UT and Unreal Ed 2.0 problems updated

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

NiftyBoy

Dandified
Mar 29, 2001
2,168
0
0
37
Portland, OR
Visit site
k sorry that i already posted this, but now i have the log file of both.

firstly, i have a p3 866 384mb windows me ati radeon 64mb vivo. i have the latest opengl patch for UT (the 124kb one), and changed the UT.ini as epic games told me to. ut crashes. i have to change the rendering device to D3D, then after it's started up, change it to OpenGL. this is a real pain in the ass when i'm trying to test a map.

here are the last few lines of the unrealtournament.log:
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 4
Init: GL_VENDOR : ATI Technologies Inc.
Init: GL

it's set at 1024x768 32-bit (it sets itself to 100Hz). my desktop is 1280x1024 32-bit at 75Hz.

second problem: i got tired of being lagged as all hell in the editor, so i changed the Device=SoftDrv.SoftwareRenderDevice line in Editor.ini to Device=OpenGLDrv.OpenGLRenderDevice. it crashes with a kernel32.dll error. no surprise. so i change it to Device=D3DDrv.D3DRenderDevice, and it still crashes. i check out the log file and it says this (last few lines):

Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 4
Init: GL_VENDOR : ATI Technologies Inc.
Init: GL_RENDERER : Radeon DDR x86/SSE
Init: GL_VERSION : 1.2.2128 Win9x Release
Init: GL_EXTENSIONS : GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ATIX_pn_triangles GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_subtract GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_texgen_reflection GL_S3_s3tc GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_multitexture GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control or GL_EXT_separate_specular_color GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_texgen_reflection GL_S3_s3tc

i'd consider this strange, as i told it to use D3D instead, but it uses OpenGL anyways.

can someone help me please?

again, sorry about repeating my problems.