project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - andyr2005

Pages: [1] 2
1
Windows / Re: Enable Post-Processing Option
« on: July 29, 2010, 12:03:12 am »
Hi,

Sorry for the delay in replying.

The easiest way around this would just involve you renaming the ufo.exe in the installation folder to something more meaningful like ufo-ai.exe or something or your own taste.

Otherwise, I would need to know which driver version you are using, as the way to change profiles varies considerably per version of the NVIDIA driver.

2
Windows / Re: Enable Post-Processing Option
« on: July 14, 2010, 11:40:06 am »
Hi,

I have resolved the problem now. It appears that the NVIDIA Control Panel was applying the Quake2 or UFO Afrterlight profile to the UFOAI.exe and therefore restricting the OpenGL strings that the driver was reporting to it.

3
Windows / Re: Enable Post-Processing Option
« on: July 13, 2010, 02:40:58 pm »
Hi,

I will post the ufo log file content later, but I thought just being told the graphics card and driver would be enough to perhaps give reason as to why a check box was not cehckable.

4
Windows / Re: Enable Post-Processing Option
« on: July 12, 2010, 08:46:05 pm »
Hi,

Any update on this because I believe it to be a bug?

5
Windows / Re: Enable Post-Processing Option
« on: July 11, 2010, 08:43:53 pm »
Hi,

Just thought I would post the following output from Lavalys Everest about the graphics card and the OpenGL driver and its OpenGL compliance/compatabilities.

Field   Value
OpenGL Properties   
Vendor   NVIDIA Corporation
Renderer   GeForce GTX 260/PCI/SSE2
Version   3.3.0
Shading Language Version   3.30 NVIDIA via Cg compiler
OpenGL DLL   6.0.6000.16386(vista_rtm.061101-2205)
Multitexture Texture Units   4
Occlusion Query Counter Bits   32
Sub-Pixel Precision   8-bit
Max Viewport Size   8192 x 8192
Max Cube Map Texture Size   8192 x 8192
Max Rectangle Texture Size   8192 x 8192
Max 3D Texture Size   2048 x 2048 x 2048
Max Anisotropy   16
Max Clipping Planes   6
Max Display-List Nesting Level   64
Max Draw Buffers   8
Max Evaluator Order   8
Max General Register Combiners   8
Max Light Sources   8
Max Pixel Map Table Size   65536
Min / Max Program Texel Offset   -8 / 7
Max Texture Array Layers   512
Max Texture LOD Bias   15
Max Vertex Array Range Element Size   1048575
   
OpenGL Compliancy   
OpenGL 1.1   Yes  (100%)
OpenGL 1.2   Yes  (100%)
OpenGL 1.3   Yes  (100%)
OpenGL 1.4   Yes  (100%)
OpenGL 1.5   Yes  (100%)
OpenGL 2.0   Yes  (100%)
OpenGL 2.1   Yes  (100%)
OpenGL 3.0   Yes  (100%)
OpenGL 3.1   Yes  (100%)
OpenGL 3.2   Yes  (100%)
OpenGL 3.3   Yes  (100%)
OpenGL 4.0   No  (7%)

6
Windows / Re: Enable Post-Processing Option
« on: July 11, 2010, 08:30:20 pm »
Hi,

Well, I think that might be slightly wrong.

Running Windows Vista Home Premium SP2 x64, NVIDIA Geforce GTX 260 with Driver 258.69.

What features exactly does it have to support, because it is a relatively new generation chipset.

7
Windows / Enable Post-Processing Option
« on: July 11, 2010, 07:09:41 pm »
Hi,

Why am I unable to enable the Post-Processing Shader Effects in the latest 2.3 Stable release and also the latest 2.3 Dev release?

Is this is a known bug or something that I am doing wrong?

8
Windows / Re: need some help plz. =D
« on: February 22, 2010, 08:14:17 pm »
Hi,

Sorry, I forgot to tell you the filename is ufoconsole.txt which is the logfile you need to attach.

9
Windows / Re: OpenAL Audio in Dev Builds
« on: February 22, 2010, 08:11:03 pm »
Hmmm,

It would seem a bit strange to only implement it in the map editor though right?

I mean, would there be any reason to just change the audio engine in the map editor only?

10
Windows / Re: need some help plz. =D
« on: February 22, 2010, 08:09:42 pm »
Hi,

Please try and run the game again.

The as and when it doesn't work, please navigate to the logfile located at: C:\Users\[USER NAME]\AppData\Roaming\UFOAI\2.2.1\base, and attach a copy of it to this thread so that people can take a closer look to see what might be causing the problem.

11
Windows / Re: Bug report - tactical mission
« on: February 22, 2010, 02:23:32 pm »
Hi,

Im trying to build the most current 28677 from SVN, if I can get it to build I will test this out and report back.

12
Windows / Re: OpenAL Audio in Dev Builds
« on: February 22, 2010, 02:22:19 pm »
Hi,

Thanks, much appreciated for the response, awaiting use of OpenAL in-game :P.

13
Windows / OpenAL Audio in Dev Builds
« on: February 22, 2010, 12:03:57 am »
I've noticed that the 2.3 dev builds have the OpenAL library packaged with them.

Is it possible to get UFO:AI to use this as the sound renderer on Windows.

I see that from the log and configuration files that the sound driver is currently set to dsound, but DS has issues including mostly being emultated to WSAPI etc.

14
Bugs in older version (2.2.1) / Re: No Weapons on ships
« on: February 21, 2010, 11:51:38 pm »
@ Dragonlord,

You don't need to hire pilots in 2.2 release, this is new in the 2.3 releases.

15
Discussion / Re: Reaction Fire in 2.3 Build 28632
« on: February 21, 2010, 11:33:55 pm »
Hi @ geever,

I have already read those 2 threads regarding it, but as I said earlier it doesn't help with the problem or give any further explanation or a correct order of setting RF functionality.

Normally what I do is choose for example on the Assault Rifle, 3 -Burst in the menu using the Circle selector. Then I activate the reaction fire to single shot rf, the one below the image of the gun.

I am doing this in the correct order?

As I still have soldiers who just do not even react when an alien stands in the square next to them, which has happened several times now when they are trying a melee attack.

Also, the issue regarding snipers not shooting even when there are enough available TU's.

Thanks for further help.

Pages: [1] 2