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.
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.