Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: icewind_123 on August 01, 2006, 05:37:41 pm

Title: Open GL - not working for me?
Post by: icewind_123 on August 01, 2006, 05:37:41 pm
Hi, first of all i just want to thank you guys for your great work, i'm B5 addicted and just love your mod.  :yes:

But, however, i've got a problem. When trying out OpenGL i end up with a error message saying that i need at least Open GL 1.2 and my current is 1.0. But i just installed the new drivers, with open gl 2.0 support. So what am I doing wrong? I really would like to try it in Open, any thoughts?

And to add a second question, do you know any source for some more Release 3 missions? I followed the official unofficiall links, but they both seem to be dead.

Greetings from Germany,
icewind_123
Title: Re: Open GL - not working for me?
Post by: 0rph3u5 on August 01, 2006, 08:57:04 pm
And to add a second question, do you know any source for some more Release 3 missions? I followed the official unofficiall links, but they both seem to be dead.

the unoffical links on the website? - could be...
maybe you try the links on this list:
http://www.hard-light.net/forums/index.php/topic,37452.0.html
when I updated it the last time every link was working
Title: Re: Open GL - not working for me?
Post by: karajorma on August 02, 2006, 04:07:33 am
Hi, first of all i just want to thank you guys for your great work, i'm B5 addicted and just love your mod.  :yes:

But, however, i've got a problem. When trying out OpenGL i end up with a error message saying that i need at least Open GL 1.2 and my current is 1.0. But i just installed the new drivers, with open gl 2.0 support. So what am I doing wrong? I really would like to try it in Open, any thoughts?

And to add a second question, do you know any source for some more Release 3 missions? I followed the official unofficiall links, but they both seem to be dead.

Are you running 3.3 with the 3.3a patch? Cause the versions of FS2_Open should take care of that bug (It's actually our own version of the Y2K bug. The code only looked after the decimal point when trying to determine the version of OpenGL you have).