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Publié : mar. juil. 05, 2005 11:39 pm
par jeanba
Bonjour à tous,

J'utilise depuis plusieurs mois BDG0.99 avec une ti4400 sans problème.
Depuis environ 2 semaines, j'ai installé une 6600GT, et je me retrouve avec des freezes qui rendent le jeu injouable (exemple : mission intercept : scattereed escort scattered attackers, je pilote les spits).
J'ai mis à jour mon cardbase, en notant comme référence de carte f1 (voir ci-dessous pour mon cardbase), j'ai deplus désactivé avast, qui peu apparemment donner des problèmes, mais rien n'y fait :(.
Une autre idée ?

voilà mon cardbase :

FORALL MIN_FRAME_TIME_MS 20
#FORALL DO_DIAGS
#FORALL FRAME_TIME_BUFF 50
# please note that the above line MUST come before your cards entry, or before the
# DEFAULT line
#
##################################################################################
# This is the card database, containing fixes for cards...
# The format of this file is pretty simple (you'll have guessed that a '#'
# is a comment line) Fixes come in a list (whitespace separated) after the
# device identifier (in hex)
# Following fixes allowed - note case sensitivity (as I'm lazy...)
# DO_DIAGS - write some diagnotsics to file 3D_Diags.txts
# FRAME_TIME_BUFF <integer> - store a buffer of frame times,
# size is the argument.
# will be output on exit to 3d into
# 3D_Timings.txt
#
# MIN_FRAME_TIME_MS <integer> - follow this by a number which is the
# minimum frame time in milliseconds
# setting to 20 (which is max of 50 fps)
# will often fix stuttering problems
# The first line in this file uses
# that as a generic fix for all cards
#
# VERTEX_FOG - try this if there are fog problems
# (usually things are blue in the
# wrong places) or everything is blue.
# NO_TEXTURE_TARGET - try this if tiles (squares) of the
# landscape are black or the wrong
# colour.
# SLOW_TEXTURE_DOWNLOAD - as above, often needed in
# conjunction with it.
# SLOWEST_TEXTURE_DOWNLOAD - as above, however only one of
# this fix and the previous one
# can be active at once, if both
# are in a line then the last to
# appear will be used.
# LOCK_TARG_FMT_TO_BACK_BUFF - as above, sometimes a better
# option as it can be quicker, however
# can use up gfx card memory
# in 32 bit colour depth
# NO_TEXTURE_BLEND - if the sea looks wrong or
# the cloud layer looks wrong
# then this may be the option
# for you (also effects the dither
# antialiasing).
# NO_DEVICE_VALIDATION - this can fix the problems from
# the above in a more satisfactory
# manner. Also if the game
# can't even get into the 3D it is a
# good idea to try this one.
# MAX_TEXTURE_WIDTH <integer> - if textures seem to be cut
# off or you can't get into the 3D
# MAX_TEXTURE_HEIGHT <integer> - then using these two fixes
# with values of 256 or 128
# ALWAYS_USE_W - Always use a W buffer
# ALWAYS_USE_Z - Always use a Z buffer
# - if there is only a 16 bit or
# smaller z buffer available we
# will use a z buffer, otherwise
# we will use a w buffer if the
# card claims it can. Symptoms for
# needing these fixes include the
# 3d not being displayed over
# the splash screen, only the 2d
# overlay.
# FAKE_W_BUFFER - fakes a w buffer using z,
# can prevent the above being used.
# fixed fog and specular for
# the voodoo 5.
# NO_GUARDBAND_CLIP - don't do guardband clipping if
# it is available
# STIPPLE_ALPHA - fixes problems that may occur
# with the luminous transparency
# blending
# - use if the view reticule in
# the cockpit and the lens flares
# look wrong
# W_16BIT - use if textures don't mesh
# tear along polygon in the
# landscape and clouds
# the following should not be needed...
# SET_TEX_FMT_NUMBER <integer> <texture type> - where texture
# type is one of;
# TF_LAND TF_LANDINIT

# Many cards will not need a line in this file to fix issues with them,
# also some configurations will not need the fixes that are here,
# however if after entering the 3D in the game there are obvious graphical
# problems then these may be avoidable using on or a combinations
# of the work around's available in this file.

# If your machine has a problem in the 3D try experimenting
# with the functionality available within this file, this is the
# general procedure to follow to try and find a fix;

# Step one - establish the device identifier (in hex) for your card.
# In order to establish the device identifier of your card, use a
# default card fix, the easiest way is to uncomment the following line
# (i.e. remove the '#' symbol), save this file and then enter the 3D
# again.
#
#DEFAULT
#
# On the loading splash screen there should be a line displayed
# reading something along the line of "using default fix, your
# cards number is ????", where ???? is a hexadecimal number.
# write down the number given as you will need it later to build
# your own line in the database below

# Step two - establish a fix or combination of fixes for your card.
# The first thing to do in order to try and find fixes for
# your graphics card is to check the list and see if there is a
# similar card already listed. If there is this is normally a
# good starting point of options to test. To try out the different
# options put the fix name (in capitals with spaces separating
# different options) after 'DEFAULT' on the line above.

# Step three - add your cards fixes to the database below
# Now you have all of the fixes that you need to play the game
# you can add a specific line for your card to the database below.
# The fist thing on the line is a description of your card, this must
# contain no spaces but other than that there is no real restriction
# on what you call it. After this you should add some whitespace (a space
# for example), then your cards identification number and more whitespace.
# Finally copy the fixes from the default line you created onto the end
# of the entry you have created for your card. Don't forget to recomment
# the default line. Congratulations, you should have now created
# a new database entry for your card.
#####################
# current fixes

Voodoo2 0002 W_16BIT VERTEX_FOG NO_TEXTURE_BLEND NO_TEXTURE_TARGET
VoodooBanshee 0003 W_16BIT VERTEX_FOG NO_TEXTURE_TARGET NO_TEXTURE_BLEND
Voodoo3 0005 W_16BIT VERTEX_FOG NO_TEXTURE_TARGET NO_TEXTURE_BLEND
Voodoo5 0009 W_16BIT VERTEX_FOG FAKE_W_BUFFER
# 3dLabs Oxygen VX1 Cards are a bit of a pain.
# if you are using 32Bit then you just need VERTEX_FOG ALWAYS_USE_W
# if you are using 16bit then you have you add NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
# The first line is always used - this is setup for 32Bit Displays.
OxygenVX1 000C VERTEX_FOG ALWAYS_USE_W
OxygenVX1 000C VERTEX_FOG ALWAYS_USE_W NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
Kyro 0010 NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD VERTEX_FOG
Riva_TNT 0020 NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
Riva_TNT2 0028 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
Riva_TNT2_Ultra 0029 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
Riva_TNT2_Vanta 002C NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
#GeForce 0100 NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
GeForce 0100 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
GeForce_DDR 0101 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
GeForce2 0150 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
GeForce2DDR 0151 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
GeForce2MX 0110 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
Matrox_G200_AGP 0521 NO_DEVICE_VALIDATION
FireGL_1KPro 3D07 STIPPLE_ALPHA SLOWEST_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET NO_DEVICE_VALIDATION
ATI_Rage_Pro 4742 SLOW_TEXTURE_DOWNLOAD MAX_TEXTURE_WIDTH 256 MAX_TEXTURE_HEIGHT 256
ATI_Radeon 5144 FAKE_W_BUFFER SLOW_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET
S3_Savage4 8A22 SLOW_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET ALWAYS_USE_W
GEFORCE6600 f1 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF


# now the default - note there is identifier number for
# it as I guess it is unknown... must be called 'DEFAULT'
# and have no identification number - here is an example
# also if a match is found earlier then processing of this
# file will stop so the default will never be reached
#DEFAULT NO_DEVICE_VALIDATION

Publié : mer. juil. 06, 2005 12:03 am
par oli
Tu as regardé le post de Pulars : Bob Mode d'emploi ?

Il m'avait bien aidé pour les problèmes de carte graphique, de cardbase et de config de BDG dans le jeu.

Publié : mer. juil. 06, 2005 11:24 am
par jeanba
Originally posted by oli@6 Jul 2005, 00:03
Tu as regardé le post de Pulars : Bob Mode d'emploi ?

Il m'avait bien aidé pour les problèmes de carte graphique, de cardbase et de config de BDG dans le jeu.
Oui, tout le travail de la cardbase en est issue.

Publié : ven. juil. 08, 2005 10:41 am
par pulsars
salut à tous
jeanba ---> relis le post que j'ai fait
fais le ménage des lignes de ce fichier cardbase
FORALL MIN_FRAME_TIME_MS 20 ----> 20 c'est trop bas (50 fps)
et ton numéro de carte , quel est -il ?
sinon tu pourrais passer via outil bdg advisor


à++-+
:)

Publié : ven. juil. 08, 2005 1:57 pm
par jeanba
Originally posted by pulsars@8 Jul 2005, 10:41
salut à tous
jeanba ---> relis le post que j'ai fait
fais le ménage des lignes de ce fichier cardbase
FORALL MIN_FRAME_TIME_MS 20 ----> 20 c'est trop bas (50 fps)
et ton numéro de carte , quel est -il ?
sinon tu pourrais passer via outil bdg advisor


à++-+
:)
Fais pour bdg advsisor : pas de résultats, mon numéro de carte est f1 (dixit advisor + ta méthode) : et ça donne (dernière ligne du cardbase) :
GEFORCE6600 f1 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF

Je vais tester le desinstall / réinstall ...