[PC] C & C GENERALS -Höherer Zoom/Auflösung

Dieses Thema im Forum "Gamer Support" wurde erstellt von Arturchick, 23. Februar 2009 .

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  1. #1 23. Februar 2009
    C & C GENERALS -Höherer Zoom/Auflösung

    Habe bei Generals nun das Problem dass ich die Auflösung in den Optionen nur bis 1280*960 einstellen kann...

    Zur Info:

    Ich habe ne Geforce 7800GTX >updated

    Einen LG 21" Monitor

    Generals deutsch 1.8 >updated

    Ich habe schon versucht in der Datei Options.ini die Auflösung manuel auf 1680*1050 (meine Bildschirmeinstellung) zu ändern, aber er stellt die Auflösung beim Starten des Spiels wohl wider zurück...


    Nach dem ich die Auflösung im "Options.ini" geändert habe und das Spiel starte, erscheint das Ladebild
    {bild-down: http://bildupload.sro.at/a/thumbs/69-1.jpg}


    wohl in meiner gewollten Auflösung 1680 * 1050...

    Paar sekunden Später erscheint dann das Bild größer, wohl in der 1280 * 960 Auflösung...

    Nun wollte ich fragen ob jemmand weiß dass die Grafikkarte die Auflösung automatisch ändert oder das Game, oder was ich noch versuchen könnte?



    Oder gibt es vielleicht ein Weg wie ich im Spiel einfach weiter wegzoomen kann, damit die Häuser nicht so riesig sind, dass ich kein überblick habe?
     

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  3. #2 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    wenn das spiel nich für ne höhere auflösung ausgelegt ist wirs dus wohl kaum ändern können.
    immerhin is das spiel auch schon was älter^^
     
  4. #3 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    Evtl. kannste das in die Options.ini schreibn und dann schreibschutz drauf.
    Ansonsten versuchs per Startparameter
     
  5. #4 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    Früher gings doch auch, allerdings nicht mit dem Bildschirm, aber ich denke daran sollte es nicht liegen...
     
  6. #5 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    Auch schon Probiert, das mit schreibschutz wollte ich auch Probieren, aber die datei wird nicht beschrieben..


    Werde mal das Addon versuchen evtl gehts dann höher...
     
  7. #6 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    Habe gerade herausgefunden wie man weiter wegzoomen kann...

    Mit dem Mod hier

    http://www.generalsmaps.net/download_generalsmod.php?downloadname=camerazoom


    So nun wollte ich aber eigentlich wissen wo man hier die Höhe einstellen kann? Kennt sich jemmand aus?

    Also welchen Wert ich ändern müsste?

    Code:
    ;//////////////////////////////////////////////////////////////////////////////
    ; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
    ;//////////////////////////////////////////////////////////////////////////////
    
    GameData
     ShellMapName = Maps\ShellMap1\ShellMap1.map
     MapName = Assault.map
     MoveHintName = SCMoveHint
     UseTrees = Yes
     UseFPSLimit = Yes
     FramesPerSecondLimit = 30
     ChipsetType = 0
     ;Windowed = No
     ;XResolution = 800
     ;YResolution = 600
     MaxShellScreens = 8
     UseCloudMap = Yes
     UseLightMap = Yes
     BilinearTerrainTex = Yes
     TrilinearTerrainTex = Yes
     MultiPassTerrain = Yes
     AdjustCliffTextures = Yes
     StretchTerrain = No
     UseHalfHeightMap = No
     ShowObjectHealth = Yes
     HideGarrisonFlags = No
     Use3WayTerrainBlends = 1
     DrawEntireTerrain = No
     TerrainLOD = DISABLE ; should be handled by options screen.
     TerrainLODTargetTimeMS = 45
     TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
     RightMouseAlwaysScrolls = Yes
     UseWaterPlane = Yes
     UseCloudPlane = Yes
     UseShadowVolumes = Yes
     UseShadowDecals = Yes
     UseBehindBuildingMarker = Yes
     DefaultOcclusionDelay = 3000 ; in ms
     OccludedColorLuminanceScale = 0.5
     WaterPositionX = 0.0
     WaterPositionY = 0.0
     WaterPositionZ = 7.0
     WaterExtentX = 2000.0
     WaterExtentY = 2000.0
     WaterType = 0
     
     ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
     DefaultStructureRubbleHeight = 10.0
    
     ;the following are for vertex animated water
     VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map
     VertexWaterHeightClampLow1 = 0.0
     VertexWaterHeightClampHi1 = 16.3
     VertexWaterAngle1 = 45 ;in degrees
     VertexWaterXPosition1 = 2700.0
     VertexWaterYPosition1 = -750.0
     VertexWaterZPosition1 = 2.9
     VertexWaterXGridCells1 = 65
     VertexWaterYGridCells1 = 360
     VertexWaterGridSize1 = 10.0
     VertexWaterAttenuationA1 = 1.0
     VertexWaterAttenuationB1 = 0.0
     VertexWaterAttenuationC1 = 0.0
     VertexWaterAttenuationRange1 = 20.0
    
     ;the following are for vertex animated water
     VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map
     VertexWaterHeightClampLow2 = 0.0
     VertexWaterHeightClampHi2 = 31.2
     VertexWaterAngle2 = -12 ;in degrees
     VertexWaterXPosition2 = 282.0
     VertexWaterYPosition2 = -20.0
     VertexWaterZPosition2 = 3.0
     VertexWaterXGridCells2 = 100
     VertexWaterYGridCells2 = 200
     VertexWaterGridSize2 = 11.0
     VertexWaterAttenuationA2 = 1.0
     VertexWaterAttenuationB2 = 0.0
     VertexWaterAttenuationC2 = 0.0
     VertexWaterAttenuationRange2 = 20.0
    
     ;the following are for vertex animated water
     VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map
     VertexWaterHeightClampLow3 = 0.0
     VertexWaterHeightClampHi3 = 45.0
     VertexWaterAngle3 = -12 ;in degrees
     VertexWaterXPosition3 = 1424.0
     VertexWaterYPosition3 = -270.0
     VertexWaterZPosition3 = 2.0
     VertexWaterXGridCells3 = 75
     VertexWaterYGridCells3 = 360
     VertexWaterGridSize3 = 10.0 ;11.0
     VertexWaterAttenuationA3 = 1.0
     VertexWaterAttenuationB3 = 0.0
     VertexWaterAttenuationC3 = 0.0
     VertexWaterAttenuationRange3 = 20.0
    
     ;the following are for vertex animated water
     VertexWaterAvailableMaps4 = Maps\USA06\USA06.map
     VertexWaterHeightClampLow4 = 0.0
     VertexWaterHeightClampHi4 = 16.3
     VertexWaterAngle4 = 45 ;in degrees
     VertexWaterXPosition4 = 2700.0
     VertexWaterYPosition4 = -750.0
     VertexWaterZPosition4 = 2.9
     VertexWaterXGridCells4 = 65
     VertexWaterYGridCells4 = 360
     VertexWaterGridSize4 = 10.0
     VertexWaterAttenuationA4 = 1.0
     VertexWaterAttenuationB4 = 0.0
     VertexWaterAttenuationC4 = 0.0
     VertexWaterAttenuationRange4 = 20.0
     
     DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right" 
     DrawSkyBox = Yes
     SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain
     SkyBoxScale = 8.4 ; good for default 96 x 96 map, make 17.5 for 256x256
     CameraPitch = 37.5
     CameraYaw = 0.0
     CameraHeight = 300.0
     MaxCameraHeight = 500.0
     MinCameraHeight = 120.0
     CameraAdjustSpeed = 0.3 ; between 0 and 1 - this is how fast the camera snaps to the desired height
     ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling
     EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
     TerrainHeightAtEdgeOfMap = 100.0
     UnitDamagedThreshold = 0.7
     UnitReallyDamagedThreshold = 0.35
     GroundStiffness = 0.8
     StructureStiffness = 0.3
     ; acceleration due to gravity, in dist/sec^2
     ; note that our distance units are roughly one foot, so 
     ; this corresponds to earth-normal gravity (32 ft/sec^2)
     ;Gravity = -32.0
     ; this "feels" better... (srj)
     Gravity = -64.0
    
     PartitionCellSize = 40.0
    
     ParticleScale = 1.0 ;
     
     AutoFireParticleSmallPrefix = FireS
     AutoFireParticleSmallSystem = FireFactionSmall
     AutoFireParticleSmallMax = 2
     AutoFireParticleMediumPrefix = FireM
     AutoFireParticleMediumSystem = FireFactionMedium
     AutoFireParticleMediumMax = 1
     AutoFireParticleLargePrefix = FireL
     AutoFireParticleLargeSystem = FireFactionLarge
     AutoFireParticleLargeMax = 1
     AutoSmokeParticleSmallPrefix = SmokeS
     AutoSmokeParticleSmallSystem = SmokeFactionSmall
     AutoSmokeParticleSmallMax = 4
     AutoSmokeParticleMediumPrefix = SmokeM
     AutoSmokeParticleMediumSystem = SmokeFactionMedium
     AutoSmokeParticleMediumMax = 2
     AutoSmokeParticleLargePrefix = SmokeL
     AutoSmokeParticleLargeSystem = SmokeFactionLarge
     AutoSmokeParticleLargeMax = 1
     AutoAflameParticlePrefix = Aflame
     AutoAflameParticleSystem = FireBuildingSmall
     AutoAflameParticleMax = 4
    
     HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec
    
     AmmoPipScaleFactor = 1.5
     ContainerPipScaleFactor = 1.5
     AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
     ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
     AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
     ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
    
     LevelGainAnimationName = LevelGainedAnimation
     LevelGainAnimationTime = 4.0
     LevelGainAnimationZRise = 15.0
    
     GetHealedAnimationName = GetHealedAnimation
     GetHealedAnimationTime = 4.0
     GetHealedAnimationZRise = 15.0
    
     MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain.
     TimeOfDay = AFTERNOON
     Weather = NORMAL
     MakeTrackMarks = Yes
     ForceModelsToFollowTimeOfDay = Yes
     ForceModelsToFollowWeather = Yes
    
     InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
     InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see.
     InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see.
     InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see.
    
     TerrainLightingMorningAmbient = R:128 G:100 B:77
     TerrainLightingMorningDiffuse = R:230 G:180 B:153
     TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
     TerrainLightingEveningAmbient = R:64 G:59 B:51
     TerrainLightingEveningDiffuse = R:153 G:128 B:102
     TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
     TerrainLightingNightAmbient = R:26 G:26 B:39
     TerrainLightingNightDiffuse = R:51 G:51 B:77
     TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
    
     TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
     TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
     TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
     TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
     TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
     TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
     TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
     TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
     TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
    
     TerrainLightingAfternoonAmbient = R:56 G:52 B:44
     TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
     TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
     TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
     TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
     TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
    
     TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
     TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
     TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
     TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
     TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
     TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
    
     TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
     TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
     TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
     TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
     TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
     TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
    
     AudioOn = Yes
     MusicOn = Yes
     SoundsOn = Yes
     SpeechOn = Yes
     VideoOn = Yes
    
     DebugAI = No
     DebugAIObstacles = No
    
     MaxRoadSegments = 4000
     MaxRoadVertex = 3000
     MaxRoadIndex = 5000
     MaxRoadTypes = 35
    
     ValuePerSupplyBox = 75
    
     BuildSpeed = 1.0
     MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge
     SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply source
    
     ;Terrain height at structure footprint must be within this much to 
     ;be considerd "flat" and therefore buildable
     AllowedHeightVariationForBuilding = 10.0
    
     MinLowEnergyProductionSpeed = 0.5
     MaxLowEnergyProductionSpeed = 0.8
     LowEnergyPenaltyModifier = 1.0
     MultipleFactory = 1.0
     RefundPercent = 50.0%
     StealthFriendlyOpacity = 50.0%
    
     CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
     CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
     MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects
     MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network. Limit 10 for UI currently
    
     StandardMinefieldDensity = 0.004 ; in mines per square foot
     StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range.
    
     HorizontalScrollSpeedFactor = 1.6; ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling.
     VerticalScrollSpeedFactor = 2.0; ; Split to account for aspect ratio induced speed limits. Room to mouse drag.
     KeyboardScrollSpeedFactor = 2.0; ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling.
     MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement
    
     MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo)
     MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
     ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
     ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
    
    ; note that the weapon bonus types are:
    ;"GARRISONED",
    ;"HORDE",
    ;"CONTINUOUS_FIRE_MEAN",
    ;"CONTINUOUS_FIRE_FAST",
    ;"NATIONALISM",
    ;"PLAYER_UPGRADE",
    ;"DRONE_SPOTTING",
    ;"ENTHUSIASTIC",
    ;"VETERAN",
    ;"ELITE",
    ;"HERO",
    ;"BATTLEPLAN_BOMBARDMENT",
    ;"BATTLEPLAN_HOLDTHELINE",
    ;"BATTLEPLAN_SEARCHANDDESTROY",
    ;"SUBLIMINAL",
    ;"SOLO_HUMAN_EASY",
    ;"SOLO_HUMAN_NORMAL",
    ;"SOLO_HUMAN_HARD",
    ;"SOLO_AI_EASY",
    ;"SOLO_AI_NORMAL",
    ;"SOLO_AI_HARD",
    ;
    ; and the weapon bonus 'fields' are:
    ;"DAMAGE",
    ;"RADIUS",
    ;"RANGE",
    ;"RATE_OF_FIRE",
    ;"PRE_ATTACK",
    
     ;HORDE and NATIONALISM are cumulative bonuses for the China Redguard,
     ;and only apply when they are in a horde. NATIONALISM does not replace HORDE!
    
     ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
     ;and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC!
    
     WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 25% faster
     WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
     WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm
     WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm
    ; sorry, demoralize is cut (srj)
    ; WeaponBonus = DEMORALIZED RATE_OF_FIRE 25% ;Demoralized troops
     WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range
     WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range
     
     
     WeaponBonus = VETERAN RATE_OF_FIRE 120% 
     WeaponBonus = VETERAN DAMAGE 110%
     WeaponBonus = ELITE RATE_OF_FIRE 140%
     WeaponBonus = ELITE DAMAGE 120%
     WeaponBonus = HERO RATE_OF_FIRE 160% 
     WeaponBonus = HERO DAMAGE 130% 
    
     ;Strategy centers provides bonuses based on the active battleplan!
     WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120%
    ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120%
     WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120%
     WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference.
    
     WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80%
     WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100%
     WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120%
    
     ; you cannot set this; it always has a value of 100%.
     ; HealthBonus_Regular = 100%
     HealthBonus_Veteran = 120%
     HealthBonus_Elite = 130%
     HealthBonus_Heroic = 150%
    
     HumanSoloPlayerHealthBonus_Easy = 150%
     HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted
     HumanSoloPlayerHealthBonus_Hard = 80%
    
     ; Audio parameters
    ; VolumeDistribution = Linear ; for linear falloff
    ; VolumeDistribution = MuLaw ; for S-Curve falloff
    ; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper.
    
     GroupSelectMinSelectSize = 5
     GroupSelectVolumeBase = 0.5
     GroupSelectVolumeIncrement = 0.02
     MaxUnitSelectSounds = 8
    
     SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated
     SelectionFlashHouseColor = No ; if 'No', selection flashes white
    
     CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up.
     GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
     ; that contains them all, and click within that, all the selected units will break 
     ; formation and gather at the point the user clicked (if the value is 1.0). If it's 
     ; 0.0, units will always keep their formation. If it's <1.0, then the user must 
     ; click a smaller area within the rectangle to order the gather.
    
     ShakeSubtleIntensity = 0.5
     ShakeNormalIntensity = 1.0
     ShakeStrongIntensity = 2.5
     ShakeSevereIntensity = 5.0
     ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game stuff because it can change.
     ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change.
    
     MaxShakeIntensity = 10.0
     MaxShakeRange = 150.0
    
     SellPercentage = 50% ; You get this percentage back of the cost to build
     
     BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
     BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
    
    ; sorry, prisons are cut, maybe next version (srj)
    ; PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit 
    ; ;that is delivered to a prison with 
    ; ;KINDOF_COLLECTS_PRISON_BOUNTY
    ; PrisonBountyTextColor = R:255 G:128 B:64 A:255
    
     SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
     
     ; this is a list of bones that will always be exposed to Logic.
     ; please note that this is really here for quick backwards compatibility with old code,
     ; which didn't require declaring which bones you wanted to be able to use from logic...
     ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
     ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
     ; (see the airfields for an example). (srj)
     StandardPublicBone = FirePoint
     StandardPublicBone = Target_Left
     StandardPublicBone = Target_Right
     StandardPublicBone = ExitStart
     StandardPublicBone = ExitEnd
     StandardPublicBone = Muzzle
     StandardPublicBone = PARA_COG
     StandardPublicBone = PARA_ATTCH
     StandardPublicBone = PARA_MAN
     StandardPublicBone = ExitStart
     StandardPublicBone = DockStart
     StandardPublicBone = DockAction
     StandardPublicBone = DockEnd
     StandardPublicBone = DockWaiting
     StandardPublicBone = WeaponA
     StandardPublicBone = Smoke
     StandardPublicBone = Fire
     StandardPublicBone = WaterSpray
     StandardPublicBone = Spray
     StandardPublicBone = WaterSprayBig
     StandardPublicBone = Steam
     StandardPublicBone = Propeller
     StandardPublicBone = SpawnPoint
     StandardPublicBone = FireS
     StandardPublicBone = FireM
     StandardPublicBone = FireL
     StandardPublicBone = SmokeS
     StandardPublicBone = SmokeM
     StandardPublicBone = SmokeL
     StandardPublicBone = Aflame
    
     DefaultStartingCash = 10000 ;The amount of cash the player starts with by default.
    
     UnlookPersistDuration = 5000 ; How long after you stop looking until the fog grows back
    
     ShroudColor = R:255 G:255 B:255
     ClearAlpha = 255
     FogAlpha = 127
     ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte
    
     ; Network timing settings. Don't mess with these unless you know what you're doing!
     ; If you are tempted to mess with these, please let me know. Bryan x36810
     ; This does not imply that I know what I'm doing.
     NetworkFPSHistoryLength = 30 ; The number of fps history entries.
     NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
     NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
     NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
     NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
     NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
     NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
     NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
     NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
    
     KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls.
    
     UserDataLeafName = "Command and Conquer Generals Data"
    
    End
    
     
  8. #7 23. Februar 2009
    AW: C & C GENERALS -Höherer Zoom/Auflösung

    ich würde sagen hier:

    Code:
     CameraHeight = 300.0
     MaxCameraHeight = 500.0
     MinCameraHeight = 120.0
    am besten ne sicherungskopie machen und mal mit den werten rumspielen
     

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