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?
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UT and the facing worlds map
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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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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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