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Commen jouer correctement avec un écrant large?

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Commen jouer correctement avec un écrant large? Empty Commen jouer correctement avec un écrant large?

Message  momokdp Mar 8 Juin - 23:54

Bonjour à tous, ce tuto va vous aider à changer la résolution à souhait, et même au pixel près, sisi je vous assure ^^

Tout d'abor, il faut éditer votre racourci. Clic droit sur votre racourci de Freelancer, puis propriétés. Repérez la case "cible" Vous devriez voir ceci : "...\Freelancer\EXE\Freelancer.exe" Rajouter juste "-dx" à la fin Wink Ce qui nous donne "...\Freelancer\EXE\Freelancer.exe" -dx

Mais!! Au cas ou vous rencontreriez d'autres problemes (pour ma part grace au -dx tout c'est fais tout seul, mais on ne sais jamais^^) Voici la façon "manuelle" pour obtenir le rendu souhaité :

Commencez donc par aller allez ici : "C:Usersusername\Documents\My Games\Freelancer" (W7) C'est à peut pres le même chemin sur xp et vista Wink

Ensuite, ouvrez "PerfOptions.ini"

Et la vous avez :

Code:
[PerfVersion]
version=5
SkipMachineWarnings=TRUE

[PerfCount]
count=36

[PerfOptions]
mouse_speed = 0.50
gamma_ramp = 0.00
DitherControl = 1.00
MipFilterControlCallback = 0.00
TurnSensitivity = 0.00
generic_effect_perf = 1.00
Nebula = 1.00
SunEffect = 1.00
Asteroids = 1.00
space_dust_detail = 1.00
star_sphere = 1.00
AtmosphereMaterialConfig = 1.00
HUDAnimConfig = 1.00
level_of_detail = 1.00
use_environment_maps = 1.00
high_detail_textures = 1.00
sound_max_dist_scale = 1.00
sound_level_of_detail = 1.00
USE_3D_SOUNDS = 0.00
audio_music = 1.00
audio_ambient = 1.00
audio_sfx = 1.00
audio_interface = 1.00
audio_voice = 1.00
rtc_performance = 1.00
general_graphics = 1.00
advanced_graphics = 0.00
default_graphics = 1.00
skip_transition_scripts = 1.00
enable_tooltips = 1.00
enable_rollover = 1.00
cockpit = 1.00
USE_DYNAMIC_COMM_HEAD = 1.00
DIFFICULTY_SCALE = 1.00
autohide_maneuver_bar = 1.00
max_submitted_sounds = 1.00

[Display]
size= 1680, 1050
color_bpp= 32
depth_bpp= 24

On va s'intéresser à la balise:

Code:
[Display]
size= 1680, 1050
color_bpp= 32
depth_bpp= 24

La elle est déja modifier, j'ai pris la résolution de mon bureau, et ai mis le tout en 32 bits grace à "color_bpp" (oui les résolutions de FL étaient en 16 bits ...)
ATTENTION: le jeu n'était pas prévu pour ce genre de résolutions, vous verrez votre jeu quelque peut chamboulé au niveau de l'interface, mais rien de bien gênant ^^

Ensuite, vous avez bien du remarquer que les polices débordent, sont trop grosses ... Il suffit alors de simplement de les redimentionner. Very Happy

Voila la marche à suivre, les fichiers à modifier Wink :

Dans le dossier :

"Freelancer\DATA\FONTS"

Ouvrir "FONTS.INI" et remplacer par ça : (faire un backup avant)

Code:
[TrueType]
nickname = ButtonText
font = Agency FB
fixed_height = 0.038500

[TrueType]
nickname = PageHeader
font = Agency FB
fixed_height = 0.041000

[TrueType]
nickname = SubHeader
font = Agency FB
fixed_height = 0.034500

[TrueType]
nickname = ItemName
font = Agency FB
fixed_height = 0.021000

[TrueType]
nickname = ListText
font = Arial Unicode MS
fixed_height = 0.026000

[TrueType]
nickname = ToolTip
font = Arial Unicode MS
fixed_height = 0.026000

[TrueType]
nickname = Rollover
font = Arial Unicode MS
fixed_height = 0.022000

[TrueType]
nickname = HudSmall
font = Agency FB
fixed_height = 0.026000

[TrueType]
nickname = MissionObjective
font = Agency FB
fixed_height = 0.056000

[TrueType]
nickname = Normal
font = Agency FB
fixed_height = 0.031000

[TrueType]
nickname = NewsMission
font = Agency FB
fixed_height = 0.026000

[TrueType]
nickname = NewsTicker
font = Agency FB
fixed_height = 0.041000

[TrueType]
nickname = PlayerName
font = Arial Unicode MS
fixed_height = 0.021000

[TrueType]
nickname = TradePlayerName
font = Arial Unicode MS
fixed_height = 0.021000

[TrueType]
nickname = DebugText
font = FixedSys
fixed_height = 0.026000

[TrueType]
nickname = ConfirmPlayerText
font = Arial Unicode MS
fixed_height = 0.036000

[TrueType]
nickname = ConfirmText
font = Agency FB
fixed_height = 0.036000

[TrueType]
nickname = NavMap1600
font = Agency FB
fixed_height = 0.015000

[TrueType]
nickname = NavMap1024
font = Agency FB
fixed_height = 0.020000

[TrueType]
nickname = NavMap1280
font = Agency FB
fixed_height = 0.01900

[TrueType]
nickname = NavMap800
font = Agency FB
fixed_height = 0.02300

Puis "RICH_FONTS.ini"

Code:
[TrueType]
font = 0, Arial Unicode MS, 18
font = 1, Agency FB, 26
font = 2, Arial Unicode MS, 22
font = 3, Agency FB, 24
font = 4, Agency FB, 96
font = 5, Agency FB, 20
font = 6, Agency FB, 30
font = 7, Agency FB, 18

[Style]
name = STYLE_CONSOLE
font = 0
bold = false
italic = false
underline = false
color = 255, 255, 255

[Style]
name = STYLE_DIALOG
font = 1
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_DIALOG_SMALL
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_BUTTON
font = 6
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_LOCTABLE
font = 0
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_LOCTABLE_SELECT
font = 0
bold = false
italic = false
underline = false
color = 245, 234, 82

[Style]
name = STYLE_LOCTABLE_INACTIVE
font = 0
bold = false
italic = false
underline = false
color = 182, 182, 182

[Style]
name = STYLE_SMALL_HEADER
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_SMALL_HEADER_ACTIVE
font = 5
bold = false
italic = false
underline = false
color = 245, 234, 82

[Style]
name = STYLE_SUBSUBTITLE
font = 1
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_TITLE
font = 3
bold = false
italic = false
underline = false
color = 135, 195, 224
justify = center

[Style]
name = STYLE_ERROR
font = 0
bold = false
italic = false
underline = false
color = 191, 29, 29

[Style]
name = STYLE_NN_AGENCY
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_PRIVATE
font = 0
bold = false
italic = false
underline = false
color = 59, 191, 29

[Style]
name = STYLE_CONSOLE_SENDER
font = 2
bold = false
italic = false
underline = false
color = 0, 255, 0

Ensuite, dans le dossier :

"Freelancer\EXE"

Ouvrir le fichier "FREELANCER.INI"

Et à la 9eme ligne, il y as une resolution par defaut. Remplacez juste les nombres par la résolution souhaiter. Exemple pour un ecrant large 1280*1050 :

Code:
;
; FreeLancer - game configuration file
;

[Freelancer]
data path= ..\data
local_server = rpclocal.dll
initial_world = InitialWorld.ini   ;relative to Data path
AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}

[;Display]
    fullscreen = 1
    size = 1680,1050
    color_bpp = 32
    depth_bpp = 32

[Startup]
movie_file = movies\MGS_Logo_Final.wmv
movie_file = movies\DA_Logo_Final.wmv
movie_file = movies\FL_Intro.wmv


[ListServer]
;;;hostname = localhost                              ;Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com  ;GUN server in Austin
;;;hostname = 131.107.135.190                        ;GUN server in Redmond
hostname = fllistserver.zone.msn.com              ;GUN server in Redmond (DNS entry)

port = 2300

[Server]
;name = M9Universe
;description = My cool Freelancer server
death_penalty = 100  ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP

[Initial MP DLLs]
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks
; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL

DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST

[Initial SP DLLs]
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks
; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL

DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST

[Resources]
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll  ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll  ; Contains names of things, primarily.
DLL = EquipResources.dll  ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text

[Data]

;;; ************************************************************************
;;; SNICHOLS:  There is a multi-player optimization that has been made to
;;; the archetype system.  This optimization allows archetype-holding packets
;;; to store those values in 16 bits instead of 32 bits.  It is vital that
;;; the order of shared archetype initialization is kept in sync between
;;; the client and server.  This must be verified before releasing any patch
;;; without increasing the "build number".  Otherwise, unpredictable results
;;; will occur.
;;; ************************************************************************

;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
      solar = solar\solararch.ini
    universe = universe\universe.ini
  constants = constants.ini            ;constant variables
      fonts = fonts\fonts.ini
  fonts_dir = fonts\files\                ;directory for in-proc file loading
  rich_fonts = fonts\rich_fonts.ini
      sounds = audio\ambience_sounds.ini                ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
      sounds = audio\sounds.ini            ;all sfx not falling into some other category
      sounds = audio\engine_sounds.ini         ;engine sounds only
      sounds = audio\interface_sounds.ini
      sounds = audio\music.ini
      sounds = audio\story_sounds.ini         ;dialogue for the story (except for news broadcasts)
      sounds = audio\gf_sounds.ini         ;sound-effects for gameflow - bases, rooms etc.
;      sounds = audio\news_sounds.ini         ;dialogue for news broadcasts - re-usable PLUS story      CUT on 20021211 MG
   voices = audio\voices_space_male.ini      ;dialogue for male NPCs in space (all re-usable)
   voices = audio\voices_space_female.ini      ;dialogue for female NPCs in space (all re-usable)
   voices = audio\voices_base_male.ini      ;dialogue for male NPCs on bases (all re-usable)
   voices = audio\voices_base_female.ini      ;dialogue for female NPCs on bases (all re-usable)
      voices = audio\voices_recognizable.ini      ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
      voices = audio\voices_mission01.ini      ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission02.ini      ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission03.ini      ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission04.ini      ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission05.ini      ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission06.ini      ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission07.ini      ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission08.ini      ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission09.ini      ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission10.ini      ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission11.ini      ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission12.ini      ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission13.ini      ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)   
;      voices = audio\voices_tutorial.ini      ;dialogue specific to tutorial      CUT on 20021211 MG

  explosions = fx\explosions.ini
      debris = fx\explosions.ini
  asteroids = solar\asteroidarch.ini

  equipment = equipment\light_equip.ini
  equipment = equipment\select_equip.ini
  equipment = equipment\misc_equip.ini
  equipment = equipment\engine_equip.ini
  equipment = equipment\ST_equip.ini
  equipment = equipment\weapon_equip.ini
;  equipment = equipment\turret_equip.ini
;  equipment = projectiles\projectiles.ini ;  kept around for turret projectiles
;  equipment = projectiles\m11_projectiles.ini  ; M11 snapshot
;  equipment = equipment\m11_equipment.ini      ; M11 snapshot
  equipment = equipment\prop_equip.ini      

 

;      ships = ships\m11_shiparch.ini            ; M11 snapshot
      ships = ships\shiparch.ini
      ships = ships\rtc_shiparch.ini
;      goods = equipment\m11_goods.ini            ; M11 snapshot
      goods = equipment\goods.ini
      goods = equipment\engine_good.ini
      goods = equipment\misc_good.ini
      goods = equipment\st_good.ini
      goods = equipment\weapon_good.ini

;    loadouts = ships\m11_loadouts.ini            ; M11 snapshot
;    loadouts = solar\m11_loadouts.ini            ; M11 snapshot
    loadouts = ships\loadouts.ini
    loadouts = ships\loadouts_special.ini
    loadouts = ships\loadouts_utility.ini
    loadouts = solar\loadouts.ini
  bodyparts = characters\bodyparts.ini
    costumes = characters\costumes.ini
    PetalDB = PetalDB.ini
    effects = fx\effect_types.ini         ; needs to be before effects.ini
    effects = fx\beam_effects.ini         ; also needs to be before effects.ini
    effects = fx\engines\engines_ale.ini
    effects = fx\equipment\equipment_ale.ini
    effects = fx\explosions\explosions_ale.ini
    effects = fx\hull_hits\hull_hits_ale.ini
    effects = fx\misc\misc_ale.ini
    effects = fx\shields\shields_ale.ini
    effects = fx\space\space_ale.ini
    effects = fx\weapons\weapons_ale.ini
    effects = fx\effects.ini
    effects = fx\effects_explosion.ini
effect_shapes = fx\effect_shapes.ini
      fuses = fx\fuse.ini
      fuses = fx\fuse_br_battleship.ini
      fuses = fx\fuse_br_destroyer.ini
      fuses = fx\fuse_br_gunship.ini
      fuses = fx\fuse_ku_battleship.ini
      fuses = fx\fuse_ku_destroyer.ini
      fuses = fx\fuse_ku_gunship.ini
      fuses = fx\fuse_li_cruiser.ini
      fuses = fx\fuse_li_dreadnought.ini
      fuses = fx\fuse_rh_battleship.ini
      fuses = fx\fuse_rh_cruiser.ini
      fuses = fx\fuse_rh_gunship.ini
      fuses = fx\fuse_or_osiris.ini
      fuses = fx\fuse_transport.ini
      fuses = fx\fuse_suprise_solar.ini
      fuses = fx\fuse_freeport7.ini
    concave = concave.ini
      intro = interface\intro.ini
gate_tunnels = fx\gate_tunnel.ini
      groups = InitialWorld.ini
        HUD = interface\hud.ini
 jump_effect = fx\jumpeffect.ini
      stars = solar\StarArch.ini
      igraph = igraph.ini
; bases has no filename but the key specifies the load order
      bases
    markets = equipment\market_misc.ini
    markets = equipment\market_ships.ini
    markets = equipment\market_commodities.ini
  NewCharDB = characters\NewCharacter.ini
  WeaponModDB = equipment\WeaponModDB.ini
  rtcslider = scripts\rtcslider.ini

[Error]
;EMAURER these four should remain as set.
log = $Window,65540    ; alert all asserts
log = $Window,-1,1      ; alert all errors (SEV_ERROR=1)

;EMAURER comment out lines below to vary the amount of output spew.

log = $Text, 65536, 5   ; 65536 means 'don't care' about kind value.
                  ; 5 refers to TRACE_LEVEL_5. means report all messages
                  ; with severity of 5 or less. lower the number, more severe
                  ; the message. WARNINGS are at level 2. reduce for less spew.

;log = $Text, 'I'   ; incoming packet transmission
;log = $Text, 'O'   ; outgoing packet transmission
;log = $Text, 'i'   ; instance creation related messages (mass, MOI, equip)
;log = $Text, 'r'   ; significant attitude/reputation events (show results of AdjustAttitude calls)
;log = $Text, 'a'   ; detailed info regarding loading/unloading of archetypes.
log = $Text, 'c'   ; report server-side events sent to contollers
log = $Text, 'm'   ; mission-generated messages
log = $Text, 's'   ; log second thread activity
;log = $Text, 'f'   ; report file opens/closes
;log = $Text, 'e'   ; explosion/fuse messages
log = $Text, 'd'   ; damage messages
log = $Text, 'A'   ; reload console command messages

;----------------------------
; Error explanation
;
; log = where to display log message, kind of msg, severity of msg
; where: [no default]
   ; $window = popup dialog
   ; $text = debugger window
   ; filename = any filename
; kind: [default = -1]
   ; -1               // all kinds, distinguish display based on severity.
   ; ERR_RENDER   ='R',   // Render Pipeline
   ; ERR_NETWORK   ='n',   // SERVER.DLL
   ; ERR_WARN      ='w',   // minor general problems
   ; ERR_SPINST   ='i',   // instance creation messages
   ; ERR_REP      ='r',   // log significant attitude/reputation events
   ; ERR_ARCH      ='a',   // log unloads of archetypes.
   ; ERR_CTRL      ='c',   // log server-side events sent to contollers
   ; ERR_MISN      ='m',   // mission-generated messages
   ; ERR_ASYNC      ='s',   // log second thread activity
   ; ERR_FILEIO     ='f',   // print File open/close
   ; ERR_ASSERT   = 65540 // asserts
; severity: [ default = all severities ]
   ; the lower the number the more severe
   ; SEV_FATAL = 0    // Unrecoverable errors
   ; SEV_ERROR = 1    // Recoverable errors
   ; SEV_WARNING = 2    // Conditions which may indicate a problem, but are handled
   ; SEV_NOTICE  = 3  // Useful messages that are in release builds.
   ; SEV_TRACE_1 = 4  // Information useful for debugging or determining program flow
   ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information

Voila! Normalement apres sa, tout devrai fonctionner sans trop de problêmes Razz

Des questions ? Un autre tuto ? Hésitez pas Wink


Dernière édition par momokdp le Lun 5 Juil - 12:07, édité 1 fois

momokdp

Messages : 26
Date d'inscription : 08/06/2010

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  Ribesg Dim 4 Juil - 11:42

J'ai essayé de mettre ma résolution (1680x945, 16/9) mais ça fonctionne mal, l'interface est coupée en haut et en bas, je n'ai plus aucune icône accessible.
Une idée ?
Ribesg
Ribesg

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Date d'inscription : 03/07/2010
Age : 31

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  momokdp Dim 4 Juil - 13:22

Ah ouai... Les 19/9 ... Bah la faut toucher au FOV. Essaye de mettre -dx à la fin de ton racourci FL. Clic droit puis propriété sur ton racourci. Ensuite tu voit sa dans "cible" :
Code:
...\Microsoft Games\Freelancer\EXE\Freelancer.exe"

et la tu met -dx à la fin, ce qui donne :

Code:
Microsoft Games\Freelancer\EXE\Freelancer.exe" -dx

Essaye et dis moi. Sa cest la façon simple et automatique. Apres ya la version manuelle qui touche aux fichiers du jeu.

AVANT TOUT: J'ai oublier de préciser qu'il faut sortir pour voir les icones en haut. Embarassed

momokdp

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  Ribesg Dim 4 Juil - 15:03

Quand je sors le résultat est le même !

J'ai fais la modification du raccourci et ça fonctionne très bien, merci beaucoup ! Que je sois en station ou dans l'espace, pour le moment je n'ai pas vu de bug (sauf qu'il faut sortir et revenir pour faire apparaitre les boutons si on était dans une station au départ), à part quelques problèmes de décalage du texte surement à cause de ma résolution exotique, enfin bon c'est par exemple le "Chargement" qui est au dessus de son cadre, des trucs comme ça sans aucune importance.
Le -dx marche très bien.
Merci

PS : Y'a pas moyen d'enlever le clignotement au démarrage ? Parce qu'il faut pas avoir d'épileptique qui te regarde jouer :-/
Ribesg
Ribesg

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  momokdp Dim 4 Juil - 16:57

Alors pour les police ya une solution. Il faut modifier 2 fichiers. Si sa t'intéresse je peux t'indiquer ce qu'il faut faire. Je ne voit pas ce que tu veut dire par les clignotements... Un screen stp?

momokdp

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Message  Ribesg Dim 4 Juil - 16:59

Faudrait plutôt que je filme ! C'est juste avant que ça marque Discovery machin au début, ça clignote pendant 5 à 30 secondes !
Pour les font je veux bien ouais, histoire que ce soit parfait Razz
Ribesg
Ribesg

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  momokdp Dim 4 Juil - 17:06

Ouai bon voila les fichiers à modifiers :

Dans le dossier :

"Freelancer\DATA\FONTS"

Ouvrir "FONTS.INI" et remplacer par ça : (faire un backup avant)

Code:
[TrueType]
nickname = ButtonText
font = Agency FB
fixed_height = 0.038500

[TrueType]
nickname = PageHeader
font = Agency FB
fixed_height = 0.041000

[TrueType]
nickname = SubHeader
font = Agency FB
fixed_height = 0.034500

[TrueType]
nickname = ItemName
font = Agency FB
fixed_height = 0.021000

[TrueType]
nickname = ListText
font = Arial Unicode MS
fixed_height = 0.026000

[TrueType]
nickname = ToolTip
font = Arial Unicode MS
fixed_height = 0.026000

[TrueType]
nickname = Rollover
font = Arial Unicode MS
fixed_height = 0.022000

[TrueType]
nickname = HudSmall
font = Agency FB
fixed_height = 0.026000

[TrueType]
nickname = MissionObjective
font = Agency FB
fixed_height = 0.056000

[TrueType]
nickname = Normal
font = Agency FB
fixed_height = 0.031000

[TrueType]
nickname = NewsMission
font = Agency FB
fixed_height = 0.026000

[TrueType]
nickname = NewsTicker
font = Agency FB
fixed_height = 0.041000

[TrueType]
nickname = PlayerName
font = Arial Unicode MS
fixed_height = 0.021000

[TrueType]
nickname = TradePlayerName
font = Arial Unicode MS
fixed_height = 0.021000

[TrueType]
nickname = DebugText
font = FixedSys
fixed_height = 0.026000

[TrueType]
nickname = ConfirmPlayerText
font = Arial Unicode MS
fixed_height = 0.036000

[TrueType]
nickname = ConfirmText
font = Agency FB
fixed_height = 0.036000

[TrueType]
nickname = NavMap1600
font = Agency FB
fixed_height = 0.015000

[TrueType]
nickname = NavMap1024
font = Agency FB
fixed_height = 0.020000

[TrueType]
nickname = NavMap1280
font = Agency FB
fixed_height = 0.01900

[TrueType]
nickname = NavMap800
font = Agency FB
fixed_height = 0.02300

Puis "RICH_FONTS.ini"

Code:
[TrueType]
font = 0, Arial Unicode MS, 18
font = 1, Agency FB, 26
font = 2, Arial Unicode MS, 22
font = 3, Agency FB, 24
font = 4, Agency FB, 96
font = 5, Agency FB, 20
font = 6, Agency FB, 30
font = 7, Agency FB, 18

[Style]
name = STYLE_CONSOLE
font = 0
bold = false
italic = false
underline = false
color = 255, 255, 255

[Style]
name = STYLE_DIALOG
font = 1
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_DIALOG_SMALL
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_BUTTON
font = 6
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_LOCTABLE
font = 0
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_LOCTABLE_SELECT
font = 0
bold = false
italic = false
underline = false
color = 245, 234, 82

[Style]
name = STYLE_LOCTABLE_INACTIVE
font = 0
bold = false
italic = false
underline = false
color = 182, 182, 182

[Style]
name = STYLE_SMALL_HEADER
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_SMALL_HEADER_ACTIVE
font = 5
bold = false
italic = false
underline = false
color = 245, 234, 82

[Style]
name = STYLE_SUBSUBTITLE
font = 1
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_TITLE
font = 3
bold = false
italic = false
underline = false
color = 135, 195, 224
justify = center

[Style]
name = STYLE_ERROR
font = 0
bold = false
italic = false
underline = false
color = 191, 29, 29

[Style]
name = STYLE_NN_AGENCY
font = 5
bold = false
italic = false
underline = false
color = 135, 195, 224

[Style]
name = STYLE_PRIVATE
font = 0
bold = false
italic = false
underline = false
color = 59, 191, 29

[Style]
name = STYLE_CONSOLE_SENDER
font = 2
bold = false
italic = false
underline = false
color = 0, 255, 0

Ensuite, dans le dossier :

"Freelancer\EXE"

Ouvrir le fichier "FREELANCER.INI"

Et à la 9eme ligne, il y as une resolution par defaut. Remplacez juste les nombres par la résolution souhaiter. Exemple pour un ecrant large 1280*1050 :

Code:
;
; FreeLancer - game configuration file
;

[Freelancer]
data path= ..\data
local_server = rpclocal.dll
initial_world = InitialWorld.ini   ;relative to Data path
AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}

[;Display]
    fullscreen = 1
    size = 1680,1050
    color_bpp = 32
    depth_bpp = 32

[Startup]
movie_file = movies\MGS_Logo_Final.wmv
movie_file = movies\DA_Logo_Final.wmv
movie_file = movies\FL_Intro.wmv


[ListServer]
;;;hostname = localhost                              ;Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com  ;GUN server in Austin
;;;hostname = 131.107.135.190                        ;GUN server in Redmond
hostname = fllistserver.zone.msn.com              ;GUN server in Redmond (DNS entry)

port = 2300

[Server]
;name = M9Universe
;description = My cool Freelancer server
death_penalty = 100  ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP

[Initial MP DLLs]
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks
; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL

DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST

[Initial SP DLLs]
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks
; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL

DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST

[Resources]
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll  ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll  ; Contains names of things, primarily.
DLL = EquipResources.dll  ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text

[Data]

;;; ************************************************************************
;;; SNICHOLS:  There is a multi-player optimization that has been made to
;;; the archetype system.  This optimization allows archetype-holding packets
;;; to store those values in 16 bits instead of 32 bits.  It is vital that
;;; the order of shared archetype initialization is kept in sync between
;;; the client and server.  This must be verified before releasing any patch
;;; without increasing the "build number".  Otherwise, unpredictable results
;;; will occur.
;;; ************************************************************************

;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
      solar = solar\solararch.ini
    universe = universe\universe.ini
  constants = constants.ini            ;constant variables
      fonts = fonts\fonts.ini
  fonts_dir = fonts\files\                ;directory for in-proc file loading
  rich_fonts = fonts\rich_fonts.ini
      sounds = audio\ambience_sounds.ini                ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
      sounds = audio\sounds.ini            ;all sfx not falling into some other category
      sounds = audio\engine_sounds.ini         ;engine sounds only
      sounds = audio\interface_sounds.ini
      sounds = audio\music.ini
      sounds = audio\story_sounds.ini         ;dialogue for the story (except for news broadcasts)
      sounds = audio\gf_sounds.ini         ;sound-effects for gameflow - bases, rooms etc.
;      sounds = audio\news_sounds.ini         ;dialogue for news broadcasts - re-usable PLUS story      CUT on 20021211 MG
   voices = audio\voices_space_male.ini      ;dialogue for male NPCs in space (all re-usable)
   voices = audio\voices_space_female.ini      ;dialogue for female NPCs in space (all re-usable)
   voices = audio\voices_base_male.ini      ;dialogue for male NPCs on bases (all re-usable)
   voices = audio\voices_base_female.ini      ;dialogue for female NPCs on bases (all re-usable)
      voices = audio\voices_recognizable.ini      ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
      voices = audio\voices_mission01.ini      ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission02.ini      ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission03.ini      ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission04.ini      ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission05.ini      ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission06.ini      ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission07.ini      ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission08.ini      ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission09.ini      ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission10.ini      ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission11.ini      ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission12.ini      ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
      voices = audio\voices_mission13.ini      ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)   
;      voices = audio\voices_tutorial.ini      ;dialogue specific to tutorial      CUT on 20021211 MG

  explosions = fx\explosions.ini
      debris = fx\explosions.ini
  asteroids = solar\asteroidarch.ini

  equipment = equipment\light_equip.ini
  equipment = equipment\select_equip.ini
  equipment = equipment\misc_equip.ini
  equipment = equipment\engine_equip.ini
  equipment = equipment\ST_equip.ini
  equipment = equipment\weapon_equip.ini
;  equipment = equipment\turret_equip.ini
;  equipment = projectiles\projectiles.ini ;  kept around for turret projectiles
;  equipment = projectiles\m11_projectiles.ini  ; M11 snapshot
;  equipment = equipment\m11_equipment.ini      ; M11 snapshot
  equipment = equipment\prop_equip.ini      

 

;      ships = ships\m11_shiparch.ini            ; M11 snapshot
      ships = ships\shiparch.ini
      ships = ships\rtc_shiparch.ini
;      goods = equipment\m11_goods.ini            ; M11 snapshot
      goods = equipment\goods.ini
      goods = equipment\engine_good.ini
      goods = equipment\misc_good.ini
      goods = equipment\st_good.ini
      goods = equipment\weapon_good.ini

;    loadouts = ships\m11_loadouts.ini            ; M11 snapshot
;    loadouts = solar\m11_loadouts.ini            ; M11 snapshot
    loadouts = ships\loadouts.ini
    loadouts = ships\loadouts_special.ini
    loadouts = ships\loadouts_utility.ini
    loadouts = solar\loadouts.ini
  bodyparts = characters\bodyparts.ini
    costumes = characters\costumes.ini
    PetalDB = PetalDB.ini
    effects = fx\effect_types.ini         ; needs to be before effects.ini
    effects = fx\beam_effects.ini         ; also needs to be before effects.ini
    effects = fx\engines\engines_ale.ini
    effects = fx\equipment\equipment_ale.ini
    effects = fx\explosions\explosions_ale.ini
    effects = fx\hull_hits\hull_hits_ale.ini
    effects = fx\misc\misc_ale.ini
    effects = fx\shields\shields_ale.ini
    effects = fx\space\space_ale.ini
    effects = fx\weapons\weapons_ale.ini
    effects = fx\effects.ini
    effects = fx\effects_explosion.ini
effect_shapes = fx\effect_shapes.ini
      fuses = fx\fuse.ini
      fuses = fx\fuse_br_battleship.ini
      fuses = fx\fuse_br_destroyer.ini
      fuses = fx\fuse_br_gunship.ini
      fuses = fx\fuse_ku_battleship.ini
      fuses = fx\fuse_ku_destroyer.ini
      fuses = fx\fuse_ku_gunship.ini
      fuses = fx\fuse_li_cruiser.ini
      fuses = fx\fuse_li_dreadnought.ini
      fuses = fx\fuse_rh_battleship.ini
      fuses = fx\fuse_rh_cruiser.ini
      fuses = fx\fuse_rh_gunship.ini
      fuses = fx\fuse_or_osiris.ini
      fuses = fx\fuse_transport.ini
      fuses = fx\fuse_suprise_solar.ini
      fuses = fx\fuse_freeport7.ini
    concave = concave.ini
      intro = interface\intro.ini
gate_tunnels = fx\gate_tunnel.ini
      groups = InitialWorld.ini
        HUD = interface\hud.ini
 jump_effect = fx\jumpeffect.ini
      stars = solar\StarArch.ini
      igraph = igraph.ini
; bases has no filename but the key specifies the load order
      bases
    markets = equipment\market_misc.ini
    markets = equipment\market_ships.ini
    markets = equipment\market_commodities.ini
  NewCharDB = characters\NewCharacter.ini
  WeaponModDB = equipment\WeaponModDB.ini
  rtcslider = scripts\rtcslider.ini

[Error]
;EMAURER these four should remain as set.
log = $Window,65540    ; alert all asserts
log = $Window,-1,1      ; alert all errors (SEV_ERROR=1)

;EMAURER comment out lines below to vary the amount of output spew.

log = $Text, 65536, 5   ; 65536 means 'don't care' about kind value.
                  ; 5 refers to TRACE_LEVEL_5. means report all messages
                  ; with severity of 5 or less. lower the number, more severe
                  ; the message. WARNINGS are at level 2. reduce for less spew.

;log = $Text, 'I'   ; incoming packet transmission
;log = $Text, 'O'   ; outgoing packet transmission
;log = $Text, 'i'   ; instance creation related messages (mass, MOI, equip)
;log = $Text, 'r'   ; significant attitude/reputation events (show results of AdjustAttitude calls)
;log = $Text, 'a'   ; detailed info regarding loading/unloading of archetypes.
log = $Text, 'c'   ; report server-side events sent to contollers
log = $Text, 'm'   ; mission-generated messages
log = $Text, 's'   ; log second thread activity
;log = $Text, 'f'   ; report file opens/closes
;log = $Text, 'e'   ; explosion/fuse messages
log = $Text, 'd'   ; damage messages
log = $Text, 'A'   ; reload console command messages

;----------------------------
; Error explanation
;
; log = where to display log message, kind of msg, severity of msg
; where: [no default]
   ; $window = popup dialog
   ; $text = debugger window
   ; filename = any filename
; kind: [default = -1]
   ; -1               // all kinds, distinguish display based on severity.
   ; ERR_RENDER   ='R',   // Render Pipeline
   ; ERR_NETWORK   ='n',   // SERVER.DLL
   ; ERR_WARN      ='w',   // minor general problems
   ; ERR_SPINST   ='i',   // instance creation messages
   ; ERR_REP      ='r',   // log significant attitude/reputation events
   ; ERR_ARCH      ='a',   // log unloads of archetypes.
   ; ERR_CTRL      ='c',   // log server-side events sent to contollers
   ; ERR_MISN      ='m',   // mission-generated messages
   ; ERR_ASYNC      ='s',   // log second thread activity
   ; ERR_FILEIO     ='f',   // print File open/close
   ; ERR_ASSERT   = 65540 // asserts
; severity: [ default = all severities ]
   ; the lower the number the more severe
   ; SEV_FATAL = 0    // Unrecoverable errors
   ; SEV_ERROR = 1    // Recoverable errors
   ; SEV_WARNING = 2    // Conditions which may indicate a problem, but are handled
   ; SEV_NOTICE  = 3  // Useful messages that are in release builds.
   ; SEV_TRACE_1 = 4  // Information useful for debugging or determining program flow
   ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information

Des questions ? Un autre tuto ? Hésitez pas Wink

momokdp

Messages : 26
Date d'inscription : 08/06/2010

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  Ribesg Dim 4 Juil - 21:51

Euh... Comment on gagne des millions ? Laughing
Je déconne ! Tout marche impec', les fonts sont plus propres c'est nickel merci bien.
Ribesg
Ribesg

Messages : 19
Date d'inscription : 03/07/2010
Age : 31

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  momokdp Lun 5 Juil - 8:16

Ravi d'avoir pus taider Smile . J'ai aussi remarquer qu'avec le jeu original sa n'avai pas les mêmes effet qu'avec discovery ... A voir pourquoi.

momokdp

Messages : 26
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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  Ribesg Lun 5 Juil - 11:29

Tu devrais éditer ton premier post non ? Une petite catégorie pour si on ne voit pas les icônes dans le jeu
Ribesg
Ribesg

Messages : 19
Date d'inscription : 03/07/2010
Age : 31

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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  momokdp Lun 5 Juil - 11:45

Ouai, je vais tout mettre dans le même post ^^ Voila c'est fait =) Very Happy

momokdp

Messages : 26
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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

Message  Ribesg Dim 19 Sep - 18:28

Ribesg
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Commen jouer correctement avec un écrant large? Empty Re: Commen jouer correctement avec un écrant large?

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