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INI: improved setting descriptions, bump version
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Outrun2006Tweaks.ini

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# OutRun2006Tweaks - https://github.com/emoose/OutRun2006Tweaks
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[Performance]
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# FramerateLimit: The max framerate for the game to use.
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# Also overrides the fullscreen refresh rate that the game will request.
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# Set to 0 to disable this framelimiter if you want to use an external one instead.
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# (if game doesn't run at full framerate-limit setting, try checking with "DX/WINDOWED = 1" in outrun2006.ini)
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# Set to 0 to disable this framelimiter if you want to use an external one instead.
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# (with FramerateUnlockExperimental enabled, this can be increased above 60FPS without affecting game speed)
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FramerateLimit = 60
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# FramerateLimitMode: Improves accuracy of the framerate limiter at a cost of higher CPU usage.
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# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode.
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# 0 = efficient mode
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# 1 = accurate mode
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# 0 = efficient mode
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# 1 = accurate mode
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# The default 0 should work fine for most people, but if you have issues it might be worth trying the accurate mode.
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FramerateLimitMode = 0
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# FramerateFastLoad: Unlimits framerate during load screens to help reduce load times.
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# Unlimits framerate during load screens to help reduce load times.
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# 0 = disable
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# 1 = unlimit framerate during load screens
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# 2 = unlimit framerate & disable vsync during load screens (fastest load times but may cause screen flash)
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FramerateFastLoad = 1
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# FramerateUnlockExperimental: Fixes game speeding up when playing with FramerateLimit above 60FPS.
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# Works by forcing game to only update at 60Hz, while rendering is allowed to run at a higher rate.
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# Since game still runs at 60Hz internally this isn't as good as a true framerate unlock, but might still be useful for some.
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# (some textures/UI elements may animate faster at higher FPS, but gameplay should remain the same speed)
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# Should be fine to leave this enabled in most cases, but if you have issues feel free to disable this here.
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# Should usually be fine to leave this enabled, but if you have frame issues feel free to disable this here.
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FramerateUnlockExperimental = true
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# VSync: VSync present interval for game to use, set to 0 to disable VSync.
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# Will usually lock games framerate to screen-refresh-rate divided by VSync value.
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# eg. a 60Hz screen with VSync = 2 will result in 30Hz (half-refresh) vsync.
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# (if game isn't picking the correct screen-refresh-rate, try changing FramerateLimit above)
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# Set to 0 to disable VSync, 1 for normal v-sync, or 2 for half-refresh-rate vsync
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VSync = 1
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[Vibration]
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# Vibration: Allows vibration effects via XInput, using the original Xbox code to recreate them as PC was missing it entirely
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#
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# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work)
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# https://github.com/araghon007/X1nput/releases/tag/v1.3
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# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll
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# VibrationMode: Enable/disable the xbox vibration code, or customise it
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# Values:
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# 0 = disable
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# 1 = enable xbox vibration code
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# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
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# 3 = ^ with L/R motors merged together
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# Xbox Series controllers should be able to use impulse trigger vibration via X1nput 1.3 (later versions don't appear to work)
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# https://github.com/araghon007/X1nput/releases/tag/v1.3
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# Just extract the X1nput.ini & 32-bit XInput1_3.dll from that ZIP to game folder, and rename XInput1_3.dll to XInput1_4.dll
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# Enable/disable the xbox vibration code, or customise it
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# 0 = disable
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# 1 = enable xbox vibration code
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# 2 = ^ with L/R motors swapped (recommended for impulse triggers)
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# 3 = ^ with L/R motors merged together
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VibrationMode = 0
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# VibrationStrength: Strength of the vibration effect
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# Valid range is 0 to 10
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# VibrationStrength range is 0 to 10
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VibrationStrength = 10
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# VibrationControllerId: The XInput controller number to send vibration effects to
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# Valid range is 0 to 3
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# The default 0 should work fine in most cases, but if you don't notice any vibration you can try increasing this here
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# XInput device to send vibration to, default should work fine in most cases, but if you don't notice any vibration you can try increasing this here
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VibrationControllerId = 0
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[Window]
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# WindowedBorderless: Forces windowed mode to become borderless.
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# Make sure to edit outrun2006.ini and set "DX/WINDOWED = 1" for borderless to become active.
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# Forces windowed mode to become borderless. (requires "DX/WINDOWED = 1" inside outrun2006.ini)
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WindowedBorderless = true
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# WindowPositionX / WindowPositionY: Position of the borderless window.
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# Only applied if WindowedBorderless is set to true.
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# Only applied if WindowedBorderless is set to true.
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WindowPositionX = 0
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WindowPositionY = 0
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# WindowedHideMouseCursor: Hides mouse cursor while game window is active.
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# Hides mouse cursor while game window is active.
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WindowedHideMouseCursor = true
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# DisableDPIScaling: Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
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# Disables DPI scaling on game window, can help fix issues when screen DPI is set above 100%
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DisableDPIScaling = true
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# AutoDetectResolution: If games outrun2006.ini doesn't exist or is empty, makes game use primary screen resolution instead of 640x480.
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# Also enables windowed mode + fog, and sets antialiasing to 2 - these can still be overridden through games Config.exe tool.
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# If the outrun2006.ini file doesn't exist, changes games default 640x480 resolution to primary display resolution instead
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# Otherwise the resolution from outrun2006.ini (or Config.exe tool) will be used
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AutoDetectResolution = true
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[Graphics]
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# AnisotropicFiltering: Level of AF for game to use, 1 - 16, 0 to leave it at games default.
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# 1 - 16, 0 to leave it at games default.
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AnisotropicFiltering = 16
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# TransparencySupersampling: Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
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# May only work on NVIDIA cards.
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# Allows game to enable 4x transparency supersampling, heavily reducing aliasing on things like barriers or cloth around the track edge.
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# For best results use this with "DX/ANTIALIASING = 2" inside outrun2006.ini
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TransparencySupersampling = true
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# ScreenEdgeCullFix: Fixes certain stage objects being culled out before they reach edge of screen, when playing at non-4:3 aspect ratio.
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# Fixes certain stage objects disappearing before they reach edge of screen, when playing at non-4:3 aspect ratio.
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ScreenEdgeCullFix = true
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# DisableVehicleLODs: Disables LODs on vehicles, reducing the ugly pop-in they have.
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# Disables LODs on vehicles, reducing the ugly pop-in they have.
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DisableVehicleLODs = true
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# DisableStageCulling: Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
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# Disables culling of certain stage objects, so most distant objects won't obviously pop in to view.
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DisableStageCulling = true
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# FixZBufferPrecision: Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
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# Fixes Z-Buffer precision issues, greatly reducing z-fighting and distant object drawing issues (eg. signs/buildings will have much less pop-in)
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FixZBufferPrecision = true
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[Misc]
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# SkipIntroLogos: skips the beginning intro logos, saving a couple seconds from startup time.
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# (game will still show a white screen for 5-10 seconds while data loads in)
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# Skips the beginning intro logos, saving a couple seconds from startup time. (game will still show a white screen for 5-10 seconds while data loads in)
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# Can also be enabled via -SkipIntros launch parameter.
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SkipIntroLogos = false
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# DisableCountdownTimer: disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive.
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# Disables the countdown timer, may be useful for modders, or those who just want to take a leisurely drive.
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# Can also be enabled via -OuttaTime launch parameter.
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DisableCountdownTimer = false
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[Bugfixes]
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# FixPegasusClopping: fixes looping clop sound effect remaining active through the session.
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# Fixes looping clop sound effect remaining active through the session.
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FixPegasusClopping = true
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# FixC2CRankings: fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks.
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# (game still contained "SecuROM_Tripwire" checks inside it, despite Steam release not using SecuROM...)
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# Fixes C2C scoreboard rankings not updating due to incomplete anti-piracy checks.
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FixC2CRankings = true
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# PreventDESTSaveCorruption: prevents the save corruption caused by trying to remap controls with many devices connected.
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# This usually resulted in player name replaced with "DEST" and some garbage text, along with player character model disappearing along with all unlocks/miles.
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# Prevents the "DEST" save corruption caused by remapping controls with many devices connected.
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# (if you got hit by this bug, you can restore name/model by replacing first 0xB0 bytes in your corrupted License.dat file with the contents of a different one)
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PreventDESTSaveCorruption = true
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# FixLensFlarePath: game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn.
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# Game tries to load in lens flare data from common/, but the game files have it inside media/, causing lens flare not to be drawn.
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# If lens flare is still present inside media/ then this will just patch game to load it from there instead.
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# (if you already moved the lens flare file yourself then no change will be applied)
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FixLensFlarePath = true

src/resource.h

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#define MODULE_VERSION_MAJOR 0
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#define MODULE_VERSION_MINOR 2
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#define MODULE_VERSION_BUILD 4
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#define MODULE_VERSION_BUILD 5
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#define MODULE_VERSION_REVISION 0
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#define STR(value) #value

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