Many of you know about my troubles with installing 436. I'm networked with my nephew and he has 436 so, yet again, I dragged all his System files over to my computer, along with the entire Strike Force mod. I didn't realize the easy solution to get both running kosher was simple .ini tweakin'. I tweaked both SF.ini and UT.ini (abbreviated ... hey, I wrote "abbreviated" and my abbreviations were for naught ... dum-me). Bear in mind that my nephew has a Voodoo 3 3K. With his .ini files in my Sys folder, and me with a GeForce 2, funky 5hit was going down in the city, brother. Here is an updated first portion of my SF .ini:
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=SFMenu.SFConsole
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice
RenderDevice=OpenGLDrv.OpenGLRenderDevice
DefaultGame=Botpack.DeathMatchPlus
DefaultServerGame=Botpack.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
CdPath=E:
RunCount=20
When I was trying to run SF with his unedited .ini, I couldn't maximize the game and I had troubles changing what render I wanted to run it with.
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem ...
were different on his so my UT was tweaked to handle his video and sound cards. I replaced the Glide.drv ... and sound card line to those that appeared in my UT.ini after I installed UT from the CD. Bammo. Now everything runs like butter. Interesting note: I'm making a map for SF and there is a section that overlooks almost the entire map (it's from a somewhat elevated sniping perch). With D3D, my framerate drops to 10 or below, but with GL it stays around 50 or so. D3D is prettier and generally gives me higher framerates throughout, but this one quirk that D3D doesn't handle is big enough to keep me running SF in Open GL. Am I making sense?
Bottom Line: We're beautiful.
Even bottomer line: Rukee, prepare to be owned, but for now, I gots ta study (and write an essay). BBL.
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=Engine.DemoRecDriver
Console=SFMenu.SFConsole
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice
RenderDevice=OpenGLDrv.OpenGLRenderDevice
DefaultGame=Botpack.DeathMatchPlus
DefaultServerGame=Botpack.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
CdPath=E:
RunCount=20
When I was trying to run SF with his unedited .ini, I couldn't maximize the game and I had troubles changing what render I wanted to run it with.
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem ...
were different on his so my UT was tweaked to handle his video and sound cards. I replaced the Glide.drv ... and sound card line to those that appeared in my UT.ini after I installed UT from the CD. Bammo. Now everything runs like butter. Interesting note: I'm making a map for SF and there is a section that overlooks almost the entire map (it's from a somewhat elevated sniping perch). With D3D, my framerate drops to 10 or below, but with GL it stays around 50 or so. D3D is prettier and generally gives me higher framerates throughout, but this one quirk that D3D doesn't handle is big enough to keep me running SF in Open GL. Am I making sense?
Bottom Line: We're beautiful.
Even bottomer line: Rukee, prepare to be owned, but for now, I gots ta study (and write an essay). BBL.