow pets from coffin burial as the default option.

[COFFIN_NO_PETS_DEFAULT:NO]

This controls the display of areas that are far below outside.  The format is SKY:<character>:<foreground color>:<background color>:<brightness>.  The <character> can be either an ASCII tile number or a character in quotes, like '#'.

[SKY:178:3:0:0]

As above, for inside/subterranean areas.

[CHASM:250:0:0:1]

This controls the "IDLERS: <number>" that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.

[IDLERS:BOTTOM]

You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

[POPULATION_CAP:35]

This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

[BABY_CHILD_CAP:100:1000]

If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.

[VARIED_GROUND_TILES:NO]

If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.

[ENGRAVINGS_START_OBSCURED:NO]

If you get annoyed by seeing items like *<*sword*>* you can
get rid of the outside ** by setting this to NO.

[SHOW_IMP_QUALITY:YES]

Set this to YES to display fluids as numbers indicating depth.

[SHOW_FLOW_AMOUNTS:YES]

If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.

[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:150]

This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.

[RECENTER_INTERFACE_SHUTDOWN_MS:0]

This controls "more" in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.

[MORE:YES]
[DISPLAY_LENGTH:23]

Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.

[ADVENTURER_TRAPS:NO]

Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.

[ADVENTURER_ALWAYS_CENTER:YES]

This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).

[ADVENTURER_Z_VIEWS:UNHIDDEN:9]

You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]

These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.

[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:128]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:128]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:0]
[LBLUE_G:0]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]
[LMAGENTA_G:0]
[LMAGENTA_B:255]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
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THLawrence

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Re: So I was playing around with the int file...
« Reply #1 on: August 18, 2008, 08:36:06 pm »

It has been known for a long time that the GFPS can really bring down ones FPS. By dropping the GFPS you can greatly increase your FPS. I myself have my GFPS set at 5. Jittery, yes. Fast, hell yes.
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Creamcorn

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Re: So I was playing around with the int file...
« Reply #2 on: August 18, 2008, 08:45:16 pm »

Oh, so thats what I did.

Thank you, and is playing with the GFPS at five, well healthy?
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Exponent

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Re: So I was playing around with the int file...
« Reply #3 on: August 18, 2008, 08:58:41 pm »

For a game like this, I don't think it is all that important to have a high graphical frame rate.  I set mine at 15, personally.
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Dogman

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Re: So I was playing around with the int file...
« Reply #4 on: August 18, 2008, 09:09:38 pm »

Why did you copy the entire init file  ???

If this is about increasing FPS the wiki already lists all the needed information.
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Duke 2.0

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Re: So I was playing around with the int file...
« Reply #5 on: August 18, 2008, 09:42:39 pm »


 I personally keep my GFPS rate at animation levels. The human eye will string images together at 12 FPS. 24 FPS is basically double that, another animation standard. 30 FPS is known to be used for most high-quality animations.

 12 would be enough for DF. 24-30 is the highest it will go and make a notable difference. Any higher is a waste.
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Mithaldu

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Re: So I was playing around with the int file...
« Reply #6 on: August 18, 2008, 10:26:28 pm »

The human eye will string images together at 12 FPS. 24 FPS is basically double that, another animation standard. 30 FPS is known to be used for most high-quality animations.
Yes. The untrained human eye, when it does not have any influence on what's on-screen, can be fooled by such a low framerate to think it's a fluid motion.

Change it to the eye belonging to a gamer who is looking for the results of direct input and it quickly becomes able to actually notice up to 200 frame changes per second.

Don't ever again try to compare a static medium with an interactive one.
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Draco18s

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Re: So I was playing around with the int file...
« Reply #7 on: August 18, 2008, 10:41:23 pm »

Change it to the eye belonging to a gamer who is looking for the results of direct input and it quickly becomes able to actually notice up to 200 frame changes per second.

I've heard people say that and I don't believe that they can tell the difference between 190 and 200.  I honestly do not believe it.
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Mithaldu

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Re: So I was playing around with the int file...
« Reply #8 on: August 18, 2008, 10:59:22 pm »

Tests of the american air force have resulted in 200 being the limit. Keep in mind that that doesn't mean you can only look at the screen, but need to actually influence it so you can notice the difference in lag between input and reaction.

As i said: Static vs. interactive medium.

More info here: http://www.100fps.com/how_many_frames_can_humans_see.htm
« Last Edit: August 18, 2008, 11:01:26 pm by Mithaldu »
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Tamren

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Re: So I was playing around with the int file...
« Reply #9 on: August 18, 2008, 11:30:57 pm »

Any graphical refresh rate higher than 30 is a waste of time. The human eye simply can not deal with anything faster. The only point of having an FPS higher than that is to have a buffer so that the framerate doesn't drop below 30 when slowdowns happen.

Seriously, my rig can render company of heroes at over 240 fps. I can't tell the difference between that and lower speeds unless you kick it down to 10.
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Gnomechomsky

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Re: So I was playing around with the int file...
« Reply #10 on: August 18, 2008, 11:37:30 pm »

30 and 60 is night and day.  I remember the first time I played Crazy Taxi on the Dreamcast.  So smooth.  I doubt I could tell you the difference between 190 and 200, or maybe even 100 and 200.  But the "over 30 is a waste" thing is a myth.
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Mithaldu

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Re: So I was playing around with the int file...
« Reply #11 on: August 18, 2008, 11:53:37 pm »

Bullshit.
Two possibilities here:
- you are deluding yourself and refusing to give up your belief
- you are sight-impaired and are wearing glasses thick enough to block a significant amount of light throughput AND have hilariously bad reflexes

Also: Read the bloody link i gave just above your post.

Oh, also, also: If i remember correctly, Company of Heroes does not render a software cursor, so the game can be running at 5fps and the cursor would still be completely smooth, since it's up to windows to render it and it gives the cursor the highest priority possible.

Try doing something that affects the whole screen, like moving the view around with your mouse by dragging on the minimap or something.
« Last Edit: August 18, 2008, 11:57:10 pm by Mithaldu »
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Davion

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Re: So I was playing around with the int file...
« Reply #12 on: August 18, 2008, 11:59:03 pm »

30 frames is playable in most games but you can see the slow down from a mile away, especially if it's gone from something like 60+ down to 30
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Mohreb el Yasim

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Re: So I was playing around with the int file...
« Reply #13 on: August 19, 2008, 12:42:20 am »

so if human eye can notice up to, " let just say 100 FPS", why the hell can you hide images alredy in a 30 FPS film? they used this methode (if they don't use it now too) to make hided adds in some film. The brain will notice it but you just will want to drnink a coca but you won't realize the image you've seen.
i am not sure but i think you don't notice more if you are a big gamer neither becouse the best FPS game i know is the life so wachin' that should make the best see...
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Mohreb el Yasim


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Mithaldu

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Re: So I was playing around with the int file...
« Reply #14 on: August 19, 2008, 12:50:54 am »

You see it, just not consciously, because you're not looking for it, i.e "paying attention. Your brain does notice it however subconsciously.

Here, think about this: If you couldn't see it at all, how could subliminal messages work in the first place?
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