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Apoch003
01-13-03, 08:21 PM
the edit's to the q3a.cfg file that gives you rounder curves (in the archways) and powerups that stay spherical? I can't seem to find those edits anywhere.

Whiggles
01-14-03, 03:51 AM
- Open up your Quake3 config file (q3config.cfg). Use Wordpad, because Notepad screws up the formatting of the file.
- Search for "seta r_lodCurveError ", and set its numerical value to 10000.
- Search for "seta r_subdivisions", and set that to 1.
- Make sure "seta r_textureMode" is "GL_LINEAR_MIPMAP_LINEAR".
- Make sure you have "seta r_ext_compressed_textures" set to 0.
- Save and close the file. Select it in Windows Explorer, right-click the file and choose "Read only" so Quake III NEVER changes it.

Ailuros
01-14-03, 04:20 AM
Try 30000 and above. Those cards eat q3a for breakfast in any resolution.


edit:

ooops forgot...

Whiggles,

I think you need for recent point releases:

r_ext_compress_textures

but I don't recall from which point release and upwards (>1.17??)

Babel-17
01-14-03, 04:27 AM
It's been a while. Good list there. Hmm, "r_picmip "x". A setting of 0 gives best image quality. Setting it higher (up to 4) may improve performance but reduce image quality. I’d recommend leaving this at either 0 or 1".



Useful resource for tweaking Q3A engined games. Unfortunately some of the tweaks might not be useable with the current build. Only a few of the minor ones though.

http://www.techspot.com/guides-gaming.shtml

Apoch003
01-14-03, 09:28 AM
Those were the commands... thanks Whiggles!!!

Whiggles
01-14-03, 11:04 AM
No problem Apoch.

Ailuros,

Yes, I probably do need the latest point release. However, I rarely actually play Quake 3 -- I just use it to benchmark, and with newer, flashier games like UT2003 and even RTCW, I've been using it less and less.

Ailuros
01-14-03, 12:13 PM
I'm still using 1.17 myself.

It was merely an addition as I didn't know what point release Apoch might be using.

Apoch003
01-14-03, 02:44 PM
1.32 for me.

Figured since the new card was up and running, I'd try to emulate the openGL stutter bug that people were having.

Then I just got stuck looking at a 4 year old game and wanting to make it look prettier.

Now, I'm amazed, I'm actually playing it again (but don't ask me why... I still think this game sucks.)

Apoch003
01-14-03, 11:33 PM
the screens look great on q3a now. However, there's still one line or code edit I'm missing. When I'm up close on a health powerup, I still see the edges to make up the sphere. There was one more line to adjust that made them near perfect spheres before.
Dang, I shoulda kept this stuff.

Ailuros
01-15-03, 12:14 AM
try

lodCurveError=100.000

albeit not strictly relevant make sure that:

r_clear=0
r_nocurves=0

Apoch003
01-15-03, 12:29 AM
Originally posted by Ailuros
try

lodCurveError=100.000

albeit not strictly relevant make sure that:

r_clear=0
r_nocurves=0


Thanks Ail. I'll see what happens. Sharkfood is right about a more than a few things with this card (as usual)...
so far, I can recommend that anyone who has a 9700 download the Radeonator, and if you make no other setting differences, at least use the FORCE 24 BIT Z on both opengl and direct3d.
Also, enabling precaching in UT2003 is a must to end beginning level stuttering.
as Dabby would say.... smoooooth as pie!!!

Babel-17
01-15-03, 12:38 AM
I'm afeared of dem tweekurs! ;) :)

I'd much rather use .reg tweaks if someone ever compiled a driver version specific list.

Ailuros
01-15-03, 12:55 AM
Originally posted by Apoch003



Thanks Ail. I'll see what happens. Sharkfood is right about a more than a few things with this card (as usual)...
so far, I can recommend that anyone who has a 9700 download the Radeonator, and if you make no other setting differences, at least use the FORCE 24 BIT Z on both opengl and direct3d.
Also, enabling precaching in UT2003 is a must to end beginning level stuttering.
as Dabby would say.... smoooooth as pie!!!

For SS:SE (SS too) set in the PersistentSymbols.ini:

persistent extern user INDEX gap_iDepthBits=(INDEX)24;
persistent extern user INDEX gap_iStencilBits=(INDEX)8;

I've always used those two in those games for all accelerators. I've no idea why they default to 16bit depth on most cards.

Dumb question: did any of you try the latest Rivatuner to see what exactly Unwinder has included there?

Ailuros
01-15-03, 01:04 AM
Another OT (for VIA chipset users):

I've found that forcing side band addressing off, gets me far more stable and better performance.

Just do a registry search for VXD or VIAGART; once you've found the viagart key, just switch the default:

SideBand 01

to

SideBand 00

It's worth a shot for all cards out there.