From: Michael T. <michael.thaler@Physik.TU-Muenchen.DE> - 2002-02-20 10:08:00
|
On Tue, Feb 19, 2002 at 03:47:44PM -0500, Leif Delgass wrote: First of all, I installed the same UT CD on a friends new Toshiba laptop with a Geforce2Go and Unreal works just fine on this laptop. It is definitely not the UT installation > Could you be more specific about what "just rubbish" looks like. :) Of course: when I start UT I get the Intro. The Sound is o.k. but the Rendering does not seem to delete old objects correctly. The same objected is displayed at different positions of the screen without deleting the old objects. The lights are just big white or yellow circles. The game menu with the Unreal Tournament logo and the menu is displayed correctly. When I start a practice session the weapon is displayed correctly with all textures, but I cannot see any background textures of the room. More or less the only thing I can see are big white or yello circles which are probably lights. When I move arround, the lights get "drawn" over the screen, but the lights are not deleted at the old positions, so the screen gets more and more filled with white. Sometimes the weapon turns black and you can only see a black shiluette of the weapons. Firing makes the weapon apear again. A strange thing happens when you press ESC and go to the menu screen. Everything is displayed correctly there but when you go back to the game you can still see the menu screen in the background. It is not deleted. You can see big white lights in front of it and you can see the menu screen through the lights. > I have Unreal Tournament working with multitexturing on. I have an 8M > card. I'm using the ut-install-436-GOTY.run (Game of the Year edition) > from loki. I'm using "SDLGLDrv.SDLGLRenderDevice" under [Engine.Engine] I used the ut-install-436.run and an old Windows CD to install it. I use: [Engine.Engine] GameRenderDevice=SDLGLDrv.SDLGLRenderDevice WindowedRenderDevice=SDLGLDrv.SDLGLRenderDevice RenderDevice=SDLGLDrv.SDLGLRenderDevice AudioDevice=ALAudio.ALAudioSubsystem NetworkDevice=IpDrv.TcpNetDriver DemoRecordingDevice=Engine.DemoRecDriver Console=UTMenu.UTConsole Language=int GameEngine=Engine.GameEngine EditorEngine=Editor.EditorEngine DefaultGame=Botpack.DeathMatchPlus DefaultServerGame=Botpack.DeathMatchPlus ViewportManager=SDLDrv.SDLClient Render=Render.Render Input=Engine.Input Canvas=Engine.Canvas [SDLDrv.SDLClient] WindowedViewportX=640 WindowedViewportY=480 WindowedColorBits=16 FullscreenViewportX=640 FullscreenViewportY=480 FullscreenColorBits=16 Brightness=0.500000 MipFactor=1.000000 SlowVideoBuffering=False StartupFullscreen=True CurvedSurfaces=False CaptureMouse=False LowDetailTextures=False ScreenFlashes=True NoLighting=False DeadZoneX=True DeadZoneY=True DeadZoneZ=False DeadZoneR=False DeadZoneU=False DeadZoneV=False InvertVertical=False ScaleX=1000.000000 ScaleY=1000.000000 ScaleZ=1000.000000 ScaleR=300.000000 ScaleU=1000.000000 ScaleV=1000.000000 ScaleJBX=0.025000 ScaleJBY=0.025000 MinDesiredFrameRate=0.000000 NoDynamicLights=True Decals=False NoFractalAnim=False SkinDetail=Low TextureDetail=Low ParticleDensity=0 UseJoystick=False JoystickNumber=0 [SDLGLDrv.SDLGLRenderDevice] UseTNT=1 UseGammaExtension=0 UseModulatedGamma=0 UseS3TC=0 OpenGLLibName=libGL.so.1 MinDepthBits=16 MaxLogUOverV=8 MaxLogVOverU=8 UseMultiTexture=1 UsePalette=1 UseAlphaPalette=0 ShareLists=0 AlwaysMipmap=0 DoPrecache=0 Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True DetailTextures=True UseTrilinear=False [OpenGLDrv.OpenGLRenderDevice] UseTNT=1 UseGammaExtension=1 UseModulatedGamma=0 UseS3TC=0 OpenGLLibName=libGL.so.1 MinDepthBits=16 MaxLogUOverV=8 MaxLogVOverU=8 UseMultiTexture=1 UsePalette=1 UseAlphaPalette=0 ShareLists=0 AlwaysMipmap=0 DoPrecache=0 Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True DetailTextures=True UseTrilinear=False I also looked at the UnrealTournament.log and found some errors: Log: Opening SDL viewport. Log: Bound to SDLGLDrv.so Log: Loaded render device class. Log: Initializing SDLGLDrv... Log: binding libGL.so.1 Log: Resizing SDL viewport. X: 640 Y: 480 Log: OpenGL Init: GL_VENDOR : Gareth Hughes Init: GL_RENDERER : Mesa DRI Mach64 20001218 [Rage Pro] x86/SSE Init: GL_VERSION : 1.2 Mesa 3.4.2 Init: Device supports: GL Init: Device supports: GL_EXT_compiled_vertex_array Init: Device supports: GL_ARB_multitexture Log: MinLogTextureSize = 2 Log: MaxLogTextureSize = 8 Log: Bound to ALAudio.so Init: OpenAL Audio subsystem initialized. Init: Game engine initialized Log: Startup time: 24.987531 seconds. Log: Entering main loop. Log: OpenGL Error: GL_INVALID_VALUE (please report this bug) ... Log: OpenGL Error: GL_INVALID_ENUM (please report this bug) ...Log: OpenGL Error: GL_INVALID_VALUE (please report this bug) Log: URL: Adding default option Name=Player Log: URL: Adding default option Class=Botpack.TMale2 Log: URL: Adding default option team=255 Log: URL: Adding default option skin=SoldierSkins.sldr Log: URL: Adding default option Face=SoldierSkins.Brock Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo Log: Browse: Index.unr?entry?Name=Player?Class=Botpack.TMale2?team=255?skin=SoldierS kins.sldr?Face=SoldierSkins.Brock?Voice=BotPack.VoiceMaleTwo Log: Failed; returning to Entry Init: Shut down moving brush tracker for Level CityIntro.MyLevel Log: Spawning new actor for Viewport SDLViewport0 ScriptLog: Team 255 ScriptLog: Login: Player ... Init: Initialized moving brush tracker for Level DM-Barricade.MyLevel Log: OpenGL Error: GL_INVALID_VALUE (please report this bug) ... I really got a lot of OenGL Errors. There are probably a hundred error lines in the log file which all look like the error lines above. I will try to play with the UnrealTournament.ini file. Maybe I get it working when I turn of some of the options. Thanks for your help, Michael |