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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Thu Mar 24, 2011 09:43 Post subject: Keys + OGL
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I have a little problem here. With the lates BT+ scripts the keys should show up on the rightt bottom side of the HUD. It does that with D3D, but whenever I use OGL, the picked up keys just don't appear there, though the indicator number for multiple keys does show up. The only times I saw keys appear there was on BT+NoviceCrypt, but there the keys are made op sprites instead of meshes, sho could the problem be there? It rather annoying nothing appears when playing a map which has many keys with different meshes. I dunno if theres something wrong with my settings or if theres a bug in the BT+ scripts. Does anyone have a similar problem or a solution?
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[i4g]CouilleNoire USER: COUILLENOIRE
i4Games Admin
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Posted: Thu Mar 24, 2011 17:18 Post subject: |
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I see them and I am in OGL.
The thing to know is that keys are resized on the HUD using the collision box values. So if the collision is not well set, it might be the keys are displayed on the HUD but they are very small.
Maybe I am going to try with other maps than mine to see whether I see them too.
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[i4g]CouilleNoire USER: COUILLENOIRE
i4Games Admin
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Posted: Thu Mar 24, 2011 17:33 Post subject: |
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Ok I tried with Ballistic and it shows keys in OGL no problemo
So it might be a bug linked to your screen resolution ...
BT+(CN)KeyQuest :
BT+Ballistic :
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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Thu Mar 24, 2011 18:27 Post subject: |
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Ok, I tired different resolutions, no effect. Maybe theres something wrong with my OGLsettings?
Code: | [OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
ZRangeHack=True
NoAATiles=True
NumAASamples=4
UseAA=False
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=120
SwapInterval=0
UseFragmentProgram=False
UseMultiDrawArrays=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=True
DetailMax=0
RefreshRate=60
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
Use16BitTextures=False
UseS3TC=False
UseAlphaPalette=False
UseTrilinear=False
UsePrecache=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description= |
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[i4g]CouilleNoire USER: COUILLENOIRE
i4Games Admin
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Posted: Thu Mar 24, 2011 19:23 Post subject: |
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This is mine
Quote: |
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
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I think there's an issue somewhere lol
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RoelerCoaster USER: MMI
i4Games Trustee
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[i4g]CouilleNoire USER: COUILLENOIRE
i4Games Admin
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Posted: Thu Mar 24, 2011 23:38 Post subject: |
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Omg what are you asking there mate? looool
I think I use one of those ones but I installed that loooooooooooooooooong ago.
The easy way is to give you my files :
http://belgames.com/luc/OpenGL_CN.zip
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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Fri Mar 25, 2011 10:31 Post subject: |
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Ok, I replaced the files, but nothing seemed to have changed. So I decided to get rid of the complete OpenGL section in UT.ini, and that seemed to work. Then I thought it might be because of the settings things weren't working, so I replaced the old files again and is stopped working again.
So I guess your files in combination with the default settings did the trick
Thanks
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RoelerCoaster USER: MMI
i4Games Trustee
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Posted: Tue Feb 07, 2012 18:38 Post subject: |
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Anyone that might still have the problem
ZRangeHack=True
should be False for it to work
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