Finally, I have my g400 32mb SH. In HalfLife,
I cannot get the brightness up high enough without using the monitor controls.
This is my autoexec.cfg:
r_mmx "1"
r_dynamic "1"
r_drawviewmodel "1"
gl_ztrick "1"
gl_dither "1"
gl_polyoffset "2"
r_decals "1"
r_drawviewmodel "1"
r_shadows "0"
cl_himodels "1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
brightness "2.8"
gamma "3.0"
lightgamma "3.0"
r_fullbright "1"
gl_playermip "0"
gl_picmip "0"
gl_round_down "0"
gl_texsort "1"
gl_overbright "1"
gl_palette_tex "1"
// Apply lightmaps to alpha tested surfaces with holes (on/off)
gl_lightholes "1"
// Keep collinear points added by QCSG/QBSP to fix T-junctions (on/off)
gl_keeptjunctions "1"
I was trying to avoid using id's fix.
Ps: The eye candy is great! And I'm getting 20 to 30 fps at 1024x762 32bit-PLL at 297, P2450 at 464, BH-6.
I cannot get the brightness up high enough without using the monitor controls.
This is my autoexec.cfg:
r_mmx "1"
r_dynamic "1"
r_drawviewmodel "1"
gl_ztrick "1"
gl_dither "1"
gl_polyoffset "2"
r_decals "1"
r_drawviewmodel "1"
r_shadows "0"
cl_himodels "1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
brightness "2.8"
gamma "3.0"
lightgamma "3.0"
r_fullbright "1"
gl_playermip "0"
gl_picmip "0"
gl_round_down "0"
gl_texsort "1"
gl_overbright "1"
gl_palette_tex "1"
// Apply lightmaps to alpha tested surfaces with holes (on/off)
gl_lightholes "1"
// Keep collinear points added by QCSG/QBSP to fix T-junctions (on/off)
gl_keeptjunctions "1"
I was trying to avoid using id's fix.
Ps: The eye candy is great! And I'm getting 20 to 30 fps at 1024x762 32bit-PLL at 297, P2450 at 464, BH-6.