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Frontend cleanup, .INI, CFO, scrollable pages
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12 changed files with 1780 additions and 317 deletions
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@ -226,6 +226,7 @@ enum Config {
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#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
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//#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#define FIX_HIGH_FPS_BUGS_ON_FRONTEND
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// Just debug menu entries
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@ -242,16 +243,13 @@ enum Config {
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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//#define CUTSCENE_BORDERS_SWITCH
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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//#define MULTISAMPLING // adds MSAA option TODO
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the front- (or back-)buffer for this effect
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@ -260,11 +258,6 @@ enum Config {
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#undef SCREEN_DROPLETS // we need neo.txd
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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# undef MULTISAMPLING
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#endif
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// Water & Particle
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#define PC_PARTICLE
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//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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@ -279,7 +272,7 @@ enum Config {
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#define XINPUT
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#endif
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#if !defined(_WIN32) && !defined(__SWITCH__)
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#define DONT_TRUST_RECOGNIZED_JOYSTICKS // Then we'll only rely on GLFW gamepad DB, and expect user to enter Controller->Detect joysticks if his joystick isn't on that list.
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//#define DONT_TRUST_RECOGNIZED_JOYSTICKS // Then we'll only rely on GLFW gamepad DB, and expect user to enter Controller->Detect joysticks if his joystick isn't on that list.
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#endif
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#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
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#define KANGAROO_CHEAT
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@ -300,16 +293,25 @@ enum Config {
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# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support
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# define TRIANGLE_BACK_BUTTON
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//# define CIRCLE_BACK_BUTTON
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//#define CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS
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#define LEGACY_MENU_OPTIONS
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#define LEGACY_MENU_OPTIONS // i.e. frame sync(vsync)
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#define MUCH_SHORTER_OUTRO_SCREEN
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// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
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# define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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//# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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//# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // enable the hidden option
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# endif
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#endif
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
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#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#ifdef PC_MENU
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//#define MISSION_REPLAY // mobile feature
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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@ -334,8 +336,6 @@ enum Config {
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// Peds
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#define PED_SKIN // support for skinned geometry on peds
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#define ANIMATE_PED_COL_MODEL
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#define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
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#define CANCELLABLE_CAR_ENTER
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// Camera
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@ -347,10 +347,14 @@ enum Config {
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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#ifdef LIBRW
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// these are not supported with librw yet
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# undef MULTISAMPLING
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#endif
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//#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#endif
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