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Old 11-28-2002, 07:39 PM   #1
asylum
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Rendering keybinds

Can anyone see why this just dosnt work?
Is it cause the bind is too long, or complicated, or in the wrong order?
Are there conflicts that I can't see?
Is there an easier way?

anyway...

Code:
Aliases[30]=(Command="
say high detail |
set WinDrv.WindowsClient UseDirectDraw True |
set WinDrv.WindowsClient CurvedSurfaces False |
set WinDrv.WindowsClient LowDetailTextures False |
set WinDrv.WindowsClient ScreenFlashes True |
set WinDrv.WindowsClient NoLighting False |
set WinDrv.WindowsClient SlowVideoBuffering True |
set WinDrv.WindowsClient InvertVertical False |
set WinDrv.WindowsClient Decals True |
set WinDrv.WindowsClient NoDynamicLights False |
set WinDrv.WindowsClient UseDirectInput True |
set WinDrv.WindowsClient ParticleDensity 0 |
set WinDrv.WindowsClient NoFractalAnim False |
set WinDrv.WindowsClient SkinDetail Medium |
set WinDrv.WindowsClient TextureDetail High |
set D3DDrv.D3DRenderDevice Translucency True |
set D3DDrv.D3DRenderDevice VolumetricLighting True |
set D3DDrv.D3DRenderDevice ShinySurfaces True |
set D3DDrv.D3DRenderDevice Coronas True |
set D3DDrv.D3DRenderDevice HighDetailActors True |
set D3DDrv.D3DRenderDevice UseMipmapping True |
set D3DDrv.D3DRenderDevice UseTrilinear False |
set D3DDrv.D3DRenderDevice UseMultitexture True |
set D3DDrv.D3DRenderDevice UsePageFlipping True |
set D3DDrv.D3DRenderDevice UsePalettes True |
set D3DDrv.D3DRenderDevice UseFullscreen True |
set D3DDrv.D3DRenderDevice UseGammaCorrection True |
set D3DDrv.D3DRenderDevice DetailTextures False |
set D3DDrv.D3DRenderDevice UseTripleBuffering True |
set D3DDrv.D3DRenderDevice UsePrecache True |
set D3DDrv.D3DRenderDevice Use32BitTextures False |
set D3DDrv.D3DRenderDevice Use32BitZBuffer False |
set D3DDrv.D3DRenderDevice UseVertexFog False |
set D3DDrv.D3DRenderDevice UseAGPTextures True |
set D3DDrv.D3DRenderDevice UseVideoMemoryVB False |
set D3DDrv.D3DRenderDevice UseVSync True |
set input F8 lowdetail",Alias=highdetail) 

Aliases[31]=(Command="
say low detail |
set WinDrv.WindowsClient UseDirectDraw True |
set WinDrv.WindowsClient CurvedSurfaces False |
set WinDrv.WindowsClient LowDetailTextures True |
set WinDrv.WindowsClient ScreenFlashes False |
set WinDrv.WindowsClient NoLighting False |
set WinDrv.WindowsClient SlowVideoBuffering True |
set WinDrv.WindowsClient InvertVertical False |
set WinDrv.WindowsClient Decals False |
set WinDrv.WindowsClient NoDynamicLights True |
set WinDrv.WindowsClient UseDirectInput True |
set WinDrv.WindowsClient ParticleDensity 0 |
set WinDrv.WindowsClient NoFractalAnim False |
set WinDrv.WindowsClient SkinDetail Low |
set WinDrv.WindowsClient TextureDetail Low |
set D3DDrv.D3DRenderDevice Translucency False |
set D3DDrv.D3DRenderDevice VolumetricLighting False |
set D3DDrv.D3DRenderDevice ShinySurfaces False |
set D3DDrv.D3DRenderDevice Coronas False |
set D3DDrv.D3DRenderDevice HighDetailActors False |
set D3DDrv.D3DRenderDevice UseMipmapping True |
set D3DDrv.D3DRenderDevice UseTrilinear False |
set D3DDrv.D3DRenderDevice UseMultitexture False |
set D3DDrv.D3DRenderDevice UsePageFlipping True |
set D3DDrv.D3DRenderDevice UsePalettes True |
set D3DDrv.D3DRenderDevice UseFullscreen True |
set D3DDrv.D3DRenderDevice UseGammaCorrection True |
set D3DDrv.D3DRenderDevice DetailTextures False |
set D3DDrv.D3DRenderDevice UseTripleBuffering True |
set D3DDrv.D3DRenderDevice UsePrecache True |
set D3DDrv.D3DRenderDevice Use32BitTextures False |
set D3DDrv.D3DRenderDevice Use32BitZBuffer False |
set D3DDrv.D3DRenderDevice UseVertexFog False |
set D3DDrv.D3DRenderDevice UseAGPTextures True |
set D3DDrv.D3DRenderDevice UseVideoMemoryVB False |
set D3DDrv.D3DRenderDevice UseVSync True |
set input F8 highdetail",Alias=lowdetail) 

F8=lowdetail
(nb there are extra enter's in here to space properly)

the response, is that it resets the aliases to the original default for alias 30 and 31...
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Old 12-01-2002, 11:06 AM   #2
Dorkorama
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It could be too long. Try this:

Cut all the "High Definition" commands (between "say high setial" and "set input f8") and paste them into a new text file. Save the text file as HighDef.ini (or whatever you feel like naming it) in the System sirectory of Unreal Tournament. Now, with those commands cleared enter this in their place:
Code:
exec HighDef.ini
replcaing HighDef.ini with whatever you called the file.
Do the same for the "Low Definition" commands.

The game might act a bit slower while the commands are read from the harddrive and executed, but it should work.
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Old 12-14-2002, 03:26 PM   #3
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You sure you wanna broadcast "High Detail" to everyone?
.ini's work good.
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