View Full Version : first games prob with XP
11-02-2001, 08:19 PM
All games I've tried, old or new, have run OK so far with my new install of XP. But I've just encountered my first prob.
Serious Sam not only is suffering from 'jaggedy flashing' but has also locked up my system three times now.
I'm using an Nvidia Geoforce II MX card (Hercules) and have loaded the latest XP drivers from NVidia's site. I haven't used the Serious Sam patch yet.
Anybody out there have experience of the best NVidia drivers to use? And also anybody have answers to the Serious Sam prob?
I wonder if applying the patch works?
Other brief specs: KT7 RAID; Athlon 1.2 @ 1.320; 256 Crucial CAS2 133 RAM.
11-03-2001, 07:29 AM
11-03-2001, 10:55 AM
+ rewritten the in-game server browser to hold more info and have better formatting
+ added sorting and filtering of server list by any column
+ added VIP reserved player slots on server - configured using net_strVIPPassword and net_iVIPReserve
+ advanced configuration for max number of players, clients, and observers
+ added observer password
+ bend-over deathmatch cheat is no longer possible
+ crouch-jumping deathmatch cheat is no longer possible
+ after switching to different mod when joining a network game, you are not asked for player and settings once again
+ added chat message notification sound
+ added simple and configurable batch command scripts
+ new UDP-only RCon protocol and accompanying RCon program
+ added ListPlayers() and KickByName() console commands
+ added Restart() and NextMap() commands for DedicatedServer
+ reporting only public slots to server browser, without VIP slots
+ enabled client side demo recording
+ added banning by ip and/or playername
+ added net_bReportICMPErrors for not reporting WSAECONNRESET
+ added +quickjoin option for not asking about players and netsettings when connecting with +connect from the command line
+ menu colors and appearance can now be customized from a mod
+ script gfx-advanced... had wrong 'applyrendering.ini' invocation
+ connecting from within SeriousSam browser to server with different port didn't work
+ model overbrighting is now supported on cards that support GL_TEXENV_COMBINE extension - disabled by default
+ added transparent polygons on world (transparency doesn't have sorting problems like translucency)
+ added +server command line option
+ disabled frontclipping cheat
+ strafe FB
+ fixed problems with smooth sound change
+ scripts for custom shortcuts in SeriousEditor were missing in the installation
+ added numeric, align and filter dialogs for vertices
+ fixed crashing when changing view cfg during test game in SED
+ auto create mip models created invalid mappings for lower mips
+ SelectByTextureIn World/Sector wasn't selecting pretenders
+ fixed forcefield maxvelocity bug
+ fixed crouching under a touchfield
+ manual triangulation crashed in some occasions
+ removed stretch limit of 100
+ polygons with vertices that already have coordinates as merge target vertex don't have to be triangularized
+ added ATI Truform support when rendering models
+ ability to remove some particles from rendering (if shadow is black)
+ fixed some problems with demo recording
+ shadow map size info didn't count for invisible polygons and non translucent portals
+ added geometry exporting to .raw format from SEd
+ default polygon properties popup menu was wrong
+ added ability to import and insert object or list of objects with auto CSG applying
+ when a file is missing during dependency extraction, the file that referenced it is now reported
+ Shift+Fn shortcut scripts didn't work
+ ability to swap texture layers
+ exporting mark for equilized textures on stock dump
+ polygon filter for angles and coordinates
+ added CModelObject::StretchModelRelative()
+ added dynamically customizable model collision boxes per entity
+ max velocity clamping for gravity and force fields didn't
+ keeping track of build version that created the demo currently played.
+ GetTimeStamp() didn't close the file.
+ added auto updating of displace map (on terrain primitive)
+ ptr for visibility sector flags wasn't initialized
+ added visibility tweaks flags per sector and per worldbase entity (classification and visibility include/exclude)
+ fixed crashing when joining layers
+ fixed problem with naming the last property
+ hiding/showing of sectors only in sector mode
+ added another csg type check for second layer null
+ re-enabled polygon joining
+ fixed not removing unused textures from pretender portals
+ added ability to paste as projected for all three texture layers
+ added important entity interface for entity browser
+ fixed unknown texture animation key-word
+ added transformation matrix for importing 3d objects.
+ added link tree browser
+ added update brush command
+ added show entity names option
Well you asked :hat:
I'm going to try it now.
11-03-2001, 12:02 PM
11-03-2001, 12:16 PM
Well after applying that little lot, the OS didn't lock up, but despite whatever video options I've chosen within the OS & the game, I'm still getting what looks like textures breaking through.
Ah well, I've played it once through already and I knew there'd be a few 'games casualties' along the way if I upgraded.
Wish I could afford a Geoforce 3, that may cure it.
11-03-2001, 01:05 PM
Games always seem to presure us into buying the latest hardware don't they:sarcastic
I assume that you have UT working ok with Direct3D?
SS works different 'cos it uses OpenGL and not any DirectX stuff.
There are 2 things to try (get these from www.guru3d.com) :
1) NV refresh rate fix 'cos OpenGL default to 60Hz (stop the flickering)
2) GeForce Tweak Utility (GTU) to switch off v.sync and fek around with settings to try stop the lock-ups.
Are you running at AGP x4, have you got fast writes enabled?
What's the AGP Aperture size set to in the BIOS?
11-05-2001, 03:47 PM
Tim: I've used those two tweaks and it's getting better. I set the refresh rate in OpenGL to 85Hz, the same rate I have in my video settings.
Using that Nvidia tweak facility, the biggest improvement came from the option 'Settings revert to TNT2 & disable T & L' or words to that effect.
I had to disable T & L in 'Giants' to get that to run right in WIN 98SE, but I haven't loaded 'Giants' in XP yet.
UT is running fine. Better than before in fact, though I had to play around with several settings within the game options to achieve it.
I have AGP x 4 enabled, fast writes disabled and I can't remember offhand what my AGP aperture size is set at.
Those are good facilities, btw, thanks for the link :thumbsup:
Right now, I've got the pox with it though. I been fekkin' about with settings for the last hour and still ain't got it perfect. There comes a time when 'enough is enough'. I shall return when my grey matter is refreshed.
Thanks again for your help :hat:
PS: That extra package arrived yet? ;)
Got all the stuff now thanks! :toocool:
Sorry I didn't let you know before, I been in bed with flu for last few days :(
More things coming your way this week..... :cool:
11-05-2001, 05:26 PM
Good to hear Tim. :)
I tell ya what, I'm generally well pleased with XP, lots of good features, been doing all my work stuff fine, but when it comes to games... :grr:
I just loaded 'Giants' and the latest (as far as I know) patch. It won't run right in the graphics dept.
All I'm getting is large patches of yellow and orange, although it does appear to be running correctly, just can't see anything much.
Again, have messed about with vid settings, but no go.
Seriously considering a twin boot setup, WIN98 & XP.
Or maybe I'm gonna have to invest in a Geoforce 3.
When I can afford it :(
Bugger, bugger, bugger....
11-05-2001, 05:41 PM
Flops, have you tried (or anyone for that matter), an older set of the w2k detonators?
11-05-2001, 05:50 PM
Now there's a thought.
I've trusted Nvidia's drivers for WINXP, who's to know they're any good eh?
Might just try a few of them older drivers, nothing to lose, gotta be worth a try.
I will report back ( but not today) :D ( beddy byes beckons) ...
Thanks for the suggestion :)
11-06-2001, 03:31 AM
I give you fair warning nVidia have to stick to Microsoft’s rules of assigned drivers, as does everybody else, therefore the drivers that XP installed are the "correct" drivers for XP. :eek:
By all means try some others, but be prepared to "roll back" the drivers you install. I is quite easy to do that with XP. :D
11-06-2001, 08:59 PM
sorry to go off topic here, but, how does Fix-It 4 work with XP??
more interested in the anti-V and registry cleaner??
11-07-2001, 05:07 AM
Fix-It 4.0 appears to work just fine. I've run the 'All-in-one' wizard through once so far and have used several single facilities within the prog and all appears good.
I haven't tried any different Nvidia drivers yet, but I'm getting several other probs with assigning DMA to CD ROM drives and having Nero's 'In CD packet writing' software appear to clash with Microsoft's own built in burning software. So I uninstalled that part of Nero, I rarely used it anyway. The main part of Nero works fine though.
Having mixed results with running different games as well, but I think I'll maybe start another thread on that one, as I'm currently, slowly, testing all the games I have and making notes.
Did you get your XP install up and running OK?
One final note, I've mentioned it elsewhere but it may be worth repeating. My previous copy of Zone Alarm Pro was incompatible with XP, but their latest freebie version which you can download works fine.
Mr Flops :)
11-07-2001, 03:27 PM
ya, my install (used the upgrade) went great..
i'll give 4 a shot..
no need for ZA, as this rig is on the router :D
appreciate the reply mon ami..
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