adonys Feb 14, 2013 @ 4:21am
ACM custom settings..
Last night it crossed my mind that this is still an Unreal 3 engine, so I've started to look through ACM's settings files (located in My Documents).

Here are my findings until now:
- none of the new generation video cards are listed into the compatibilities files, and therefore my 680 GT OC was loaded with the default batch settings no 4, instead of 5 (which is the maxed out one). to fix this, start the game, then close it, then have a look into the log file to see how the game detects your video card. copy the ID from there and add it in the proper place into the compatibility file (mind that an ID like 00001180 must be added as 0x1180) as working with batch 5 (of course, if your card is good enough and if it's not already in there)
- even in batch setting 5, not everything is maxed out, the culprits being the three world textures settings, which are put with LODBias 1 (the second load), instead LODBias0 (which would be the highest quality setting). this setting might still be over-ridden through the code at specific texture loading, so it might not work, but the highest settings should still have a general LODBias set on 0
- set Physx on hardware acceleration mode (thogh it seems to deactivated the hard way from the code, as the log still shows PhysX starting in software mode)
- increased the number of dead bodies on the floor (from default 5 to 50)
- lenghten the time dead spawn actors (the enemies: aliens, mercs, etc) remains on the floor after they die until they can be considered for removal (I've crancked it up to 120 secs)
- lenghten the time dead marines actors remains on the floor after they die until they can be considered for removal (I've crancked it up to 120 secs)
- increased the max number of pieces in which a body can be broken at death (default 2, I've rised it up to 5, then lowered it to 3 as 5 seemed too much)
- increased the max number of gibblets at an actor death's (from default 5 to 20, then lowered it a little bit to 10)
- modified FOV (from 90 to 100) - seems to not be taken into consideration during the cutscenes
- modified min (from 22 to 60) and max framerates (from 62 to 120)


I haven't got time to look for trying to activate the dynamic lighting yet (as it was almost 4 am and I was almost broken) but I'll try ot have a look tonight (if it wasn't deactivated the hard way from the code, as with the hardware accelerated PhysX)

Please post your other findings in trying to make this look and feel a little bit not so miserable as it felt with developer settings at launch.

dan
Last edited by adonys; Feb 16, 2013 @ 4:49am
Showing 1-15 of 15 comments
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saint.f Feb 14, 2013 @ 4:30am 
nice, Im diggin around the INI as well. I see alot of potential in there
=VAC=Killers Feb 14, 2013 @ 6:03am 
nice !!! hope you find the rest of it
[.dS-]Lürch Feb 14, 2013 @ 7:29am 
This is great
hasteful Feb 14, 2013 @ 7:31am 
hey good job man and thanks for sharing, keep up the good work!
iiKA Feb 14, 2013 @ 7:36am 
In that case, could there be some sort of workaround to create a dedicated server?
adonys Feb 16, 2013 @ 4:59am 
I'm transforming it into a guide, and I'll add all the details.

ACM custom settings guide
http://steamcommunity.com/sharedfiles/filedetails/?id=127541833
GlassToTheArson Feb 16, 2013 @ 8:00pm 
Hey uh no homo, I love you man, seriously
Shai`tan Feb 17, 2013 @ 11:48am 
What exactl is the FMOD? Thx.
Gameplane.de | Maxunit Feb 17, 2013 @ 12:38pm 
From FMOD Page:

FMOD is a programming library and toolkit for the creation and playback of interactive audio. It supports all leading operating systems and game platforms.
Shai`tan Feb 17, 2013 @ 1:15pm 
I should have been more clear. I am wondering why adonys changed this

AudioDeviceClass=XAudio2.XAudio2Device

to this

AudioDeviceClass=FModAudio.FModAudioDevice

in the PecanEngine.ini.
commander Feb 17, 2013 @ 1:41pm 
Need some fixes?

Make sure to check the forum threads for helpful threads.

And go to the Guides at the top of the forum for more help on graphics and other things.

Also go here.

http://steamcommunity.com/app/49540/discussions/0/846945579760601767/#p2
Gameplane.de | Maxunit Feb 18, 2013 @ 2:46am 
Originally posted by Shai`tan:
I should have been more clear. I am wondering why adonys changed this

AudioDeviceClass=XAudio2.XAudio2Device

to this

AudioDeviceClass=FModAudio.FModAudioDevice

in the PecanEngine.ini.

Maybe FMod works/sounds better than XAudio2. Not sure.
adonys Feb 18, 2013 @ 3:19am 
FMod[en.wikipedia.org] is a largely used cross-platform audio engine, and considering it was used on a large scale in the latest years, it must be more mature and much more stable then M$'s XAudio2[en.wikipedia.org], which is a proprietary audio engine working only on XBox and Windows.
Knight_Kin Feb 18, 2013 @ 3:21am 
The ini's are such a trainwreck. They have to be the worst i've seen.
saint.f Feb 18, 2013 @ 3:28am 
total madness
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Date Posted: Feb 14, 2013 @ 4:21am
Posts: 15