Screen resolution
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- Posts:15
- Joined:2004-12-12, 05:12
Hi,
I have a relatively old computer yet i still wanted to try your engine, it works at 1024x800 resolution, but its too slow.
When i type 'v_describeresolutions' (something like that - i forgot ), it lists like 500 different types, but i only get to see the last few, so i cant see the number for resolutions around 800x600 or less. Is there a way to scroll up in the console?
And also ive just tried compiling the engine in Dev-Cpp, seems to be working, but in file "cw_357.cpp",it gives me warnings about these 2 lines:
" else if (RandomNumber<192) State.ActiveWeaponSequNr=6; // Idle 2
else if (RandomNumber<224) State.ActiveWeaponSequNr=7; // Idle 3
"
It says "comparison is always true due to limited range of data type". Obviously even i know why this is, since a singed char's range is from -127 to 128, it (RandomNumber) will always be less than 192 & 224, respectively.
Not like it matters, just said it to boost my ego
I have a relatively old computer yet i still wanted to try your engine, it works at 1024x800 resolution, but its too slow.
When i type 'v_describeresolutions' (something like that - i forgot ), it lists like 500 different types, but i only get to see the last few, so i cant see the number for resolutions around 800x600 or less. Is there a way to scroll up in the console?
And also ive just tried compiling the engine in Dev-Cpp, seems to be working, but in file "cw_357.cpp",it gives me warnings about these 2 lines:
" else if (RandomNumber<192) State.ActiveWeaponSequNr=6; // Idle 2
else if (RandomNumber<224) State.ActiveWeaponSequNr=7; // Idle 3
"
It says "comparison is always true due to limited range of data type". Obviously even i know why this is, since a singed char's range is from -127 to 128, it (RandomNumber) will always be less than 192 & 224, respectively.
Not like it matters, just said it to boost my ego
-
- Posts:15
- Joined:2004-12-12, 05:12
Re: Screen resolution
No, but you can run Ca3DE from the command line:3DProgrammer wrote:When i type 'v_describeresolutions' (something like that - i forgot ), it lists like 500 different types, but i only get to see the last few, so i cant see the number for resolutions around 800x600 or less. Is there a way to scroll up in the console?
Code: Select all
Ca3DE -help
Code: Select all
Ca3DE -clWinSizeX 640 -clWinSizeY 480
Your compiler assumes that type "char" is per default signed. You need to pass a flag to have it treat "char" as unsigned per default.It says "comparison is always true due to limited range of data type". Obviously even i know why this is, since a singed char's range is from -127 to 128, it (RandomNumber) will always be less than 192 & 224, respectively.
Also note that "char" is always either "signed char" or "unsigned char", but still a distinct type, i.e. different from these two.
Best regards,
Carsten
Carsten
renderer not supported...
i get a 'not able to find any renderer that is supported'
(Fehler: GL_INVALID_ENUM...)
i got a tnt2 on that machine - that should work - well - it does with the unreal and the hl engine ect... (but it first shows 'status-ok' )
i werds auf nem anderen rechner testen - aber ne tnt2 sollte doch wohl mit so einer engine laufen... unreal engine halflife usw läuft ja auch - wobei das ja vergleichbar sein sollte... (auflösung ändern nützt nichts... card says its not supported oder so... das bei opengl... )
(Fehler: GL_INVALID_ENUM...)
i got a tnt2 on that machine - that should work - well - it does with the unreal and the hl engine ect... (but it first shows 'status-ok' )
i werds auf nem anderen rechner testen - aber ne tnt2 sollte doch wohl mit so einer engine laufen... unreal engine halflife usw läuft ja auch - wobei das ja vergleichbar sein sollte... (auflösung ändern nützt nichts... card says its not supported oder so... das bei opengl... )
Re: renderer not supported...
Which one comes first? The one about the invalid enum or the one about the renderer?mibiwi wrote:i get a 'not able to find any renderer that is supported'
(Fehler: GL_INVALID_ENUM...)
No, having Unreal or HL1 running on a machine is by no means comparable to Ca3DE. Ca3DE supports dynamic per-pixel lighting and stencil shadows (not on a TNT2 though), and thus is rather in the league of Doom3 rather than that of Unreal or HL1.... unreal engine halflife usw läuft ja auch - wobei das ja vergleichbar sein sollte...
Nonetheless, it should run (albeit with reduced features). Is your video driver for the TNT2 current? Reasons for the OpenGL 1.2 renderer to fail include missing support for OpenGL version higher than 1.1 and the lack of the multi-texturing extension (which the TNT2 should have, though).
Please provide as many details as possible, I'd be interested to find the cause of your problems.
Best regards,
Carsten
Carsten
mibiwi, I have a work-around for you
Run the Ca3D-Engine from the command line with the following parameters:
In the Opions dialog, you'll want to reduce the texture detail to "low (fastest)" for your TNT2.
Hope that helps.
Run the Ca3D-Engine from the command line with the following parameters:
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Ca3DE_win32_vc60_r.exe -clRenderer RendererOpenGL12
Hope that helps.
Best regards,
Carsten
Carsten
mibiwi, I can now also confirm that the problems that you observed were a bug in one of the renderer DLLs.
I've fixed it now, the fix will be included with the next release of the Ca3DE Demo and MDK that I'll publish on Monday, together with many other interesting enhancements...
I've fixed it now, the fix will be included with the next release of the Ca3DE Demo and MDK that I'll publish on Monday, together with many other interesting enhancements...
Best regards,
Carsten
Carsten
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