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Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Sun Jan 13, 2013 1:05 pm
by Creavion
papercoffee wrote:Are both posts identical ?? I got a déjà-vu...
They are. :roll:
A look on the posting times is already enough to spot a difference of two minutes. He simply double posted by mistake. Most likely he could not send his first post successfully (server or forum problem? internet problem from his side, browser problem... whatever). Simple solution: One of the posts needs to get deleted. That settles the matter.

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Mon Jan 14, 2013 10:13 am
by papercoffee
yeah ...done.

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Tue Jan 15, 2013 12:23 am
by Dr.Flay
Thanks, yes I was having a problem with posting, and did not see it.

Done a little more tweaking of the Video renderer files.
All the main renderers are covered. I will also later include defaults for "TNSe's_Direct3D"
Any one any knowledge of using PixoDRV (Pixomatic) renderer with UT99 ?
UT_Vid-Renderer_int.rar
(7.67 KiB) Downloaded 200 times
I will sort out some defaults for OpenAL and FMOD audio next.

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Tue Jan 15, 2013 2:47 am
by UT99.org
billybill wrote:Nerver heard of that renderer. Here is the multilanguage files (missing german) http://unrealtournament.99.free.fr/utfi ... ge%20Files . If you get stuck with anything you can try translating the other languages with english, or check the file that corresponds with the settings by looking at the source code

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Tue Jan 15, 2013 11:37 pm
by Dr.Flay
I think I have got myself confused.
The Pixomatic renderer is for 2K3/4 (must have got mixed with my UT99 downloads).

Can't find the official release page for "TNSe's_Direct3D" but I've tweaked to include it anyway.
Will be concentrating on the defaults now.
UT_Vid-Renderer_int_RC1.rar
(7.81 KiB) Downloaded 212 times

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Tue Feb 05, 2013 11:55 pm
by Dr.Flay
22 new edits :mrgreen:

I don't have the time to write the list, but if you have any of the mods, you may like to swap.
A bunch of these don't give you more functionality, just more info when you click or hover over them.
More_new_int_files.rar
(5.23 KiB) Downloaded 206 times
*NOTE to Modders*
If you read the official UT readme in your "Help" folder, you will see that Epic recommend filling-out the extra description info, so that your mod loads quicker.

Please review the UT patch info, and try to add this info in future.

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Thu Feb 07, 2013 1:41 pm
by UT99.org
billybill wrote:the german int files I had were directly from Tactical Ops (.det files). There never was a botpack file, but ipserver and some others would still go down well for a german server. The hungarian int files were actually fan made, as I intend to do here with other languages


You have pretty much finished for now though right? I don't mind making something that will generate new int files for various languages including finishing the german one. Did I hijack your thread with this crap? Should I send them to you and you can do all the rest and become the int guy? lol

On a sidenote: I was actually working on a mod (similar to the weapon bind/priority one) that would force the player to play entirely in the server's language by replicating a bunch of values over for that round only. It's on my to-finish list a long with a whole lot of stuff scattered on hard drives some of which are dead and not fully recoverable

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Sun Feb 10, 2013 10:06 pm
by Dr.Flay
Finished for now.... hmmm...
Only if I don't install any more mods ;)

I seem to have become the "int-guy" by default (I can't find any other info like this thread).
I've only been doing this as no one else has bothered (same as my amazing vehicle texture fix for 2K4).
It makes my life easier with configuring all the Unreal engine games, when you can make immediate changes, so I figured I'd make everyone else's life a bit easier.

The more people contribute to this, the more the hidden mysteries are revealed.
I make mistakes, and it would be good if people confirm if my edits are working for them, or if they think I should move the branches to another section etc.

You will have obviously noticed my attention has turned to Unreal, as many mods and mutators were made before Unreal had the new UT style GUI.
But I find it annoying that some Unreal modders still expect people to add mutators etc. by typing them in the console.
No way in hell am I typing 20+ mutators every time I play a map!
There are masses of mutators for Unreal that ordinary users will never have bothered trying.
Why waste time coding something you then hide away ?

I have been enjoying stuff I've had for years but never knew I had.
The more submissions this thread gets from others, means I did my job, and people have learned something.
I do not want to be the only one doing this, but I will try and fix anything that bugs me.

I should probably write a guide to how I go about finding the info needed, and then choosing what should be shown and where.

The tool you've been working on would be great to dump all the info, but users should always read the actual docs, so they know what bits are useful for accessing.
I make a point of not adding any settings that may conflict with the rest of the GUI, or should be done while UT is not running (again I sometimes miss things), but without any guidance I am just ploughing ahead.

There are issues with using the advanced window (see the earlier post from Loathsome about SwarmSpawner) as Unreal often adds extra blank spaces, and info is not always properly editable.
SwarmSpawner is a good example of when it needs more than just opening-up, as UT seems to get confused dealing with all the keys and variables. It can only show them :(

Ferali has it balanced well.
The bulk of everything can be accessed via advanced options, but just the common client and sever stuff is available from the main UT GUI.

Is there seriously no German botpack file ? :omfg:
I assume that includes the other files like "startup", "UnrealI" and "UnrealShare"
What other major European languages are still missing ?
A translation thread for the major parts of UT may be a good idea.

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Sun Feb 10, 2013 11:53 pm
by UT99.org
billybill wrote:I think german is the only other big language in Eu. But i say the more languages the better

I've written hundreds of mods and only a few int files. its a convenience thing I really don't like GUIs

One thing you should write up is how you can change team names, ingame messages like who won the match etc all by editing int files

Re: Edited int files for advanced tweaking (BENEFITS ALL USE

Posted: Thu Apr 06, 2017 10:36 pm
by Barbie
I just want to add the hint that spaces around "[public]" makes the section not recognizable by the engine any more. (I came to this because I created an INT file by code with the command

Code: Select all

echo [Public] > %PROJECT_SYSTEM%\%PROJECT_NAME%.int
Correct would be

Code: Select all

echo [Public]> %PROJECT_SYSTEM%\%PROJECT_NAME%.int

Re: Edited int files for advanced tweaking (BENEFITS ALL USERS)

Posted: Sat Jul 18, 2020 5:16 pm
by Neon_Knight
Bump! This topic is of the highest interest for me, as I'm working with the Localization project. Many of those fixes and tips could definitely be implemented in v469 (and even Unreal v227!), and some of them already are.

Here's another one (mostly for pre-v469):

Open Engine.int and add the following lines:

Code: Select all

Preferences=(Caption="Audio",Parent="Advanced Options")
Preferences=(Caption="Rendering",Parent="Advanced Options")
Preferences=(Caption="Networking",Parent="Advanced Options")
Preferences=(Caption="Game Types",Parent="Advanced Options")
This way, you don't have to worry about other .int files not having those lines and not appearing on the "Advanced Options". Also having those lines there instead of the individual renderer/driver files helps a lot when it comes to localization, as you only have to worry about the "Parent" line instead of having countless of different renderers set to different menus.

(Still I can't help but think this whole system has some weak parts...)

Re: Edited int files for advanced tweaking (BENEFITS ALL USERS)

Posted: Sat Jul 18, 2020 6:26 pm
by rjmno1
So this simple edit configures all graphic drives when ut99 is installed already?If i,m not mistaken.
Its a great find but first you must edit and installed all drivers for a driver update. :tu:
Neverthless a good find. :gj:

Re: Edited int files for advanced tweaking (BENEFITS ALL USERS)

Posted: Sat Jul 18, 2020 9:03 pm
by Neon_Knight
Not exactly. That simple edit allows you to not have to worry if a certain driver lacks the corresponding type line (i.e. an audio driver missing the line Preferences=(Caption="Audio",Parent="Advanced Options")), as it will show in "Advanced Options" anyway.

Still, people creating new drivers for UT must add the required driver type line, if only to keep compatibility with older versions.

Re: Edited int files for advanced tweaking (BENEFITS ALL USERS)

Posted: Sun Jul 19, 2020 9:18 pm
by Dr.Flay
I like this way of adding the root branches.

The only problems I have encountered with putting the config lines in different files, is sometimes the ini info doesn't move to the new home and ends up in the main game ini.
Most behave as you hope but some just don't like it.
This was too long ago for me to remember and I haven't done any recent edits.

Don't forget that the default.ini contains a load of old info that also needs changing and new stuff added for the current renderers and masterservers.
Not sure if my updated version is in one of the DLs on page 1 of the thread, but I know I uploaded that somewhere here.