It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Since I don't see a thread dedicated to tweaks, I'm creating one. This game really needs it.

* bypass the loader entirely by running oc1.exe with the word "game" on its command line.

* WSAD config:
Control.ini
[Trigger]
Slow=KEY_RALT
Rudder_LeftRight=~MOUSE_AXIS_0 JOY_AXIS_3
RudderRight=JOYBUT7
RudderMotion=KEY_LALT
RudderLeft=JOYBUT6
BackForward=JOY_AXIS_1
LeftRight=JOY_AXIS_0
CameraFar=||KEY_NUMPAD1 JOYBUT258 KEY_END
CameraNear=||KEY_NUMPAD7 JOYBUT256 KEY_HOME
Forward=||KEY_W KEY_NUMPAD8 KEY_UP
Backward=||KEY_S KEY_NUMPAD2 KEY_DOWN
Left=||KEY_A KEY_NUMPAD4 KEY_LEFT
Right=||KEY_D KEY_NUMPAD6 KEY_RIGHT
Fire=||MOUSE_BUTTON_0 KEY_SPACE KEY_LCONTROL
Target=||MOUSE_BUTTON_1 JOYBUT1 KEY_LSHIFT
MapZoomout=KEY_SUBTRACT
MapZoomin=KEY_ADD
MapToggleSize=KEY_MULTIPLY
Map=KEY_TAB
Inventory=|KEY_R JOYBUT6
WeaponPrevious=|KEY_NUMPAD3 KEY_Z
WeaponNext=|KEY_NUMPAD9 KEY_Q
Weapon6=KEY_6
Weapon5=KEY_5
Weapon4=KEY_4
Weapon3=KEY_3
Weapon2=KEY_2
Weapon1=KEY_1
XRay=KEY_X
PitchUp=|JOYBUT259 KEY_PAGEUP
PitchDown=|JOYBUT257 KEY_PAGEDOWN
Pitch=MOUSE_AXIS_1
Notepad=KEY_T
BackPack=KEY_B
Lexicon=KEY_L
LockTarget=KEY_E
ClearHands=|KEY_0 KEY_V
Abort=|KEY_ESCAPE JOYBUT1
Escape=KEY_ESCAPE
Crawl=|JOYBUT4 KEY_C
Jump=JOYBUT5
FirstPerson=||JOYBUT7 KEY_RCONTROL KEY_F
PitchAbsolute=JOY_AXIS_2
VolumeUp=KEY_U
VolumeDown=KEY_Y
MouseUp=KEY_I
MouseDown=KEY_K
BalanceUp=KEY_J
BalanceDown=KEY_H
CameraRight=
CameraLeft=
disablejoystick=0

[Sensitivity]
MouseSensitivity=0.500000
InvertedMouse=-1.000000
swapmousebuttons=0

[Sound_Quality_Control]
3D_sound=1
EAX_support=1


* Better graphics:

antialiasing_high.ini
[Visual_Quality_Control]
Global_Antialiasing= 3
Combat_Antialiasing = 3
Normal_Antialiasing = 3
Dialog_Antialiasing = 3

lnd_aa_level=2

lnd_bilinear_range=16.0

DOC_high.ini
[Visual_Quality_Control]
lnd_base_layers=0

[Render_Mesh]
temples_world_view_angle=35.000000
temples_world_view_dist=12000.000000
temples_world_far_view_angle=38.000000
temples_world_far_view_dist=9000

marais_world_view_angle=35.000000
marais_world_view_dist=10000.000000
marais_world_far_view_angle=38.000000
marais_world_far_view_dist=8000

montagne_world_view_angle=35.000000
montagne_world_view_dist=11000.000000
montagne_world_far_view_angle=38.000000
montagne_world_far_view_dist=8000

ville_world_view_angle=35.000000
ville_world_view_dist=10000.000000
ville_world_far_view_angle=38.000000
ville_world_far_view_dist=7000

foret_world_view_angle=35.000000
foret_world_view_dist=9000.000000
foret_world_far_view_angle=38.000000
foret_world_far_view_dist=9000

neige_world_view_angle=35.000000
neige_world_view_dist=11000.000000
neige_world_far_view_angle=38.000000
neige_world_far_view_dist=8500

neige2_world_view_angle=35.000000
neige2_world_view_dist=11000.000000
neige2_world_far_view_angle=38.000000
neige2_world_far_view_dist=8500


[Render__mesh]
temples__mesh_back_plane=11000
marais__mesh_back_plane=9000
montagne__mesh_back_plane=10000
ville__mesh_back_plane=9000
foret__mesh_back_plane=8000
neige__mesh_back_plane=10000
neige2__mesh_back_plane=10000

[Render_big_mesh]
temples_big_mesh_back_plane=15500
marais_big_mesh_back_plane=14500
montagne_big_mesh_back_plane=14500
ville_big_mesh_back_plane=13000
foret_big_mesh_back_plane=15000
neige_big_mesh_back_plane=14500
neige2_big_mesh_back_plane=14500

[Fog]
temples_fog_density=7
temples_fog_sky_scale=1
marches_fog_density=7
marches_fog_sky_scale=2
montagne_fog_density=6
montagne_fog_sky_scale=2
ville_fog_density=8
ville_fog_sky_scale=2
foret_fog_density=7
foret_fog_sky_scale=2
neige_fog_density=7
neige_fog_sky_scale=3
burned_fog_density=7
burned_fog_sky_scale=3

object_detail_high.ini
[Visual_Quality_Control]
highobjectdetail=1
global_particle_level=2

[Leaves]
MinimumLeaveSize=2
MaximumLeaveSize=2.5
NumberOfLeavesSmall=12
NumberOfLeavesBig=18
MipmapLevel2=1300.000000
MipmapLevel1=2700.000000

[Snow]
Whirl_speed_ratio=200.000000
Whirl_speed=20000.000000
Transition_multiplier_snow_trigger=2.000000
Transition_base_snow_trigger=-1.000000
Side_move_effect=20.000000
Radius_around_cutter=1500.000000
Position_above_cutter=1000.000000
Minimum_weight=5.000000
Minimum_scale=10.000000
Maximum_weight=10.000000
Maximum_scale=12.000000
Good_weather_in_frames=2000
Fog_basic_altitude=1300.000000
Flakes_number=2000
Down_fog_speed=2.000000
Down_fog_altitude=-600.000000
Bad_weather_in_frames=4000

Pentium III 550+ 64 Mb.ini
[performance]
resolution=1280x800
cinemascope=false

crowdlevel=true
ambientsounds=true
bumpmapping=true
highanimationdetail=true

antialiasing=high
chardetail=high
objectdetail=high
prq=high
dof=high

doc=high

OUTCAST.ini
(translucent water)

[WaterEffect]
Water_opacity_shift=6
Water_opacity_pitch=2000.000000
Water_opacity_offset=5000 //set to 0 for clear water

character_detail_high.ini
[Visual_Quality_Control]
amh_shadow_limit_contraction_factor=1.5
amh_bump_disable_distance=2000

combat_stan_lod_near_limit=1000.0
combat_stan_lod_far_limit=2000.0
normal_stan_lod_near_limit=2000.0
normal_stan_lod_far_limit=2000.0
dialog_stan_lod_near_limit=1000.0
dialog_stan_lod_far_limit=2000.0

combat_animal_lod_near_limit=1000.0
combat_animal_lod_far_limit=2000.0
normal_animal_lod_near_limit=1000.0
normal_animal_lod_far_limit=2000.0
dialog_animal_lod_near_limit=1000.0
dialog_animal_lod_far_limit=2000.0

combat_human_lod_near_limit=1000.0
combat_human_lod_far_limit=2000.0
normal_human_lod_near_limit=1000.0
normal_human_lod_far_limit=2000.0
dialog_human_lod_near_limit=1000.0
dialog_human_lod_far_limit=1000.0

dead_human_lod_near_limit=0.0
dead_human_far_limit=400.0

Well, that's about it. Feel free to contribute.
Post edited October 12, 2010 by Entropy
I have tried your tweaks and I must say, the game does look remarkably better.
I'm very interested to try these tweaks, but I'm curious about a few things... Are these compatible with the high-resolution patch also discussed on this forum? If I overwrite my INI files with the contents you have listed here, will that break the high-resolution patch in any way?

Additionally, do I just open each INI file and paste over it with your given values, or is any futzing in the loader needed?
Post edited October 13, 2010 by Teflon.Djinn
i am using the high res patch and these tweaks and all is fine and dandy :D
if you are worried about your ini files, then back them up before changing anything:)
avatar
Rassilon: i am using the high res patch and these tweaks and all is fine and dandy :D
if you are worried about your ini files, then back them up before changing anything:)
Yup. I also tweaked these after applying the patch, so there shouldn't be a problem.
There are other things I've tweaked since, and probably more I haven't touched, but what I originally posted still works pretty good.
You have to realize that the game's highest settings are for a 500mhz p3, and as such can be optimized far past the default mode.
Some other things to take note of: quality_control.ini has redundant settings from other .ini files, and they need copied, and also I enabled EAX, so if you can't run it don't turn it on.
I don't know how important Loader.ini is, but if you change it, you can't run the loader because the loader resets that file every time you use it.

latest settings:
Quality_Control.ini
[Visual_Quality_Control]
msh_shadow_limit_contraction_factor=1.500000
msh_perspective_treshold=768.000000
msh_lod_near_limit=2000.000000
msh_lod_far_limit=3000.000000
msh_bump_disable_distance=2000.000000
amh_shadow_limit_contraction_factor=2
amh_lod_near_limit=2000.000000
amh_lod_far_limit=3000.000000
amh_bump_disable_distance=3000

combat_stan_lod_near_limit=2000.0
combat_stan_lod_far_limit=3000.0
normal_stan_lod_near_limit=2000.0
normal_stan_lod_far_limit=3000.0
dialog_stan_lod_near_limit=2000.0
dialog_stan_lod_far_limit=3000.0

combat_animal_lod_near_limit=2000.0
combat_animal_lod_far_limit=3000.0
normal_animal_lod_near_limit=2000.0
normal_animal_lod_far_limit=3000.0
dialog_animal_lod_near_limit=2000.0
dialog_animal_lod_far_limit=3000.0

combat_human_lod_near_limit=2000.0
combat_human_lod_far_limit=3000.0
normal_human_lod_near_limit=2000.0
normal_human_lod_far_limit=3000.0
dialog_human_lod_near_limit=2000.0
dialog_human_lod_far_limit=3000.0

dead_human_lod_near_limit=0.0
dead_human_far_limit=600.0

Global_Antialiasing=3
Combat_Antialiasing =3
Normal_Antialiasing =3
Dialog_Antialiasing =3

Combat_pr_post_filtering =1
Normal_pr_post_filtering =1
Dialog_pr_post_filtering =1


pr_waves=1
pr_water=1
pr_level=3
pr_fog=1
lnd_bilinear_range=32.0
lnd_base_layers=0
lnd_aa_level=2
lnd_under_water_opt=0
global_particle_level=2
Pre_bump_mesh=1
Anim_low_mem=0
highobjectdetail=1
Character_Detail=1

[Sound_Quality_Control]
ambiance_present=1
EAX_support=1
3D_sound=1
Voices_management=1

[IA_Quality_Control]
low_number_of_extra_actors=0

[Leaves]
MinimumLeaveSize=2
MaximumLeaveSize=2.5
NumberOfLeavesSmall=16
NumberOfLeavesBig=24
MipmapLevel2=1300.000000
MipmapLevel1=2700.000000

[Render_Mesh]
temples_world_view_angle=35.000000
temples_world_view_dist=17000.000000
temples_world_far_view_angle=38.000000
temples_world_far_view_dist=9000

marais_world_view_angle=35.000000
marais_world_view_dist=16000.000000
marais_world_far_view_angle=38.000000
marais_world_far_view_dist=8000

montagne_world_view_angle=35.000000
montagne_world_view_dist=16500.000000
montagne_world_far_view_angle=38.000000
montagne_world_far_view_dist=8000

ville_world_view_angle=35.000000
ville_world_view_dist=16000.000000
ville_world_far_view_angle=38.000000
ville_world_far_view_dist=7000

foret_world_view_angle=35.000000
foret_world_view_dist=15500.000000
foret_world_far_view_angle=38.000000
foret_world_far_view_dist=9000

neige_world_view_angle=35.000000
neige_world_view_dist=16500.000000
neige_world_far_view_angle=38.000000
neige_world_far_view_dist=8500

neige2_world_view_angle=35.000000
neige2_world_view_dist=16500.000000
neige2_world_far_view_angle=38.000000
neige2_world_far_view_dist=8500


[Render__mesh]
temples__mesh_back_plane=12500
marais__mesh_back_plane=11500
montagne__mesh_back_plane=12000
ville__mesh_back_plane=11500
foret__mesh_back_plane=11000
neige__mesh_back_plane=11000
neige2__mesh_back_plane=11000

[Render_big_mesh]
temples_big_mesh_back_plane=15500
marais_big_mesh_back_plane=14500
montagne_big_mesh_back_plane=14500
ville_big_mesh_back_plane=13000
foret_big_mesh_back_plane=15000
neige_big_mesh_back_plane=14500
neige2_big_mesh_back_plane=14500




[ForceFeedback]
useforcefeedback =0
Post edited October 14, 2010 by Entropy
I have to try your tweaks but I'm going to run 640x480 as I any higher than that I don't get a stable 60-80FPS+ which I need. Will these tweaks only make the game look better, run better or a mix of both?

I would love some higher textures, I loooove high detailed textures. :)
avatar
Nirth_90: I have to try your tweaks but I'm going to run 640x480 as I any higher than that I don't get a stable 60-80FPS+ which I need. Will these tweaks only make the game look better, run better or a mix of both?

I would love some higher textures, I loooove high detailed textures. :)
I'd like to know this as well!
The tweaks listed only make the game look better, they aren't supposed to make it run better.

Higher detailed textures aren't likely to happen.. even if they did, they could only be applied to objects as the terrain is voxel-based (and likely only editable via some sort of height map).
avatar
DreadMoth: The tweaks listed only make the game look better, they aren't supposed to make it run better.

Higher detailed textures aren't likely to happen.. even if they did, they could only be applied to objects as the terrain is voxel-based (and likely only editable via some sort of height map).
Objects are better than nothing and if it's animations too it would be awesome.
avatar
Entropy: Yup. I also tweaked these after applying the patch, so there shouldn't be a problem.
There are other things I've tweaked since, and probably more I haven't touched, but what I originally posted still works pretty good.
You have to realize that the game's highest settings are for a 500mhz p3, and as such can be optimized far past the default mode.
Some other things to take note of: quality_control.ini has redundant settings from other .ini files, and they need copied, and also I enabled EAX, so if you can't run it don't turn it on.
I don't know how important Loader.ini is, but if you change it, you can't run the loader because the loader resets that file every time you use it.
I must say, Entropy, your settings make the v.3 patch look even better than it does in the stock mode.

Thanks!
Post edited December 26, 2010 by Smecty
The only downside of Outcast is that the shootings are far too easy. So I made it harder to avoid the enemy bullets.

In OUTCAST.ini, the values for that are called "Speed_of_bullet". Just search for these values, increase them and bear in mind that soldiers use the following weapons: [SeekerGun], [ScytheGun], [Sarbacan] and [LaserGun]. All other weapons with that value belong to Cutter Slade.

Plus, I set "HeroDamageScale" to 1.500000 to make Cutter more vulnerable.
Post edited December 28, 2010 by graulicht
There are two aspects of Outcast that I would like to enhance through the .ini files.
1) The view distance and lod detail planes (distance at which lod of terrain changes)
2) The shadows

What follows is my quest through .ini files to address these two issues. Please note I am using the hi-res patch and only examining the effects of the .ini files in the opening of the game (directly after the introductory cinematic).

TERRAIN LOD:
So far, the only feature I can see that affects this is the following:

lnd_base_layers=0

found in the DOC_high (or low) file, setting this to 1 (the default for DOC_low) results in a low view distance. 0 results in a higher view distance. Anything else results in a crash.

However, this only effects the view distance, it doesn't affect the distance at which the level of detail of the land streams in. Even with a greater view distance, (though now visible) the terrain appears "blurry" off in the fairly immediate distance, only streaming in and becoming clearer as it is approached. If the LOD of the land could some how be pushed back as to eliminate this streaming, that would be immensely valuable, not mention aesthetically pleasing. So far, none of the settings in the DOC_high files seem to have any effect. This includes the various world_view_dist parameters also in the DOC_high.ini file. These seem to be view distances for various levels in the game, but multiplying each by a factor of 10 didn't seem to do much. It is possible that these parameters don't affect the starting level of the game from which I am testing all .ini tweaks, but I made sure to change all of them and it seems the starting level would be included in here somewhere.

SHADOWS
It would also be nice if the shadow fidelity could be beefed up a bit. The only parameter I have found pertaining to this is:

amh_shadow_limit_contraction_factor=1.5
This is found in the character_detail_high.ini file.
I have played with several values such as 0, 5, and 10, but I can see no discernable difference with the shadows. Can anyone hazard a guess at what this parameter does? the amh prefix seems to hint at which shadows we're talking about, but I'm not sure.

As a final note, there are many more parameters in the Quality_Control.ini file. Some of them can be found in other files. Any change to these redundant parameters within the quality_control.ini file will reset to the values found in their respective .ini file. For instance, both the shadow parameters and view distance parameters discussed above appear in the quality_control.ini file, but their value is inherited from their respective original files (DOC_high or character_detail_high). It almost seems as if this file is more of a summary .ini file, that it is here to report changes from other .ini files, not make them.

In conclusion, does anyone know how to increase terrain lod distance, beef up the shadows, or understand the quality_control.ini files? Any .ini wisdom is greatly appreciated.
Post edited January 05, 2011 by ardentlyenthused
Ooh, great thought, graulicht!

Also, thank you for the upgrade, Entropy!

Edit:
Just installed _Zenger_'s V3 patch and it looks *gorgeous* with these tweaks! Whether or not you use the patch, Muskie's .INI tweaks to really max out LOD probably belong in this thread.

http://www.gog.com/en/forum/outcast/experimental_outcast_hi_res_patch_up_to_1280x768_cyana_lighthouse_problem_fixed/post105

reposting here from Muskie:

Replace the contents of your character_detail_high.ini with this:

[Visual_Quality_Control]
amh_shadow_limit_contraction_factor=5
amh_bump_disable_distance=18000

combat_stan_lod_near_limit=450000.0
combat_stan_lod_far_limit=800000.0
normal_stan_lod_near_limit=450000.0
normal_stan_lod_far_limit=800000.0
dialog_stan_lod_near_limit=450000.0
dialog_stan_lod_far_limit=800000.0

combat_animal_lod_near_limit=650000.0
combat_animal_lod_far_limit=1400000.0
normal_animal_lod_near_limit=650000.0
normal_animal_lod_far_limit=1400000.0
dialog_animal_lod_near_limit=650000.0
dialog_animal_lod_far_limit=1400000.0

combat_human_lod_near_limit=400000.0
combat_human_lod_far_limit=700000.0
normal_human_lod_near_limit=400000.0
normal_human_lod_far_limit=700000.0
dialog_human_lod_near_limit=400000.0
dialog_human_lod_far_limit=700000.0

dead_human_lod_near_limit=10000.0
dead_human_far_limit=40000.0

replace the current settings for [WaterEffect] in outcast.ini with this:

[WaterEffect]
Water_opacity_shift=60
Water_opacity_pitch=2.000000
Water_opacity_offset=25
(I prefer to use Entropy's suggestion for WaterEffect, personally.)
Post edited January 07, 2011 by Curunauth
Nice thread, Entropy, thanks! I wouldn't have started messing with this if not for you.

Implemented most of them, and tried a few different settings to the point that I'm no longer sure how it looked originally :P

After some tweaking I think I like this one for water effect better:

In Outcast.ini

[WaterEffect]
Water_opacity_shift=6
Water_opacity_pitch=10000.000000
Water_opacity_offset=10000

Not too different-looking than original, which I also like (and it may be a bit truer to reality-ish), but this one is a little bit more translucent.

EDIT: never mind, it wasn't that different from Entropy's tweak anyway :P
Post edited February 07, 2011 by coilwinder
Ok, this might not be revolutionary, I just thought I share a few observations.

Btw the ini-modifications by Entropy and Muskie are really good as-is also. But maybe with some more collaborative effort it is possible to find out how to increase the view distance another notch or two, while not destroying the game (which of course is really awsome as-is, but anyway).

First, just to get that out of the way, here is what I think the different worlds are named in the ini files. Seems like a mixture of french and english (FYI, I don't knowfrench):

Ranzaar (neige_world)
Shamazaar (temples_world)
Talanzaar (Ville_world)
Okasankaar (marais_world)
Motazaar (montagne_world)
Okaar (foret_world (misspelled?,but it is spelled like this several times)


Then, in the files "DOC_high.ini", and also the "Quality_control.ini", which seems to containt redundant(?) copies of the same settings.

[Render_Mesh],
in the original ini files, the pattern seems to be that "any_world"_view_dist is less than "any_world"_far_view_dist.
Example:
temples_world_view_angle=35.000000
temples_world_view_dist=6000.000000
temples_world_far_view_angle=38.000000
temples_world_far_view_dist=9000

[Render__mesh] (two underscores)
"any_world"__mesh_back_plane is just short of "any_world"_view_dist (by about 500),
Example: temples__mesh_back_plane=5500

and similarly, under [Render_big_mesh]
"any_world"_big_mesh_back_plane is just short of "any_world"_far_view_dist (by about 500-1000 less).
Example: temples_big_mesh_back_plane=8500


I just noticed some of the ini tweaks do not follow this. However, when I "fix" this, I get some strange artifacts, like near objects sometimes (at some angles, probably), disappears. So maybe they are better as-is..

It could also be something about the limits of those numbers, like 16-bit unsigned integer or something (but that would be 0-65536, so probably not that).


Btw, I havent tested what the "any_world"_view_angle and _far_view_angle does, yet. (and lots and lots of other things...)
Post edited February 08, 2011 by coilwinder