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Jammer

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  1. quote:Originally posted by Supreme Cmdr: GBS uses my own scripting language. But for BCO and future BC titles (e.g. BCTC), I'm currently switching to Python and LUA.Python rocks.
  2. quote:Originally posted by Supreme Cmdr: Yep. Thats why I linked to it. Quite a number of games that are built on dx > 8 have some issues with the voodoo 4/5's.. the relevant voodoo drivers that have been reported to be dx8 "compatible" were the the last ones released by x3dfx (or based on them), which were unfortunately never finished.. only approximately half of the code in these drivers is in reality dx8 compatible. Now, you have been able to give voodoo users a "fix" to most of the issues, with the nd1 -nd2 -nm -ng command-line options, and that's very good. The only remaining issue is the driver z precision error, which could be fixed via hacking at the d3d code to have it detect the v5, etc, etc, but why should you waste your time fixing an issue that is in reality a problem caused by issues beyond your control. In the meantime, ATI has fixed most of these driver issues, because they didn't sell out to nvidia... Bottom line: even with the swimming/corrupt textures on the planets (as viewed from space), the game still looks better on my v5@4xfsaa than my radeon 8500 with any combination of smoothvision/whatever. Such is life..=P Like I said, graphics are at the bottom of my list, so no biggie.. Jam. [ 01-25-2002: Message edited by: Jammer ]
  3. Hey now.. Make no mistake about it, I do not doubt that there is no other "game" that even comes close to the sheer size of BMC, both in terms of scope and objects.. furthermore, I am not dissing you, the game, or anyone else involved, I truly respect this sim.. and I am not saying that you or anyone else besides 3dfx are at fault for the z issues, and I have no reason to waste your time, or mine, with the "you don't know what you're talking about" issue. As far as next-gen 3d games go, I coudn't care less.. I'd play a dos game that has good game play, dynamic style, over some kiddy 3d shooter with amazing graphics any day. What I love about BCM, and BC3K before it, is the GAMEPLAY. It is the most advanced technology in any space sim to date.. and the same thing can be said regarding Falcon 4 or Grand Prix Legends.. just look at their respective communities.. there are more gfx addons being made for one of the sims I mentioned, than any other sim combined, so I'm not worried about them being "antiquated". Bottom line, there is no "next-gen" graphics card that can make the sims I respect (including BCM), look any better, with maybe the exception of IL-2, but one game doesn't warrant buying a geforce3, since I'm not into useless features. Just thought I'd bring up a minor gfx issue that I had hoped could have been solved.. if not, so be it.. please do carry on with your great work Derek. Regards, Jam. [ 01-23-2002: Message edited by: Jammer ]
  4. quote:Originally posted by Supreme Cmdr: Untrue Also, BCM checks for a W buffer first and uses it instead of a Z buffer if available. The errors on the 5500 are related to precision errors (both Z/W buffer) and the drivers not being DX8 compliant. Well, I made a little test d3d app, using a replica of planet.3d i made in max and converted to a d3d object, mapped earth.tga (pte2stetex) to it, and it displays fine.. what kind of z values is the game using for the planets? If I'm boring you, please accept my apologies, but I would really like to be able to get this issue fixed, as it's very fixable IMO.. just trying to help The 5500 is simply a stunning card that still has the best FSAA quality, and remains THE best choice for the sims I play (Grand Prix Legends, Falcon 4, European Air War.) Thanks, Jammer.
  5. quote:Originally posted by Supreme Cmdr: What a revelation!!! To think I actually added those in the VCF. As for the planet texture, you can't fix it because it is a z-buffer precision problem on those drivers. Can't be fixed. Well, I have a 5500, and am obviously having an issue with the planet/moon textures. Many Z-buffer errors can usually be fixed by using a W-buffer.. Would it be possible for you to compile a test patch with W-buffering? shoudn't be too much work. By running the W-buffer sample that comes with the DX SDK on a v5 5500, you will notice that, in fullscreen mode 1024x768, there are big-time Z-buffer issues, which are fixed by switching to a W-buffer.. TIA, Jam
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