
- DEADLOCK PLANETARY CONQUEST INSECT MOD
- DEADLOCK PLANETARY CONQUEST INSECT PATCH
- DEADLOCK PLANETARY CONQUEST INSECT SOFTWARE
if ALTERNATE_AMMO_METRE=2 - Changes colour depending how much ammo remains in your current weapon. if ALTERNATE_AMMO_METRE=1 - Single colour, the colours used can be set below with the ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK options.
DEADLOCK PLANETARY CONQUEST INSECT MOD
A small mod that replaces the Ammo Metre. if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width. This will increase the width of the interface bar expanding the area used to display text. if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar. if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges. if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used. if IFACE_BAR_SIDE_ART=1 - Metal look Iface-bar side art used. if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used. if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar. if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar. Extends the path finding range by increasing the number of path nodes. HALF_SCRN eqauls half the screen height width when used by SCROLL_DIST_Y. HALF_SCRN eqauls half the screen width when used by SCROLL_DIST_X. if IGNORE_PLAYER_SCROLL_LIMITS=1 - scroll limits from the player are ignored. if IGNORE_PLAYER_SCROLL_LIMITS=0 - scroll limits from player are controlled by the variables SCROLL_DIST_X and SCROLL_DIST_Y found below. if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored. if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled. if EDGE_CLIPPING_ON=1 - area beyond map edges is hidden. if EDGE_CLIPPING_ON=0 - area beyond map edges is visible. if MOVIE_SIZE=2 - movies will stretch to fill the screen. if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original. if MOVIE_SIZE=0 - movies remain their original size. if DISPLAY_LIST_DESCENDING=1 resolutions are listed from highest to lowest. if DISPLAY_LIST_DESCENDING=0 resolutions are listed from lowest to highest.
DEADLOCK PLANETARY CONQUEST INSECT PATCH
Hi-Res Patch data file and patch folder(Loaded after master.dat) 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5) 16 for 16bit colour output (set only if your not using Sfall with graphics modes 4 or 5) Comments start with anything on a line after a comment is not visible to program I will also paste my current f2_res.ini and ddraw.ini files in case anyone has the time to browse them and see what's wrong What could be the problem and how can i fix it? Then only thing that works is turning directx9 back on and loading a saved game which i had saved with directx9 on. I've tried deleting weather.ini, but to no avail. If i disable it and leave the 8bit fullscreen in high res, the game runs perfectly for 30 minutes or so (although i get a message about a weather mod error), and then it crashes and when i try to load a saved game, it crashes again. If I enable fullscreen directx9 in sfall - lags appear (with or without GPU blittling). I try to run the game at the native resolution for my laptop - 1280x800 Also copied the "Edge Data Mega Mod 2.44" files to data\maps. I installed Fallout -> MegaMOD 2.44 -> exe from patch 1.02 -> resolution patch 3.05.
DEADLOCK PLANETARY CONQUEST INSECT SOFTWARE
Dont have a problem with any software that is supposed to run on WIndows XP I have a Macbook 13' with 1280x800 screen (Windows XP SP3 running through bootcamp). Resolution patch 3.05 + MegaMOD 2.44 problemįirst of all big thanks to Mash for creating this super mod!Ĭould anyone please help me solve a problem with the lates resolution patch installed over MegaMOD 2.44

I really hate to delete all the old scroll blockers manually (or exit grids). A function to replace (or remove) all of object x in a map. Would be good if they would "refresh" automatically on map load or save.

This means, whenever you edit the proto flags of such an object, you'll have to replace them in every map. When placing proto objects in the gameworld (scenery or items), they will remain as is, even if you edit the proto. Oh, please add a button to refresh all scripts and stuff, so I don't have to restart the mapper. :>īeside this, I am all for having the mapper in a window, working like. What I find the biggest improvement in the BIS mapper with high res patch is that I can overview pretty much the whole map at once. One of my first point: Please don't make the active mapping window not too small (or make it adjustable /edit: I've just read that it is :>).
