SFFT alpha drivers - V3/4/5 - Join to Testing

Started by Glide, 22 May 2004, 17:02:06

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in3d

#900
Hi,
I use AM 3.1R11 and I often have this error message when I work under Windows XP,it's rarer with the games.
Therfor,I used my Windows in 800x600 32bit and there ,the screen chage in 640x480 4bit with an error message as follows:

It is said :
"Microsoft Windows detected and repaired a breakdown of peripheral.
Record your work and start again to restore all functionalities."
Thenks for any sugestion;)
My system: GA-8SMML Motherboard, P4 1.7Ghz, 256MB SDRAM, Voodoo5 5500 AGP, Win XP Pro.

Nightbird

And what happens if you choose 800x600x16 bit or 1024x768x16 or 32 bits instead 800x600x32 bit ?
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Glide


Mikulaish

Hi! Is there any chance to get NFSU2 working on V5 6000? The game works, you just can't see the cars [:p].
Regards, Alpar.
 

ps47

its a known problem.I'm sure it will be corrected as soon as the time is right.

Mikulaish

I know, it is known. I just thought, it might have been left aside due to leak of intrest in this particular game, in favor of other more important mathers. I just wanted to remind SFFT that there is still inrest in that game. (at least where i'm concerned)
 


mhanor

I've downloaded sfft34 drivers and after clean-installing sfft34, I noticed that the 2 problematic screensavers had the same issues I've described in other posts. But one thing made me to turn to sfft33: some color palette problems in Interplay's Atomic Bomberman. The color palette is not chaotic, as with the Electric! screensaver... The first time I thought that the game selected another theme for it's interface... but that wasn't the case. After installing sfft33 over 34, I saw that the game was being displayed as normal. After that, I've installed 34 over 33 and the problem was there again. I tried and get some screenshots in the game (using Hyperionics' HyperSnap 6.03.1), but the screenshots were not what the game looked like. The game (using sfft34) were displaying an altered color palette, but the captured images were looking normal, as sfft33 drivers were displaying and as sfft34 should display.
 

SuperFurryFurryThing

One of the screensaver problems seems to be a bug in MesaFx, as it works with original 3dfx opengl dll. I have posted this information before, I think that I have managed to reproduce the palette corruption.

SFFT
 

mcmagostini

mhanor,

Could you post the screen so i can compare
here and check if i have the same corruption?

Thanks,
Matheus

PS: SFFT, Keep it up man. Kudos to you always.
AmigaMerlin / SFFT / MesaFX
Sempron64 3000+, 512MB DDR400 2,5-3-3-11
Voodoo5 5500 PCI (Rev 3100)
ASUS K8N4-E

mhanor

mcmagostini, I'm not sure which corruption you are referring to
 

mcmagostini

#911
Sorry, my bad.
On Atomic Bomberman, i mean.
AmigaMerlin / SFFT / MesaFX
Sempron64 3000+, 512MB DDR400 2,5-3-3-11
Voodoo5 5500 PCI (Rev 3100)
ASUS K8N4-E

AntiMatter_16

#912
Just installed the 34 version over the 33. Running XP with a Voodoo 3 2000 running on an old AMD K6-II 500 oc'ed to 550. 256 megs of PC100. Ran GlQuake fine, 96.2 fps. Quake III doesn't want to find the GLide renderer, so it runs in OpenGL, kinda slow. Homeworld doesn't want to run in GLide either. Not sure of the problem. Any advice? UT detects Glide okay. It doesn't run too well though, even on the lowest settings. Need For Speed High Stakes runs well. It also detects GLide. I had some crashes with the 33 driver. Dunno if they're still around for 34. Could just be that it's an old game, and not so XP compatible.
SLI Voodoo2s 12meg
Voodoo3 2000 16meg

Gorik

Hi to all,

Here too some troubles with Palette:
StarCraft (expasion + last patch) have red to blue shift, faces and decoration and menus too not only in game.

I proceed with some other test in next days, I'd like know if I have to try in alpha34 the TextureManagement change (just tried for starcraft)

Byex
Emiliano
MB: Gigabyte GA-7ZXE
VIA VT8363A (KT133A)
CPU: Duron 1.3 Ghz
RAM: 256 MB PC100
H/D: 10 GB, 20GB
CD-ROM: WAITEC ALADAR1
AUDIO: CT8550
VIDEO: VOODOO 5500 AGP 64 RAM bios 1.18

mhanor

I can confirm what Gorik is saying, I haven't mentioned what kind of color palette corruption is occuring... the same shifting of red to blue occurs in Atomic Bomberman's installation setup interface and in the game. But the images captured with the latest version HyperSnap look as the image should be displayed on the monitor (but it isn't), I haven't found a program yet that captures exactly what the screen is looking like. I will try and see what options does HyperSnap has, maybe I can convince it to capture what is really being displayed on the screen.