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Thread View: alt.games.quake2
4 messages
4 total messages Started by Talal Anthony Rabaa Sat, 02 Jan 1999 00:00
Monster Fusion & Quake II
#4
Author: Talal Anthony Rabaa
Date: Sat, 02 Jan 1999 00:00
37 lines
2452 bytes
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!
Re: Monster Fusion & Quake II
#5
Author: 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!
Re: Monster Fusion & Quake II
#6
Author: Cosmo
Date: Sat, 09 Jan 1999 00:00
8 lines
1356 bytes
I only have a Quake II-Demo, but also had a problem with 3dfx and OpenGL.
Follow this link: http://europe.3dfx.com/docs/minigl_beta/minigl_beta.html
and download the MiniGL-Driver. When you install it, it autodetects that
Quake II is installed on your computer and updates the needed files.
It helped me and I hope it will help you.
Good Luck!

Cosmo
Re: Monster Fusion & Quake II
#7
Author: Nicole
Date: Mon, 11 Jan 1999 00:00
1 lines
1228 bytes
Testing reply.
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