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  • G400 + CounterStrike 7 + OpenGL

    - cs 7 doesn't run with the turbo-gl

    - cs 7 has flickering textures (eg. bullet holes in the walls) when using ICD like in quake3

    any solutions? how to get turbo-gl working

    ------------------
    >> Surfwienix <<

    My System:

    AMD K6-2/400 non-o/c
    Epox MVP3C-M Super7 (VIA 4.24)
    128MB SDRAM(PC100)
    Matrox Millennium G400 MAX
    (PD 6.01 BETA + TGL 1.3 + DX 7a) AGP2x/256MB @IRQ11(not sharing) non-o/c
    Terratec DMX Sound-System
    6,4GB Maxtor HDD (UDMA33)
    ASUS 50x-CDROM (UDMA33)
    Realtek 8019 Ethernet (ISA)
    Creatix HAM V.90 Modem
    19" Monitor CTX-VL950T (95khz)
    Windows 98SE

    [This message has been edited by Surfwienix (edited 31 August 2000).]
    my system:

    AMD XP 2000+
    Abit KTA7 (VIA 4.49)
    512MB SDRAM133
    Matrox Millennium G400 MAX (5.91, AGP 2x)
    Windows XP Prof

  • #2
    TurboGL will work (at least it does for me) if you do not use an autoexec.cfg (delete your config.cfg also, just in case) and run it plain jane. Or the alternative is to delete your config.cfg in your cstrike directory and not set gl_round_down "0" (I just removed the command altogether). It took me a while (tons of reboots), but I tracked this single command down to crashing CS 7 with turbogl 1.3 and the latest PD.

    The flickering could be anything ranging from overclocking the card too far to setting your agp aperture too low. Set your aperture to at least 128, preferably 256 if your using TGL.

    [This message has been edited by absalom (edited 31 August 2000).]

    Comment


    • #3
      Actually, gl_round_down 0 also caused problems in CS 6.5 w/ TGL/PD6. I discovered this a while ago after tearing my hair out. I'm still trying to figure out why CS7 wont let me change my gamma.

      Comment


      • #4
        I am having the same problem in CS 7 beta. I noticed my UT in 16-bit color mode, I get flickers at a distance. Ugh!
        Ant @ The Ant Farm (http://antfarm.ma.cx)

        Comment


        • #5
          Well, I can't even play CS7, because my gamma settings do not work, in any dark areas, I can't see at all. The bright areas look like washed out shit.

          Comment


          • #6
            Yeah, the gamma commands got raped in CS 7. I guess stopping lambert abuse wasn't enough to satisfy the CS teams mission to stop cheating. Now it looks like we gotta use the matrox gamma slider or jack up our monitors brightness/contrast (dear god, noooooo!) to make things playable. Sort of silly when you think about it. Cheaters have raped CS for all it's worth now.

            Comment


            • #7
              How could they be used to cheat? I've used these commands but they dont make everything so bright that I can see people in pitch black. It seems they didn't think that these commands could be used for good purposes...

              Comment


              • #8
                antdude:
                Make sure you have patched UT to version 428.
                Then find change Use32BitZBuffer=False to Use32BitZBuffer=True in your unrealtournament.ini file.

                [This message has been edited by Humus (edited 01 September 2000).]

                Comment


                • #9
                  Humus: Woah, that seems to work! How come it didn't set that before or I didn't see it in UT's options?

                  Is there a 32bitzbuffer in HL?

                  [This message has been edited by antdude (edited 02 September 2000).]
                  Ant @ The Ant Farm (http://antfarm.ma.cx)

                  Comment


                  • #10
                    I can't determine if half life supports a 32-bit z-buffer, but I do know the engine it was based on didn't. You can, however, run half life at a 32-bit color depth. The command line option is -32bpp. I visually can't tell a big difference with the -32bpp option enabled. Half Life's artwork is still limited to 16-bit, so only things like tons of smoke and transparencies would benefit from this option, imo. Quake engines are really good about texture fighting, even at a 16-bit buffer. UT's custom d3d historically hasn't... thus the bad rep it has. Tribes, for the record, has the worst z-buffer implementation I've ever seen. And both were originally modeled around the glide API. Coincidence?


                    [This message has been edited by absalom (edited 02 September 2000).]

                    Comment


                    • #11
                      thanks, deleting the *.cfg's helped. turbo-gl is now working, but i have still flickerings with the black holes in the walls, but they are not so bad as the icd-flickerings

                      ------------------
                      &gt;&gt; Surfwienix &lt;&lt;

                      My System:

                      AMD K6-2/400 non-o/c
                      Epox MVP3C-M Super7 (VIA 4.24)
                      128MB SDRAM(PC100)
                      Matrox Millennium G400 MAX
                      (PD 6.01 BETA + TGL 1.3 + DX 7a) AGP2x/256MB @IRQ11(not sharing) non-o/c
                      Terratec DMX Sound-System
                      6,4GB Maxtor HDD (UDMA33)
                      ASUS 50x-CDROM (UDMA33)
                      Realtek 8019 Ethernet (ISA)
                      Creatix HAM V.90 Modem
                      19" Monitor CTX-VL950T (95khz)
                      Windows 98SE
                      my system:

                      AMD XP 2000+
                      Abit KTA7 (VIA 4.49)
                      512MB SDRAM133
                      Matrox Millennium G400 MAX (5.91, AGP 2x)
                      Windows XP Prof

                      Comment


                      • #12
                        antdude:

                        This might help:
                        Display options->advanced->options->Use 32 bit Z

                        I'm not sure what this does, but I have it disabled but still I get a 32 bit Z in UT. So, I guess it forces 32 bit Z, but I'm not sure.

                        Comment


                        • #13
                          -32bpp didn't help at all for my flicker problem in HL.

                          However, I tried putting the video mode to Direct3D and had no flickers, but it was slower and my mouse movement felt weird.

                          I also tried deleting cfg files, but no help there.

                          [This message has been edited by antdude (edited 02 September 2000).]
                          Ant @ The Ant Farm (http://antfarm.ma.cx)

                          Comment


                          • #14
                            antdude,

                            I posted my autoexec.cfg in this thread here. Pay attention to the offset settings, this will solve most all flickering if you use 32 bit z.

                            Rags


                            Comment


                            • #15
                              Rags: I tried these in autoexec.cfg file for HL:

                              gl_ztrick 1
                              gl_dither 1
                              gl_polyoffset 2
                              gl_lightholes 1
                              gl_keeptjunctions 1
                              r_decals "1"
                              r_drawviewmodel "1"
                              gl_keeptjunctions "1"
                              r_shadows "0"
                              cl_himodels "1"
                              joystick "0"
                              gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
                              brightness "2.5"
                              gamma "3.0"
                              gl_playermip "0"
                              gl_picmip "0"
                              gl_round_down "0"
                              gl_texsort "1"
                              gl_overbright 1
                              scr_conspeed "5000.00"
                              gl_palette_tex "1"
                              r_decals "500"

                              Same problem and slower.
                              Ant @ The Ant Farm (http://antfarm.ma.cx)

                              Comment

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