BenSkywalker Please Read...

NOX

Diamond Member
Oct 11, 1999
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I did what was said on Game Basement?s website, downloading the Loki patch and editing the OpenGL Driver setting in UT.ini file. It worked better then what I was experiencing earlier, which is a big step, considering it was running like crap before I installed the Loki patch, and edited the ini file. I have just one little problem, how can I tell S3TC is enabled, and why does the screen come so bright when I exit UT? I have to restart my computer, and then it?ll go back to normally. I?m also using the 6.31 Det. drivers from nvidia, and UT patch 436.

Should I try using D3D?

Thanks.

BTW: All my other games run flawless under OGL, CS, HL, kick a**, fast too. What seems weird to me is that Motocross Madness 2 also runs great (doesn?t that use D3D?).
 

Cheep

Senior member
Oct 9, 1999
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While you're at it, Ben, answer this if you could: I've used the old .dll, and now this one...is it just me or is everything really washed out and weird looking? I do see the extra detail that the big textures add, but everything just looks....funky. I'm using all of your settings in the .ini, with all sort of Detonator drivers (I've used them all at one time or another, currently using 7.17). All of the textures are just weird, like the color saturation has been sucked out of everything. By comparison, D3D is vivid and lush. Is this normal, because your screenshots look better than what I get. Thanks!
 

LocutusX

Diamond Member
Oct 9, 1999
3,061
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While you're answering these guys, Ben would you mind popping over to Video and taking a look at my question about fixing the Q3A ugly sky problem through the hex-editing fix, also from GameBasement? Thanks... ;)
 

Zeeliv

Golden Member
Oct 10, 1999
1,213
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NOX, next time read the warnings at Loki's site when you download. :)



<< This version finally has support for real gamma support - the only caveat is that it won't restore the original gamma at exit. I'll fix that somewhen in the future ;) >>



no need to restart, just go into your display properties and then to the gamma section...it switched back to normal automatically for me when I go to that part.

I think one of the best examples of the S3TC working is looking at Earth on Face, you should be able to tell from that.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
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:eek:I think I need to apologize first for not seeing this thread earlier:eek:. I was doind a search and noticed this(which I never saw when it was active). I'll give answers now anyway in case anyone is still having the problems-

Nox-

&quot;I have just one little problem, how can I tell S3TC is enabled, and why does the screen come so bright when I exit UT?&quot;

If you can't tell if it is working, it probably isn't. Check out some of the screenshots up over at The Basement and you will see some very clear examples of the differences. The gamma problem has been fixed. I have redownloaded the patch and reinstalled it again and am no longer having that problem(which, btw, you didn't have to reboot to fix, just go through display properties until you come across the gamma settings).


Cheep-

While you're at it, Ben, answer this if you could: I've used the old .dll, and now this one...is it just me or is everything really washed out and weird looking? I do see the extra detail that the big textures add, but everything just looks....funky. I'm using all of your settings in the .ini, with all sort of Detonator drivers (I've used them all at one time or another, currently using 7.17). All of the textures are just weird, like the color saturation has been sucked out of everything.

Try disabling lazy textures and running lower gamma settings. I can't say that I have seen the problems. I would strongly reccomend running the 6.31 drivers with this patch btw, in my rather extensive testing it is the overall best.

LocutusX-

&quot;While you're answering these guys, Ben would you mind popping over to Video and taking a look at my question about fixing the Q3A ugly sky problem through the hex-editing fix, also from GameBasement?&quot;

Hmm, this post was old. I remember answering that question though I don't know if I ever responded to your follow up question. Yes, I was aware that two of the hex strings were different(one was A3 the other was A5). I was trying many different things and was hoping to hit a combo which would eliminate the lightmap compression issue.

Again, spologies for not seeing this earlier:eek: