Author Topic: Problems with OpenGl  (Read 3779 times)

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Offline Kazan

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pricewatch.com is your friend
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"The Mountains are calling, and I must go" - John Muir

 

Offline gevatter Lars

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I have also a problem with OGL. My problem is that I allways get the message that my ogl drivers are to old. I have allready installed the latest drivers for my gracard (somewhere in the discription its metionend that it supports ogl 2.0) but still I get this error message.

Is their a possibility to check what ogl version I got on my system like with dxdiag?

Got an older Geforce 5700
« Last Edit: August 16, 2005, 09:48:36 am by 551 »
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

  

Offline Kazan

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if you have openGL 2.0 you need to make sure to run a more recent build - older builds [that we still occasionally run into people running /BONK] only checked the minor number and not both the minor and the major - so it's thinking you have OpenGL 1.0 not 2.0

all newer builds have this corrected

http://www.realtech-vr.com/glview/download.html <--- dxdiag for openGL
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline gevatter Lars

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Ok I got the newest build an now the game starts, but I can't see a thing. All graphiks are weird and hard to recognize.

Oh and FRED still dosn't start...or lets better say I get the toolbar and thats it...but the program reports no crash or anything...just shows the toolbar.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 

Offline Kazan

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run the launcher and check your settings

[edit]
what exact video board?
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline gevatter Lars

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Luncher should be ok.

Videoboard is a
Geforce Fx5700 with 256MB
PCI-card
Forceware 77.72

Goobers release fs2_open_G-20050728.exe

Edit:
I have also tried to reset everything in the Luncher and then restarted it...no effect.
« Last Edit: August 16, 2005, 10:48:59 am by 551 »
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 

Offline Kazan

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run a debug build and give us the output from the log
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline gevatter Lars

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ok here is the log for

Code: [Select]

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
AutoLang: Language auto-detection successful...
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 32.  DS reported 32.
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Initializing opengl graphics device...
Res:1024x768x32
OPENGL INITED!

  Vendor     : NVIDIA Corporation
  Renderer   : GeForce FX 5700/PCI/SSE2
  Version    : 2.0.0
  Extensions :
      GL_ARB_depth_texture
      GL_ARB_fragment_program
      GL_ARB_fragment_program_shadow
      GL_ARB_fragment_shader
      GL_ARB_half_float_pixel
      GL_ARB_imaging
      GL_ARB_multisample
      GL_ARB_multitexture
      GL_ARB_occlusion_query
      GL_ARB_point_parameters
      GL_ARB_point_sprite
      GL_ARB_shadow
      GL_ARB_shader_objects
      GL_ARB_shading_language_100
      GL_ARB_texture_border_clamp
      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_texture_mirrored_repeat
      GL_ARB_texture_rectangle
      GL_ARB_transpose_matrix
      GL_ARB_vertex_buffer_object
      GL_ARB_vertex_program
      GL_ARB_vertex_shader
      GL_ARB_window_pos
      GL_S3_s3tc
      GL_EXT_texture_env_add
      GL_EXT_abgr
      GL_EXT_bgra
      GL_EXT_blend_color
      GL_EXT_blend_func_separate
      GL_EXT_blend_minmax
      GL_EXT_blend_subtract
      GL_EXT_compiled_vertex_array
      GL_EXT_Cg_shader
      GL_EXT_depth_bounds_test
      GL_EXT_draw_range_elements
      GL_EXT_fog_coord
      GL_EXT_framebuffer_object
      GL_EXT_multi_draw_arrays
      GL_EXT_packed_pixels
      GL_EXT_paletted_texture
      GL_EXT_pixel_buffer_object
      GL_EXT_point_parameters
      GL_EXT_rescale_normal
      GL_EXT_secondary_color
      GL_EXT_separate_specular_color
      GL_EXT_shadow_funcs
      GL_EXT_shared_texture_palette
      GL_EXT_stencil_two_side
      GL_EXT_stencil_wrap
      GL_EXT_texture3D
      GL_EXT_texture_compression_s3tc
      GL_EXT_texture_cube_map
      GL_EXT_texture_edge_clamp
      GL_EXT_texture_env_combine
      GL_EXT_texture_env_dot3
      GL_EXT_texture_filter_anisotropic
      GL_EXT_texture_lod
      GL_EXT_texture_lod_bias
      GL_EXT_texture_object
      GL_EXT_vertex_array
      GL_HP_occlusion_test
      GL_IBM_rasterpos_clip
      GL_IBM_texture_mirrored_repeat
      GL_KTX_buffer_region
      GL_NV_blend_square
      GL_NV_copy_depth_to_color
      GL_NV_depth_clamp
      GL_NV_fence
      GL_NV_float_buffer
      GL_NV_fog_distance
      GL_NV_fragment_program
      GL_NV_fragment_program_option
      GL_NV_half_float
      GL_NV_light_max_exponent
      GL_NV_multisample_filter_hint
      GL_NV_occlusion_query
      GL_NV_packed_depth_stencil
      GL_NV_pixel_data_range
      GL_NV_point_sprite
      GL_NV_primitive_restart
      GL_NV_register_combiners
      GL_NV_register_combiners2
      GL_NV_texgen_reflection
      GL_NV_texture_compression_vtc
      GL_NV_texture_env_combine4
      GL_NV_texture_expand_normal
      GL_NV_texture_rectangle
      GL_NV_texture_shader
      GL_NV_texture_shader2
      GL_NV_texture_shader3
      GL_NV_vertex_array_range
      GL_NV_vertex_array_range2
      GL_NV_vertex_program
      GL_NV_vertex_program1_1
      GL_NV_vertex_program2
      GL_NV_vertex_program2_option
      GL_SGIS_generate_mipmap
      GL_SGIS_texture_lod
      GL_SGIX_depth_texture
      GL_SGIX_shadow
      GL_SUN_slice_accum
      GL_WIN_swap_hint
      WGL_EXT_swap_control

USING REFRESH_RATE OF: 0
USING REFRESH_RATE OF: 0
  Found extension "GL_EXT_fog_coord", and function "glFogCoordfEXT()".
  Found extension "GL_EXT_fog_coord", and function "glFogCoordPointerEXT()".
  Found extension "GL_ARB_multitexture", and function "glMultiTexCoord2fARB()".
  Found extension "GL_ARB_multitexture", and function "glActiveTextureARB()".
  Found extension "GL_ARB_texture_env_add".
  Found extension "GL_ARB_texture_compression", and function "glCompressedTexImage2D()".
  Found extension "GL_EXT_texture_compression_s3tc".
  Found extension "GL_EXT_texture_filter_anisotropic".
  Found extension "GL_NV_fog_distance".
  Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3fvEXT()".
  Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3ubvEXT()".
  Found extension "GL_ARB_texture_env_combine".
  Found extension "GL_EXT_texture_env_combine".
  Found extension "GL_EXT_compiled_vertex_array", and function "glLockArraysEXT()".
  Found extension "GL_EXT_compiled_vertex_array", and function "glUnlockArraysEXT()".
  Found extension "GL_ARB_transpose_matrix", and function "glLoadTransposeMatrixfARB()".
  Found extension "GL_ARB_transpose_matrix", and function "glMultTransposeMatrixfARB()".
  Found extension "GL_ARB_multitexture", and function "glClientActiveTextureARB()".
  Found extension "GL_EXT_draw_range_elements", and function "glDrawRangeElements()".
  Found extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Found extension "GL_ARB_vertex_buffer_object", and function "glBindBufferARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glDeleteBuffersARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glGenBuffersARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glBufferDataARB()".

  Max texture units: 4
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Texture compression enabled: YES

Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Tue, Aug 16, 2005  at 06:49PM
----
----
----


Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find particle pcx for Neutron
ANI Vapula_Particle with size 80x80 (37.5% wasted)
found ani Vapula_Particle for Neutron, with 7 frames and 30 fps
couldn't find particle pcx for Plasma
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for Plasma, with 7 frames and 30 fps
couldn't find particle pcx for Meson
ANI Vepar_Particle with size 80x80 (37.5% wasted)
found ani Vepar_Particle for Meson, with 7 frames and 32 fps
weapons.tbl(376):Error: Required token = [#End] or [$Name:], found [$Impact Explosion: ExpMissil]
in weapon: @Anti-Mater Turret.
opengl_minimize
opengl_minimize


The program crashes when running the debuger and runs without it....except for the graphikproblem.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 

Offline Kazan

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PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline gevatter Lars

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Ok this is the result I got when running in OpenGL



That is the login-screen.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

 

Offline Kazan

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looks like a driver issue to me
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Quote
Originally posted by Kazan
****ING A MAN!  That is your problem RIGHT THERE - you power supply unit cannot supply a stable voltage to your video card and motherboard - it's undervolting your bus and causing GPU resets.

Go buy a 450 or 500 watt power supply and swap it out!


Alternatively buy a good brand that supplies good current on the 12V rail.

A 350W Enermax is rated for 26A for 12V... which is more than a lot of 450W PSU