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Old 09-26-08, 12:18 PM   #85
Jonelo
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Default Re: New White Gold Screens



Precursors



From a closed beta version of the game , this version

http://softwarecommunity.intel.com/a...s/eng/3978.htm

The source

http://forum.deep-shadows.com/index.php?showtopic=663

Quote:
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More screens

http://www.hl-beta.spb.ru/WhiteGold/

http://live.cnews.ru/games/index.php?showt...mp;#entry758718

fan video , 95 mb
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Old 09-26-08, 12:22 PM   #86
nekrosoft13
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Default Re: New White Gold Screens

don't mix up games Jonelo
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Old 09-26-08, 12:30 PM   #87
hirantha
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Default Re: New White Gold Screens

i can tell you, this game is not pushing the money we invested on the G280s... looks like a poor console port.
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Old 09-26-08, 04:18 PM   #88
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Default Re: New White Gold Screens

No console port . They not have still a console version , have some problems of perfomance with console version
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Old 09-26-08, 05:35 PM   #89
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Default Re: New White Gold Screens

lol
what? are they serious with those graphics. mwahahha.
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Old 09-26-08, 06:24 PM   #90
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Default Re: New White Gold Screens



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Old 09-26-08, 06:29 PM   #91
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Default Re: New White Gold Screens

Some file in the beta of White Gold

Quote:
************************************************** *****
; Engine settings, shared for game and editors
;************************************************* ******
;================================================= ======

[Console]
;================================================= ======
;Enable console popup with '`' key
; 0 - disable
; 1 - enable
; Should be 0 for release.

Enabled = 1
;Write console log into 'console.log' file
; 0 - do not write
; 1 - write
; Should be 0 for release.

WRITECONSOLELOG = 1
;Scan code of 'show location' key.
; When pressed, engine shows current camera coordinates and level name.
; f.e. 187 for '=' key.
; Should be 0 for release.

DEBUG_ShowLocationKeyCode = 187
;Mask console messages from specified modules
;See topic in DSWiki:
;http://192.168.0.1:90/wikipedia/index.php/Š* *_MODULEMSGMASK__DLV/DLL/EXE

ConsoleMsgMask = 0
;Mask error messages from specified modules
;See topic in DSWiki:
;http://192.168.0.1:90/wikipedia/index.php/Š* *_MODULEMSGMASK__DLV/DLL/EXE

ErrorMsgMask = 0
;Commands buinding

LastCommand10 = addsid 219
LastCommand9 = addsid 219
LastCommand8 = addsid 219
LastCommand7 = addsid 219
LastCommand6 = addsid 219
LastCommand5 = addsid 219
LastCommand4 = addsid 219
LastCommand3 = addsid 219 
LastCommand2 = god
LastCommand1 = set clip 0
DrawErrorMessages = 0
Bind5 = clockspeed 0.1
Bind3 = set clip 0
Bind1 = allweapons
Bind6 = clockspeed 1

;================================================= ======

[Engine Settings]
;================================================= ======

SINGLEPLANEWATER = 1
;Singnals engine not to do some things which should not be done in release version
; Controls:
; - do not convert levels and textures
; - do not use TEXTURES directory
; - other
; 0 - development version
; 1 - release version
; Should be 1 for release.
; SHOULD BE 0 FOR DEVELOPMENT.

RELEASEVERSION = 1
;Precache resources and the start of the game
; 0 - Do not precache
; 1 - Precache RF2, IMP and LV2 from 'precache.txt' list
; 2 - Precache RF2 and IMP only

PRECACHE = 0
;World map cell size
; float, [1...1000000000]
; REVIEW: Should be model to MAP file ?

LevelSquareSize = 60000.0
;Draw detail objects (grass)
; 0 - do not draw
; 1 - draw
; Controlled from video options menu

DRAWDOBJECTS = 1
; Detail objects (grass) density
; float, [0...1]
; 0 - disabled
; 1 - max
; Controlled from video options menu
; Recommended 1 for release

GrassDensity = 1.000000
;Detail objects (grass) display radius
; float, [0...1]
; 0 - disbled
; 1 - 40 metters
; Reccomended 0.375 (15m) for release

GrassRadius = 0.375000
;Disable dynamic objects simplification by removing instances
; Count of dynamic objects decrease depending on distance.
; This can lead to visibe pop of objects when approaching large detail objects models.
; Disabling will lead to huge performance loss.
; 0 - Enable
; 1 - Disable
; Should be 0 for release.

DETAIL_OBJECTS_DISABLE_POPUP = 0
; Disable dynamic shadows from models
; 0 - Enable shadows
; 1 - Disable shadows
; Controlled from video options menu

DISABLEDYNAMICSHADOWS = 0
;Enable vertex lighting mode
; 0 - Use lightmaps
; 1 - use vertex lighting
; Controlled from game options menu

VertexLightingMode = 0
;Disable reflections on water surface
; 0 - Enable refletions
; 1 - Disable reflections
; Controlled from video options menu

DISABLEWATERREFECTIONS = 0
;Moving objects(characters, vechicles) LOD
; float, [0...1]
; 0 - min, 1 - max detail
; Recommended 0.5
; Controlled from video options menu

OBJECTS_LOD = 0.500000
; Static objects (trees) LOD
; float, [0...1]
; 0 - min, 1 - max detail
; Recommended 0.5
; Controlled from video options menu

LODMESH_LOD = 0.500000
;Flyying objects (Helicopters) LOD
; float, [0...1]
; 0 - min, 1 - max detail
; Recommended 1

FLYOBJECTS_LOD = 1.000000
;Height from ground level to concider object as Flying object
; float, [0...1000000]
; Recommended 5000.0

FLYOBJECTS_HEIGHT = 5000.000000
;Disable dynamic light sources
; 0 - enable dynamic light sources
; 1 - disable dynamic light sources
; Should be 0 for release.

DISABLE_DYNAMIC_LIGHTS = 0
;Maximum allowed dynamic light sources per frame
; float [0...1]
; 0 - single
; 1 - max 5
; Controlled from video options menu

MAXDYNAMICLIGHTSCOUNT = 0.500000
;Enable/disable self shadowing

SELFSHADOWS = 1
;Maximum number of shadows from moving objects per frame
; float [0...1]
; 0 - none
; 1 - max 5
; Controlled from video options menu

MAXDYNAMICSHADOWSCOUNT = 1.000000
;Enable/disable faster shadow manager

USE_SHADOWMANAGER3 = 1
;White performance graphs logs
; 0 - do not save
; 1 - save
;Should be 0 for release.

LOGGRAPHS = 0
;Write objects PIDs and models
; 0 - do not write
; 1 - write
; Should be 0 for release.

DRAWOBJECTSNAMES = 0
;Maximum distance to object to write it's name (see DRAWOBJECTSNAMES)
; float, [0...100000000000]

DRAWOBJECTSNAMESRADIUS = 10000000000.000000
;Draw performance graphs
; 0 - Do not draw
; 1 - Draw FPS only
; 2 - Draw FPS and location info
; 3 - Draw full graph
; Should be 0 for release

DRAWGRAPH = 0
;MipMapLodBas for HUD models (usually weapon models)
; Controls texture sharpness
; float, [-1..1]
; Recommended 0.5 for release

HUDMIPMAPLODBIAS = -0.500000
;Check errors in shadows definitions (rf2\shadows.txt)
; 0 - silently ignore errors
; 1 - Break on error

CHECKSHADOWSDEFINITIONS = 0
;Exit on ALT+X key combination
; 0 - do not exit
; 1 - exit
; Should be 0 for release.

ALTX_EXIT = 1
;Disable hyperthreading and dualcore support
; 0 - enable
; 1 - disable
; Should be 0 for release.

NOHT = 0
;Try to disable ALT+TAB, CTRL+ESC, ALT+ENTER
; 0 - allow tesk switching
; 1- restrict task switching
; Should be 0 for release (disabling task switching is considered a bad behaviour)

DISABLETASKSWITCH = 0
;Draw contacts (physics engine)
; 0 - do not draw
; 1 - draw
; Should be 0 for release.

DrawContacts = 0
;Draw hitmesh
; 0 - do not draw
; 1 - draw
; Should be 0 for release.

DrawHitMesh = 0
;Draw collision boxes (physics engine)
; 0 - do not draw
; 1 - draw
; Should be 0 for release.

DrawColBox = 0
;Draw misc boxes (physics engine)
; 0 - do not draw
; 1 - draw
; Should be 0 for release.

DrawGameBoxes = 0
;Draw waypoints (AI engine)
; 0 - do not draw
; 1 - draw
; Should be 0 for release.

DrawWaypoints = 0
;Adjust contrast of dynamic lighting
;[-1...1]
;-1 - more contrast
;1 - less contrast
;0 - normal

DYNAMICCONTRAST = -0.5
;Disable debug information quering from WMI
;DRAWGRAPH 3 - process memory, process virtual space
;WMI quering introduce small hicups to FPS
;;should be 0 for release

DISABLEWMI = 0
DRAWLODMESHNAMESRADIUS = 10000000000.000000

;================================================= ======

[Sound options]
;================================================= ======

lpGUID = 0
GUID = 26 215 109 189 235 61 209 17 177 113 0 192 79 194 0 4
Reverse = 0
MaxSounds = 8
Sound Source = 0
MusicVolume = 0.3
SoundVolume = 0.5
DialogVolume = 0.8

;================================================= ======

[Controls]
;================================================= ======
;Use mouse in games
; 0 - do not use
; 1 - use
; Should be 1 for release.

DebugUseMouse = 1
DisableJoystick = 1
JoystickXMode = 0
JoystickYMode = 0
FixZoom = 0
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Old 09-26-08, 06:35 PM   #92
Jonelo
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Default Re: New White Gold Screens

Map of the world of the beta

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Old 09-26-08, 06:37 PM   #93
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Default Re: New White Gold Screens

More files

Quote:
;************************************************* ********************
; Video options for game
;************************************************* ********************

;================================================= ===================
[Video Options]
;================================================= ===================

;Desired video device to use
; Heave means if there are two videocards in the system
; Will be ignored if specified device is unavailable
RenderDeviceD3D_Name=GIGABYTE RADEON X700 PRO, HARDWARE

;Desired video mode, or window width
; Will be ignored if specified video mode is unavailable
; Controlled from video options menu
ModeWidth=1024

;Desired video mode, or window height
; Will be ignored if specified video mode is unavailable
; Controlled from video options menu
ModeHeight=768

;Desired Bits Per Pixel for fullscreen videomode
; Will be ignored if specified video mode is unavailable
; Controlled from video options menu
; Possible values: 16,24,32
ModeBPP=32

;Desired Bits Per Pixel for Z-Buffer
; Will be ignored if specified format is unavailable
; Possible values: 16,24,32
ZBuffer Format=16

;Windowed or fullscreen mode
; 0 - fullscreen
; 1 - windowed
; Controlled from video options menu
Windowed mode=0

DownSample=0

;Desired FullScreen Antialiazing level
; Will be ignored if specified video mode is unavailable
; Controlled from video options menu
; Possible values: 0,1,2,3,4,5,6
FSAA=2

;Image Gamma, controlls image brightness
; float, [1..8]
; Default is 1.0
; Controlled from video options menu
GAMMA=1.000000

;Vertical signal synchronizing
; 0 - do not wait VSYNC before page flip
; 1 - wait for VSYNC before page flip
; 0 can introduce image tearing
; Controlled from video options menu
VSYNC=0

;Texture resoluton
; Controlled from video options menu
;0 - all textures in DDS, normalmaps in ARGB32
;1 - all textures in DDS, normalmaps in DXT3
;2 - all textures in DDS scaled down by 2, normalmaps in DXT3 scaled down by 2
TextureQuality=1

;Texure filtering
; 0 - bilinear
; 1 - trilinear
; 2 - anisotropic
TextureFiltering=2

;Anisotropic filtering quality
; float, [0..1]
; Controlled from video options menu
ANISOTROPICQUALITY=0.500000

;MipMapLodBias, controls texture sharpness
; float, [0..1]
; Large values lead to aliasing and performance loss, more than 0.5 is not recomended
; Controlled from video options menu
MIPMAPLODBIAS=0.000000


;ImpostorSprite_MipMapLodBias, controls texture sharpness for impostor's sprites
; float
IMPOSTORSPRITE_MIPMAPLODBIAS=-1.000000


;Allow load textures in background thread.
; 0 - restrict
; 1 - allow
; Should be 1 for release.
BackgroundTextureLoad=1

;Disable use minitextures
; 0 - allow use
; 1 - restrict
; Should be 0 for release.
DisableMiniTextures=0

;Load all minitextures and textures with PRECACHE:YES flag at game start.
; 0 - do not load (faster load time, choppy gameplay)
; 1 - do load (longer load time, smooth gameplay)
; Should be 1 for release, 0 for development.
PRECACHETEXTURES=1

;Allow to draw gray-shaded triangles untill texture is not loaded
; 0 - restrict
; 1 - allow
; In conjunction with PRECACHETEXTURES=0, allows to make smoother gameplay without precaching textures
; Should be 0 for release
ALLOWGREYTEXTURE=0

;Disable update of procedural textures
; 0 - enable
; 1 - disable
; Should be 0 for release
DISABLEPROCEDURALTEXTURES=0

;Use fast algorythm for texture conversion
; 0 - slow, precise algorythm
; 1 - fast
; Should be 0 for release (textures should be converted with this setting)
FASTTEXTURECONVERSION=1

;Allow on the fly video mode switch
; 0 - restrict
; 1 - allow
; Some drivers crash when trying to switch video mode in game.
; Game will disable this option on first crash.
; When 0, game requires restarting to switch video mode.
; Should be 1 for release.
ONTHEFLYVIDEOMODESWITCH=1

;Try to smooth FPS
; 0 - disable
; 1 - enable
; Game will try to calculate average FPS and limit fast frames.
; For now, does not produce good results.
; Should be 0 for release.
SMOOTHFPS=0

;Maximum number of frames to allowed to be buffered by drivers
; 0 - do not place limit
; 1 - allow buffer 1 frame max
; 2 - allow buffer 2 frames max
; Some drivers buffer to many frames and produce 'fast worward' effect.
; Should be 1 for release.
RENDERLAG=2

;Set maximum FPS limit
; 0 - do not set limit
; [1...1000] - do not allow more then N FPS
; Used for debugging.
; Should be 0 for release.
LIMITFPS=0

; The defree of particle effects
Particle systems=2

; The degree of weather effects
Weather effects=0

; The mipmap bias in the main menu
;[-1..1]
;default -0.5 (sharp)
MenuMipmapLodBias=-0.5

;Disable paralax bump
DISABLE_PARALLAX_MAPPING=0

;Physical monitor aspect ratio,
; 0 = detect automatically
; 4:3 = 1.333333
; 5:4 = 1.25
; 16:9 = 1.777777
;16:10 = 1.6
Monitor_AspectRatio=0.000000

;Texture cache size
;;Default is 256000000 (256 Mb)
TEXTURECACHE_TARGET_SIZE0=512000000
TEXTURECACHE_TARGET_SIZE1=512000000
TEXTURECACHE_TARGET_SIZE2=512000000

;Disable shaders 3.0
;Should be 0 for release
DISABLESHADERMODEL30=0

; Shadow map resolution.
; Powers of two expected, eg. 512, 1024, 2048, 4096
SHADOWMAP_SIZE=2048
SHADOWMAP_ALLOW_SOFTWARE_PCF=1
SHADOW_BLUR_DEPTH_TOLERANCE=100.000000
VSDETAILSTARTDISTANCE=2500.000000
VSBUMPSTARTDISTANCE=10000.000000
XBOX_TRILINEAR_THRESHOLD=3
SHADOWMAP_BLUR_QUALITY=1
ALLOW_TRANSPARENCY_AA=0
QUALITY=2

;================================================= ===================
[Capture Settings]
;================================================= ===================

;Screen capture with Scroll Lock key.
; 0 - disable
; 1 - grab screenshots
; 2 - grab movies (AVI)
; Comsumes memory, should be 0 for release.
SCREENCAPTURETYPE=1

;Screenshot or frame Bits Per Pixel
CaptureToBMP=1


;FPS of AVI to capture
CaptureFPS=3

;================================================= ===================
[Recover]
;================================================= ===================
;Disable AVI movies
; 0 - enable
; 1- disable
; Should be 0 for release.
DISABLEAVIPLAYER=1

;Avi player caused crash last time
; Flag is used internally by game for recovering from crash
AVIPLAYERCRASHED=0

;Game has crashed last time when trying to change video mode
; Used by engine to recover.
VIDEOMODECHANGECRASHED=0
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Old 09-26-08, 07:09 PM   #94
Jonelo
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Default Re: New White Gold Screens

Sex in White Gold , video

http://www.mediafire.com/download.php?gmwhmifyz5m
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Old 09-26-08, 07:23 PM   #95
Noriega
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Default Re: New White Gold Screens

*.ogg wtf ?
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Old 09-26-08, 07:44 PM   #96
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Default Re: New White Gold Screens

Quote:
Originally Posted by Noriega View Post
*.ogg wtf ?
It's a sound file. Why are ther wikipedia links in the config files?
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