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UT and the facing worlds map

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  • UT and the facing worlds map

    I've got an g400 with the 5.52 drivers, when playing the facing worlds map the secondfloor sniper area becomes transparant. At the top floor I can see through the wall and watch the transporter light. Altough these are kind of handy features (always knowing if theres a sniper in those two places) it is not the way it should be. Another thing, I tried to play ut in opengl but the textures looked like I was neo a.k.a. the one in the Matrix. All walls were covered with texts and numbers and it was definitely not the meaning of that map. When looking at faces I got their total skin map of that face (flat that is).Weird things I tell you! So is there a way to get opengl working properly and how do i get rid of those transparent textures?

  • #2
    I like the transparant walls. I can see the snipers now!!
    I do not know, do you?

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    • #3
      Forget OpenGL in UT.
      D3D is definatly the way to play it.
      The errors you are seeing are common. It's a z-buffer problem thazt Matrox is aware of, and are working on. You can reduce the effect a little bit by turning on 32bit z-buffering in Powerdesk...
      Core2 Duo E7500 2.93, Asus P5Q Pro Turbo, 4gig 1066 DDR2, 1gig Asus ENGTS250, SB X-Fi Gamer ,WD Caviar Black 1tb, Plextor PX-880SA, Dual Samsung 2494s

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      • #4
        Additionally, try the beta D3D driver from unreal.epicgames.com

        It may have been folded into the new 413 update. I'm not home to test the new update out, though.
        The pessimist says: "The glass is half empty."
        The optimist says: "The glass is half full."
        The engineer says: "I put half of my water in a redundant glass."

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        • #5
          i got a question :
          where is the damage amplifier(forgot what its called ) on the map? i see people using it..but still cant understand where they get it...

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          • #6
            On top of your entrance. You have to use your translocator!
            I do not know, do you?

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