Pro evolution soccer 2010 settings exe




















See more info on AFS-roots in the sections below. Start by choosing a location where you would be putting your files. This will be your so-called AFS-root. Inside that folder, create a folder called img. This is very important that you have the folder named "img", since the game relies on particular names.

Then, inside img , create folders, as needed, named - dt That's where you're going to be putting the BIN-files. It's important to name the folders correctly: a folder must have exactly the same name as the corresponding AFS-file. For instance, if you call a folder dt00, instead of dt Examples of incorrectly named files: unnamed Instead you must specify your AFS roots explicitly: In [afs2fs] section of config.

You can also have multiple roots, which is very useful if you have several patches, and you don't want to lose track of which BINs came from which patches so that you can easily uninstall a patch by just deleting its root folder. The order of the roots is significant, when it comes to resolving "collisions". Say, you have a dt0b.

Even though the files are actually named differently, they intend to replace the same BIN - 9 from dt0b. The rule is simple: the lower root in the list wins.

Which means that in this situation, the dt0b. When replacing songs with AFS2FS, it is also possible to change the title of the song and the artist's name, by using a songs. Here's an example of such songs. IMPORTANT: as with all other map-files and config files that Kitserver uses, the encoding of the file needs to be Utf-8 or Unicode , especially of you use non-latin symbols - like in the example above.

ANSI encoding is ok if you only use Latin-1 characters. Similarly with balls, if you are replacing ball BINs, you probably want to adjust their names too. One easy way to do that is to use a balls. Since each afs-root may contain music files and ball files, it makes sense to tie the names to them this way. If you have multiple afs-roots as when for example you have multiple patches, and each patch uses its own afs-root , then the "conflicts" are resolved the same way as they are with BINs see above for details.

In other words, if one afs-root has name for song 11, and another afs-root has a name for song 11, then whichever afs-root is specified lower in the list in config. Here's a picture to clarify where songs.

In this case "root1" is my afs-root:. The main feature of it is that you are not limited to the slots that dt0c. Kserv was historically the first module implemented in the original Kitserver program, made for PES3.

That's where the Kitserver name originated from. Later, as more functionality were introduced as new modules, to avoid confusion, we changed the name of the module that serves kits to kserv , while Kitserver name now refers to the entire program. The GDB contains a folder named uni , which is responsible for storing the team kits uniforms. The single most important file inside uni is called map. This file tells kitserver where to find the kits for particular team. As you know, each team has a unique id - an integer number from 0 to For every team in the GDB, you must specify in the map.

IDs for the teams will depend on whether you have installed any patches, but for default option file, you can see the IDs here - uni. Please note that the sample GDB provided with kitserver is just one possible way of organizing the teams and folders. It uses "EPL" folder to group all english teams, "National" - to group all national teams, and so for.

You may find that you just prefer a flat list of folders - without these extra groups. In that case, just modify the map. That's the main advantage of having map. You can see from map.

This folder will contain all of the kits that are available to team Inside it, you must create an individual folder for each kit. Like this: For players, 1st kit must have a folder name pa , 2nd - pb.

Extra kits can have any folder names that start with letter "p". I found it useful to prefix all extra kits with px-. For example, px-redwhite. For the goalkeepers, 1st kit must be in the folder ga , 2nd - in the gb.

Extra kits can have any folder names that start with letter "g". Now let's move on inside one of the kit folders. Take pa , for example. See the table below for explanation of each file:. Reserved file name Meaning Format kit. A team can have more kits than just 1st pa and 2nd pb. You can put additional kits to their own folders and then be able to choose them in the game.

As i mentioned before, the folders for extra kits must be named starting with letter p - for player kits, and letter g - for goalkeepers. For example: px-white , or gc-third. To use an extra kit, you will need to press the "hotkeys" when the uniform selection screen is shown see screenshot below :.

Hot-key Action [ 1 ] Change home team player kit [ 2 ] Change away team player kit. Please note that it is currently NOT possible to select goalkeeper kits, but this feature will be implemented in the future versions of kserv. Extra kits will also be supported for goalkeepers. This is the attribute configuration file. As before, it is just a plain text file - you can use Notepad or any other text editor to view or modify it. For each folder, you should have a config.

Here is an example config. By default, the usage of "description" attribute is enabled, but if you want, you can disable it. To do that, edit the main configuration file, and add the following option to the [kserv] section:. Currently the following features are implemented: screen resolution and aspect ratio correction. Many LCD monitors are neither nor Often, a ratio is used, or even This results in the picture being distored: players either too fat or too skinny, and ball is not round. In this year version, Konami are again using the black bars as they were in PES to compensate for the case when aspect-ratio is different LB checkbox.

However, if you don't like the black bars, then run settings. With LOD Mixer, you can set the aspect ratio to whatever you want.

Either let LOD Mixer calculate it automatically - at run-time, using the current screen width and height in pixels - or set the value manually. Automatic way would work quite accurately, assuming the pixel is square. Sometimes, however, you would want to set it manually. For example, i play on widescreen monitor, but using a x resolution, because my video card is not powerful enough.

The automatic calculation would give , but since the view is stretched to fill the entire screen, we need to account for that.

Setting aspect ratio to 1. You can set any screen resolution you want, if you play in a Windowed mode. Even crazy screens like x will work, but you're likely to suffer from performance problems on such cases. Hidden fullscreen resolutions are fully unlocked now as well. However, only those that your video card really supports in full-screen mode, will work. If you accidently choose an unsupported fullscreen resolution, then PES should still be able to start in a window.

This feature may be useful to people who like to play a tournament - a league or cup together. PES doesn't allow human players to control both teams, unless both of their selected teams are playing against each other in the match.

With this new feature, you can remove that limitation. Now, even if it is for example, P1 vs. COM game, or P2 vs. COM - you can freely select which team you control with each controller. So, you can both play on the same team, or you can let your friend control the opposition - to make things more interesting. You can also now choose a "Spectator" mode for in tournaments. Very handy to train penalty saves! LOD Level-Of-Detail algorithms are used in graphics engines to improve both the picture quality and the speed of rendering, when drawing objects at various distances from the viewer.

The basic idea is that when the object is close to the camera, one very detailed model is used. When it is far - another, simpler model with less detail is used instead. It's much faster to render a low-poly model of the object, and it typically looks better, when drawn in small size, because it suffers less from aliasing.

In theory, at least, that is how it is supposed to work. Unfortunately, PES series had always suffered from an overly- conservative LOD configuration, where the switch to low-poly models would happen way too soon, and that would result in various visible artifacts.

In PESPES, the players and referees appear to have blurred generic faces, once they move slightly away from the camera. So, if you have a good PC and a powerful videocard with GPU cycles to spare, you may fancy tuning the LOD sligtly to make the game engine display more detailed models, even when they players are a bit away from the camera Animation quality seems to be affected by this as well.

To do that, move the sliders to the right. Also, if on the contrary, your machine is stuggling to run the game at a smooth frame rate, you can try moving the LOD sliders in the opposite direction - thus making the engine switch to the low-poly models sooner than normal. This may improve the framerate, although at the expense of picture quality. To achieve that, move the sliders to the left. The lodmixer module also supports 6 more LOD settings, which aren't shown as sliders in configuration tool.

Those are LOD settings for so called "active player". This is the player that is controlled by human player during free kicks and corner kicks. Basically, i got lazy, and didn't feel like adding 6 more sliders to the configuration tool : And also couldn't quite figure out where exactly to put them, without totally clobbering the UI.

But you can still use them, by adding them manually to [lodmixer] section in config. You probably not going to use all of them, but you might find this one handy: lod.

I put this setting into the config-sample. Here is the full list of "active player" LODs with their default values. Feel free to experiment with them, if you really want to: lod. If it was easy, it would've been probably done right in the first place! I'd like to mention a few considertations here that should help you with LOD configs. Myth 1: if I move all sliders to the right, I will always have the best picture. That is simply not true. More-detailed objects at far distance actually look worse than less-detailed ones, because of the aliasing effect.

Myth 2: my GPU video card is really good, surely it can handle anything thrown at it. That is not true either. Current generation of games has become quite sofisticiated and resource-hungry.

Physics, in particular is often run at the same rate as rendering, so that the picture doesn't suffer from noise. To make sure rendering time doesn't escalate dramatically as more objects are rendered, LOD is often employed as the optimization technique. By moving all sliders to the right, you are effectively disabling the LOD algorithm and telling your GPU: "render all objects on the screen at the most possible detail.

And if you fry while doing that, i don't care! Ok, so maybe it's not a funny example, but you get the point. Now, coming back to our game, as i said, in many cases, you only really need to adjust 1 slider or two to get the desired effect, and still keep the smooth frame-rate.

Let's consider some examples:. These are just some examples. You might notice some other artifacts that you'd like to fix. The main thing is: experiment with your LOD configuration, don't just blindly set everything to maximum quality - on most systems that will result in stuttering and loss of frame-rate, because your GPU and CPU also gets a lot more work to do.

In many cases, adjusting just one or two sliders gets the effect you want, without hurting the frame-rate. For reasons known only to Konami product managers, for the third! The underlying logic is still present in the game executable though, and this module allows you to take advantage of it. You can adjust the camera angle: standard values are 0 - 9, but you can actually set a bigger value, which will result in camera turning even more.

For example, i like to play with angle value set to You are downloading trial software. Subscription auto-renews at the end of the term Learn more. Average User Rating. View Other settings.

What are settings. Some of the most common settings. Class not registered. We are sorry for the inconvenience. Cannot find settings. Error starting program: settings. Faulting Application Path: settings. The file settings. Windows failed to start - settings.

How to Fix settings. Step 1: Restore your PC back to the latest restore point, "snapshot", or backup image before error occurred. In the search results, find and click System Restore. Follow the steps in the System Restore Wizard to choose a relevant restore point.

Restore your computer to that backup image. If the Step 1 fails to resolve the settings. Step 2: If recently installed Pro Evolution Soccer 12 demo or related software , uninstall then try reinstalling Pro Evolution Soccer 12 demo software. In the search results, find and click " Add or Remove Programs " Find the entry for Pro Evolution Soccer 12 demo demo and click " Uninstall " Follow the prompts for uninstallation. If this Step 2 fails as well, please proceed to the Step 3 below.

In the Windows Update dialog box, click " Check for Updates " or similar button depending on your Windows version If updates are available for download, click " Install Updates ".

After the update is completed, restart your PC. Please follow the steps below to download and properly replace you file: Locate your Windows operating system version in the list of below "Download settings. Click the appropriate "Download Now" button and download your Windows file version. Download settings. Files Related to settings. Other Files Related to settings. Microsoft Appx Click Handler 1. Music Application. Entertainment Platform Microsoft Skype.



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