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UT Demo & G200: no dynamic lighting

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  • UT Demo & G200: no dynamic lighting


    I have a problem with dynamic lighting in Unreal Tournament Demo v3.48 using K6-2/300 128MB with G200 8MB SDRAM & Win98. Simply put, I get no dynamic lighting at all. All surfaces are lit with a constant value, no shadows, rockets provide no additional lighting. Generally very bland. I think being hit with the plasma rifle get things green, but I think it's caused by blending the alpha channel of the plasma shots ...
    This is with D3D in 16 & 32 bit. In software rendering mode I get the lighting right, but if I then enable the detail textures I get a faulty mip-mapping/clipping/whatever at about "two metres": it's as if I'm surrounded by a detail-textured cube.

    I had the same problems with the original
    UT Demo release. Haven't heard anyone
    else complaining...


  • #2
    It seems that the infamous GLQuake bug is beginning to appear in other (new) games too. Well maybe that will speed up the fixing of the bug.

    -Tumu


    ------------------
    Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.3),
    64MB PC100 RAM, G200 AGP 8MB SGRAM (not overclocked, a fan, bios v2.6),
    PD5.41, SB16 Value, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
    Win95OSR2.1 finnish

    Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.4),
    64MB PC100 RAM, nVidia TNT2 32M (was G200 AGP 8MB SGRAM), SB Live! Value LW3.1, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
    Win98 finnish

    Comment


    • #3
      Hey.... had the same problem with my G200

      turning off the Multitextures fixed that for me....

      edit the unrealtournament.ini file... and change the "UseMultitexture" from True to False...

      <font size=1>Primary System: ASUS P4B533-E, Intel Pentium4 1.6A GHz, 512MB Samsung PC2700, Leadtek GF4 Ti4200 64MB, SB Audigy, 2xSeagate Barracuda IV 80GB, Pioneer DVD 106S, NEC CD-R 40/10/40, InWin Q500 Case w/ Enermax 353W PSU, Windows XP Pro, Samsung SyncMaster 753DFX.

      Secondary System: ECS K7S5A, Athlon XP 1600+, 256MB PC133, Asus GF2 GTS 32MB, Seagate Barracuda IV 20GB, Aopen HQ08 Case, Windows XP Pro.</font>

      Comment


      • #4
        Thanks, disabling multitexture worked! Were they used anywhere, anyway? At least I can't see a difference... multitexture here means overlaid, (partially) transparent textures, right?

        [This message has been edited by jkantola (edited 09 December 1999).]

        Comment


        • #5
          UT seems to run faster with Multitextures enables, but looks alot worse :P

          probably cause the g200 doesn't support multitextures, at least not for UT and Opengl games...
          <font size=1>Primary System: ASUS P4B533-E, Intel Pentium4 1.6A GHz, 512MB Samsung PC2700, Leadtek GF4 Ti4200 64MB, SB Audigy, 2xSeagate Barracuda IV 80GB, Pioneer DVD 106S, NEC CD-R 40/10/40, InWin Q500 Case w/ Enermax 353W PSU, Windows XP Pro, Samsung SyncMaster 753DFX.

          Secondary System: ECS K7S5A, Athlon XP 1600+, 256MB PC133, Asus GF2 GTS 32MB, Seagate Barracuda IV 20GB, Aopen HQ08 Case, Windows XP Pro.</font>

          Comment

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