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Difference between revisions of "They Bleed Pixels"

From PCGamingWiki, the wiki about fixing PC games
m
(Lots of stuff I probably should have written last week)
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===Configuration file location===
 
===Configuration file location===
 
{{Game data|
 
{{Game data|
{{Game data/row|Windows|}}
+
{{Game data/row|Windows|{{P|game}}\}}
{{Game data/row|OS X|}}
+
{{Game data/row|OS X|~/Library/Application Support/TheyBleedPixels/}}
 
{{Game data/row|Linux|~/.config/TheyBleedPixels/}}
 
{{Game data/row|Linux|~/.config/TheyBleedPixels/}}
 
}}
 
}}
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{{Game data|
 
{{Game data|
 
{{Game data/row|Windows|}}
 
{{Game data/row|Windows|}}
{{Game data/row|OS X|}}
+
{{Game data/row|OS X|~/Library/Application Support/TheyBleedPixels/}}
 
{{Game data/row|Linux|~/.local/share/TheyBleedPixels/}}
 
{{Game data/row|Linux|~/.local/share/TheyBleedPixels/}}
 +
{{Game data/row|Steam|{{P|game}}/{{p|uid}}/}}
 
}}
 
}}
 +
{{ii}} Crash logs on Linux and Mac will be saved to this location.
  
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
 
===[[Glossary:Save game cloud syncing|Save game cloud syncing]]===
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|eax support notes        =  
 
|eax support notes        =  
 
}}
 
}}
 +
 +
==Configuration file==
 +
The data discussed in this section is found in config.txt at the configuration file location noted above.
 +
{| class="wikitable" style="width:700px"
 +
|-
 +
|| <code>FIT_TO_SCREEN</code>
 +
|| 0 indicates pixel-perfect, 1 indicates aspect-ratio stretch, 2 indicates full stretch.
 +
|-
 +
|| <code>FULLSCREEN</code>
 +
|| 0 indicates windowed, 1 indicates fullscreen.
 +
|-
 +
|| <code>SCREEN_X</code>
 +
|| Window width. Note that Linux/Mac ignore this in fullscreen mode!
 +
|-
 +
|| <code>SCREEN_Y</code>
 +
|| Window height. Note that Linux/Mac ignore this in fullscreen mode!
 +
|-
 +
|| <code>VSYNCH_FLAG</code>
 +
|| VSync. When enabled, Linux will attempt EXT_swap_control_tear VSync first.
 +
|-
 +
|| <code>SHADER_FLAG</code>
 +
|| 0 indicates no shaders/framebuffers, 1 indicates simple shaders, 2 indicates full shaders.
 +
|-
 +
|| <code>DRAW_PAPER_TEXTURE</code>
 +
|| Refers to the paper texture used as a background element.
 +
|-
 +
|| <code>DO_RUMBLE</code>
 +
|| Enables/disables haptic support for rumble-enabled controllers.
 +
|-
 +
|| <code>SOUND_FLAG</code>
 +
|| Enables/disables all sound (both cutscenes and in-game).
 +
|-
 +
|| <code>PARALLAX_FLAG</code>
 +
|| 0 indicates simple parallax, 1 indicates advanced parallax.
 +
|-
 +
|| <code>RESTART_WARNING_FLAG</code>
 +
|| Set to 0 if you want to automatically skip the warning prompt when restarting a level.
 +
|-
 +
|| <code>SND_MUSIC_VOL</code>
 +
|| Float value between 0.0 and 1.0, indicating 0%-100% volume for music.
 +
|-
 +
|| <code>SND_SFX_VOL</code>
 +
|| Float value between 0.0 and 1.0, indicating 0%-100% volume for sound effects and cutscenes.
 +
|-
 +
|| <code>IN_GP_*</code>
 +
|| Joystick axis/button indices for gamepads (as noted by SDL2).
 +
|-
 +
|| <code>IN_KB_*</code>
 +
|| Integer values for keyboard symbols as noted by [https://hg.libsdl.org/SDL/file/default/include/SDL_keycode.h SDL_keyboard.h].
 +
|-
 +
|| <code>JOYSTICK_DEADZONE</code>
 +
|| Integer value that is multiplied by 0.05f, then clamped between 0.1f and 1.0f, indicating 10-100% reach required for joystick axis values to be used.
 +
|-
 +
|| <code>DEBUG_FLAG</code>
 +
|| Set to 1 for verbose output in errorLog.txt.
 +
|-
 +
|| <code>WAIT_TIME_DELAY</code>
 +
|| Time in milliseconds to sync the game's timestep. May be helpful for very specific cases of stuttering.
 +
|-
 +
|| <code>FORCE_30FPS</code>
 +
|| Set to 1 to throttle the timestep to 30Hz on the CPU. Can be combined with WAIT_TIME_DELAY.
 +
|-
 +
|| <code>CONTROLLER_INDEX</code>
 +
|| Linux/Mac only. 0-based index for the desired controller. DEBUG_FLAG = 1 will print full controller information to errorLog.txt.
 +
|-
 +
|| <code>FORCE_SUPERSAMPLE</code>
 +
|| Linux/Mac only. 0 indicates default viewport resolution, >=1 indicates multiplying the default 720p viewport by the given integer. For example, 2 will always render as 2880x1440, even for 1920x1080 (by default it would render as 1280x720, the highest 720p resolution below 1920x1080).
 +
|-
 +
|| <code>FMOD_DRIVER_ID</code>
 +
|| Linux/Mac only. When booting the game, the full list of FMOD devices will be printed to terminal, including the device's integer ID. Set this variable to that ID and the game will force FMOD to use the correct device. Note that cutscenes use Bink, which uses CoreAudio on OSX and OpenAL on Linux. This variable will not affect the device used by cutscenes.
 +
|}
  
 
==System requirements==
 
==System requirements==

Revision as of 23:00, 4 June 2015

Template:Infobox game/row/osxporterTemplate:Infobox game/row/linporter
They Bleed Pixels
They Bleed Pixels cover
Developers
Spooky Squid Games
Release dates
Windows August 29, 2012
macOS (OS X) June 3, 2015
Linux June 3, 2015

General information

Steam Community Discussions
Steam Users' Forums

Availability

Source DRM Notes Keys OS
Green Man Gaming
Icon overlay.png
Error: key type '{{{5}}}' not recognised
Error: OS parameter cannot be empty
Steam
Icon overlay.png
Error: key type '{{{5}}}' not recognised
Error: OS parameter cannot be empty
All versions require Steam.

Game data

Configuration file location

Template:Game data/rowTemplate:Game data/rowTemplate:Game data/row
System Location
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/211260/pfx/[Note 1]
This game follows the XDG Base Directory Specification on Linux.

Save game data location

Crash logs on Linux and Mac will be saved to this location.

Save game cloud syncing

System Native Notes
Steam Cloud

Video settings

Template:Video settings

Input settings

Template:Input settings

Audio settings

Template:Audio settings

Configuration file

The data discussed in this section is found in config.txt at the configuration file location noted above.

FIT_TO_SCREEN 0 indicates pixel-perfect, 1 indicates aspect-ratio stretch, 2 indicates full stretch.
FULLSCREEN 0 indicates windowed, 1 indicates fullscreen.
SCREEN_X Window width. Note that Linux/Mac ignore this in fullscreen mode!
SCREEN_Y Window height. Note that Linux/Mac ignore this in fullscreen mode!
VSYNCH_FLAG VSync. When enabled, Linux will attempt EXT_swap_control_tear VSync first.
SHADER_FLAG 0 indicates no shaders/framebuffers, 1 indicates simple shaders, 2 indicates full shaders.
DRAW_PAPER_TEXTURE Refers to the paper texture used as a background element.
DO_RUMBLE Enables/disables haptic support for rumble-enabled controllers.
SOUND_FLAG Enables/disables all sound (both cutscenes and in-game).
PARALLAX_FLAG 0 indicates simple parallax, 1 indicates advanced parallax.
RESTART_WARNING_FLAG Set to 0 if you want to automatically skip the warning prompt when restarting a level.
SND_MUSIC_VOL Float value between 0.0 and 1.0, indicating 0%-100% volume for music.
SND_SFX_VOL Float value between 0.0 and 1.0, indicating 0%-100% volume for sound effects and cutscenes.
IN_GP_* Joystick axis/button indices for gamepads (as noted by SDL2).
IN_KB_* Integer values for keyboard symbols as noted by SDL_keyboard.h.
JOYSTICK_DEADZONE Integer value that is multiplied by 0.05f, then clamped between 0.1f and 1.0f, indicating 10-100% reach required for joystick axis values to be used.
DEBUG_FLAG Set to 1 for verbose output in errorLog.txt.
WAIT_TIME_DELAY Time in milliseconds to sync the game's timestep. May be helpful for very specific cases of stuttering.
FORCE_30FPS Set to 1 to throttle the timestep to 30Hz on the CPU. Can be combined with WAIT_TIME_DELAY.
CONTROLLER_INDEX Linux/Mac only. 0-based index for the desired controller. DEBUG_FLAG = 1 will print full controller information to errorLog.txt.
FORCE_SUPERSAMPLE Linux/Mac only. 0 indicates default viewport resolution, >=1 indicates multiplying the default 720p viewport by the given integer. For example, 2 will always render as 2880x1440, even for 1920x1080 (by default it would render as 1280x720, the highest 720p resolution below 1920x1080).
FMOD_DRIVER_ID Linux/Mac only. When booting the game, the full list of FMOD devices will be printed to terminal, including the device's integer ID. Set this variable to that ID and the game will force FMOD to use the correct device. Note that cutscenes use Bink, which uses CoreAudio on OSX and OpenAL on Linux. This variable will not affect the device used by cutscenes.

System requirements

Windows
Minimum Recommended
Operating system (OS) XP
Processor (CPU) 1.73 GHz Intel Duo Core
System memory (RAM) 1.5 GB
Hard disk drive (HDD) 350 MB
Video card (GPU) NVIDIA GeForce 8600M GT


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