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Liste des sujets

La chance que vous avez!!

John-Atan
John-Atan
Niveau 6
12 mars 2008 à 11:42:30

Salut, Franchement vous etes tous trop chanceuhhhh car si vous louper un artefact ou un calice vous pouvais taper des Codes a l'infini !! mais moi ;'( je pe pas faire de CODES car je né pas le jeu avec CD
moi c'est Metaboli (telecharger des jeux a l'infini pour 19.70 par mois) mais j'ai le dossier G3 Ini (truk de se genre)
mais il y a rien dedans donc soit vous savez comment faire pour avoir le droit des codes (on ses jamais) ou vous pouvez pas m'aider??

ps: :merci: de me repondre en tout cas sa serai bien :'(
(j'ai une parti niv 40 une parti niv 25 une parti niv 20 parce que j'ai louper juste une chose s'en pouvoir le ratraper)
en plus je ne sais plus quoi

:svp: aider moiiiiii
:dehors:

Presumekoupable
Presumekoupable
Niveau 10
12 mars 2008 à 13:16:53

Si je compren bien tu veux le contenu du dossier ge.ini?

voilà:

; /////////////////////////////
[Window]
Name=Gothic3
Left=0
Top=0
Right=1024
Bottom=768
RefreshRate=0
AdapterNumber=0
Fullscreen=true
Center=true
CaptureCursor=true
; /////////////////////////////

[Engine.Setup]
IgnoreUserOptions=false

; Saves Mountlistfile for faster startup
; Editor saves Mountlist for default
; Should be disabled in shipped releases
File.SaveMountlistFile=false

; Vegetation view range
VegetationAdmin.ViewRange=9000.0
; Vegetation Quality = high, med, low
VegetationAdmin.Quality=low
; Bloom filter highligth threshold
PostprocessingAdmin.BloomHighlightThreshold=0.5
; Active post processing effect
; -1 = no effect active
; 0 = bloom
PostprocessingAdmin.ActiveEffect=0

; Debugoutput in console, default = normal
Debug.Filter=ignore
Debug.ExceptionHandlerEnable=true

; Memorycorruption monitor verifies every frame heap allocated by genome system.
; only for debugging purposes, this function enabled can cause heavy performance stalls.
; use this function with care, and if possible only in small projects/worlds
; Heapprofiling system must be activated to use this system !
Debug.MemoryCorruptionMonitor=false

; ==================================
; GfX Library, currently DirectX 9.b
; only hw processing devices please -> no DX7 cards allowed !
; ==================================
Gfx.Lib=DX9
Gfx.HWVertexprocessing=true
Gfx.ThreadSave=false

; ==================================
; DEFAULT CAMERA SETTINGS -> APPLICATION START
; ==================================
; FOV in degrees
Camera.FOV=60
Camera.ZNear=25.0
; Devnote: decrease far clipping plane range to avoid z fights -> decrease if sky system is integrated
Camera.ZFar=10000.0
Camera.ZFarLowPoly=70000.0
Camera.ZBias=0.005
; ==================================
; DEFAULT CACHE SIZES FOR GLOBAL CACHEADMIN
; Use with care: greater values can cause heavy performance problem on smaller systems
; ==================================
Cache.SizeImage=128000000
Cache.SizeMaterial=40000000
Cache.SizeMesh=90000000
Cache.SizeSound=40000000
Cache.SizeCollisionMesh=40000000
Cache.SizeAnimation=40000000
Cache.SizeSpeedTree=10000000

; ===============================
===
; NUMBER OF WORKER-THREADS STARTED IN BACKGROUND
; Do not change number of threads by cachetype, performance stalls or instabile system possible

; ===============================
===
Threads.ImageCount=0
Threads.MaterialCount=0
Threads.MeshCount=0
Threads.SoundCount=0
Threads.VertexpoolCount=0
Threads.PVSPrefetcherCount=1
Threads.CollisionMeshCount=0
Threads.AnimationCount=0

; Threads disabling, remove for debugging and graphic profiling purposes
Threads.Enable=true

; ===============================
===
; SHADER PARAMETERS

; ===============================
===
; Shader version to use
; Values: 1_4, 2_0, 3_0
; If shader version not supported by the given system the next supported lower one is used
Shader.CurrentShaderVersion=2_0
; Enable tree shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
Shader.EnableTreeShadows=false
; Semi static building shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
Shader.EnableStaticShadows=true
; Dynamic detail shadows ( makes only sence with Version 3_0 at the moment otherwise it will be ignored )
Shader.EnableDetailShadows=false
; Skips the validation of missing shaders while the engine starts
; THIS SHOULD BE FALSE
; Set flag true if you force shader compilation
Shader.SkipShaderPoolValidation=true
; Enable fallback materials
Shader.EnableMaterialFallbacks=true
; Enable error materials
; If a material could not be compiled and no fallback available a error material would be used
Shader.EnableErrorMaterial=true

; ==================================
; SOUND PARAMETERS (only in (pre-)alpha versions)
; ==================================
; Sound.MusicFile=Prototype.mp3
;Sound.MusicFile=myrtanamix.mp3
Sound.MasterVolume=255
Sound.MusicVolume=51

; ==================================
; ANIMATION BLENDING PARAMETERS
; ==================================
; Default time (in seconds) is used to blend animations if they are not listed
AnimationBlending.DefaultFadeTime=0.2

AnimationBlending.PhysicControllerDistance=1200.0

Animation.MaxRagDolls=999

; ==================================
; DYNAMIC ENTITY CAPS
; ==================================
; ROI sphere is used to process all dynamic entities within range.
Entity.ROI=4000.0

; EntityAdmin processes entities per default
EntityAdmin.EnableProcessing=true
; Disable focus name rendering
Render.DisableFocusNames=false
; PVS Prefetcher uses single thread to load and prefetch spatial contexts
Render.EnablePVSPrefetcherThread=true
; Indicates if object (HC/VPT) culling is enabled
; Don´t set this property to false, this causes heavy stalls !
Render.EnableObjectVPTHCCulling=true
; Simple distance screen metric object distance culling used. Culls all
; objects under threshold
Render.ScreenObjectDistanceCulling=0.01
Render.LowPolyObjectDistanceCulling=0.01
Render.ProcessingRangeFadeOutRange=400
Render.RangedBaseLoDOffset=0.0
; Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
Render.GlobalVisualLoDFactor=1.0

; Skinner type for rendering
; possible entries: Software and or DX9Hardware (Software is obsolet)
Render.AnimationSkinner=Hardware

; Occlusion culling pixel threshold
; Less pixelcount fails visible determination test
Render.OcclusionPixelThreshold=10
; zPass query check for already visible objects.
; Intervall in frametime
Render.OcclusionZPassCheckIntervall=4
; Prefetchercellsize, corresponds with landscapepatchsize
Render.PrefetchGridCellSize=10000
; Enables lowpoly rendering
Render.EnableLowpolyRendering=true
; Rendering mesh, animation and image quality
; Normal = take first lodstage as qualitystage
; High = uses a higher resolution.
; UltraHigh = uses highest quality mode (needs 512MB highend graphic card and min. 1 GB of systemmemory!)
Render.MeshLoDQuality=High
Render.AnimationLoDQuality=High
Render.ImageLoDQuality=Normal

Render.DisableMeshLoDQualityFragmentString=lowpoly

; Enables vegetation rendering
Render.EnableVegetationRendering=false
;
Render.EnableDOF=true
Render.DOFStart=1000.0
Render.DOFEnd=8000.0
; Average fps scale factor
FpS.Average=30.0
FpS.Min=10.0
FpS.Max=120

; FPU exception flags, do not changem this causes undefined errors in editor and game mode,
; only for debugging purposes
FPU.bEnableDivByZeroExceptions=false
FPU.bEnableDenormalExceptions=false
FPU.bEnableInvalidExceptions=false
FPU.bEnableOverflowExceptions=false
FPU.bEnableUnderflowExceptions=false

; Physics stuff, disables physic, do not disable in game, undefined behavior !
Physics.RemoteDebuggerClient=
Physics.Disable=false
; /////////////////////////////

; Simple low poly version of mesh for horizon look
Landscape.LowPolySector=G3_World_Lowpoly

; Prevents automatically loading of script dlls if disabled(false)
; If you setup Autoloading false game is not startet correctly.
; Use only for debugging purposes and pure engine testing
ScriptAutoLoading=true
FpS.Fixed=-1.000000
Timer.bIsSmooth=true
Input.DisableForceNumLock=false

[Project.Setup]
; Database path, relative from application path, do not change this, unless you have more than one workspace in progress
; Savegames must be later stored into "my documents" to support multiuser
Workspace.Name=Data
Workspace.SaveGames=Save
Workspace.Backup=Backup
Workspace.Scripts=Scripts
Workspace.Compiled.Mesh=_compiledMesh
Workspace.Compiled.Material=_compiledMaterial
Workspace.Compiled.Animation=_compiledAnimation
Workspace.Compiled.Image=_compiledImage
Workspace.Compiled.Physic=_compiledPhysic
; /////////////////////////////

ScriptAutoLoading=true
[Snapshots]
; Snapshot path (for default key look into controls.ini.
Path=snapshots
Prefix=snap_
; /////////////////////////////

; Engine only controls, if nomenu is set or game isn´t active
[Controls]
MoveSpeed=7000.0
MoveAccelerator=40.0
MoveDeccelerator=0.15
; /////////////////////////////

; Viewport background color (not longer supported)
[Viewport]
Color=2290649224

[Lighting]
; Lighting type to use (not longer supported)
; 0 = Simple lighting (ambient, legacy mode)
; 1 = VertexHemisphereVertexLighting
; 2 = VertexHemisphereVertexLightingWithOverbright
; 3 = VertexHemispherePixelLightingWithOverbright
; 4 = PixelHemispherePixelLightingWithOverbright
LightingType=0

[Game]
TestMode=true
PlayerStart=PC_Hero
NoMenu=false

[Memory]
Observe=Audio

Presumekoupable
Presumekoupable
Niveau 10
12 mars 2008 à 13:17:35

; Camera properties
[Camera]
; freefly cam (engine only)
fMoveSpeed=100.0
fMoveAccelerator=50.0
fMoveDeccelerator=0.3

; 3rd person/1st person cam
fAziSpeedScale=0.10000
fElevSpeedScale=0.070000
fRelaxCamera=20.0
fRelaxPlayer=2.0
fRelaxYAxis=15.0
fRelaxXAxis=8.0
fRelaxDist=60.0
fRelaxFOV=25.0
fMaxDistToPlayer=800.0f

[FreeGotoToPlayer]
u32MaxFreePlayerGotoDistance=1000

; /////////////////////////////

; Option
[Option.Sliders]

DistanceHigh.fFarClippingPlane_High=10000.0
DistanceHigh.fFarClippingPlane_Medium=8000.0
DistanceHigh.fFarClippingPlane_Low=6000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_High=1000
00.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=45
000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_Low=20000
.0

ObjectDetails.fScreenObjectDistanceCulling_High=0.
008

ObjectDetails.fProcessingRangeFadeOutRange_High=30
0.0
ObjectDetails.fRangedBaseLoDOffset_High=300.0

ObjectDetails.enuMeshLoDQualityStage_High=1
; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_High=1
; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Medium=
0.02

ObjectDetails.fProcessingRangeFadeOutRange_Medium=
500.0
ObjectDetails.fRangedBaseLoDOffset_Medium=0.0

ObjectDetails.enuMeshLoDQualityStage_Medium=0
; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Medium=0
; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.fScreenObjectDistanceCulling_Low=0.0
45

ObjectDetails.fProcessingRangeFadeOutRange_Low=700
.0
ObjectDetails.fRangedBaseLoDOffset_Low=-300.0

ObjectDetails.enuMeshLoDQualityStage_Low=0
; 0=Normal, 1=High, 2=UltraHigh

ObjectDetails.enuAnimationLoDQualityStage_Low=0
; 0=Normal, 1=High, 2=UltraHigh

ResourceCache.u32ImageMaxMemUsage_TextureQualityHi
gh=350000000

ResourceCache.u32ImageMaxMemUsage_High=96000000
ResourceCache.u32MeshMaxMemUsage_High=96000000
ResourceCache.u32SoundMaxMemUsage_High=20000000
ResourceCache.u32MaterialMaxMemUsage_High=21000

ResourceCache.u32CollisionMeshMaxMemUsage_High=180
00000

ResourceCache.u32AnimationMaxMemUsage_High=4000000
0

ResourceCache.u32SpeedTreeMaxMemUsage_High=1000000

ResourceCache.u32ImageMaxMemUsage_Medium=70000000

ResourceCache.u32MeshMaxMemUsage_Medium=40000000

ResourceCache.u32SoundMaxMemUsage_Medium=15000000

ResourceCache.u32MaterialMaxMemUsage_Medium=20000

ResourceCache.u32CollisionMeshMaxMemUsage_Medium=1
6000000

ResourceCache.u32AnimationMaxMemUsage_Medium=30000
000

ResourceCache.u32SpeedTreeMaxMemUsage_Medium=75000
0
ResourceCache.u32ImageMaxMemUsage_Low=32000000
ResourceCache.u32MeshMaxMemUsage_Low=30000000
ResourceCache.u32SoundMaxMemUsage_Low=10000000
ResourceCache.u32MaterialMaxMemUsage_Low=18000

ResourceCache.u32CollisionMeshMaxMemUsage_Low=1300
0000

ResourceCache.u32AnimationMaxMemUsage_Low=25000000

ResourceCache.u32SpeedTreeMaxMemUsage_Low=500000

[Options.Low]
DistanceHigh=1 ; 1=Low, 2=Medium, 3=High
DistanceLow=1 ; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=1 ; 1=Low, 2=Medium, 3=High
ObjectDetails=1 ; 1=Low, 2=Medium, 3=High
ShaderQuality=0 ; 0=1.4, 1=2.0, 2=3.0
TextureQuality=1 ; 1=Low, 2=Medium, 3=High
TextureFilter=0 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=0 ; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=0 ; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF

[Options.Medium]
DistanceHigh=2 ; 1=Low, 2=Medium, 3=High
DistanceLow=2 ; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=2 ; 1=Low, 2=Medium, 3=High
ObjectDetails=2 ; 1=Low, 2=Medium, 3=High
ShaderQuality=1 ; 0=1.4, 1=2.0, 2=3.0
TextureQuality=2 ; 1=Low, 2=Medium, 3=High
TextureFilter=1 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=1 ; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=1 ; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF

[Options.High]
DistanceHigh=3 ; 1=Low, 2=Medium, 3=High
DistanceLow=3 ; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=3 ; 1=Low, 2=Medium, 3=High
ObjectDetails=3 ; 1=Low, 2=Medium, 3=High
ShaderQuality=2 ; 0=1.4, 1=2.0, 2=3.0
TextureQuality=2 ; 1=Low, 2=Medium, 3=High
TextureFilter=2 ; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=3 ; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=3 ; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF

[Options.Gamma]
BrightnessScaling=0.2
ContrastScaling=0.075
RedScaling=0.3
GreenScaling=0.3
BlueScaling=0.3
; /////////////////////////////

; Autodetection
[Autodetection]
MediumMemoryLimit=1000000000
HighMemoryLimit=1500000000
MediumSMLimit=512 ; Shadermodel 2.0
HighSMLimit=768 ; Shadermodel 3.0

NVIDIA.ID=4318
ATI.ID=4098

NVIDIA.LowCount=55
NVIDIA.LowEntry_0=810 ;Quadro NVS 280 PCI
NVIDIA.LowEntry_1=811 ;Quadro FX 500/FX 600
NVIDIA.LowEntry_2=815 ;NV34GL
NVIDIA.LowEntry_3=816 ;GeForce FX 5900 Ultra
NVIDIA.LowEntry_4=817 ;GeForce FX 5900
NVIDIA.LowEntry_5=818 ;GeForce FX 5900XT
NVIDIA.LowEntry_6=819 ;GeForce FX 5950 Ultra
NVIDIA.LowEntry_7=820 ;GeForce FX 5900ZT
NVIDIA.LowEntry_8=824 ;Quadro FX 3000
NVIDIA.LowEntry_9=831 ;Quadro FX 700
NVIDIA.LowEntry_10=833 ;GeForce FX 5700 Ultra
NVIDIA.LowEntry_11=834 ;GeForce FX 5700
NVIDIA.LowEntry_12=835 ;GeForce FX 5700LE
NVIDIA.LowEntry_13=836 ;GeForce FX 5700VE
NVIDIA.LowEntry_14=837 ;NV36
NVIDIA.LowEntry_15=846 ;Quadro FX 1100
NVIDIA.LowEntry_16=847 ;NV36GL
NVIDIA.LowEntry_17=807 ;GeForce FX 5100
NVIDIA.LowEntry_18=806 ;GeForce FX 5500
NVIDIA.LowEntry_19=803 ;GeForce FX 5200LE
NVIDIA.LowEntry_20=802 ;GeForce FX 5200
NVIDIA.LowEntry_21=801 ;GeForce FX 5200 Ultra
NVIDIA.LowEntry_22=800 ;GeForce FX 5200
NVIDIA.LowEntry_23=788 ;GeForce FX 5600XT
NVIDIA.LowEntry_24=787 ;NV31
NVIDIA.LowEntry_25=786 ;GeForce FX 5600
NVIDIA.LowEntry_26=785 ;GeForce FX 5600 Ultra
NVIDIA.LowEntry_27=777 ;Quadro FX 1000
NVIDIA.LowEntry_28=776 ;Quadro FX 2000
NVIDIA.LowEntry_29=770 ;GeForce FX 5800
NVIDIA.LowEntry_30=769 ;GeForce FX 5800 Ultra
NVIDIA.LowEntry_31=250 ;GeForce PCX 5750 & GeForce PCX 5750
NVIDIA.LowEntry_32=251 ;GeForce PCX 5900 & GeForce PCX 5900
NVIDIA.LowEntry_33=252 ;GeForce PCX 5300
NVIDIA.LowEntry_34=335 ;GeForce 6200
NVIDIA.LowEntry_35=353 ;GeForce 6200 TurboCache(TM)
NVIDIA.LowEntry_36=243 ;GeForce 6200
NVIDIA.LowEntry_37=576 ;NVIDIA GeForce 6150
NVIDIA.LowEntry_38=577 ;NVIDIA GeForce 6150 LE
NVIDIA.LowEntry_39=578 ;NVIDIA GeForce 6100
NVIDIA.LowEntry_40=204 ;Quadro FX Go1400
NVIDIA.LowEntry_41=794 ;GeForce FX Go5600
NVIDIA.LowEntry_42=795 ;GeForce FX Go5650
NVIDIA.LowEntry_43=796 ;Quadro FX Go700
NVIDIA.LowEntry_44=804 ;GeForce FX Go5200
NVIDIA.LowEntry_45=805 ;GeForce FX Go5250
NVIDIA.LowEntry_46=808 ;GeForce FX Go5200 32M/64M
NVIDIA.LowEntry_47=812 ;GeForce FX Go53xx
NVIDIA.LowEntry_48=813 ;GeForce FX Go5100
NVIDIA.LowEntry_49=839 ;GeForce FX Go5700
NVIDIA.LowEntry_50=840 ;GeForce FX Go5700
NVIDIA.LowEntry_51=844 ;Quadro FX Go1000
NVIDIA.LowEntry_52=204 ;Quadro FX Go1400
NVIDIA.LowEntry_53=356 ;GeForce Go 6200
NVIDIA.LowEntry_54=359 ;GeForce Go 6200

NVIDIA.MediumCount=21
NVIDIA.MediumEntry_0=320 ;GeForce 6600 GT
NVIDIA.MediumEntry_1=321 ;GeForce 6600
NVIDIA.MediumEntry_2=322 ;NV43
NVIDIA.MediumEntry_3=323 ;NV43
NVIDIA.MediumEntry_4=325 ;GeForce 6610 XL
NVIDIA.MediumEntry_5=331 ;NV43
NVIDIA.MediumEntry_6=332 ;NV43GL
NVIDIA.MediumEntry_7=333 ;NV43GL
NVIDIA.MediumEntry_8=334 ;Quadro FX 540
NVIDIA.MediumEntry_9=352 ;NV44
NVIDIA.MediumEntry_10=354 ;NV44
NVIDIA.MediumEntry_11=355 ;NV44
NVIDIA.MediumEntry_12=357 ;Quadro NVS 285
NVIDIA.MediumEntry_13=366 ;NV44GL
NVIDIA.MediumEntry_14=241 ;GeForce 6600 GT
NVIDIA.MediumEntry_15=241 ;GeForce 6600 GT
NVIDIA.MediumEntry_16=242 ;GeForce 6600
NVIDIA.MediumEntry_17=465 ;NVIDIA GeForce 7300 LE,
NVIDIA.MediumEntry_18=479 ;NVIDIA GeForce 7300 GS
NVIDIA.MediumEntry_19=324 ;GeForce Go 6600
NVIDIA.MediumEntry_20=328 ;GeForce Go 6600

ATI.LowCount=32
ATI.LowEntry_0=22882 ;Radeon 9000
ATI.LowEntry_1=19559 ;Radeon 9000 PRO
ATI.LowEntry_2=19567 ;Radeon 9000 PRO Secondary
ATI.LowEntry_3=22850 ;Radeon 9000 Secondary
ATI.LowEntry_4=18791 ;Radeon 9000 Series
ATI.LowEntry_5=18790 ;Radeon 9000 Series
ATI.LowEntry_6=18798 ;Radeon 9000 Series Secondary
ATI.LowEntry_7=18799 ;Radeon 9000 Series Secondary
ATI.LowEntry_8=30772 ;Radeon 9000/9100 PRO IGP Series
ATI.LowEntry_9=20813 ;Radeon 9100 Series
ATI.LowEntry_10=22881 ;Radeon 9200
ATI.LowEntry_11=22880 ;Radeon 9200 PRO
ATI.LowEntry_12=22848 ;Radeon 9200 PRO Secondary
ATI.LowEntry_13=22884 ;Radeon 9200 SE
ATI.LowEntry_14=23876 ;Radeon 9200 SE Secondary
ATI.LowEntry_15=22849 ;Radeon 9200 Secondary
ATI.LowEntry_16=16708 ;Radeon 9500
ATI.LowEntry_17=16713 ;Radeon 9500
ATI.LowEntry_18=16740 ;Radeon 9500 Secondary
ATI.LowEntry_19=16745 ;Radeon 9500 Secondary
ATI.LowEntry_20=23392 ;Radeon X300 Series
ATI.LowEntry_21=23408 ;Radeon X300 Series Secondary
ATI.LowEntry_22=19558 ;ATI Mobility Radeon 9000
ATI.LowEntry_23=22581 ;ATI Mobility Radeon 9000 IGP Series
ATI.LowEntry_24=23651 ;ATI Mobility Radeon 9200
ATI.LowEntry_25=23649 ;ATI Mobility Radeon 9200
ATI.LowEntry_26=20050 ;ATI Mobility Radeon 9500
ATI.LowEntry_27=20054 ;ATI Mobility Radeon 9550
ATI.LowEntry_28=20048 ;ATI Mobility Radeon 9600/9700 Series
ATI.LowEntry_29=21601 ;ATI Mobility Radeon X300
ATI.LowEntry_30=21600 ;ATI Mobility Radeon X300
ATI.LowEntry_31=12626 ;ATI Mobility Radeon X300

ATI.MediumCount=23
ATI.MediumEntry_0=28992 ;Radeon X1300 Series
ATI.MediumEntry_1=28998 ;Radeon X1300 Series
ATI.MediumEntry_2=29006 ;Radeon X1300 Series
ATI.MediumEntry_3=29022 ;Radeon X1300 Series
ATI.MediumEntry_4=29005 ;Radeon X1300 Series
ATI.MediumEntry_5=29056 ;Radeon X1300 Series
ATI.MediumEntry_6=28994 ;Radeon X1300 Series
ATI.MediumEntry_7=29059 ;Radeon X1300 Series
ATI.MediumEntry_8=29063 ;Radeon X1300 Series
ATI.MediumEntry_9=29088 ;Radeon X1300 Series Secondary
ATI.MediumEntry_10=29037 ;Radeon X1300 Series Secondary
ATI.MediumEntry_11=29095 ;Radeon X1300 Series Secondary
ATI.MediumEntry_12=29091 ;Radeon X1300 Series Secondary
ATI.MediumEntry_13=29002 ;ATI Mobility Radeon X1300
ATI.MediumEntry_14=29004 ;ATI Mobility Radeon X1300
ATI.MediumEntry_15=29003 ;ATI Mobility Radeon X1300
ATI.MediumEntry_16=29001 ;ATI Mobility Radeon X1300
ATI.MediumEntry_17=29078 ;ATI Mobility Radeon X1350
ATI.MediumEntry_18=29067 ;ATI Mobility Radeon X1350
ATI.MediumEntry_19=29068 ;ATI Mobility Radeon X1350
ATI.MediumEntry_20=28997 ;ATI Mobility Radeon X1400
ATI.MediumEntry_21=29069 ;ATI Mobility Radeon X1450
ATI.MediumEntry_22=29062 ;ATI Mobility Radeon X1450

//////////////////////////////////////////////////
/////////////////////////////////////

//////////////////////////////////////////////////
/////////////////////////////////////

//////////////////////////////////////////////////
/////////////////////////////////////

//////////////////////////////////////////////////
/////////////////////////////////////

//////////////////////////////////////////////////
/////////////////////////////////////

; /////////////////////////////

; Supported Languages (voice and subtitle)
[Languages]

Voice.SupportedCount=1
Voice.Entry_0=French

Subtitle.SupportedCount=1
Subtitle.Entry_0=French
; /////////////////////////////

; Active Language (voice and subtitle)
[Language]
Text=French
Audio=French

Voilou.....
la ligne TestMode=true a déja été changé, a toi la console ²

god: invincible

invisibility: invisible

par contre y a un code pour tout apprendre: teach all
mais il a pas marché chez moi,il m'a mis tout a zero.

Morphiphi
Morphiphi
Niveau 11
12 mars 2008 à 13:32:43

:rire2: :fou:

John-Atan
John-Atan
Niveau 6
12 mars 2008 à 18:08:10

et ba merci je vais euhhhh =) non franchement merci ^^ la chui serieux grace a vous si j'ai un probleme je pourrais etre aider au dernier recour merci encore
(j'ai confiance en vous je sais que vous menter pas comme mon frere)

John-Atan
John-Atan
Niveau 6
12 mars 2008 à 18:13:17

ps: pouvais vous m'envoyer un dossier de ceci sur Hotmail ou non car mon pere ne pe pas m'aider (remarque je n'est que 12 ans )
merci de me repondre assez vite

John-Atan
John-Atan
Niveau 6
12 mars 2008 à 18:14:11

hotmail: jonathur@hotmail.fr
dsl j'ai oublier de le noter =)

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