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Win2k 5.22 drivers, UT

#1 User is offline   Shadey 

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Posted 31 May 2000 - 01:11 PM

Does anyone has tested this yet ?

does UT run now in opengl ?

what's new in this ?

thx for replies !
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#2 User is offline   Preacher 

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Posted 31 May 2000 - 06:48 PM


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#3 User is offline   Preacher 

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Posted 31 May 2000 - 08:08 PM


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#4 User is offline   FrogMaster 

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Posted 31 May 2000 - 08:33 PM

No ogl in UT frown
S**t!!
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#5 User is offline   ledzeppel 

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Posted 31 May 2000 - 10:45 PM

Ummm....c'mon guys. I know that OpenGL is faster than D3D but who wants to use your GeForce in UT using OpenGL. It has several graphics glitches like lobbing grenades with the rocket launcher and not seeing textures.

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.
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#6 User is offline   INFERNO2000 

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Posted 01 June 2000 - 02:34 AM

I knew 5.22 was out for 9x(yuck)...but haven'
t seen it for W2K.

where can I get these drivers?
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#7 User is offline   Shadey 

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Posted 01 June 2000 - 04:12 AM

Well, finaly I've try theses 5.22 ....

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 ... frown
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#8 User is offline   FrogMaster 

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Posted 01 June 2000 - 09:42 AM

LedZep,
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 smile
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#9 User is offline   Preacher 

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Posted 01 June 2000 - 09:49 AM

I have a theory on the Detonator 5.22 OpenGL issue. If the file responsible for correct OpenGL functions within Det 5.22 is broken, why not replace it with a working one?
The name of that file is actually "NVOGLNT.DLL" ...

Gotta check this out
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#10 User is offline   Preacher 

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Posted 01 June 2000 - 10:38 AM


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#11 User is offline   ledzeppel 

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Posted 01 June 2000 - 06:17 PM

Frog,

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.
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#12 User is offline   Preacher 

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Posted 02 June 2000 - 06:53 PM

Better wasting time to get OpenGL working than wasting FPSs
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#13 User is offline   Preacher 

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Posted 02 June 2000 - 06:39 PM

Better wasting time to get OpenGL working than wasting FPSs

Dammit, got disconnected while transmitting this posting frown
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#14 User is offline   Preacher 

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Posted 02 June 2000 - 06:40 PM

Argh, this is just too f*cking great...
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#15 User is offline   Greggy 

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Posted 02 June 2000 - 07:39 PM

I don't know about the rest of you, but overall D3D runs better than OpenGL on my PIII 733/CL GeForce SDR rig. Yes, in some maps OpenGL is faster, but in others it gets 'bent-over' by D3D (in particular the Beach Assault map).

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.
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#16 User is offline   Preacher 

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Posted 03 June 2000 - 08:23 AM


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#17 User is offline   FrogMaster 

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Posted 03 June 2000 - 10:21 AM

On all my machines, ogl has always been faster than d3d : I want fps!
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 smile
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#18 User is offline   ledzeppel 

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Posted 03 June 2000 - 04:54 PM

Preacher,

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.
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#19 User is offline   Preacher 

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Posted 03 June 2000 - 11:58 PM


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#20 User is offline   ledzeppel 

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Posted 04 June 2000 - 03:17 AM

Preach,

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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