On Wed, 20 Feb 2002, Michael Thaler wrote:
> when I start UT I get the Intro. The Sound is o.k. but the Rendering
> does not seem to delete old objects correctly. The same objected is
> displayed at different positions of the screen without deleting the
> old objects. The lights are just big whit
On Thu, Feb 21, 2002 at 03:43:27PM +, Keith Whitwell wrote:
> That's a bogus argument (though it may be true...) It's a sad state of
> affairs that people are writing games with such crippled network/physics
> subsystems that can't operate correctly unless the graphics adaptor has
> certain
Gareth Hughes wrote:
>
> Keith Whitwell wrote:
> >>
> >>What is the point of sustaining such a frame rate that has no pratical
> >>advantage?
> >>
> >
> > You do "see" the partial frames, it seems. The eye seems to do a reasonable
> > job of integrating it all, providing you with a low-latency v
"David S. Miller" wrote:
>
> In fact in many versions of quake3 the distance you can jump is
> determined by what FPS you can achieve. 125FPS is the optimal
> rate in those cases and it is what everyone uses.
>
now it gets OT but what the heck.. q3 jumping is explained here:
http://ucguides.sa
What dose square of t have to do with falling objects?
It's recursive addition (Multiplication), t * 9.8 = "speed at t".
you might take the root of speed but only to find how long it has been falling
(Incorrect thought because you would also have to account for initial
velocity).
if gravity accel
Bill Currie wrote:
>
> I can only speak about the quake 1/quakeworld source (I haven't studied the
> quake2 code enough yet), but it's actually nothing that complex. In fact,
> it's the opposit. quake doesn't do the integeration properly at all. It just
> adds the gravity acceleration to the velo
On Thu, Feb 21, 2002 at 04:53:04AM +, Keith Whitwell wrote:
> That sounds like a bug in the quake physics model - some silly feedback
> between the integration time step and the display subsystem... I'm
> suprised...
I can only speak about the quake 1/quakeworld source (I haven't studied the
"David S. Miller" wrote:
>
>From: Gareth Hughes <[EMAIL PROTECTED]>
>Date: Wed, 20 Feb 2002 18:15:54 -0800
>
>Keith Whitwell wrote:
>> You do "see" the partial frames, it seems. The eye seems to do a reasonable
>> job of integrating it all, providing you with a low-latency v
From: Gareth Hughes <[EMAIL PROTECTED]>
Date: Wed, 20 Feb 2002 18:15:54 -0800
Keith Whitwell wrote:
> You do "see" the partial frames, it seems. The eye seems to do a reasonable
> job of integrating it all, providing you with a low-latency view of the game
> world.
Hardc
Keith Whitwell wrote:
>>
>>What is the point of sustaining such a frame rate that has no pratical
>>advantage?
>>
>
> You do "see" the partial frames, it seems. The eye seems to do a reasonable
> job of integrating it all, providing you with a low-latency view of the game
> world.
Hardcore game
José Fonseca wrote:
>
> On 2002.02.20 22:04 Gareth Hughes wrote:
> > Jose Fonseca wrote:
> >>
> >> The maximum framerate you'll ever get is limited by your screen refresh
> >> rate.
> >
> > If you implement sync-to-vblank, which no DRI driver other than tdfx
> > does...
> >
> > -- Gareth
> >
>
>
On 2002.02.20 22:04 Gareth Hughes wrote:
> Jose Fonseca wrote:
>>
>> The maximum framerate you'll ever get is limited by your screen refresh
>> rate.
>
> If you implement sync-to-vblank, which no DRI driver other than tdfx
> does...
>
> -- Gareth
>
mmm... so in fast cards, they render frames
Jose Fonseca wrote:
>
> The maximum framerate you'll ever get is limited by your screen refresh
> rate.
If you implement sync-to-vblank, which no DRI driver other than tdfx does...
-- Gareth
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On Wed, Feb 20, 2002 at 15:48, José Fonseca wrote:
> On Wed, 2002-02-20 at 15:10, Michael Thaler wrote:
> > On Wed, Feb 20, 2002 at 01:06:58PM +, José Fonseca wrote:
> >
> > > I usually get 10 to 20 fps with the settings attached.
> >
> > Thank you very much, Jose. I used your UnrealTournament
On Wed, 2002-02-20 at 15:10, Michael Thaler wrote:
> On Wed, Feb 20, 2002 at 01:06:58PM +, José Fonseca wrote:
>
> > I usually get 10 to 20 fps with the settings attached.
>
> Thank you very much, Jose. I used your UnrealTournament.ini and it
> really works fine for me! I even can use 640x48
On Wed, Feb 20, 2002 at 01:06:58PM +, José Fonseca wrote:
> I usually get 10 to 20 fps with the settings attached.
Thank you very much, Jose. I used your UnrealTournament.ini and it
really works fine for me! I even can use 640x480 and it is still
really o.k. My chipset seems to be a little f
On 2002.02.20 10:48 Michael Thaler wrote:
> On Wed, Feb 20, 2002 at 11:07:49AM +0100, Michael Thaler wrote:
>
> I played a little bit with the UnrealTournament.ini options. If I set
>
> [SDLDrv.SDLClient]
> NoLighting=True
>
> I don't get these errors anymore. But UT is slow. I think I get 5 to
On Wed, Feb 20, 2002 at 11:07:49AM +0100, Michael Thaler wrote:
I played a little bit with the UnrealTournament.ini options. If I set
[SDLDrv.SDLClient]
NoLighting=True
I don't get these errors anymore. But UT is slow. I think I get 5 to
10 fps or something. Any hints how you can improve that.
On Tue, Feb 19, 2002 at 03:47:44PM -0500, Leif Delgass wrote:
First of all, I installed the same UT CD on a friends new Toshiba laptop
with a Geforce2Go and Unreal works just fine on this laptop. It is
definitely not the UT installation
> Could you be more specific about what "just rubbish" loo
On 2002.02.19 20:47 Leif Delgass wrote:
> On Tue, 19 Feb 2002, Michael Thaler wrote:
>
> > Unfortunately Unreal is not working. It is loading and running just
> > fine, the menues are displayed correctly but the intro and the game
> > graphics are just rubbish. Has anyone seen that before? I inst
Try rebuilding from the current CVS branch, I commited a fix to make
lightmap lighting work.
On Tue, 19 Feb 2002, David Bronaugh wrote:
> I know that at least in quake3 with my Rage Mobility P/M chip in my
> laptop, lightmap lighting doesn't work. I am not sure if this is peculiar
> to my setu
On Tue, 19 Feb 2002, Michael Thaler wrote:
> Unfortunately Unreal is not working. It is loading and running just
> fine, the menues are displayed correctly but the intro and the game
> graphics are just rubbish. Has anyone seen that before? I installe UT
> from a windows CD with the newest packag
I know that at least in quake3 with my Rage Mobility P/M chip in my
laptop, lightmap lighting doesn't work. I am not sure if this is peculiar
to my setup (I just thought, hey, it's a crappy old chip) but it might be
relevant to the UT problem (I think UT is big on lightmap lighting).
David Bro
On Tue, Feb 19, 2002 at 07:20:13PM +, Jose Fonseca wrote:
> > Thank you for all your efforts to get the Mach64 driver working. I
>
> Finally... :-)
I think you made a lot of laptop guys happy:-))
> Yes. I manage to run Unreal with a 4 Mb ATI Rage Mobility. You really
Is the intro displaye
On Tue, 2002-02-19 at 18:51, Michael Thaler wrote:
> On Tue, Feb 19, 2002 at 05:17:16PM +, Jose Fonseca wrote:
>
> > No, there's no need. You probably just have to change the order on which
> > /usr/lib/ and /usr/X11R6/lib/ directories appear on /etc/ld.so.conf and
> > run '/sbin/ldconfig'
>
On Tue, Feb 19, 2002 at 05:17:16PM +, Jose Fonseca wrote:
> No, there's no need. You probably just have to change the order on which
> /usr/lib/ and /usr/X11R6/lib/ directories appear on /etc/ld.so.conf and
> run '/sbin/ldconfig'
I just symlinked the libGL and the libGLU in /usr/X11R6/lib to
I got annoyed that radeon really didn't work too well for me so I
installed voodoo back to my conputer. UT seems to be working somewhat but
hangs on occasion. Here is what I get from running UT in gdb.
---
Possessed PlayerPawn: TMale1 Entry.TMale2
Initialized moving brush tracker for L
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