Re: [Dri-devel] Unreal

2002-02-21 Thread Bill Currie
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

Re: [Dri-devel] Unreal

2002-02-21 Thread Gareth Hughes
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 velocity

Re: [Dri-devel] Unreal

2002-02-21 Thread ralf willenbacher
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:

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Keith Whitwell
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 view of the game

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Leif Delgass
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 white

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Michael Thaler
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 looks

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Michael Thaler
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.

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread José Fonseca
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 10

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Michael Thaler
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

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Jose Fonseca
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 640x480 and

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread José Fonseca
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 that never

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Keith Whitwell
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 mmm... so in fast cards,

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-20 Thread Gareth Hughes
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 gamers want

Re: [Dri-devel] Unreal

2002-02-20 Thread David S. Miller
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. Hardcore

Re: [Dri-devel] Unreal

2002-02-20 Thread Keith Whitwell
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 view of the

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-19 Thread Michael Thaler
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

[Dri-devel] Unreal Tournament and 3dfx Voodoo (with openGL)

2001-06-23 Thread Janne Pänkälä
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