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Perfect Installation of Infiltration 2.9 -2009-

Discussion in 'Troubleshooting' started by theRoadStroker, Jun 11, 2009.

  1. theRoadStroker

    theRoadStroker A Dickcheese Faggot

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    .. a.k.a a step-by-step guide to installing Inf. Not sure how many people will need this, but if it will help a few lost souls then it's worth writing .

    [1] System preparation
    First, get the latest drivers for your motherboard, video card and sound card. There's far too many manufacturers to even consider listing here, so you'll have to do some digging yourself.

    [2] UT
    Nothing difficult here, apart from maybe finding your UT CD . Make sure you put it on a hard disk with a decent amount of free space - my UT install is over 2.5GB after only a few months. Don't install the hi-res textures from the 2nd CD yet.

    [3] Install high-res textures (optional)
    While these shouldn't be used with Infiltration, they make UT look nice, especially with singleplayer mods like RTNP. To make an Inf-compatible install, simply copy all texture files (*.utx) from the 2nd UT CD into it's own folder in your UT directory (for example HiResTextures). Now, open up UnrealTournament.ini, scroll down a bit and find a list of Paths=, and add Paths=..\HiResTextures\*.utx at the top of the list (or at the very least before the original textures).

    [4] Official patch
    The official UT patch can normally be found at the official UT website, BeyondUnreal's FileWorks or 3DGamers. Windows users should use the v436 patch since the unofficial v451 causes some problems on Windows clients. Linux users may benefit from the updated OpenGL renderer in v451 though.

    [5] UT bonus packs (optional)
    These aren't required, but a few 3rd-party maps make use of the textures so they may be useful. Check the links above to download them - remember that Bonus Pack 3 is called the InoxxPack.

    [6] Infiltration 2.9 Community Pack
    Getting this to work is abit tricky, so here is a step by step guide.
    - Double Click on the Infiltration 2.9 Community.exe
    - Follow the instructions, and you will get to choose what files you want to install from Complete Installation to just the Official Inf 2.9 files, Maps only, and the Community Packs only.
    - Just hit Complete Installation.
    - You will be asked if you want to install the 436 patch , just hit no because you already did that before , but if you want to apply it again for some reason just hit yes
    - Followed by an option to install OpenAL driver *Note:If you got an onboard or a nividia sound card its best to NOT install this*

    [7] Getting Infiltration to work.
    While waiting for the "Inf2.9 Community Pack 2" there are some things that needs to be done in order to get Inf to work.
    - There are some files that need to be deleted in order to get Inf working, in order to not get a mismatch at the servers.

    The files are:

    UTCompass.u
    UTCompass.int
    INFwm_C7.int
    INFwm_C7.u
    INF_Deploy.u
    INF_Deploy.int
    INF_M2HBAimView.int
    INF_M2HBAimView.u


    They can be located in:

    ...\UnrealTournament\System
    ...\UnrealTournament\Infiltration\System
    ...\UnrealTournament\Infiltration\Community\System


    (... = directory of UnrealTournament)

    [8] Downloading and Installing PsyTex.
    PsyTex is an improvement of almost all the textures in Infiltration,and most servers use it and without it you are going to get alot of missmatches.

    Psytex can be found Here - Needs Registration to Download - Find it under Download/Infiltration/Modifications

    If you´re using Windows XP 32bit, you can just follow the instructions in the readme.
    However if you are using Windows XP x64 , Vista 32/64-bit, you need to install PsyTex Manually.
    And here is yet another step by step how to do so:

    Manual installation instructions:

    o Copy The directory PsyTex to your UT installation, I will assume it's C:\UnrealTournament\
    ( Note: Rename PsyTex-1.0 to PsyTex)

    o Copy all .u files from C:\UnrealTournament\Infiltration\System to C:\UnrealTournament\PsyTex\System, then copy all the .u files from C:\UnrealTournament\System to C:\UnrealTournament\PsyTex\System. NOTE: DON´T OVERWRITE ANY FILE!
    (Note: Copy Files from that order to avoid problems!)


    o Copy all .utx files from C:\UnrealTournament\Infiltration\Textures\Camos\ to C:\UnrealTournament\PsyTex\Infiltration\Textures\Camos\
    Again, don't overwrite files.

    That's it.

    psytex.sh won't work either, so you'll have to do that manually to:

    o Copy Infiltration.ini to Infiltration_psytex.ini

    o Edit Infiltration_psytex.ini with a text program, ex: notepad.

    Find the line:
    Paths=../Infiltration/System/*.u
    And replace it with:
    Paths=../PsyTex/System/*.u

    Find the line:
    Paths=../Infiltration/Textures/Camos/*.utx
    Replace it with:
    Paths=../PsyTex/Textures/Camos/*.utx

    Note: Order matters with Path=, so keep it intact.

    And you're done!

    [9] Power saving workaround (Modern day CPUs)
    This is necessary if using a modern processor such as a Pentium 4 6XX, Pentium M, Athlon 64 or newer. UT has issues when the CPU clock frequency changes, so the following should fix it.
    - Open up Notepad (or your favorite plain text editor), and type/copy the following into it:

    Code:
    powercfg /setactive "Always On"
    C:\UnrealTournament\System\Infiltration.exe entry.unr INI=Infiltration_psytex.ini  USERINI=InfiltrationUser.ini LOG=Infiltration.log
    powercfg /setactive "Home/Office Desk"
    Modify this with the correct path to your UT directory, and your preferred power scheme on exit. Save this to .../UnrealTournament/Infiltration/ with a .bat extension (in Notepad be sure to type "infiltration.bat" including the quotes).

    Finally create a shortcut to INFplay.exe (found in UnrealTournament/system folder) place it on the desktop and right click and change the "target" to C:\UnrealTournament\Infiltration\infiltration.bat .

    [10] Troubleshooting

    - If you downloaded Infiltration 2.9 community edition and have an onboard soundcard or a nividia one, and did choose to not install the OpenAL, but still gets an error about not finding sound driver or some openAL32.dll error.
    You need to open the Infiltration.ini /Infiltration_psytex.ini and find the line AudioDevice= and change it to AudioDevice=Galaxy.GalaxyAudioSubsystem
    Since the community edition´s .ini setup has pre-install the openAL driver , this might fix that.

    [11] Enhancing Infiltration Graphics (Optional)

    Before I go on, please remember to always make a backup of the files you alter just in case something goes wrong or you just aren't happy with the results!

    First of you'll need an enhanced render driver of either Direct 3d 9 or OpenGL - depending on what type of Graphic enhancement you want.

    - OPENGL -

    With OpenGL you'll get a clean fast running and sharp image, and pretty much was the Render device to use back in the days for most users and it still gives a good clean image.

    To Configure this right, you'll need to download the newest OpenGL driver from Chris Dohnal site or just use the one attached (utglr36.zip) - this version is 3.6.

    Unzip or move the content to - ...../UnrealTournament/System Folder (if asked to overwrite - press Yes)

    Open up Infiltration.ini/Infiltration_psytex.ini (with a text program like NotePad) Find(Ctrl+f) the line [OpenGLDrv.OpenGLRenderDevice] - now you could just fill/change what's missing, or you could just copy the text in the Code Box below and then just select everything under [OpenGLDrv.OpenGLRenderDevice] until you get to the " Description= " line and just paste everything you copied in.

    "My" Settings of OpenGL:

    Code:
    [OpenGLDrv.OpenGLRenderDevice]
    RefreshRate=75
    DetailTextures=True
    UseTrilinear=True
    UseS3TC=True
    UseTNT=False
    LODBias=0.000000
    UseMultiTexture=True
    UsePalette=True
    UseAlphaPalette=True
    Translucency=True
    VolumetricLighting=True
    ShinySurfaces=True
    Coronas=True
    HighDetailActors=True
    MaxAnisotropy=0
    AlwaysMipmap=True
    UsePrecache=False
    SupportsLazyTextures=True
    TruFormMinVertices=0
    TruFormTessellation=3
    UseTruForm=False
    ZRangeHack=True
    AAFilterHint=0
    NumAASamples=4
    UseAA=True
    RequestHighResolutionZ=True
    MaskedTextureHack=True
    SmoothMaskedTextures=True
    FrameRateLimit=0
    SwapInterval=0
    UseVertexProgram=False
    UseCVA=True
    UseMultiDrawArrays=True
    TexDXT1ToDXT3=True
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=True
    UseTexPool=True
    UseTexIdPool=True
    UseSSE2=True
    UseSSE=True
    BufferTileQuads=True
    BufferClippedActorTris=True
    SinglePassDetail=True
    SinglePassFog=True
    ColorizeDetailTextures=False
    DetailClipping=True
    UseDetailAlpha=True
    DetailMax=2
    MaxTMUnits=0
    NoFiltering=False
    NoMaskedS3TC=False
    Use16BitTextures=False
    AutoGenerateMipmaps=True
    ShareLists=True
    UseBGRATextures=True
    UseZTrick=True
    MaxLogTextureSize=8
    MinLogTextureSize=0
    MaxLogVOverU=8
    MaxLogUOverV=8
    OneXBlending=True
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.000000
    DescFlags=0
    Description=
    Save it up and you're done!

    Normally the CE version of Inf uses OpenGL as a standard Render so you shouldn't need to change more if you are going to use that, but if you do - look further down after the Direct 3D9 section if you need help of changing the render device.


    - DIRECT 3D9 + EMBSERIES - - ( You may need a Graphic Card that supports Pixel Shader 3.0 for embseries to work)

    With Direct 3d9 render you get the chance to use the "new" emb-series which can add - Bloom , SSAO , DepthOfField and enhanced BumpMapping to Infiltration - the trade-off is that your FPS (FramesPerSecond) is going to take some serious hit- but the plus side is that you can pretty much turn it off whenever you like without leaving the game.

    The Standard settings however is not very good for Inf so I tweaked around with the .ini until I got a pretty decent result - the pictures below is with and without the EMB on.

    :With BumpMapping and Bloom Turned On

    Pic 1

    Pic 2

    Pic 3

    Pic 4

    : With BumpMapping, DepthOfField and Bloom Turned On

    Pic 1

    Pic 2

    I'm not going to show any pics or settings with SSAO turned on - cuz that will just kill the FPS (I usually get around 70-80 fps - with SSAO I'll get around 5-10 fps)

    Alright so how do we do this, first off you'll need the Chris Dohnal Direct 3D9 Render Device (attached - utd3d9r12.zip) and the EmbSeries for Deusex (Also attached - enbseries_deusex_v0075e.zip)

    Unzip or place all content (from both files) in to ...../UnrealTournament/System Folder

    Open up Infiltration.ini/Infiltration_psytex.ini (with a text program like NotePad) Find (Ctrl+ F) the line " [D3D8Drv.D3D8RenderDevice] " (if you can't find that line or you don't have it - find [D3DDrv.D3DRenderDevice] instead) and just after the last line in that section ( could be " DescFlags=1 " or " VolumetricLighting=True " ) - hit enter once of twice and copy and paste what's in the code box below.

    "My" Direct 3D9 Settings:

    Code:
    [D3D9Drv.D3D9RenderDevice]
    ZRangeHack=True
    NumAASamples=2
    UseAA=True
    RequestHighResolutionZ=True
    UseSoftwareVertexProcessing=False
    UsePureDevice=True
    UseTripleBuffering=False
    MaskedTextureHack=True
    FrameRateLimit=0
    SwapInterval=-1
    UseVertexProgram=False
    TexDXT1ToDXT3=False
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=True
    UseTexPool=True
    UseTexIdPool=True
    UseSSE=True
    BufferTileQuads=True
    BufferClippedActorTris=True
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    DetailClipping=True
    UseDetailAlpha=True
    DetailMax=2
    RefreshRate=0
    MaxTMUnits=0
    NoFiltering=False
    MaxAnisotropy=0
    Use16BitTextures=False
    UseS3TC=True
    UseAlphaPalette=True
    UseTrilinear=True
    UsePrecache=False
    UsePalette=True
    UseMultiTexture=True
    MaxLogTextureSize=8
    MinLogTextureSize=0
    MaxLogVOverU=8
    MaxLogUOverV=8
    OneXBlending=True
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.000000
    LODBias=0.100000
    DetailTextures=True
    DescFlags=0
    Description=
    HighDetailActors=True
    Coronas=True
    ShinySurfaces=True
    VolumetricLighting=True
    It should now look like :

    Code:
    [D3D8Drv.D3D8RenderDevice]
    ZRangeHack=True
    NumAASamples=0
    UseAA=False
    RequestHighResolutionZ=True
    UseSoftwareVertexProcessing=False
    UsePureDevice=True
    UseTripleBuffering=True
    MaskedTextureHack=True
    FrameRateLimit=0
    SwapInterval=-1
    UseVertexProgram=True
    TexDXT1ToDXT3=False
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=True
    UseTexPool=True
    UseTexIdPool=True
    UseSSE=True
    BufferTileQuads=True
    BufferClippedActorTris=True
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    DetailClipping=True
    UseDetailAlpha=True
    DetailMax=2
    RefreshRate=0
    MaxTMUnits=0
    NoFiltering=False
    MaxAnisotropy=0
    Use16BitTextures=False
    UseS3TC=True
    UseAlphaPalette=True
    UseTrilinear=True
    UsePrecache=False
    UsePalette=True
    UseMultiTexture=True
    MaxLogTextureSize=8
    MinLogTextureSize=0
    MaxLogVOverU=8
    MaxLogUOverV=8
    OneXBlending=True
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.000000
    LODBias=0.000000
    DetailTextures=True
    DescFlags=0
    Description=
    HighDetailActors=True
    Coronas=True
    ShinySurfaces=True
    VolumetricLighting=True
    
    [D3D9Drv.D3D9RenderDevice]
    ZRangeHack=True
    NumAASamples=2
    UseAA=True
    RequestHighResolutionZ=True
    UseSoftwareVertexProcessing=False
    UsePureDevice=True
    UseTripleBuffering=False
    MaskedTextureHack=True
    FrameRateLimit=0
    SwapInterval=-1
    UseVertexProgram=False
    TexDXT1ToDXT3=False
    DynamicTexIdRecycleLevel=100
    CacheStaticMaps=True
    UseTexPool=True
    UseTexIdPool=True
    UseSSE=True
    BufferTileQuads=True
    BufferClippedActorTris=True
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    DetailClipping=True
    UseDetailAlpha=True
    DetailMax=2
    RefreshRate=0
    MaxTMUnits=0
    NoFiltering=False
    MaxAnisotropy=0
    Use16BitTextures=False
    UseS3TC=True
    UseAlphaPalette=True
    UseTrilinear=True
    UsePrecache=False
    UsePalette=True
    UseMultiTexture=True
    MaxLogTextureSize=8
    MinLogTextureSize=0
    MaxLogVOverU=8
    MaxLogUOverV=8
    OneXBlending=True
    GammaCorrectScreenshots=True
    GammaOffsetBlue=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetRed=0.000000
    GammaOffset=0.000000
    LODBias=0.100000
    DetailTextures=True
    DescFlags=0
    Description=
    HighDetailActors=True
    Coronas=True
    ShinySurfaces=True
    VolumetricLighting=True
    
    [SglDrv.SglRenderDevice]
    Translucency=True
    VolumetricLighting=False
    ShinySurfaces=False
    Coronas=True
    HighDetailActors=False
    ColorDepth=16
    DetailTextures=False
    FastUglyRefresh=False
    TextureDetailBias=Near
    VertexLighting=False
    ((If you are an advanced player , you can just change the settings in the infiltration_psytex.ini as you like but UseVertexProgram must be False or else you going to get some major texture issues.))

    After you're done with copy and pasting that, just save it up.

    Then you need to open the embseries.ini and you can just copy and replace all content inside that with the settings of your choice from below.

    Bloom - BumpMapping

    Code:
    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=0
    AlternativeDepth=0
    AllowAntialias=0
    BugFixMode=0
    SkipShaderOptimization=0
    QuadVertexBuffer=0
    AdditionalConfigFile=enbseries2.ini
    EnableShaders_3_0=1
    UseMRTRendering=0
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=0
    EnableMotionBlur=0
    EnableWater=0
    EnableShadow=0
    DepthBias=0
    EnableDepthOfField=0
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyScreenshot=44
    KeyShadow=119
    KeyWater=118
    KeyShowFPS=106
    [REFLECTION]
    ReflectionPower=5
    ChromePower=5
    UseCurrentFrameReflection=0
    ReflectionQuality=0
    ReflectionSourceSpecular=25
    ReflectionSourceTFactor=25
    UseAdditiveReflection=0
    ReflectionDepthBias=0
    UseLowResReflection=0
    ReflectionSinglePass=0
    UseEnvBump=1
    EnvBumpAmount=25
    EnvBumpOffset=25
    ReflectionFlip=0
    [BLOOM]
    BloomPowerDay=5
    BloomFadeTime=2000
    BloomConstantDay=5
    BloomQuality=0
    BloomScreenLevelDay=45
    BloomCurveDay=1
    BloomPowerNight=15
    BloomConstantNight=5
    BloomCurveNight=0
    BloomScreenLevelNight=20
    BloomAdaptationScreenLevel=50
    BloomAdaptationMultiplier=6
    BloomAllowOversaturation=1
    BloomMaxLimit=100
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=30
    BrighteningLevel=30
    IlluminationLevel=30
    AdditiveIlluminationLevel=30
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    FadeDistance=50
    UseForAlphaTest=1
    UseForAlphaBlend=1
    UseIndirectLighting=1
    [COLORCORRECTION]
    DarkeningAmountDay=0
    ScreenLevelDay=60
    ScreenLevelNight=20
    DarkeningAmountNight=0
    GammaCurveDay=0
    GammaCurveNight=0
    ColorSaturationDay=0
    ColorSaturationNight=0
    UsePaletteTexture=0
    [WATER]
    UseWaterDeep=1
    WaterDeepness=20
    WaterQuality=0
    [SHADOW]
    ShadowFadeStart=40
    ShadowFadeEnd=80
    ShadowAmountDay=60
    ShadowAmountNight=30
    ShadowScreenLevelDay=60
    ShadowScreenLevelNight=20
    ShadowQuality=0
    UseShadowFilter=0
    FilterQuality=2
    ShadowBlurRange=30
    [ENGINE]
    ForceAnisotropicFiltering=1
    MaxAnisotropy=8
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=1
    MotionBlurVelocity=90
    MotionBlurRotation=90
    [PERPIXELLIGHTING]
    SpecularColorMin=0
    SpecularColorMax=100
    SpecularColorMultiplier=100
    SpecularGlossinessMin=0
    SpecularGlossinessMax=100
    SpecularGlossinessMultiplier=100
    [DEPTHOFFIELD]
    DOFQuality=1
    DOFNumberOfPasses=1
    DOFFocusRange=5
    DOFBlurinessRange=0
    [PLUGIN]
    WeatherMod=0
    
    or

    Bloom - BumpMapping - DepthOfField

    Code:
    [PROXY]
    EnableProxyLibrary=0
    InitProxyFunctions=1
    ProxyLibrary=
    [GLOBAL]
    UseEffect=0
    AlternativeDepth=0
    AllowAntialias=0
    BugFixMode=0
    SkipShaderOptimization=0
    QuadVertexBuffer=0
    AdditionalConfigFile=enbseries2.ini
    EnableShaders_3_0=1
    UseMRTRendering=0
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=0
    EnableMotionBlur=0
    EnableWater=0
    EnableShadow=0
    DepthBias=0
    EnableDepthOfField=1
    [INPUT]
    KeyUseEffect=123
    KeyBloom=120
    KeyOcclusion=121
    KeyReflection=122
    KeyCombination=16
    KeyScreenshot=44
    KeyShadow=119
    KeyWater=118
    KeyShowFPS=106
    [REFLECTION]
    ReflectionPower=5
    ChromePower=5
    UseCurrentFrameReflection=0
    ReflectionQuality=0
    ReflectionSourceSpecular=25
    ReflectionSourceTFactor=25
    UseAdditiveReflection=0
    ReflectionDepthBias=0
    UseLowResReflection=0
    ReflectionSinglePass=0
    UseEnvBump=1
    EnvBumpAmount=25
    EnvBumpOffset=25
    ReflectionFlip=0
    [BLOOM]
    BloomPowerDay=5
    BloomFadeTime=2000
    BloomConstantDay=5
    BloomQuality=0
    BloomScreenLevelDay=45
    BloomCurveDay=1
    BloomPowerNight=15
    BloomConstantNight=5
    BloomCurveNight=0
    BloomScreenLevelNight=20
    BloomAdaptationScreenLevel=50
    BloomAdaptationMultiplier=6
    BloomAllowOversaturation=1
    BloomMaxLimit=100
    [SSAO]
    UseFilter=1
    OcclusionQuality=1
    FilterQuality=1
    DarkeningLevel=30
    BrighteningLevel=30
    IlluminationLevel=30
    AdditiveIlluminationLevel=30
    UseAmbientOcclusion=1
    UseIndirectLightning=1
    FadeDistance=50
    UseForAlphaTest=1
    UseForAlphaBlend=1
    UseIndirectLighting=1
    [COLORCORRECTION]
    DarkeningAmountDay=0
    ScreenLevelDay=60
    ScreenLevelNight=20
    DarkeningAmountNight=0
    GammaCurveDay=0
    GammaCurveNight=0
    ColorSaturationDay=0
    ColorSaturationNight=0
    UsePaletteTexture=0
    [WATER]
    UseWaterDeep=1
    WaterDeepness=20
    WaterQuality=0
    [SHADOW]
    ShadowFadeStart=40
    ShadowFadeEnd=80
    ShadowAmountDay=60
    ShadowAmountNight=30
    ShadowScreenLevelDay=60
    ShadowScreenLevelNight=20
    ShadowQuality=0
    UseShadowFilter=0
    FilterQuality=2
    ShadowBlurRange=30
    [ENGINE]
    ForceAnisotropicFiltering=1
    MaxAnisotropy=8
    ForceDisplayRefreshRate=0
    DisplayRefreshRateHz=60
    [MOTIONBLUR]
    MotionBlurQuality=1
    MotionBlurVelocity=90
    MotionBlurRotation=90
    [PERPIXELLIGHTING]
    SpecularColorMin=0
    SpecularColorMax=100
    SpecularColorMultiplier=100
    SpecularGlossinessMin=0
    SpecularGlossinessMax=100
    SpecularGlossinessMultiplier=100
    [DEPTHOFFIELD]
    DOFQuality=1
    DOFNumberOfPasses=1
    DOFFocusRange=5
    DOFBlurinessRange=0
    [PLUGIN]
    WeatherMod=0
    
    Save it up and you're done!



    - CHANGING RENDER DEVICES -

    * Open up Infiltration_psytex.ini

    * Find line -" [Engine.Engine] " under that will be a line with GameRenderDevice=

    * Change GameRenderDevice= to
    - GameRenderDevice=D3D9Drv.D3D9RenderDevice - for Direct 3D 9
    or
    - GameRenderDevice=OpenGLDrv.OpenGLRenderDevice - for OpenGL

    * Save and you're done!


    -ENABLING EMBSERIES INGAME-

    To enable EMBSeries ingame you need to press the Right Shift + F12 button the same time - however F12 minimizes Inf so the best way to enable the embseries is to hit ESC (go to menu) and then hit shift + F12 and then hit ESC again to get back in game.

    Enjoy!


    Thanks to

    Crowze , Carpetsmoker for additional guides
    Chris Dohnal for enhanced OpenGl & D3D 9 drivers
    Vorontsov Boris (ENB series developer)
     

    Attached Files:

    Last edited: Mar 23, 2010
  2. geogob

    geogob Koohii o nomimasu ka?

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    Good write up! Thank you.
     
  3. - Lich -

    - Lich - New Member

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    What about a sticky :)?
     
  4. theRoadStroker

    theRoadStroker A Dickcheese Faggot

    Joined:
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    Updated!

    Fixed part:

    Find the line:
    Paths=../Infiltration/Textures/Camos/*.u
    Replace it with:
    Paths=../PsyTex/Textures/Camos/*.u

    to

    Find the line:
    Paths=../Infiltration/Textures/Camos/*.utx
    Replace it with:
    Paths=../PsyTex/Textures/Camos/*.utx

    so if anyone got messed up faces and camos following this guide, change this in your infiltration_psytex.ini
     
  5. theRoadStroker

    theRoadStroker A Dickcheese Faggot

    Joined:
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    Updated!

    * Added enhanced graphics section + attachments
     
  6. zeep

    zeep :(

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    Thanks
     

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