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#1 |
Premium
Datum registracije: Nov 2001
Lokacija: Ribarska 29, 52203 Medulin, Hrvatska
Postovi: 225
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DirectX 9
Dali je netko isprobao novi DirektX i ako je kakvi su dojmovi - rezultati |
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#2 | |
Administrator
Datum registracije: Nov 2001
Lokacija: Sesvete
Postovi: 15,963
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Re: DirectX 9
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Oglas
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Oglasni prostor
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#3 | |
(°_°)
Datum registracije: Nov 2001
Lokacija: Samobor
Postovi: 3,249
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Re: Re: DirectX 9
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Toshiba m200 TabletPC + Samsung 205BW |
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#4 |
Premium
Datum registracije: Dec 2002
Lokacija: Agram
Postovi: 2,976
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![]() Ovaj put se isplati kupiti novi BUG. Ima na CDu novi DX9, pa novi M$ MediaPlayer isto 9.0 (ak to netko i koristi), ima test fotića, pun kufer njih, ... ovaj put se isplati dati tih 33 kn. Dobro ja kupujem svaki ali ovaj je OK. ![]() BTW lista popravaka sa 2186 patchom za UT2k3: GamePlay: - now support left handed weapons - fixed hidden weapons appearing occasionally on respawn - spectators don't show up on DM scoreboard at end of match - FPH doesn't change after match ends - shock combos now work after going through static meshes, and at all angles. - Fixed when entering a painzone you take double the damage/second in the first second and the correct amount thereafter. - added exec function SwitchToLastWeapon (bound to E by default) - fixed megaspeed DMMutator game option. - improved bombing run AI (better AI reset between scores) - fix for CTF flag can't be picked up - fixed showing flag icon on scoreboard even if holder not relevant - fixed throwing out minigun screwing up assault rifle - added server option bBrightSkins to [UnrealGame.DMMutator] (and in the game rules menu). Setting it to true makes player skins brighter. - fixed rocketlauncher can lock onto invasion monsters (bonuspack) - change weapon sound pitch when berserk - added bPreloadAllSkins config option to UT2003.ini, in the [UnrealGame.UnrealMPGameInfo] section. Its false by default. If true, all skins and character models referenced in .upl files are preloaded. Only set this option to true if you have a lot of system RAM (512 MB or more). This option reduces the hitch experienced when new players join a multiplayer game during gameplay. - only allow restartgame() to be called once. - added a GetWeaponStats exec function, which writes weapon info to the log for tracking down weapon problems - Fixed VoiceMenu Acknowledgements to use the abbreviated versions if available - other clients hear rockets being loaded - fixed local stats for instagib - fixed domination hud for spectators - added the exec command "specviewgoal" that will attempt to show the current goal (be it the flag/ball/dom point or the guy holding it). - made flak shell more visible - dropflag works in net games Mod support: - GameRules.NetDamage() always called in team games, and GameRules.ScoreKill() not called twice - momentum is passed as an out (by reference) parameter in GameInfo.ReduceDamage() and GameRules.NetDamage() - moved teammate momentum reduction to TeamGame.ReduceDamage() - added ClientReceiveCombo() to xPlayer, to allow replication of mutator combos. - Mod authors can now add keys to the config menu. See XInterface.GUIUserKeyBinding for info "how to". - added support for pushing skins and meshes down from the server, with the PlayerRecordClass Use PlayerRecordClass to push down player skins and meshes from the server. For example, if the Reaper clan was running a server, and had their own clan skin in ReaperSkin.utx, here's what they'd need to do: Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with "mod" appended. Reaper is a subclass of PlayerRecordClass, with all the default properties set appropriately to setup up the character. Clan members will need to have a .upl file with the same character definition. The server will need to have both ReaperSkin and ReaperMod in its serverpackages. Networking: - improved cheat protection - spectating improvements - single pass through actor list for first pass relevancy determination for all connections. Improves server CPU utilization by 20% to 30% for servers with large numbers of players - hide passwords in URL - added bAdminCanPause configurable property to GameInfo. It's true by default. To change it to false, add bAdminCanPause=false to the [Engine.GameInfo] section of your UT2003.ini file. - fixed precision problems with ping calculation - fixed adminsay bringing up MOTD on clients - fixed bots not properly losing player enemies when players log out of net games. - Fixed LAN broadcast bug which caused problems in the LAN tab when multiple UT2003 servers were run on the same machine - TcpLink/UdpLink eventReceivedBinary fix. - Fixed Bug in CheckIPPolicy - fixed port swapping bug. - maxspectators can be passed on command line - Fix for Admin's Managed Groups - Fixed Admin names showing multiple times when in multiple groups - Added several game options to Web Admin - Fixed Web Admin SetPlayInfo so that it won't be called twice on DMMutator - Fixed MutatorFillPlayInfo so that it chains. Do not override MutatorFillPlayInfo, just override FillPlayInfo - Fixed MD5 package protection so that it would stop resetting all RevisionLevels to 0 on loadup - Fixed Web Admin Friendly Fire defaults - Fixed Kick Command in AdminINI - Changed the seperator character for the in-game admin menu from | to ESC - Made Extended Console stop complaining when a MusicManagerClass wasn't defined. - Fixed UTServerAdmin so it would pass PreQuery and PostQuery calls to mods - fixed banning someone in internet games bans all spectators Demo Recording: - Fixed occasional (!Closing) crash on playback - fixed shock beam on client-side demos - When recording demos on a client, listen server or single player, the demo file only records demo frames at the frame rate specified in NetServerMaxTickRate in the [Engine.DemoRecDriver] section of UT2003.ini. This does not effect the frame rate, only the rate at which frames are written to the demo recording file. This solves the problem of slow demo playback of client-side demos on machines which are not as fast as the recording machine. - fixed bug where ?timedemo was accidentaly including the precaching time Menus/Interface: - LowSoundQuality option is saved properly. - maps listed alphabetically - Added Map name to loading screen - fixed bug where menu mouse resolution was dependent on direction - added "MouseX/YMultiplier" to scale raw mouse input in [WinDrv.WindowsClient] in your UT2003.ini - added support for up to 8 mouse buttons - Fixed some Accessed None spam in the UI - fixed 'half op" status for IRC client - display channel topic for IRC client - For custom game types, have seperate 'Custom' tab with combo box in the server browser. OpenGL: - fixed bug which caused game to reverted to D3DDrv after patching - added code to disable specular if neither ATI_texture_env_combine3 nor NV_texture_env_combine4 are exposed (Linux DRI drivers) - worked around fog related driver bug in older ATI drivers - added code to switch back to desktop resolution at exit (Win98) D3D: - fixed bug related to OverrideDesktopRefreshRate option - added workaround for HW bug on certain older NVIDIA cards - changed code to handle D3DERR_DEVICELOST on initial device creation Sound: - updated DefOpenAL32.DLL with latest version from Creative Other: - fixed big memory leak caused by garbage collection problem with certain levels (occurred on level change) - fixed occasional crash which occurred during garbage collection on level changes, or when joining a server - fixed sporadic karma physics crash - performance improvement: frame rate based culldistance for player shadows - Benchmarked botmatches require ?attractcam=true to be appended on the command line after ?quickstart=true to work like before Dugo a? ![]()
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#5 |
MadModerator
Datum registracije: Sep 2002
Lokacija: N/A
Postovi: 5,195
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Je li preporučljivo da insaliram DX9 na moju grafičku? Znam da neću dobiti ništa na ubrzanju ali hoće li biti kakvih "nesuglasica" DX9 i oslaog hardwarea kod mene?
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skupi-dupi-du, skupi-dupi-du, pam pam... pf |
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#6 |
Premium
Datum registracije: Nov 2001
Lokacija: Ribarska 29, 52203 Medulin, Hrvatska
Postovi: 225
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Fast Write ne radi u DirectX - u 9.0
Svi mi lijepo ovdje nafalili nove Omega drivere i DirectX 9.0 i što onda ja dobijem kad sam ih poslušao: Instalirao VIA 4in1 4.45 najnoviji Instalirao DirectX 9.0 Instalirao zadnje Omega drivere i u VideoOpcijama po SmartGuard iliti slično hoću ukopčati Fast write jer je po defaultu iskopčan kad ono nakon restarta AGP više nije 4x već off, a fast write je i dalje off. I tako do beskonačnosti nijedna konbinacija ne radi. Nakon reinstala Omega drivera opet je sve po defaultu na: AGP 4x Fast Write - off Jeli nekome sa omega driverima uopće uspjelo da ukopča Fast Write na - on, a da mu je AGP i dalje na 4x Please odgovor konkretni Thanks |
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#7 |
Super Moderators
Datum registracije: May 2002
Lokacija: Zg
Postovi: 17,485
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Meni su novi VIA-ini driveri sjebali perfomanse generalno..... Kaj se tiče FW-a,to ti na ATI-ci ne znači baš ništa,a ovo s AGP-om-odi lijepo u sandru pa pogledaj kaj ti tamo piše za brzinu,možda u CP-u piše off a sve dela kak treba Ma bila je neka fora s tim,ali nisam obračao pažnju jer sam još na 2.5+DX8.2 |
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#8 |
Caught Somewhere In Time
Datum registracije: Oct 2002
Lokacija: zg-vrbani, vž u srcu
Postovi: 1,860
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Znači ovi novi hyperion drajveri nisu baš nekaj?? A meni se ionako činilo da su 4.43 jako dobri i stabilni. A apsolutno se slažem s jelcom kaj se fw-a tiče. Kod atija ga je najbolje isključiti već u bajosu matične i zaboravit na njega. Nego kaj ste svi požurili s tim DX 9?? Meni 8.1 b i Omega bazirana na 2.5 katu radi jako dobro tak da ne vidim razloga za dugu devetku ![]() Aj dobro nagovorili ste me! Pošto sam uzeo novi disk i matičnu za stari komp moram sve reinstalirat pa ću stavit DX 9 i najnovije 3.1 kataliste pa da vidimo ![]() |
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#9 | |
Super Moderators
Datum registracije: May 2002
Lokacija: Zg
Postovi: 17,485
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![]() A kaj se tiče brzine AGP-a,za to je odgovoran onaj mali odurni komadić softwarea koji se zove-gle ironije ![]() Osim toga,o-ba-ve-zno treba uvijek dobro očistiti registry prije instalacije novih drivera,pogotovo kod ATI-ja. |
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#10 | |
matroxfanatic
Datum registracije: Nov 2001
Lokacija: Zagreb, na zapadu
Postovi: 2,444
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Re: Fast Write ne radi u DirectX - u 9.0
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#11 | |
Caught Somewhere In Time
Datum registracije: Oct 2002
Lokacija: zg-vrbani, vž u srcu
Postovi: 1,860
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#12 |
Premium
Datum registracije: Mar 2003
Lokacija: 00
Postovi: 323
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Evo, ja imam Radeon 9700 Pro, i ne treba ni govoriti da sam zadovoljan. Ne znam je li to zbog DX 9 ili zbog odličnog čipa, ali slika je super. ![]() ![]()
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Screew you guys, I'm going home! |
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