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Wiadomości - Max2808

Strony: [1] 2
1
Pytania i problemy / !SZUKAM! Gothic 3 Adrenaline Mod
« dnia: 2018-02-07, 02:31 »
CZEŚĆ!

Poszukuje jakiegoś downloadu do moda z tematu. Jakoś zajarałem się tematem :D

Będę wdzięczny.

Swoją drogą nie zaglądałem tu od wielu wiosen- dzieje się coś równie ciekawego jak DK?
Kto ze starych userów jeszcze żyje na forum? :p Pierwsze konto założyłem lata temu jako pogrmocawrzoda czy coś w ten deseń XD

I CZY KTOŚ W KOŃCU ZROBIŁ TURBO DUALE LEPIEJ NIŻ W CZ?

Spoiler


2
Archiwum / Gothic: Czas Zapłaty [beta]
« dnia: 2012-03-28, 22:47 »
Chce napierdzielać z duali. Dajcie jakieś wskazówki, cheaty czy cokolwiek  :lol:

3
Oferty pracy i pomocy / Grafik 2D do wzięcia
« dnia: 2011-11-26, 14:37 »
MOJA PRACA JEST TYLKO I WYŁĄCZNIE W PIERWSZYM POŚCIE A TAMTE DWA GÓWNA ZNALAZŁEM W INTERNECIE I WKLEJIŁEM TU ABY POKAZAĆ IŻ MOJA PRACA JEST DUŻO LEPSZA NIŻ WIĘKSZOŚCI OSÓB!!!!!

4
Oferty pracy i pomocy / Grafik 2D do wzięcia
« dnia: 2011-11-26, 12:51 »
japierdole... To nie moje "tekstury" dałem je do porównania do mojej z 1 postu

5
Oferty pracy i pomocy / Grafik 2D do wzięcia
« dnia: 2011-11-25, 23:21 »
Ekhem...
Spoiler
Porównaj...

6
Oferty pracy i pomocy / Grafik 2D do wzięcia
« dnia: 2011-11-24, 21:23 »
Witam!
Jestem Grafikiem 2d mam 2letnie doświadczenie, znam dość dobrze gimpa.
Mogę pracować od ok. 16.10-21.40

Oto próbka moich umiejętności:

[ramka][/ramka]
(sry, że tak słabo bo w godzinkę z nudów robiłem ;d )

7
Pytania i problemy / Nakładanie tekstury
« dnia: 2011-11-24, 17:11 »
Skróconych nazw czego?
Jakie materiały? Przecierz w *.vdf są...

8
Pytania i problemy / Nakładanie tekstury
« dnia: 2011-11-24, 08:46 »
Witam, zrobiłem miecz, oteksturowałem go w Wingsie.

Używam textur z gry więc nie mogę zmienić ich nazw.
Ogólnie Model działa, gdy texturuje w spacerze wszystko jest jak być powinno.
Szukałem na forum ale nic nie znalazłem.


Za pomoc dziękuje.

9
Błędy podczas parsowania / Gdzie tu są błędy?!
« dnia: 2011-10-01, 13:22 »
Spoiler
[code] 00:00 ++++++++++++++ Start by  ++++++++++++++
00:04 Info:  3 B: VP: Initialize zBinkPlayer .... <zBinkPlayer.cpp,#45>
00:04 Info:  3 B: GMAN: Initialize GameManager .... <oGameManager.cpp,#476>
00:04 Info:  6 B:   GMAN: Initializing the game .... <oGameManager.cpp,#487>
00:04 Info:  2 B:   zOPT: Initialize configurations  .... <zOption.cpp,#758>
00:04 Info:  3 B:     zOPT: Found file paths.d .... <zOption.cpp,#785>
00:04 Info:  5 B:     zOPT: Initialising Parser .... <zOption.cpp,#789>
00:04 Info:  5 B:     zOPT: Parsing paths.d ... .... <zOption.cpp,#792>
00:04 Info: 10 B:     zDSK: Opened file PATHS.D .... <zDisk.cpp,#556>
00:04 Info: 10 B:     zDSK: Closed file PATHS.D .... <zDisk.cpp,#616>
00:04 Info:  5 B:     zOPT: Analysing paths.d ... .... <zOption.cpp,#795>
00:04 Info:  6 B:     zOPT: Set root-directory to "A:\MAX\GRY\GOTHIC II" .... <zOption.cpp,#806>
00:04 Info:  6 B:     zOPT: DIR_SYSTEM = \SYSTEM\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_WEB = \WEB\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_SAVEGAMES = \SAVES\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_DATA = \_WORK\DATA\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_ANIMS = \_WORK\DATA\ANIMS\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_CUTSCENES = \_WORK\DATA\CUTSCENES\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_OUTPUTUNITS = \_WORK\DATA\SCRIPTS\CONTENT\CUTSCENE\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_MESHES = \_WORK\DATA\MESHES\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_SCRIPTS = \_WORK\DATA\SCRIPTS\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_SOUND = \_WORK\DATA\SOUND\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_VIDEO = \_WORK\DATA\VIDEO\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_MUSIC = \_WORK\DATA\MUSIC\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_TEX = \_WORK\DATA\TEXTURES\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_TEX_DESKTOP = \_WORK\DATA\TEXTURES\DESKTOP\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_WORLD = \_WORK\DATA\WORLDS\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_PRESETS = \_WORK\DATA\PRESETS\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_TOOLS_DATA = \_WORK\TOOLS\DATA\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_COMPILED_ANIMS = \_WORK\DATA\ANIMS\_COMPILED\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_COMPILED_MESHES = \_WORK\DATA\MESHES\_COMPILED\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_COMPILED_SCRIPTS = \_WORK\DATA\SCRIPTS\_COMPILED\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_COMPILED_TEXTURES = \_WORK\DATA\TEXTURES\_COMPILED\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_TOOLS_CONFIG = \_WORK\TOOLS\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: SUBDIR_INTERN = _INTERN\ .... <zOption.cpp,#867>
00:04 Info:  6 B:     zOPT: DIR_EXECUTABLE = A:\Max\Gry\Gothic II\System\ .... <zOption.cpp,#887>
00:04 Info:  8 B:   INI: Loading Gothic.ini ... .... <zOption.cpp,#229>
00:04 Info: 10 B:     zDSK: Opened file GOTHIC.INI .... <zDisk.cpp,#556>
00:04 Info:  8 B:     INI: Section: HEAD .... <zOption.cpp,#254>
00:04 Info:  9 B:       INI: Trash: ;

; G O T H I C 2

;

; INI-File

;

; contains different settings

; ... some can be modified in gothics menu

; ... some not (feel free to hack, but don't cry ... :)

; ... others won't take any effect (they will be reset during gameplay)

; ... and a few may cause a crash or some other funny things :)

;

; Be careful but DON'T PANIC !!

;







 .... <zOption.cpp,#274>
00:04 Info:  8 B:     INI: Section(cont): PERFORMANCE .... <zOption.cpp,#289>
00:04 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: recalc=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... indicates if your performance-settings should be recalculated (1) {analyses you computer} or not (0). Replays Intro-Video.



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: sightValue=6 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... range of visibility: 0=20% ... 14=300%, default is 4 (100%)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: modelDetail=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... detail of models (LODing) from 0.0 to 1.0, default is 0.5







 .... <zOption.cpp,#274>
00:04 Info:  8 B:     INI: Section(cont): GAME .... <zOption.cpp,#289>
00:04 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: animatedWindows=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... turn fading of game-internal windows(views) off (0) or on (1), default is 1



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: camLookaroundInverse=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... inverts the camera-lookaround for UP and DOWN-direction (for both: mouse and keyboard)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: bloodDetail=2 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... details of blood (0 = off), use values from 0 to 3



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: extendedVideoKeys=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... enables extra keys for videoplay: HOME (restart),  RIGHT (step forward), UP, DOWN (volume), Q(uiet), default is 0



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: scaleVideos=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... disable scaling of videos (0) if you have problems with your graphics-adapter, default is on (1)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: cameraLightRange=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... range of cameralight in cm, default is 0 (no camera-light)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: invShowArrows=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... show arrows beside inventory if there are more items above or beyond, default is 1



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: invSwitchToFirstCategory=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... switch to first category (weapons) in trading-screen, when moving to your heroes inventory, default is 0



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: enableMouse=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... enable your mouse for gothic, default is 0



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: mouseSensitivity=0.550000012 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... mouseSpeed in game between 0.0 and 1.0, default is 0.5



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: playLogoVideos=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... if set to 0 no intro logo videos will be played



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: skyEffects=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... turn weather-effects (rain) on (1) or off (0), default is 1



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: highlightMeleeFocus=2 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... here you can turn on an optional focus highlight effect during fighting



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: highlightInteractFocus=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... here you can turn on an optional focus highlight during interactions



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: useGothic1Controls=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... if you set this one to 0 you will have another fight interface (one key to attack).

; we feel the gothic 1 interface is more challenging, so we set the old controls to default

; with the new interface, the focus nsc stays locked until you move the mouse. in this mode

; the side attacks are being accessed with additional side attack keys.



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: disallowVideoInput=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... set to 1 if you dont want to have keyboard control over video sequences (default: 0)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: keyDelayRate=150 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... sets the keyboard repeat delay rate in msec (default: 150)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: enableJoystick=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... enables joystick support in gothic (default: 1) set to 0 if you encounter problems (rapid fire etc.)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: keyDelayFirst=0 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... delay for first keyboard repeat in msec (default: 0)



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: subTitles=1 .... <zOption.cpp,#306>
00:04 Info:  9 B:       INI: Trash: ; ... choose if you want to see windows with spoken words (1) or not (0), default is 0



 .... <zOption.cpp,#274>
00:04 Info:  9 B:       INI: Entry: subTitlesAmbient=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... set to 1 if you dont want to have subtitles for ambient talks (default: 1) [disabled if subTitles is off]



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: subTitlesPlayer=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... activates (1) or deactivates (0) subtitles for the hero (default: 1) [disabled if subTitles is off]



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: subTitlesNoise=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... activates (1) or deactivates (0) subtitles for surroundings npc ambient infos and talks (default: 0) [disabled if subTitles is off]



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: invMaxColumns=5 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... determins how many colums you can see with you inventory (default: 5) [0: limited by resolution]



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: invMaxRows=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... determins how many rows you can see with you inventory (default: 0: limited by resolution)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: invSplitScreen=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... determins if you can see a second inventory during object interaction and trading. TAB will toggle inventory focus or close your inventory depending on the setting



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: invCatOrder=COMBAT,POTION,FOOD,ARMOR,MAGIC,RUNE,DOCS,OTHER,NONE .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... determins the inventory item group order.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: gametextAutoScroll=1000 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... with this value you can tune the scroll time in msec of the various in game infos (default: 1000)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: usePotionKeys=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... with this value you are allowed to use the potion keys if set to "1". potionkeys do not work and are not visible in the keyboard settings if you leave this to "0"

; we feel potion shortkeys suck in gameplay, so you will manually have to enable them here



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: useQuickSaveKeys=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... with this value set to "1" you quicksave and quickload slots will be enabled in the savegame screen. press "F5" to quicksave and "F9" to quickload

; this feature is not testet good enough yet, and therefore it is disabled for goldmaster. you may enable it at your own risk by setting it to "1"



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: useSpeechReverbLevel=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... with this setting you can enable several reverb-settings for in-game-speech. 0: no reverb, 1: slight reverb, 2: full reverb (default: 2)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: keyboardLayout=00000407 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... currently there are two supported keyboard layouts: 00000407 - German, 00020409 - US-International

; ( see http://www.microsoft.com/globaldev/keyboards/keyboards.asp , dead keys are not supportet at all )



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: pickLockScramble=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: PATCHVERSION=5 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: SHORTKEY1FARPLANEDIST=0.800000012 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: SHORTKEY2FARPLANEDIST=1.20000005 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: SHORTKEY3FARPLANEDIST=2 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: SHORTKEY4FARPLANEDIST=3 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: zShowWeaponTrails=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: itemEffects=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: spawnRemoveNpcOnlyIfEmpty=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: spawnUseDeadNpcRoutinePos=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... you can increase the feeling of lockpicking if you enable scrambling the combination on loading an savegame

; the value is the maximum length of combination which will be scrambled, 0 = off (default)







 .... <zOption.cpp,#274>
00:05 Info:  8 B:     INI: Section(cont): VIDEO .... <zOption.cpp,#289>
00:05 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidDevice=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... index of graphic-device beginning with zero.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidResFullscreenX=1024 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: zVidResFullscreenY=768 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: zVidResFullscreenBPP=32 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... used resolution



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zStartupWindowed=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... should the game be started as a window-application? Just for debugging!

; ... ATTENTION: Not all resolution work in window-mode!!!



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidBrightness=0.5 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... brightness from 0.0 (dark) to 1.0 (bright)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidContrast=0.5 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... contrast from 0.0 (low contrast) to 1.0 (high contrast)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidGamma=0.5 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... gamma from 0.0 (dark) to 1.0 (bright)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zTexMaxSize=16384 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... size of texture in pixels, default is 16384 (max)







 .... <zOption.cpp,#274>
00:05 Info:  8 B:     INI: Section(cont): SOUND .... <zOption.cpp,#289>
00:05 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: soundVolume=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Entry: musicVolume=0.800000012 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... volume of sound and music, ranges between 0.0 (off) and 1.0 (noisy)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: musicEnabled=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) music. Gothic needs less memory without music.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: soundEnabled=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) sound.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: soundUseReverb=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) in game reverb effects in indoor locations.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: extendedProviders=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) some unsupported sound providers in the menu (Dolby Surround and Intel RSX; use at your own risk)







 .... <zOption.cpp,#274>
00:05 Info:  8 B:     INI: Section(cont): RENDERER_D3D .... <zOption.cpp,#289>
00:05 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zFogDisabled=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... diables fog. set this to 1 if you have any problem with fogging



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zFogRadial=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables radial fog. this could be somehow slower on some grafic cards, but looks smoother. set to "0" if you have any problems with it

; some cards without T&L don't support radial fog. On these cards, (although they are unsupported) it may be wise to deactivate radial fog.



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zVidRefreshRate=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... overrides the windows default refresh rate. enter a value above 75 to make your eyes happier (default: 0)

;  Attention: could collide with various refresh rate tools as nvmax, nvidia refresh rate fix, etc.. if you enter any value above "0"



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zForceZBuffer=0 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... gothic first tries to activate a w buffer if your cards supports it. however, some cards have problems with gothics way to access the w buffer

; you can force z buffering here by setting the value to "1"



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: zEnableTaskSwitch=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) going to windowed/pause mode if gothic 2 looses focus (e.g. on ALT-Tab)



 .... <zOption.cpp,#274>
00:05 Info:  9 B:       INI: Entry: geforce3HackWBufferBug=1 .... <zOption.cpp,#306>
00:05 Info:  9 B:       INI: Trash: ; ... some geforce 3 or geforce 4 cards have problems with gothics way to access the w buffer, resulting in flickering polys

; in the distant. with this setting set to "1" these cards automatically use a z buffer, loosing some precision near the camera but without the flickering polys.

; the driver version 12.41 does not have this problem. if you you have this version installed you may set this to 0 in order to activate the better looking

; w buffer. Driver versions later than 30.82 may not have this problem either.





 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSyncAmbientCol=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... some grafic drivers have problems with gothics way to access the ambient lightning on a per object base but want the ambient

; light on a per scene base. this is a driver bug! if there occurs heavily lightning flickering with objects, you might set this setting

; to "1" to synchronize the ambient color after each object. this forces the driver to flush the scene after each objects which can

; seriously degrade performance (especially if you activate antialiasing!)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: radeonHackAmbientColBug=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... the radeon 9700 has known problems with accessing the ambient lightning on a per object base, thus using the above "zSyncAmbientCol"

; Feature automatically. By activating the workaround for this card, performance may drop about 10%. Fullscene antialiasing does not work

; fast enough on this card until ATI fixes the ambient col driver bug.

; if you set this setting to "0" and no object lightning flickering occurs, ATI has probably managed to fix the problem and you may enable antialiasing





 .... <zOption.cpp,#274>
00:06 Info:  8 B:     INI: Section(cont): SKY_OUTDOOR .... <zOption.cpp,#289>
00:06 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zDayColor0=82 109 198 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor1=255 255 0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor2=18 16 60 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor3=134 104 125 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor0_OW=90 80 80 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor1_OW=90 80 80 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor2_OW=90 80 80 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zDayColor3_OW=90 80 80 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... these values tune the different sky colors during different daytimes



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSkyDome=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... here you can define if you want a smooth sky sphere instead of a sky plane. enter a "0" here if you want more performance. (default:1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zColorizeSky=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with this value you can make the skysphere even more beautiful (set it to "0" for a plus of performance) (default:1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSunName=unsun5.tga .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zSunSize=200 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zSunAlpha=230 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zMoonName=moon.tga .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zMoonSize=400 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zMoonAlpha=255 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... these values tune the different sizes and alpha intensitys of the sky planets. you should leave them as they are :)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zRainWindScale=0.003 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... this value tunes how wind affects the rain. looks great with higher values, but occasional you will see rain drops in indoor locations



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zNearFogScale=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zFarFogScale=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... these settings tune the far- and near-fog distances (default: 1, range: 0.0 - 1.0)







 .... <zOption.cpp,#274>
00:06 Info:  8 B:     INI: Section(cont): ENGINE .... <zOption.cpp,#289>
00:06 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zDetailTexturesEnabled=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... here you can define if the engine should support detail textures (default: 1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSubdivSurfacesEnabled=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with this setting you can activate subdiving surface for progressive meshes (untestet, default: 0)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zTexCacheOutTimeMSec=240000 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zTexCacheSizeMaxBytes=32000000 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zSndCacheOutTimeMSec=10000 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Entry: zSndCacheSizeMaxBytes=20000000 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with these settings you can tune the memory usage of the texture and sound resources.

; if you have more ram than 512 MB, greater values will improve performance



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zVobFarClipZScale=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with this setting you can tune the object visibility range. (range: 1..3) default: 1



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zFarClipAlphaFade=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) water distance fade and camera angle transparency dependencies. disabling improves performance



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zEnvMapTextureName=zflare1.tga .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... texture name for the object env effects



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zWaterAniEnabled=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) water waves. disabling improves performance



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zWaterEnvMapTextureName=cloudenv_bright.tga .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... texture name for the water env effect



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zWaterEnvMapAniFPS=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... animation speed in for an optional water env texture



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zHighLightScale=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) item highlight swell (default: 0)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: ZMAXFPS=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... some strange gfx hardware may have problems with gothic's way accessing the game-timer. you may limit the maximum fps rate with entering any value

; above 1. (The spacer needs a reasonably value here especially for editing very small ZENs)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSmoothTimer=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) smoothing of the in-game timer so that animations will look smoother during short sloppy framerates

; (default: 1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zVidEnableAntiAliasing=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) edge antialiasing. this is driver dependant and a performance hit.



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSmoothModelRootNode=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) model moving smooting (default: 1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zMouseRotationScale=2.0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... this value affects the npc turning speed while using your mouse. Attention: can seriously affect gameplay if setting to unreasonably values (default: 2.0)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zDontSwitchToThirdPerson=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) auto-switching the camera to 3rd person during dialogs, interactions and combat.

; Attention: seriously affects gameplay if setting to "1", as everything can be done in 1st person, untested feature but fun



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zCacheInAllNSCAtNewGame=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with this value setting to "0" you can achive a plus of startup time, as several humans won't be loaded in memory on startup



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zCloudShadowScale=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... this value enables (1) or disables (0) the cloudshadow effect during raining. range: (0.0-1.0) default: 0.0. attention: performance hog!



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zTexAnisotropicFiltering=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) anisotropic filtering for textures. this is driver dependant and a performance hit, but improves texture sharpness

; default: 0



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: NOAMBIENTPFX=0 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (0) or disables (1) rendering of ambient particles during gameplay. if you have a card with a lesser fillrate, you should set this to "1"

; in order to improve speed



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zVobPointLight=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) additional dynamic lights for indoor objects, greatly improving details. you should left this as it is, although in can improve indoor performance.



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: ZNEARVALUE=-1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... with this setting you may fine-tune the distant-value of the near clipping plane. some cards may accept more aggresive near z values then the default calculated

; by gothic. (w buffering uses alway a value of 1, so you don't need to fine-tune this setting) (default: -1, let the value determin by renderer)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zSkyRenderFirst=1 .... <zOption.cpp,#306>
00:06 Info:  9 B:       INI: Trash: ; ... enables (0) or disables (1) an additional way to workaround the flickering poly in the distant on geforce 3 or geforce 4 cards.

; if you set this to "0" the sky will be renderer after the normal game world thus overlaying the flickering polys. this does only work with 32 bit

; color enabled and if you set the value "geforce3HackWBufferBug" to "0". the drawback is that the sky is slightly distorted, but this should be the best

; workaround for most geforce 3/4 users as the flicker polys are more annoying. moreover you can't see through walls with this workaround any more

; (default: 1)



 .... <zOption.cpp,#274>
00:06 Info:  9 B:       INI: Entry: zMaxFPS=0 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... some rare gfx hardware may have problems with gothics way to access the timer, resulting in jerky animations.

; with this setting set to a fixed value (e.g. 20) you can avoid choppy animations on those systems

; the spacer needs a fixed value here in order to work properly during editing small ZEN Files



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zAmbientPFXEnabled=1 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) rendering of ambient particles. rendering ambient particles greatly limits your fillrate, so if you have a card with less

; fill-rate capabilities (e.g. geforce 2 MX versions) you may set this to "0" to improve performance. (default: 1)



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zAmbientVobsEnabled=1 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) rendering of ambient objects. not used in gothic 2



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zEnvMappingEnabled=1 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) rendering of environmental effects (aka shiny/reflective surfaces). improves performance if deactivated (default: 1)



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zKillSysKeys=0 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) the window keys as ALT-TAB, ALT-ESC, etc... GOTHIC handles focus-loss by going to windowed-pause mode, so

; there is no real need to deactivate the keys (moreover, disallowing those keys is more of a hack than a feature).

; this feature is untested and unsupported.



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zSmoothMouse=3 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... with this setting you can smooth your mouse movements by averaging the last [n] frame moves. higher values result in laggier but smoother mouse response.

; (default: 3) ATTENTION: modifying this value may result in different gameplay.



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zMusic16ChannelsOnly=0 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... if you have 256 MB or less memory, you can force the music system to use only 16 channels, thus killing several instruments and performances.

; ATTENTION: setting this to "1" reduces music quality but can improve performance. If music is not important for you, you have the choice to only

; use 16 channels.



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zInventoryItemsDistanceScale=1.29999995 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... some rare grafic cards have a high near clipping value resulting in inventory items not being visible (esp. if you have the cursor focus on it)

; with entering a value above "0" you can scale the item distances from the camera in order to make the items smaller, but visible

; (e.g. with a value of 2.0 the items will be twice as far away from the camera)

; range: 0..1000. (default: 0)



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zWindEnabled=1 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... enables (1) or disables (0) in-game wind for objects/trees etc. improves performance (especially on slow cpu's) (default: 1)



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zWindCycleTime=4 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zWindCycleTimeVar=2 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zWindStrength=70 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zWindStrengthVar=40 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zWindAngleVelo=0.9 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zWindAngleVeloVar=0.8 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash: ; ... these settings tune the wind effect, you should leave them as they are (altough funny things can happen;)



 .... <zOption.cpp,#274>
00:07 Info:  9 B:       INI: Entry: zSunMaxScreenBlendScale=0.8 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: zRayTurboPolyTreshold=500 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash:





 .... <zOption.cpp,#274>
00:07 Info:  8 B:     INI: Section(cont): KEYS .... <zOption.cpp,#289>
00:07 Info:  9 B:       INI: Entry: keyEnd=0100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyHeal=2300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyPotion=1900 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLockTarget=4f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyParade=cf000d02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionRight=d100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionLeft=d300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyUp=c8001100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyDown=d0001f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLeft=1000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyRight=1200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeLeft=cb001e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeRight=cd002000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyAction=1d000c02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySlow=2a003600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySMove=38009d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyWeapon=39000e02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySneak=2d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLook=13005200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLookFP=21005300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyInventory=0f000e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowStatus=30002e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowLog=31002600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowMap=3200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:07 Info:  8 B:     INI: Section(cont): KEYSDEFAULT0 .... <zOption.cpp,#289>
00:07 Info:  9 B:       INI: Entry: keyEnd=0100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyHeal=2300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyPotion=1900 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLockTarget=4f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyParade=cf000d02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionRight=d100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionLeft=d300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyUp=c8001100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyDown=d0001f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLeft=cb001000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyRight=cd001200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeLeft=d3001e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeRight=d1002000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyAction=1d000c02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySlow=2a003600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySMove=38009d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyWeapon=39000e02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySneak=2d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLook=13005200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLookFP=21005300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyInventory=0f000e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowStatus=30002e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowLog=31002600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowMap=3200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:07 Info:  8 B:     INI: Section(cont): KEYSDEFAULT1 .... <zOption.cpp,#289>
00:07 Info:  9 B:       INI: Entry: keyEnd=0100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyHeal=2300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyPotion=1900 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLockTarget=4f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyParade=cf000d02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionRight=d100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyActionLeft=d300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyUp=c8001100 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyDown=d0001f00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLeft=1000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyRight=1200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeLeft=cb001e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyStrafeRight=cd002000 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyAction=1d000c02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySlow=2a003600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySMove=38009d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyWeapon=39000e02 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keySneak=2d00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLook=13005200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyLookFP=21005300 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyInventory=0f000e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowStatus=30002e00 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowLog=31002600 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Entry: keyShowMap=3200 .... <zOption.cpp,#306>
00:07 Info:  9 B:       INI: Trash:



 .... <zOption.cpp,#274>
00:08 Info:  8 B:     INI: Section(cont): INTERNAL .... <zOption.cpp,#289>
00:08 Info:  9 B:       INI: Entry: idComputerName=OSKI-KOMPUTER .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: idUserName=Maks_2 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: gameScript= .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: playerInstanceName= .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: gameStartFailed=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: gameAbnormalExit=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: gameStarts=18 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: soundProviderIndex=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: soundSampleRateIndex=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: soundSpeakerIndex=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: texDetailIndex=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: logStatistics=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: extendedMenu=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: debugAllChannels=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: debugAllInstances=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: debugChannels= .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: cutscenesDisabled=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: menuAction=RESUME_GAME .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: vidResIndex=3 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: menuShowVersion=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: perfQualityIndex=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: gamePath= .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: zFastSaveGames=1 .... <zOption.cpp,#306>
00:08 Info: 10 B:       zDSK: Closed file GOTHIC.INI .... <zDisk.cpp,#616>
[w] 00:08 Warn:  0 B:   GOTHIC: Abnormal exit of gothic detected. .... <zzBert.cpp,#152>
[w] 00:08 Warn:  0 N:   Force Initializing VDFS after Crash. .... <zzBert.cpp,#163>
00:08 Info:  6 B:   INI: Saving Gothic.ini ... .... <zOption.cpp,#374>
00:08 Info: 10 B:     zDSK: Created file GOTHIC.INI .... <zDisk.cpp,#514>
00:08 Info:  8 B:     INI: Section: HEAD .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: PERFORMANCE .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: GAME .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: VIDEO .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: SOUND .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: RENDERER_D3D .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: SKY_OUTDOOR .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: ENGINE .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: KEYS .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: KEYSDEFAULT0 .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: KEYSDEFAULT1 .... <zOption.cpp,#390>
00:08 Info:  8 B:     INI: Section: INTERNAL .... <zOption.cpp,#390>
00:08 Info: 10 B:     zDSK: Closed file GOTHIC.INI .... <zDisk.cpp,#616>
00:08 Info:  8 B:   INI: Loading GOTHICGAME.INI ... .... <zOption.cpp,#229>
00:08 Info: 10 B:     zDSK: Opened file GOTHICGAME.INI .... <zDisk.cpp,#556>
00:08 Info:  8 B:     INI: Section: HEAD .... <zOption.cpp,#254>
00:08 Info:  9 B:       INI: Trash: ;===============================================================================

;

; Konfigurationsdatei um das originale "Gothic II - Die Nacht Raben" zu spielen

;

;===============================================================================





;-------------------------------------------------------------------------------

;

; Informationen (GothicStarter)

;

;-------------------------------------------------------------------------------





 .... <zOption.cpp,#274>
00:08 Info:  8 B:     INI: Section(cont): INFO .... <zOption.cpp,#289>
00:08 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Title=Gothic II - Die Nacht des Raben .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Name der Modifikation

; Format: <Text>

; Hinweise: Der umgekehrten Schrägstrich '\' sollte nicht verwendet werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Version=2.6 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Version der Modifikation

; Format: <Text>

; Hinweise: Der umgekehrten Schrägstrich '\' sollte nicht verwendet werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Authors=Piranha Bytes .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Autoren der Modifikation

; Format: <Text>

; Hinweise: Der umgekehrten Schrägstrich '\' sollte nicht verwendet werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Webpage=http://www.piranha-bytes.com .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Webseite der Modifikation

; Format: <Text>

; Hinweise: Der umgekehrten Schrägstrich '\' sollte nicht verwendet werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Description={\rtf1\ansi\ansicpg1252\pard\qc\lang1031\par Die offizielle Erweiterung \b Die Nacht des Raben \b0 ist eingebettet in das Originalspiel Gothic II.\par Ihr startet eine neue Partie Gothic II und befindet Euch wie gewohnt in Xardas Turm.\par Doch schon in den ersten Minuten spricht Xardas von einer neuen Bedrohung\par und er\'f6ffnet damit einen v\'f6llig neuen Handlungsstrang.\par\par Weitere Informationen finden Sie unter\par http://www.piranha-bytes.com/addon\par\par} .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Beschreibung der Modifikation

; Format: <Text>|<RichText>|<SymLink>

; Hinweise: Wenn der Wert mit "{\rtf1" beginnt, wird er als RTF interpretiert.

; Wenn der Wert mit "!<symlink>" beginnt, wird der folgende Text als Dateiname

; interpretiert und der Inhalt der Datei als Beschreibung angezeigt (RTF-Daten

; werden ebenfalls an "{\rtf1" erkannt). Ansonsten wird es als Text eingelesen.

; (BTW, der GothicStarter liesst bei den INI-Werten maximal 4096 Zeichen aus.)



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Icon=GothicStarter.exe .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Info: Angezeigtes Symbol

; Format: <Dateipfad>[,<Index>]

; Hinweise: Beim Dateinamen kann es sich um eine ausführbare Datei (.exe), eine

; dynamisch ladbare Bibliothek (.dll) oder ein Icon (.ico) handeln. Die Pfadan-

; gabe erfolgt relativ zum System-Verzeichnis von Gothic II.  Optional kann der

; Index des Symbols angegeben werden (Standard = 0).  Bei einem positiven Index

; wird (bei 0 beginnend) das <Index>-te Symbol aus der Datei verwendet. Bei ei-

; nem negativen Index wird die Ressource mit der entsprechenden ID verwendet.





;-------------------------------------------------------------------------------

;

; Volumes/Skripte (GothicStarter/Engine)

;

;-------------------------------------------------------------------------------





 .... <zOption.cpp,#274>
00:08 Info:  8 B:     INI: Section(cont): FILES .... <zOption.cpp,#289>
00:08 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: VDF=GothicGame.mod .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Wert: VDFS-Volume(s)

; Format: <Dateiname>[  <Dateiname>[  ...]]

; Hinweise: Der Dateiname muss ohne Pfad und mit Dateiendung angegeben werden.

; Bei mehreren Dateien werden diese jeweils mit zwei Leerzeichen '  ' getrennt.

; Der GothicStarter kopiert vor dem Starten einer Modifikation alle angegebenen

; Dateien von [G2ADDON]/Data/modvdf/ nach [G2ADDON]/Data/ (nachdem er zuvor

; alle [G2ADDON]/Data/*.mod nach [G2ADDON]/Data/modvdf/ verschoben hat).

; [Achtung] Der Wert "VDF" muss existieren (selbst wenn er leer ist), damit der

; GothicStarter die INI akzeptiert. Mit dem speziellen Wert "!<invalid>" kann

; das Einlesen durch den GothicStarter expliziet deaktiviert werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Game=Content\Gothic .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: FightAI=Content\Fight .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: Menu=System\Menu .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: Camera=System\Camera .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: Music=System\Music .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: SoundEffects=System\SFX .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: ParticleEffects=System\ParticleFX .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: VisualEffects=System\VisualFX .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Wert: Skriptdateien

; Format: <Dateipfad>

; Hinweise: Die Dateinamen der Quellen (.src) für die jeweiligen Skripte muss

; OHNE Erweiterung angegeben werden. Die Pfadangabe ist relativ zu DIR_SCRIPTS

; (die Engine-Verzeichnisse werden in [G2ADDON]/System/Paths.d definiert).

; Mit dem Dateinamen (ohne Pfad) wird auch der Dateiname der kompilierten Ver-

; sion der Skripte festgelegt (DIR_COMPILED_SCRIPTS/<Dateiname>.DAT).



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: OutputUnits=OU .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Wert: Sprachausgabe/Untertitel

; Format: <Dateipfad>

; Hinweise: Der Dateiname der Sprachausgabe/Untertitel-Datenbank (.BIN) muss

; OHNE Erweiterung angegeben werden. Die Angabe ist relativ zu DIR_OUTPUTUNITS.





;-------------------------------------------------------------------------------

;

; Startwelt/Spieler (Engine)

;

;-------------------------------------------------------------------------------





 .... <zOption.cpp,#274>
00:08 Info:  8 B:     INI: Section(cont): SETTINGS .... <zOption.cpp,#289>
00:08 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: World=NewWorld\NewWorld.zen .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Wert: Startwelt

; Format: <Dateipfad>

; Hinweise: Der Dateiname der Startwelt (Neues Spiel) muss inklusive der Datei-

; endung (.zen) angegeben werden. Die Pfadangabe erfolgt relativ zu DIR_WORLD.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: Player=PC_Hero .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Wert: Spieler

; Format: <Instanz>

; Hinweise: Der Name der Instanz, die für den Spielercharakter verwendet wird.





;-------------------------------------------------------------------------------

;

;  Einstellungen (Engine)

;

;-------------------------------------------------------------------------------





 .... <zOption.cpp,#274>
00:08 Info:  8 B:     INI: Section(cont): OPTIONS .... <zOption.cpp,#289>
00:08 Info:  9 B:       INI: Trash:

 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: show_Info=0 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_InfoX=800 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_InfoY=7200 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Mit show_Info=0 wird die Anzeige des Spieltitels in den Menüs deaktiviert.

; Mittels show_InfoX und show_InfoY kann die Position angepasst werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: show_Version=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_VersionX=6500 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_VersionY=7200 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Trash:

; Mit show_Version=0 wird die Anzeige der Version in den Menüs deaktiviert.

; Mittels show_VersionX und show_VersionY kann die Position angepasst werden.



 .... <zOption.cpp,#274>
00:08 Info:  9 B:       INI: Entry: show_Focus=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_FocusItm=1 .... <zOption.cpp,#306>
00:08 Info:  9 B:       INI: Entry: show_FocusMob=1 .... <zOption.cpp,#306>
00:09 Info:  9 B:       INI: Entry: show_FocusNpc=1 .... <zOption.cpp,#306>
00:09 Info:  9 B:       INI: Entry: show_FocusBar=1 .... <zOption.cpp,#306>
00:09 Info:  9 B:       INI: Trash:

; Mit show_Focus=0 kann die Anzeige des Spielerfokus deaktiviert werden.

; Mit show_FocusXxx=0 lassen sich die Fokusbeschreibungen einzeln steuern:

; Itm = Beschreibung von Gegenständen, Mob = Beschreibung von interaktiven

; Gegenständen, Npc = Namen von Personen und Monstern, Bar = Lebensbalken.



 .... <zOption.cpp,#274>
00:09 Info:  9 B:       INI: Entry: force_Subtitles=0 .... <zOption.cpp,#306>
00:09 Info:  9 B:       INI: Trash:

; Mit force_Subtitles=1 kann die Anzeige der Untertitel erzwungen werden.



 .... <zOption.cpp,#274>
00:09 Info:  9 B:       INI: Entry: force_Parameters= .... <zOption.cpp,#306>
00:09 Info:  9 B:       INI: Trash:

; Mit force_Parameters werden zusätzliche Engine-Parameter angegeben.

; (zum Beispiel "-time:17:05" damit ein neues Spiel um 17:05 beginnt)



 .... <zOption.cpp,#320>
00:09 Info: 10 B:       zDSK: Closed file GOTHICGAME.INI .... <zDisk.cpp,#616>
00:09 Info:  1 B:   VFILE: Initializing filesystem (VDFS) .... <zDisk_Vdfs.cpp,#538>
00:09 Info:  2 B:   zDSK: InitFileSystem .... <zDisk.cpp,#1629>
00:50 Info:  2 B:   VFILE: VDFS successfully initialized: 2 drives, 0 found. .... <zDisk_Vdfs.cpp,#597>
00:50 Info:  3 D:   RESMAN: Classes registered: zCSoundFX zCTexture  .... <zResource.cpp,#366>
00:50 ---------------
00:50 Info:  0 D:   *** ZenGin v1.00 - developed 1997-2001 Mad Scientists  .... <zEngine.cpp,#137>
00:50 Info:  0 D:     *** Mad Scientists: Hildebrandt, Wohlers, Speckels .... <zEngine.cpp,#138>
00:50 Info:  0 D:       *** compiled: Oct 22 2003, release-build .... <zEngine.cpp,#145>
00:50 Info:  0 D:       *** zEngine-Init ... .... <zEngine.cpp,#146>
00:50 Info:  2 X:       RND_D3D: Initializing Direct3D ... .... <zRndD3D_Render.cpp,#147>
00:50 Info:  5 X:         [RND3D-Constructor]: D3DXInitialize done .... <zRndD3D_Render.cpp,#150>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 640*480*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 640*480*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*480*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*480*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*600*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*600*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*600*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*600*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*720*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*720*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1360*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1360*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1366*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1366*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 640*480*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 640*480*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*480*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*480*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*600*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 800*600*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*600*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*600*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1024*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*720*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*720*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1280*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1360*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1360*768*32 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1366*768*16 .... <zRndD3D_Init.cpp,#180>
00:51 Info:  8 X:         Device supports mode -  (w*h*bpp) 1366*768*32 .... &l

10
Błędy podczas parsowania / Gdzie tu są błędy?!
« dnia: 2011-09-30, 23:49 »
ZSpy pokazuje "PAR: Expected "{" (line 89) ... <zParser.cpp,#599>" <--- to jest jako jedyne napisane na czerwono.

11
Błędy podczas parsowania / Gdzie tu są błędy?!
« dnia: 2011-09-30, 23:17 »
Witam!
Gdzie tu mogą być błędy?
Ja nie mam pojęcia, zawsze wywala linijka 89. Daje wszystkie pliki które edytowałem.

12
Prace 2D / By Max2808
« dnia: 2011-09-30, 20:05 »
w 3d to słabo bo robie w wingsie, a blendera nie ogarniam :/

13
Prace 2D / By Max2808
« dnia: 2011-09-30, 18:25 »
12, tak 12

Harris: To ty wstaw coś lepszego.

14
Prace 2D / By Max2808
« dnia: 2011-09-30, 17:50 »
Nie, nie mam 6 lat  :facepalm:  .
Jak napisałem NUDZIŁEM SIĘ W SZKOLE, nie robiłem tego 3 godziny ale 3 minuty, więc komętarze tego typu są niepoprawne. Gdybyś Azteku czytał ze zrozumieniem doczytał byś się wszystkiego.

15
Prace 2D / By Max2808
« dnia: 2011-09-30, 17:15 »
Witam! Dziś ogarnołem moją drukarkę  :lol:  i zeskanowałem to co Dziś zrobiłem. (Nudziłem się w szkole)
Co jakiś czas Będę dawał nowę "rysunki". Wiem że większość to gówno ale i tak dam! :lol2:

16
Skrypty / tekstura twarzy w skryptach
« dnia: 2011-09-28, 17:04 »
Ten Sawikowy sposób jest zły  :pokerface:  EdekSumo ja też miałem taki katalog z mordami.
Zaraz wypróbuje NSC Script Generator

EDIT!
Polecam  NSC Script Generator

17
Skrypty / tekstura twarzy w skryptach
« dnia: 2011-09-27, 21:52 »
Dziękuje, oto mi chodziło Props :D

18
Skrypty / tekstura twarzy w skryptach
« dnia: 2011-09-27, 20:53 »
Ale ja mam w tym problem bo nie wiem jaka nazwa jest do jakiej tekstury  :facepalm:

19
Skrypty / tekstura twarzy w skryptach
« dnia: 2011-09-27, 20:43 »
:ayfkm:  Mam wszystkie tekstury twarzy poprostu nie wiem jaka tekstura jest przypisana do jakiego skryptu np.:
Face_N_LEE = Twarz Lee w folderze Textures. I teraz: W folderze Texures Jest W ch... usteczkę textur ja poprostu nie wiem Co do czego  :pokerface:

20
Skrypty / tekstura twarzy w skryptach
« dnia: 2011-09-27, 20:36 »
Pewnie, zielony nie jestem.

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