Reply 20 of 36, by Glidos
- Rank
- l33t
wrote:Paul: Debug mode, debug mode, debug mode!
What sort of thing are you thinking? Which component and what sort of info?
wrote:Paul: Debug mode, debug mode, debug mode!
What sort of thing are you thinking? Which component and what sort of info?
Unsupported call logging, warnings and errors.
Initialisation instructions.
Yes, it’s my fault.
wrote:Unsupported call logging, warnings and errors.
Initialisation instructions.
Mostly there. Glidos displays unsupported calls in the server window (usually at such a rate that it slows the game down).
Errors are displayed there too. OpenGlide writes errors to the .log file.
Anyway, I can probably get this one sorted pretty easily, if I can just get Blood to run under W2K, which (as I keep saying again and again) I'll probably be able to, once some people have done some swapping of working and non-working copies to find out the difference.
Oh, what was that echo? Must have been my voice bouncing around an empty room. 😀
wrote:Anyway, I can probably get this one sorted pretty easily, if I can just get Blood to run under W2K, which (as I keep saying again and again) I'll probably be able to, once some people have done some swapping of working and non-working copies to find out the difference.
Oh, what was that echo? Must have been my voice bouncing around an empty room. 😀
does running nolfb and gldvesa together work on W2K?
I have another question
Why does my openglid.log keep saying that i have a GeForce2 GTS/AGP when I have a GeForce2 Ti chipset
hers the opengl extensions:
GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_register_combiners GL_NV_texgen_emboss GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
The GeForce2 Ti is just a faster GTS, so the drivers are problably installed as the GTS one since there is no difference. But anyway that text is given to us by the driver.
wrote:does running nolfb and gldvesa together work on W2K?
They should work together, but it would be surprising if anything useful was achieved by using them together.
1) W2K and XP provide a VESA implementation; it provides no logical frame buffer, but returns information blocks that claim there is a logical frame buffer.
2) gldvesa provides a VESA implementation; it provides no logical frame buffer, but it is honest about this.
3) nolfb, hooks the VESA calls and just alters some info returned to make W2K and XP honest about the lack of a logical frame buffer.
if you go
NOLFB
GLDVESA <prog>
then I don't think the VESA calls will ever get through to NOLFB.
if you go
GLDVESA <bat file that calls nolfb and then prog>
then nolfb will try and make gldvesa honest about the LFB, but
it already is so there should be no effect.
There are always possibilities that nolfb has a side-effect which is unconnected with VESA. I notice that file-name completion stops working after it is loaded. Who knows what else may be going on.
Are you finding some effect from using the combination?
Ok, here it is working in XP.
Not that anybody will take any notice of this, but here goes.
This is my Bloodxp.bat file
set BUILD_640X480=1
set BUILD_CONVTEXTURES=1
set BUILD_GAMMA=1
set BUILD_RESAMPLE=1
nolfb.com
pause
3dfx.exe
Note, you need the pause command.
Also, I used no sound.
To get sound on say an SBLive ! card, you have to choose "Sound Blaster", then choose "Change Sound card Type" and select "Soundblaster 2.0". Then use only 8 or 16 voices and only 22khz.
Athlon 64 3000+ stock
MSI NForce 4 K8N Neo Platinum
2Gb RAM
nVidia Geforce 6800GT stock clocks
SBLive! Platinum + Audigy ZS2 Drivers
WinXP Pro SP2
And here is a zip of my PIF for GLidos, and my blood.cfg.
Athlon 64 3000+ stock
MSI NForce 4 K8N Neo Platinum
2Gb RAM
nVidia Geforce 6800GT stock clocks
SBLive! Platinum + Audigy ZS2 Drivers
WinXP Pro SP2
wrote:Oh, what was that echo? Must have been my voice bouncing around an empty room. 😀
Hey, don't look at me. v1.21 is all I have and nobody's been knocking my door down...
Nicht, post an MD5 of your files, without the .cfg and .txt and whatever unecessary files, just the game files and post your checksums. I'll post mine ASAP....which should hopefully be soon.
wrote:Also, I used no sound.
To get sound on say an SBLive ! card, you have to choose "Sound Blaster", then choose "Change Sound card Type" and select "Soundblaster 2.0". Then use only 8 or 16 voices and only 22khz.
That sounds suspiciously like the info needed to access XPs inbuilt SB emulation. VDMSound should work as well, just add "dosdrv" to your bloodxp.bat file making sure to put it after the nolfb line.
wrote:Ok, here it is working in XP.
You star. I'll give that a try. Maybe I was wrong about
it being something to do with the blood config then.
BTW, actually had time to look at those CDs you sent. Tried
out Unreal with S3TC... bloody hell! Bit of shame really: I was going to play the whole thing through using OpenGLide, but now
I think maybe I'm going to forget about doing that. Those textures must be at least twice the resolution.
wrote:Hey, don't look at me. v1.21 is all I have and nobody's been knocking my door down...
I know: you were the willing one half of the test. Appreciated.
wrote:Nicht, post an MD5 of your files, without the .cfg and .txt and whatever unecessary files, just the game files and post your checksums. I'll post mine ASAP....which should hopefully be soon.
That's a smart idea. Might tell us a lot without much data transfer... but why is .cfg unnecessary?
wrote:You star. I'll give that a try. Maybe I was wrong about
it being something to do with the blood config then.
Bum: still doesn't work. I tried your blood.bat and the stuff you
zipped up.
I wonder if I'm getting a different problem to everybody else. Blood starts okay for me, but I get the background of the menu with no menu on it. Then if I press <ENTER> enough times I get the Wait screen, and then crash.
It also works only if I delete ant .dem files. If I leave the .dem files in the Blood folder, then I get an error message about trouble reading the demo file headers.
Is this what other people are seeing under W2K?
Hmmm, I haven't tried XP yet.