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SMITE Optimizer Version 1.3.7.7 - Added new setting "Disable Fog" to the fixes tab. - Improved replacing of login information from the debug dump feature for improved security. - Made some slight improvements to the "Common Issues" file. - Fixed one-time crash on the first launch that happened on rare occasion. - Implemented a new algorithm to verify configuration file integrity, faster speed and higher reliability. > It is no longer possible to disable the verification step, as it is required for the optimizer to function. > Removed "Check integrity/repair" from the Debug tab. > "Buckets" are no longer modified by the program. Only the group that stores our active settings is modified. - Metrics "action_automatic_repair_disabled" and "action_automatic_repair_enabled" are now marked as deprecated and no longer used. - Made creating steam quicklaunch bypasses slightly more reliable by checking for the default installation path. (Community Contribution) > If you experience errors, join the official Discord server. We're happy to help out. Developer note: Hi-Rez has added many new options to the .ini that could be changed to improve visuals or FPS even further. Some values include TAA (Better antialiasing), optimizing tower/titan crumble physics, disabling SDKs (Logitech RGB, etc.), per-frame bias, and more. There are currently no plans to add these to the SMITE Optimizer, but if demand is high enough, I'll consider it.
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#comments-start | ||
This script is part of the SMITE Optimizer and licensed under the GPL-3.0 License. | ||
Copyright (C) 2024 - Mario "Meteor Thuri" Schien. | ||
Contact: MrRangerLP (at) gmx.de | ||
License: https://www.gnu.org/licenses/gpl-3.0.en.html | ||
This devtool extracts groups and keynames from freshly generated .ini files and puts them in a list that is then used to generate a base array which acts as a hive replacement. | ||
The base array is used to restore values in the check integrity process to ensure the smite optimizer can change the values that it needs to change. | ||
I'm not gonna win any awards with this script, too tired. -Meteor | ||
Issues: | ||
The output isn't perfect. Empty group lines have to be removed and the row count needs to be adjusted accordingly. | ||
This script was made in a rush to fix a program-breaking bug. | ||
TEXTUREGROUP_ settings are only relevant for [SystemSettings] and can be removed from all other groups. | ||
#comments-end | ||
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#NoTrayIcon | ||
#Include <Array.au3> | ||
#Include <File.au3> | ||
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Local $iSettingsCount = 88 + 7 ;- I'm too tired to figure out why this is needed. | ||
Local $aModifiers[$iSettingsCount] = [ _ | ||
"AllowD3D11", _ | ||
"AllowImageReflections", _ | ||
"AllowImageReflectionShadowing", _ | ||
"bAllowDropShadows", _ | ||
"bAllowHighQualityMaterials", _ | ||
"bAllowLightShafts", _ | ||
"bAllowRagdolling", _ | ||
"bAllowWholeSceneDominantShadows", _ | ||
"bJumpEnabled", _ | ||
"Bloom", _ | ||
"Borderless", _ | ||
"bSmoothFrameRate", _ | ||
"bUseConservativeShadowBounds", _ | ||
"bUseLowQualMaterials", _ | ||
"CompositeDynamicLights", _ | ||
"DepthOfField", _ | ||
"DetailMode", _ | ||
"DirectionalLightmaps", _ | ||
"Distortion", _ | ||
"DropParticleDistortion", _ | ||
"DynamicDecals", _ | ||
"DynamicLights", _ | ||
"DynamicShadows", _ | ||
"FilteredDistortion", _ | ||
"FogVolumes", _ | ||
"Fullscreen", _ | ||
"FullscreenWindowed", _ | ||
"FXAAQuality", _ | ||
"LensFlares", _ | ||
"LightEnvironmentShadows", _ | ||
"LoadMapTimeLimit", _ | ||
"MaxActiveDecals", _ | ||
"MaxAnisotropy", _ | ||
"MaxChannels", _ | ||
"MaxFilterBlurSampleCount", _ | ||
"MaximumPoolSize", _ | ||
"MaxSmoothedFrameRate", _ | ||
"MinDesiredFrameRate", _ | ||
"MinimumPoolSize", _ | ||
"MinSmoothedFrameRate", _ | ||
"MotionBlur", _ | ||
"MotionBlurPause", _ | ||
"MotionBlurSkinning", _ | ||
"ParticleLODBias", _ | ||
"PerfScalingBias", _ | ||
"PreferD3D11", _ | ||
"ResX", _ | ||
"ResY", _ | ||
"ScreenPercentage", _ | ||
"SHSecondaryLighting", _ | ||
"SpeedTreeFronds", _ | ||
"SpeedTreeLeaves", _ | ||
"SpeedTreeLODBias", _ | ||
"SpeedTreeWind", _ | ||
"StaticDecals", _ | ||
"TargetFrameRate", _ | ||
"TEXTUREGROUP_Bokeh", _ | ||
"TEXTUREGROUP_Character", _ | ||
"TEXTUREGROUP_CharacterNormalMap", _ | ||
"TEXTUREGROUP_CharacterSpecular", _ | ||
"TEXTUREGROUP_Effects", _ | ||
"TEXTUREGROUP_EffectsNotFiltered", _ | ||
"TEXTUREGROUP_ImageBasedReflection", _ | ||
"TEXTUREGROUP_Lightmap", _ | ||
"TEXTUREGROUP_NPC", _ | ||
"TEXTUREGROUP_NPCNormalMap", _ | ||
"TEXTUREGROUP_NPCSpecular", _ | ||
"TEXTUREGROUP_Shadowmap", _ | ||
"TEXTUREGROUP_Skybox", _ | ||
"TEXTUREGROUP_Terrain_Heightmap", _ | ||
"TEXTUREGROUP_Terrain_Weightmap", _ | ||
"TEXTUREGROUP_Vehicle", _ | ||
"TEXTUREGROUP_VehicleNormalMap", _ | ||
"TEXTUREGROUP_VehicleSpecular", _ | ||
"TEXTUREGROUP_Weapon", _ | ||
"TEXTUREGROUP_WeaponNormalMap", _ | ||
"TEXTUREGROUP_WeaponSpecular", _ | ||
"TEXTUREGROUP_World", _ | ||
"TEXTUREGROUP_WorldDetail", _ | ||
"TEXTUREGROUP_WorldNormalMap", _ | ||
"TEXTUREGROUP_WorldSpecular", _ | ||
"UnbatchedDecals", _ | ||
"UpscaleScreenPercentage", _ | ||
"UseD3D11Beta", _ | ||
"UseDX11", _ | ||
"UseDynamicStreaming", _ | ||
"UseVsync", _ | ||
"VsyncPresentInterval" _ | ||
] | ||
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Local $sBaseSystemSettings = "C:\Users\RX1500x-METEOR\Desktop\BattleSystemSettings.ini" | ||
Local $sBaseEngineSettings = "C:\Users\RX1500x-METEOR\Desktop\BattleEngine.ini" | ||
Local $sBaseGameSettings = "C:\Users\RX1500x-METEOR\Desktop\BattleGame.ini" | ||
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;- SystemSettings | ||
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Local $aReadArray[0] | ||
_FileReadToArray($sBaseGameSettings,$aReadArray,$FRTA_NOCOUNT) | ||
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Local $aReturnTable[1][$iSettingsCount] | ||
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;- Retrieve all existing groups | ||
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Local $iSize = 1 | ||
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For $I = 0 To uBound($aReadArray) - 1 Step 1 | ||
If StringLeft($aReadArray[$I],1) = "[" Then | ||
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If $I >= uBound($aReturnTable,1) Then | ||
$iSize = $iSize + 1 | ||
ReDim $aReturnTable[$iSize][$iSettingsCount] | ||
EndIf | ||
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$aReturnTable[$iSize - 1][0] = $aReadArray[$I] | ||
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EndIf | ||
Next | ||
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;- Iterate through all the keys and find its groups, add the keys to the appropriate rows | ||
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For $I = 0 To $iSettingsCount - 1 Step 1 | ||
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Local $iLen = StringLen($aModifiers[$I]) | ||
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For $A = uBound($aReadArray) - 1 To 0 Step -1 | ||
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If StringLeft($aReadArray[$A],$iLen) = $aModifiers[$I] Then ;- We found the KeyName in the file | ||
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;- We found it so we keep going until we hit a group | ||
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For $B = $A To 0 Step -1 | ||
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If StringLeft($aReadArray[$B],1) = "[" Then ;- We hit the group it belongs to | ||
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For $C = 0 To uBound($aReturnTable,1) - 1 Step 1 ;- Find the row from the ReturnTable that the group belongs to | ||
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If $aReturnTable[$C][0] = $aReadArray[$B] Then ;- Row found | ||
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For $D = 1 To $iSettingsCount - 1 Step 1 ;- Find free column to fill in KeyName | ||
If $aReturnTable[$C][$D] = "" Then | ||
$aReturnTable[$C][$D] = $aModifiers[$I] | ||
ExitLoop(3) | ||
EndIf | ||
Next | ||
EndIf | ||
Next | ||
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ExitLoop | ||
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EndIf | ||
Next | ||
EndIf | ||
Next | ||
Next | ||
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; ----- ----- ----- ----- ----- | ||
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;- Output the Array in AutoIt Code. (Array) | ||
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$I = 0 | ||
Local $1DSize = uBound($aReturnTable,1) - 1 | ||
Local $2DSize = uBound($aReturnTable,2) - 1 | ||
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ConsoleWrite("Global Const $GameSettingsClearHive["&$1DSize&"]["&$2DSize + 1&"] = [ _"&@CRLF&@TAB&"[") ;- Initial line. | ||
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While ($I < $1DSize) | ||
ConsoleWrite("'"&$aReturnTable[$I][0]&"',") | ||
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While ($B <= $2DSize) | ||
If $B = $2DSize Then | ||
If $I = $1DSize-1 Then | ||
ConsoleWrite("'"&$aReturnTable[$I][$B]&"'] _"&@CRLF&"]"&@CRLF) | ||
Else | ||
If $aReturnTable[$I][$B] = "" Then | ||
ConsoleWrite("], _"&@CRLF&@TAB&"[") | ||
ExitLoop | ||
EndIf | ||
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ConsoleWrite("'"&$aReturnTable[$I][$B]&"'], _"&@CRLF&@TAB&"[") | ||
EndIf | ||
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ExitLoop | ||
Else | ||
If $aReturnTable[$I][$B] <> "" Then | ||
If $aReturnTable[$I][$B+1] = "" Then | ||
ConsoleWrite("'"&$aReturnTable[$I][$B]&"'") | ||
Else | ||
ConsoleWrite("'"&$aReturnTable[$I][$B]&"',") | ||
EndIf | ||
EndIf | ||
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$B = $B + 1 | ||
EndIf | ||
WEnd | ||
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$B = 1 | ||
$I = $I + 1 | ||
WEnd | ||
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; ----- ----- ----- ----- ----- |
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