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Article #5

Re: Monster Fusion & Quake II

#5
From: Mojo
Date: Sat, 02 Jan 1999 00:00
54 lines
2937 bytes
That has been a problem with the Banshee Cards in particular...try adding
the following lines to your baseq2\autoexec.cfg file:

// Settings to brighten up quake2
set vid_gamma "0.700000"
set intensity "2.0"
set gl_modulate "2.3"

It worked for me...you can play with the numbers also if you need it
brighter. Good luck!

Mojo



Talal Anthony Rabaa <rabaa@home.com> wrote in message
news:368E7A1C.BBFD77FB@home.com...
>I have recently purchased a Diamnd Monster Fusion to get the full
>potential of 3DFX and OpenGL with Quake, but am having a BIG problem.
>It's WAY too dark!
>
>The console in Quake II is giving me the following when I activate the
>3DFX:
>
>------- Loading ref_gl.dll -------
>ref_gl version: GL 0.01
>Initializing OpenGL display
>...setting mode 4: 800 600 FS
>...attempting fullscreen
>...using desktop display depth of 16
>...calling CDS: ok
>Creating DS buffers
>...using secondary sound buffer
>GL PFD: color(16-bits) Z(16-bit)
>GL_VENDOR: 3Dfx Interactive Inc.
>GL_RENDERER: 3Dfx Interactive Voodoo^2(tm)
>GL_VERSION: 1.1
>GL_EXTENSIONS: 3DFX_set_global_palette
>WGL_ExT_swap_control GL_EXT_paletted_texture
>GL_EXT_shared_texture_palette
>...allowing CDS
>...GL_EXT_compiled_vertex_array not found
>...enabling WGL_EXT_swap_control
>...GL_EXT_point_parameters not found
>...using GL_EXT_shared_texture_palette
>...GL_SGIS_multitexture not found
>------------------------------------
>
>
>Is the NOT FOUNDS in this console output a bad thing?  Is there any way
>of me correcting this problem?  Is there any way of me increasing the
>brightness (because the menu bar for brightness doesn't work)?
>
>Sorry for all the questions.  Thanks in advance for any help!
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From: "Mojo" <mr__mojos@yahoo.com>
Subject: Re: Monster Fusion & Quake II
Date: 1999/01/02
Message-ID: <SWDj2.570$f4.1654@alfalfa.thegrid.net>
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