Win2k 5.22 drivers, UT
#1
Posted 31 May 2000 - 01:11 PM
does UT run now in opengl ?
what's new in this ?
thx for replies !
#5
Posted 31 May 2000 - 10:45 PM
I don't even know why this is an issue. Epic doesn't care about OpenGL nor will they even be implementing it in future titles. They are going straight D3D.
#6
Posted 01 June 2000 - 02:34 AM
t seen it for W2K.
where can I get these drivers?
#7
Posted 01 June 2000 - 04:12 AM
Same **** than 5.16 and 5.17:
No OpenGl in UT
No more speed in fps in opengl/d3d
SMP support seem to crash ramdomly in Q3...
Maybe going to wait for later, later versions ...
#8
Posted 01 June 2000 - 09:42 AM
If most of us want opengl support, this is because:
- ogl is faster, much faster in fact
- ogl allows to get rid of M$ monopoly a little bit
- ogl games are easier to port to other oses
- 3d design software is for ogl
- the future is with platform/os independent software: watch for how the split of M$ will change things..
BTW if Epic does not support it, I'll stop buying their games - there is a life after UT and tons of very good stuff elsewhere
#9
Posted 01 June 2000 - 09:49 AM
The name of that file is actually "NVOGLNT.DLL" ...
Gotta check this out
#11
Posted 01 June 2000 - 06:17 PM
I agree with you whole-heartedly, but if you or anyone else is trying to play UT with OpenGL, you are just wasting your time.
#13
Posted 02 June 2000 - 06:39 PM
Dammit, got disconnected while transmitting this posting
#15
Posted 02 June 2000 - 07:39 PM
I love OpenGL (Q3A, HL, CS, SOF etc), but the programmers for UT have already told us that D3D is their primary API, so don't fight a losing battle - switch to D3D and enjoy it for a change.
#17
Posted 03 June 2000 - 10:21 AM
As far as the black trailing squares are concerned, I don't really care as I never use the rocket launcher. My preferred weapons in UT are the sniper riffle when it is available, or a pair of auto guns : fast and clean frags. I miss a q3a style gauntlet though, that's is real sport.
I agree with you and cannot wait to grab a Voodoo 6000 to play smoking glide
#18
Posted 03 June 2000 - 04:54 PM
You need to clarify some of your statements. The Pros? I consider myself a pro, been building and maintaining systems for 10 years (since I was 15!) and more I have a degree in engineering and computer science. And am now a successful IT person for a very respectable company. Enough of that, I view problems like this. If something works great, I'm not going to waste my time with another API, especially if the D3D is around 60 fps. Yeah I agree OpenGL is better and faster. But on my 733 Coppermine on BX board, there is no sense in wasting time with OpenGL if D3D is SOLID on UT (and very fast). The purpose is to have fun and play games, not spend all day trying to debug an API that it wasn't mainly designed for. I don't know about you, but I'm out to have fun.
Glide as the BEST API????? C'mon, you know that is BS. First off Glide isn't the sole API in games anymore (hardly at all!!). Number 2, Glide is based on ONE brand of video cards 3dfx. Now tell me, how could the best API be based on only one brand. You would think the best API would be based on EVERY video brand. And if it is so hip, then why is 3dfx phasing it out? Also, I'll be surprised if that company is around in 3 years, their stock has gone to ****. Later.
#20
Posted 04 June 2000 - 03:17 AM
Well, I guess I'll have to "agree to disagree" on the Glide issue. You'll never convince me it's the best API (even though I do believe it is AWESOME and is easier to code for). I just can't say it's the best since it is only based on 3dfx technology, and I like 3dfx products. But (in my book) for something to be the best it needs to be solid with all video cards, and if that means OpenGL or Direct3D, then cool.
I only used that unified driver once and didn't find it very solid. There are a lot better glide wrappers out there. Most people that are in the emulation scene know about them. But anyways you can go and try some out at www.ultrahle.com. Later.

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