baldur.ini editing?
Jidokwon
Member Posts: 405
I haven't had any luck finding a full list for the baldur.ini files for the EE versions and what they do. Can anyone point me in the right direction? Thank you.
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http://www.shsforums.net/topic/41577-baldurini-keys/#entry459671
[Alias]
HD0:
[Program Options]
Disable Vertex Padding
Double Byte Character Support
First Run
Install Type
Drop Capitals
3D Acceleration
16Bit Textures
Full Screen
Display Frequency
Resolution
Screen Position X
Screen Position Y
SoftBlt
SoftBltFast
SoftMirrorBlt
SoftSrcKeyBlt
SoftSrcKeyBltFast
Use Mirror FX
Strref On
Logging On
Force Local IP
NT Smooth Sound
Disable Brighten
Force 50 Percent Transparent
Tooltips
Translucent Shadows
Gamma Correction
Brightness Correction
Backwards Compatible 3d
String Buffer
Sprite Mirror
Volume Movie
Volume Music
Volume Voices
Volume Ambients
Volume SFX
First Frame Outline
Debug Mode
Disable Movies
Over Confirm Everything
Alternate SR Curve
SR Curve Radius
BitsPerPixel
Path Search Nodes
Maximum Frame Rate
Display Subtitles
BitsPerPixel
Disable Sound
Use GLSetup
GLSetup Driver
Font Name
F NORMAL [=NORMAL]
F REALMS [=REALMS]
F STONEBIG [=STONEBIG]
F STONESML [=STONESML]
F TOOLFONT [=TOOLFONT]
F FLOATTXT [=FLOATTXT]
[Game Options]
Current Loading Hint
Tiles Precache Percent
Duplicate Floating Text
Area Effects Density
Area Effects Refresh Probability
Low End Machine
Low End Machine 2
Extra Combat Info
Critical Hit Screen Shake
Disable Casting Glows
Low Mem Sounds 1
Low Mem Sounds 2
Disable VEFVidCells
Disable Display Text
Mid Level Brighten
High Level Brighten
Enhanced Path Search
Enhanced Path Finding
Pausing Map
Extra Feedback
Filter Games
All Learn Spell Info
Use 3d Animations
Heal Party on Rest
Environmental Audio
Cheats
Memory Access
Memory Level
Footsteps
Mouse Scroll Speed
GUI Feedback Level
Locator Feedback Level
Bored Timeout
Always Dither
Subtitles
Keyboard Scroll Speed
Command Sounds Frequency
Selection Sounds Frequency
Effect Text Level
Infravision
Weather
Tutorial State
Attack Sounds
Auto Pause State
Auto Pause Center
Difficulty Level
Quick Item Mapping
Terrain Hugging
HP Over Head
Force Dialog Pause
Hotkeys On Tooltips
Disable Statics During Combat
Disable Foot Steps During Combat
Disable Placed Sounds During Combat
Super Atomic Speed Fighting Action
Automated Speed Adjustment
Automated Translucent Shadows
Automated Very Low Performance
Automated Low Performance
Automated Disable Brightest
Automated Limit Transparency
Automated Diable Casting Glows [Typo?]
Automated Disable VEFVidCells
Automated Mid Level Brighten
Automated High Level Brighten
Automated Foot Steps
Automated Attack Sounds
Automated 3D Animations
Automated Disable VVC Sounds
Automated Faster Blur
Fully Disable Non Visible During Combat
Disable VVC Sounds
Faster Blur
Filter Games
One Time Popup
Never Show Nuisance SOA
Never Show Nuisance
WILD SURGE KEYS
[Config]
CacheSize [=300]
[Movies]
BILOGO
INFELOGO
INT16BIT
INTRO
OUTRO
MELISSAN
ENDCRDIT
CREDITS
[GameSpy]
Enabled
Port
Location [=US]
[Multiplayer]
Port
Client Timeout
Pausing Dialog
Import Character
Serial Port
Serial Baud
NoPlayerTimeout
Default Permissions
AsyncEnumeration [=0]
Last Protocol Used
Modem Selected
Player Name
Session Password
Session Name
TCP/IP Address
Phone Number
[RogerWilco]
Enabled
If anyone with more (ie: *any*) experience is able to do the same for the EE versions of Baldur's Gate, Baldur's Gate II, and Icewind Dale, I'd *really* appreciate it. I don't mind playing around with trial and error to figure out what some things do, but I really have no idea what I'm doing when I'm trying to get this information from the games myself. It's a real possibility that I'll download tools that I have no idea how to use and end up, not only breaking my games, but breaking my computer. Thank you again for any consideration and assistance.
Poking around in the executable (Icewind Dale v1.3.2058) seems to indicate that some Section>Key sets are loaded in a hard-coded way: While others are not: Note: Look for Also, just because this (partial) list of key>value pairs is loaded, doesn't necessarily guarantee they are actually used anywhere...
There were piles of INI entries that didn't have anything hooked up to the other end of them in BG2, and we haven't really change that too much. There are a lot of ini entries that just set a flag in the engine, but the code that cares about that flag is long gone.
@ScottBrooks: The two that I'm most curious about are Extra Combat Info and Extra Feedback. I've set both of those to one and haven't seen anything extra. Does All Learn Spell Info set to one allow the scribing of spells on any difficulty? Or is that for the new colors that show scribable spells? I know that some of the new ones are a work in progress, but can you tell us how exactly Nightmare Mode will compare to HoF? Thanks again.
CHARNAME: is Attacking Goblin
Extra Combat Info, when turned on, for hit and damage you should see the bonus calculations
The "All Learn Spell Info" flag makes the copy button always show up, so you can get an error message instead of the button not showing up.
Nightmare mode is the same as HoF
For Render Actions it defaults to 0 on PC, and 2 on touch UI. It shows your weapon icon around the player, and other info for when you do various actions.
1: Show only when paused and the sprite is an ally
2: Show when the sprite is an ally
3: All the time when paused and debug mode is set
4: All the time when debug mode is set.
enhanced path search and enhanced path finding are actually interpreted as the same thing on the engine side. When you turn it on, and a player is walking towards the destination, as it reaches each point(or place where the player changes directions), it increments a counter. When that counter gets to be > 60, it re-does it's pathfind.
So in the end, while the player is walking towards a point really far away, the player will re-do it's pathfind periodically along the way. This can cause characters to run off on strange tangents, and then return to the proper path as the calculations get re-done.
Path Search Nodes will be set to 32000 if it's less then 2000, or greater then 400,000. If you've been setting it to 400,001, then it's actually being set to 32,000.
There is another check, which then clamps the max number of nodes to 320*320, or 102,400 nodes which is the max resolution of the pathfinding grid(320x320).
After looking into the terrain hugging flag, it only takes effect on areas with a search map with a 8bit searchmap(256 palette entries). I can only assume that this code is never used since all of the searchmaps use a 4 bit(16 palette entries) search map.