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3dfx Hardware & Software => Voodoo2 Discussions => Topic started by: Glide on 18 December 2002, 11:24:29

Title: Voodoo2 and UT 2003
Post by: Glide on 18 December 2002, 11:24:29
Anyone is able to run UT 2003 with Voodoo2 (single or SLI)?
Please post if yes...

Title: Voodoo2 and UT 2003
Post by: Nightbird on 31 December 2002, 18:53:39
1 Voodoo 2 (8 mo or 12 mo) not possible probably
UT2003 needs 16 mo

perhaps 2 V2 (2*12 mo) or 1 Q3D X24 might run the game [:p]

a good experience indeed
Title: Voodoo2 and UT 2003
Post by: Glide on 01 January 2003, 16:58:13
Tnx for reply: UT 2003 works with a Voodoo3 card so it may go theoretically with a Voodoo2 SLI system [which has 16mb (2x8) o 24mb (2x12) video memory]

I'm looking to activate Voodoo2 SLI under MS Windows Millennium
OS with this game but UT2003 engine (via D3D or OGL) uses only primary card. This is the problem...

Title: Voodoo2 and UT 2003
Post by: Nightbird on 02 January 2003, 00:04:02
I presume that because of 3D capacities from the primary card, UT2003 tries to use it by
default, as primary screen controller.
Perhaps you can use 3DControlCenter program.
This will allow you to control which card does any 3D acceleration for Direct3D (Microsoft's DirectX) games.
You will find it here :
http://www.falconfly.de/tools.htm
Title: Voodoo2 and UT 2003
Post by: Glide on 03 January 2003, 14:31:25
I have tried this tool, also: but UT 2003 have bypassed it and game runs with primary video card [:(]
Of course tnx for your ideas...if you have others tip...I'm here ;)

Title: Voodoo2 and UT 2003
Post by: Nightbird on 03 January 2003, 21:24:25
odd

did you try to install like primary card, a card which is inadequate for UT2003 (e.g with only 8 mo)
Title: Voodoo2 and UT 2003
Post by: Glide on 17 January 2003, 19:29:47
Quotedid you try to install like primary card, a card which is inadequate for UT2003 (e.g with only 8 mo)

No...

Title: Voodoo2 and UT 2003
Post by: Grand Admiral Thrawn on 11 April 2003, 19:12:04
You could try an old PCI card such as the s3 ViRGE/DX, or some Tseng Labs part. ;)

Title: Voodoo2 and UT 2003
Post by: Glide on 17 April 2003, 00:44:20
Problem is that i would get a general solution, if possible.
I'm thinking about a ut2003.ini modding but this isn't simple [:(]!

Title: Voodoo2 and UT 2003
Post by: toony5 on 14 July 2004, 17:31:12
Hi.  This is my first post, so I thought I would try to make it good...  I recently figured out how to run UT 2003 and UT 2004 with a Voodoo 2 SLI.  It's neither fast nor pretty, but it works.  

Here is what's amazing:  Using the same method, I can run both games on a single Voodoo 2 card.  Both computers are running Windows XP.  

Anyone interested in how I did this?  
Title: Voodoo2 and UT 2003
Post by: dborca on 15 July 2004, 11:02:37
QuoteOriginally posted by toony5

Using the same method, I can run both games on a single Voodoo 2 card.  Both computers are running Windows XP.
Hum, both machines share the same card?
Title: Voodoo2 and UT 2003
Post by: toony5 on 15 July 2004, 18:36:43
Yikes...  My first message sounded confusing.  [:I]  Let me try again.  

One computer has two Voodoo 2 cards in SLI mode.  Another computer has one Voodoo 2 card.  Both computers can run UT 2003.  They can run UT 2004, too.   I am using the FastVoodoo2 4.0 XP GE drivers with the latest release of MesaFX.  

I played around with some configuration settings last night and got a better picture and somewhat higher FPS in UT 2004.  I will see if I can improve the "experience" more when I get off work.  

This is looking promising, so thank you for your hard work on MesaFX, dborca.  
Title: Voodoo2 and UT 2003
Post by: Nightbird on 15 July 2004, 20:14:16
Hum, you run UT2003/UT2004 but no problem with some maps and their size in textures ?
Title: Voodoo2 and UT 2003
Post by: dborca on 16 July 2004, 09:40:00
QuoteOriginally posted by toony5

One computer has two Voodoo 2 cards in SLI mode.  Another computer has one Voodoo 2 card.  Both computers can run UT 2003.  They can run UT 2004, too.   I am using the FastVoodoo2 4.0 XP GE drivers with the latest release of MesaFX.
Please post the mods here. Especially if there are some Mesa envvars (people is not good at them, and I am tired explaining). Thanks!
Title: Voodoo2 and UT 2003
Post by: toony5 on 16 July 2004, 18:53:51
@Nightbird:  I wouldn't say the maps look great, but they are definitely playable.  Can you give me the names of a few UT 2004 maps with large textures?  I just bought the full game since I got the demo to work.  

@dborca:  I'm at work now, but I can post details when I get home tonight.  Here is a brief summary of what I have done:  
1.  Copied MesaFX's opengl32.dll file to the Windows folder, then ran regedit.exe and pointed the default OpenGL driver to C:\Windows\opengl32.dll.  

2.  Opened ut2004.ini in Notepad, then changed the renderer to OpenGL.  I added the following two lines to the OpenGL section:  
  Use16bitTextures=True
  Use16bit=True

That allowed the game to start.  The textures were white, so I changed "Texture Details" from Normal to Low.  That made the game look much better.  Characters were grayish, so I changed "Character Details" (?) from Normal to Low or Lower.  I also changed some settings such as UseCompressedLightmaps=False in ut2004.ini.  

A few textures still aren't rendered correctly in the game screens, but I can live with that.  One of the guns has a secondary fire that makes the game unplayable because a big square appears on the screen.  (Can't remember the name - It's not the sniper rifle, but it allows you to zoom in on other characters [:o)].)  Maybe there isn't a workaround for that.  I tried setting MESA_FX_MAXLOD to 9, 10 and 11, but that made the maps looks bad.  

I want to play around with the ini settings to find a balance between speed and graphics quality.  I'm guessing that some of the detail settings with numbers (0.500000, for example) should make a difference.  I will have to read about that.  

My computer with the two Voodoo 2 cards is only a Pentium III 933, so it is below the minimum specs.  I moved the single Voodoo 2 card from my Pentium III 450 (don't ask - I just wanted to see if the game would work) to my AMD Athlon XP 1800+ last night.  The game is much smoother now, even with only a single Voodoo 2.  

I'm not sure about this, but it seems as if release candidate 6 from your situ makes the textures such as wood look better.  Is that possible?  I will try release candidate 7 when I get home.  

I figured out how to get the mouse pointer to appear in the menus, so I had to congratulate myself on that a few times.  :D  None of this would have been possible without MesaFX, so thanks again for working on it, dborca.  [^]  
Title: Voodoo2 and UT 2003
Post by: toony5 on 17 July 2004, 09:05:46
I played with UT 2004 tonight, but I didn't have much luck making it look better on a Voodoo 2.  I gave up on the UT 2003 demo since it looked pretty bad compared to the UT 2004 demo and full game.  


Here is what I found with UT 2004:

1.  The intro screen and menus look better if TextureDetailInterface is set to Low in ut2004.ini.  I set DetailTextures, HighDetailActors, SuperHighDetailActors and UseCompressedLightmaps in the OpenGL section to False.  

After I got into the game...
2.  "Texture Detail" set to LOW generally usually looks the best, although I had to change it to LOWER for a few maps because some textures on the ceiling appeared white.  

3.  Characters look best if "Character Detail" is set to LOW.  

4.  "Resolution" set to 640x480 worked best for me.  The screen did not resize correctly if I changed it to 800x600, for example, while I was in the game.  


Here are some things I could not fix, no matter what I tried:
1.  I could not get the HUD to display correctly.  All the weapons and numbers appeared as white squares.  

2.  The FPS did not display correctly, although I had a ballpark guess of what it was by watching the color of the box where the FPS should have appeared:  green=high, yellow=medium and red=low.

3.  The "Loading <map name>" messages that appear on the right side of the screen while a new map is loading would not display correctly.  They appeared as white rectangles.  

4.  The lightning gun's secondary fire mode would not display correctly.  A large box appeared where the zoomed-in image should have been.  

I tried different settings for MESA_FX_MAXLOD again, but that usually resulted in a corrupted picture.  DM-Deck17 map looked absolutely great with MESA_FX_MAXLOD set to 9 one time.  The only problem was with the "smoky" area down by the red lava that makes players bounce up:  The "smoke" came up in large blocks.  I tried some other maps (including DM-Deck17) a few minutes later, but the graphics were corrupt again.  I could not figure out why, so I stopped playing with MESA_FX_MAXLOD.  

Here are the specs for my main computer:
* Athlon XP 1800+ with 256 MB RAM
* Windows XP Professional with SP1
* Creative Labs 12 MB Voodoo 2 (CT6670)
* FastVoodoo2 4.0 XP GE drivers
* MesaFX 6.1.0.9 rc7
* UT 2004 with latest patch (3236?)

I have read that the Voodoo 2 in SLI mode still only has 8 MB of texture memory, so I decided I wouldn't gain anything graphics-wise by putting a second Voodoo 2 in the computer.  Is that true?  Even so, would the FPS increase very much in my situation if I install a second Voodoo 2?  I think 3dfx used to claim double the performance with two Voodoo 2's.  

Please let me know if you have any questions or comments.  

Till next time...  Tony
Title: Voodoo2 and UT 2003
Post by: dborca on 19 July 2004, 10:19:48
MESA_FX_MAXLOD doesn't do any good on UT engines, because those _DO_ check for max texture size and rescale accordingly. Any texture corruption is caused by unsupported TexEnv (texture application) modes, _NOT_ by texture sizes.
Title: Voodoo2 and UT 2003
Post by: Sanek on 20 July 2004, 16:25:13
UT2003

the game runs fine for me with WickedGL. A bit slow sometimes, but if you set all detailes to LOW, the game becomes playable.


Currently any game that supports OpenGL will run with Voodoo2 using either MESA (newer OpenGL support) or WickedGL (older opengl, but sometimes faster).

Tested on Diamond Monster 3D II 8MB, 4 MB tex mem. (Voodoo2 from Diamond)
Title: Voodoo2 and UT 2003
Post by: perer on 20 July 2004, 23:03:50
A voodoo2 8mb has 2mb texture memory pro TMU, The 12mb version uses 4mb Texture memory pro TMU. But the limit of the TMU is 16mb. The Maximum amount of ram on a Voodoo2 is 36mb, because the FBI is limited @ 4mb (in theory). Just wanted people to know, because they keep mixing these things up.
Title: Voodoo2 and UT 2003
Post by: Glide on 02 August 2004, 11:14:27
toony5, a lot of thanks for your posts!

This one is a Unreal Tournament 2004 screenshot by 3dfx Voodoo2 SLI cards (2x12Mb):

(https://www.forumzone.it/public/uploaded/Glide/200482115120_ut_2004_v2_SLI.jpg)


Besides, you can run this game w/o OS registry mod and OpenGL copy into Windows folder.

Simply overwrite ut2004.ini with this UT2004.zip (https://www.3dfxzone.it/enboard/../public/uploaded/Glide/200482121422_UT2004.zip) and copy openGL32.dll from MesaFX package to UT2004 System folder.

That's all,

good luck 3dfx users :)

Glide

Title: Voodoo2 and UT 2003
Post by: IAN on 07 September 2004, 15:17:48

with wickedGl it does not run comes back with this error

UT2003 Build UT2003_Build_[2003-02-13_18.53]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Pentium-class processor @ 451 MHz with 127MB RAM
Video: 3Dfx Interactive Voodoo3(tm)

GL_EXT_bgra not supported - bailing out.

History: UOpenGLRenderDevice::SetRes <- UWindowsViewport::TryRenderDevice <- UWindowsViewport::OpenWindow <- UGameEngine::Init <- InitEngine

works with mesa gl but very slow about 5 fps and unplayable even with all settings very low 640 X 480 res. also cant read menus

500 amd k6-2 running at 450mhz (75mhz X 6)
40Gb +3gb
4mb pci ati rage ii +dvd
2 x 12mb creative 3d blaster voodoo 2 sli
fast voodoo 2 4.0 gold edition drivers
xp pro + sp2


Title: Voodoo2 and UT 2003
Post by: Nightbird on 07 September 2004, 20:17:54
The first bottleneck is perhaps your cpu : k6/2 500 mhz
In theory, the game needs a P3 or an Athlon > 700 mhz.

Quotewith wickedGl it does not run comes back with this error
GL_EXT_bgra not supported - bailing out.
Was the "classical" problem with UT2003.


Title: Voodoo2 and UT 2003
Post by: innuend0 on 21 February 2005, 16:21:51
Hi everybody !
I'm very pleased to see that voodoo2 history is not completely done. I found the work of local developpers to be incredible.

I own an old voodoo 2 12mb and i ask if it's possible to enlength his life by playing UT2004. Some of you said that it's possible, but i want to know if it's completely possible, without bugs and visual artifacts at the present time.

(if a voodoo 2 can be bought for 10 or 15 $ or €, i'm ready to buy one, if necessary)

My question is what visual quality can i expect ? Can you please post screenshots ? (i already searched the whole forum)

My mobo is a kt133
My CPU is a palomino 2000+
My main graphic card is "riva tnt2 m64 32Mo"
Title: Voodoo2 and UT 2003
Post by: innuend0 on 25 February 2005, 13:32:20
anyone ?
Title: Voodoo2 and UT 2003
Post by: ps47 on 25 February 2005, 14:58:49
..use the riva tnt2.voodoo2 is not good for ut2003/4.visual quality is not very good and speed is bad.se here:
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=1317
Title: Voodoo2 and UT 2003
Post by: elianda on 17 May 2005, 11:47:12
The following issues are most annoying with MesaFX in UT2004:

- The Squares instead of test is due to the missing render to texture capability I guess. I also can see such white squares in other programs. f.e. try the 'Variform' Demo or similar stuff.
- The many Texture Layers make the world look very rastered.
- The Screen Size is not adjusted correctly, only 640x480 are visible from the lower left corner of the whole screen.

I think the first issue may be possible to be emulated by mesafx, the last issue seems to be some bug?
A visible 1024x768 resolution would be fine on a V2 SLI 8)

Ciao...

Title: Voodoo2 and UT 2003
Post by: ps47 on 17 May 2005, 12:41:38
mesafx can do wonders,but when the game's opengl support is bad there is not much you can do..
Title: Voodoo2 and UT 2003
Post by: dmd-0 on 28 January 2006, 18:45:33
is there any way to see the HUD in ut2k4 with 2xV2 8MB??
Title: Voodoo2 and UT 2003
Post by: ps47 on 28 January 2006, 21:06:06
no I'm afraid.at least not right now.
Title: Voodoo2 and UT 2003
Post by: dmd-0 on 28 January 2006, 22:59:31
when could that be?
Title: Voodoo2 and UT 2003
Post by: ps47 on 29 January 2006, 20:00:25
as soon as I learn to code in opengl.shouldt take long,something like 3-5 years..
Title: Voodoo2 and UT 2003
Post by: dmd-0 on 29 January 2006, 20:33:12
oh, excelent news...anyway, thx for replies :)
Title: Voodoo2 and UT 2003
Post by: toony5 on 22 April 2009, 03:13:52
Hi.  Has anyone had positive results with UT 2003 or UT 2004 on a Voodoo2 card?  I gave up a few years ago because I could not find a workaround or fix for important things like the HUD.

However ... I recently tried Daniel Borca's OpenGL "replacement" (http://geocities.com/dborca/opengl/sage.html) on a Voodoo2 and had very good results with some maps.  Deck17 is very playable, for example.  The FPS is (obviously) higher with two Voodoo2 cards in SLI mode.

All I did was extract opengl32.dll and sage.ini from sage-0.9.2 into C:\UT2004\System.  Next, I deleted UT2004.ini to remove the previous settings.  After that, I started and exited UT 2004 to recreate a new UT2004.ini file.  Finally, I edited UT2004.ini as follows:

1.  [Engine.Engine] section
Comment:   RenderDevice=D3DDrv.D3DRenderDevice
Uncomment: RenderDevice=OpenGLDrv.OpenGLRenderDevice

2.  [WinDrv.WindowsClient] section
Set: FullscreenViewportX=640
Set: FullscreenViewportY=480
Set: TextureDetailInterface=Normal
(set other TextureDetail* settings to Low or VeryLow)

3.  [OpenGLDrv.OpenGLRenderDevice]
Set: HighDetailActors=False
Set: SuperHighDetailActors=False
Add: Use16bitTextures=True
Add: Use16bit=True

I have adjusted other settings to see if they make a difference, but the above settings seem to be the most important.  I left the settings in sage.ini alone.

The mouse pointer usually does not appear when I run UT 2004, so I press Alt+Enter once to make it appear.  I unchecked "Detail Textures" in UT 2004's Settings | Display screen to gain a little speed.

The terrain in some maps such as Antalus looks dull, but hey ~ it's pretty "cool" to be able to play a game like UT 2004 on such an old card.  

Long live 3dfx!  :)