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Messages - mhanor

#1
Does anyone uses the 1920x1080 resolution? My Dell U2212HM monitor doesn't autoadjust correctly when I'm using my Voodoo4 4500 AGP card. There are black bars on the left and on the right of the picture. The monitor autoadjust correctly when I connect it to a more recent video card (AMD HD6850).
#2
here's another minidump (driver stopped working) with sfft56 under Windows XP SP3 RC (build 3264)
I haven't encountered such an event lately, this is a first even for my SP3 RC... I was playing quake2 and wanted to change the server
https://www.3dfxzone.it/public/uploaded/mhanor/20081822330_Mini010808-01.zip

too bad no one is working on MesaFX anymore... but I see that somebody is working on the glide libraries... maybe he could fix the crash in glide3x.dll on alt-tab while in OpenGL/Glide games
#3
another THREAD_STUCK_IN_DEVICE_DRIVER, but with sfft52,
using the latest version of nquake with default settings (desktop=1024x768@16bpp)

as always, it doesn't happen every time, just try playing with it
usually, it happens when exiting the game

you can get nquake from:
http://nquake.sourceforge.net/

minidump:
https://www.3dfxzone.it/public/uploaded/mhanor/2007112821583_Mini112807-01.zip
#4
sfft51 is an interesting release, for me at lest
I've noticed that glide2x.dll and glide3x.dll were recompiled
there are important improvements with sfft51 regarding the problems I've posted with quake2... now I can join a server (tested r1q2 with r1gl and default opengl) and the driver doesn't hang right before entering the game (after trying to connect to a server)
it still hangs under certain circumstances with 0xEA (I'll try and find out more)

a new issue... playing r1q2 with r1gl @640 (I don't know if it happens only with these paramenters) then typing quit at the console, after exiting the game, the desktop reapers with the icons rearranged... this doesn't happen every time... I can't figure it out (my desktop is @1024x768x16bpp) it has something to do with switching from r1gl to software (see below)

there's still that question from r1q2 to create a crash report when switching from software to r1gl/default opengl

also, in software mode, when selecting r1gl @1024x768, the result is r1gl @640x480 (probably it has something to do with those errors when creating the opengl context); after that I can switch to 1024

when switching back from r1gl to software... the game enters a software windowed mode... even if I select fullscreen... after entering that software mode, the ingame fullscreen option is disabled; if I select it to Yes the second time (being in software), the game refuses to do fullscreen... I don't know if its related to the video driver or to r1q2

another thing... I've tested the behaviour of ioquake3 on alt-tab... with sfft50 and below it always crashed in glide3x!grDrawTriangle+0x2d
the same thing happens with sfft51... I've tried sfft50 with GlideXP (http://www.users.on.net/triforce/glidexp/) (I'm sure I've replaced glide2x.dll and glide3x.dll, I don't remember about the OGL and ICD dlls) and the game didn't crashed, it handled very well the change on alt-tab and I could reenter the game with no problems... unfortunately, GlideXP has other problems (like not-so-good image quality)
r1q2 with r1gl also crashes at glide3x!grDrawTriangle+0x2d

I've uploaded 2 minidumps (and some basing info provided by windbg) for sfft51's 0xea hang/bsod (this time the driver verifier was able to restrain the driver... no more 0xea bsod... it only hangs and the OS terminates it)

https://www.3dfxzone.it/public/uploaded/mhanor/2007117202526_sfft51_minidumps.zip
unfortunately, I've uploaded it twice... I forgot how the 3dfxzone.it forum works with attached files

because the opengl ICD and OGL files have not been changed, I've decided to post the new findings here and not in MesaFX's thread
#5
same issues, as above, with SFFT alpha 49
the OGL is the same as SFFT 48, but the alpha 49 driver hangs or gives BSOD under the same conditions as alpha 48

http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=55 (@bottom)
#6
General Discussions / MesaFX
15 October 2007, 18:06:58
you can use&test with this multiplayer-fitted quake 2 demo:
http://www.computergames.ro/ro/downloads/viewitem/id/8362/name/quake-2-multiplayer-edition.html

and R1Q2:
http://www.r1ch.net/stuff/r1q2/
http://www.r1ch.net/stuff/r1gl/

try:
quake2 3.20 with default opengl
r1q2 with default opengl
r1q2 with r1gl

after launching, R1Q2 will ask you to generate a crash log, press No to enter the menu game

after you launch the game (during the ID Software logo movie), press ` to bring up the console
type
connect g.gameszone.ro
or
connect q2.computergames.ro (only with r1q2 and anticheat)

it will trigger a BSOD or a driver hang after it loads the last file

R1Q2 and R1GL works, but the game takes a big performance hit when using items that explodes (rockets, grenades, etc) and dynamic lightning is enabled (gl_dynamic 1). This doesn't mean that R1Q2 with R1GL doesn't ask to output a crash log when launching the game. Plus other issues which I can't reproduce
#7
how to crash SFFT48 (something like ggab posted above):
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=55 (bottom)
I couldn't find how to link to the exact reply

I have some minidumps, if someone needs them
#8
General Discussions / MesaFX
23 September 2007, 15:21:06
I was wrong... using the original 3.20 quake2.exe, the game starts using default opengl, I only can use the menu, but problems appear when I attempt to enter on a map (single, multi or a demo, it doesn't matter)

the r1q2, using the original ref_gl.dll or ref_r1ql.dll exits with the same crash logs:

Stack trace:
Stack    EIP      Arg0     Arg1     Arg2     Arg3     Address
0012EA1C 61FE6E14 61FD0380 FFFFFFFF 77C36D37 61FD065D 3dfxOGL.dll!0x61fe6e14
0012EA3C 61FD0452 000000E0 000000E0 00000000 00000001 3dfxOGL.dll!0x61fd0452
0012EA5C 61FD0679 0A2A0084 0A2A0084 0012EAF4 61E92042 3dfxOGL.dll!0x61fd0679
0012EADC 61F36A9A 0A2A0084 0A2A0048 0012EB24 61E940F3 3dfxOGL.dll!0x61f36a9a
0012EAEC 61E92042 0A2A0048 012E6E38 61EFE470 61EFE470 3dfxOGL.dll!0x61e92042
0012EAFC 61E940F3 0A2A0048 012F1CF0 00000000 0012EBCC 3dfxOGL.dll!0x61e940f3
0012EB2C 61E942C5 012F1CF0 00000000 0012EBCC 012E6E38 3dfxOGL.dll!0x61e942c5
0012EB5C 61FEF436 000A00BE 00000007 00000000 6207A970 3dfxOGL.dll!0x61fef436
0012EE2C 62066721 BF010269 5ED19652 5EDAC6E0 0019E544 3dfxOGL.dll!0x62066721
0012EE5C 62067CDF BF010269 00000000 0012EFD4 BF010269 3dfxOGL.dll!0x62067cdf
0012EE7C 5ED1B8C9 7FF50000 014CE2E4 00000006 00000000 opengl32.dll!0x5ed1b8c9
0012EEA4 5ED1BA21 00000000 00000000 00000001 1000E4ED opengl32.dll!0x5ed1ba21
0012EFE4 5ED1BADD BF010269 000001E0 00000280 90000000 opengl32.dll!0x5ed1badd
0012EFF4 1000E4ED 0012F148 770101CB 0012FA00 7E46B1D8 ref_gl.dll!0x1000e4ed
0012F034 1000DD25 00000000 00000000 00000000 00000000 ref_gl.dll!0x1000dd25


also... for the first time, I encountered another issue... windows reported that the 3dfxvs.sys driver stopped responding, this happened while I was in quake2 (original q2 3.20 exe), using default opengl and I wanted to join some server (any server) or load a map (any map).

From windows's logs:

"Application popup: Windows - Display Driver Stopped Responding : The 3dfxvs display driver has stopped working normally. Save your work and reboot the system to restore full display functionality. The next time you reboot the machine a dialog will be displayed giving you a chance to upload data about this failure to Microsoft."

"The driver 3dfxvs for the display device \Device\Video0 got stuck in an infinite loop. This usually indicates a problem with the device itself or with the device driver programming the hardware incorrectly. Please check with your hardware device vendor for any driver updates."

Or it triggers a machine check exception (BSOD) or another another BSOD (3dfxvs.sys, STOP 0xEA(,,,0x01)). Same thing with r1q2 and the 3.20 gl renderer.

If I start the game (with the same original 3.20 exe and 3.20 default opengl driver), the game crashes when tring to run the first demo, windows records this in its logs:

"Faulting application quake2.exe, version 0.0.0.0, faulting module glide3x.dll, version 3.10.0.2610, fault address 0x0002b848."

I can reproduce everytime the things above.
#9
General Discussions / MesaFX
20 September 2007, 23:56:30
hello... I've been trying Quake2 under Windows XP, using OpenGL, but the original exe just exists without any explanation (default OpenGL or 3dfx OpenGL, it doesn't matter, only software works); I've downloaded r1q2 (http://www.r1ch.net/stuff/r1q2/) and tried it (using default OpenGL and r1gl OpenGL) and it does something more than the original exe: it tells me it crashed and generates a log and a dump file; the log file lists 3dfxOGL.dll as crash point:

Stack trace:
Stack    EIP      Arg0     Arg1     Arg2     Arg3     Address
0012EA18 61FE6E14 61FD0380 FFFFFFFF 77C36D37 61FD065D 3dfxOGL.dll!0x61fe6e14
0012EA38 61FD0452 000000DF 000000E0 00000000 00000001 3dfxOGL.dll!0x61fd0452
0012EA58 61FD0679 09EB0084 09EB0084 0012EAF0 61E92042 3dfxOGL.dll!0x61fd0679
0012EAD8 61F36A9A 09EB0084 09EB0048 0012EB20 61E940F3 3dfxOGL.dll!0x61f36a9a
0012EAE8 61E92042 09EB0048 012E6E38 61EFE470 61EFE470 3dfxOGL.dll!0x61e92042
0012EAF8 61E940F3 09EB0048 012F1CF0 00000000 0012EBC8 3dfxOGL.dll!0x61e940f3
0012EB28 61E942C5 012F1CF0 00000000 0012EBC8 012E6E38 3dfxOGL.dll!0x61e942c5
0012EB58 61FEF436 00180142 00000007 00000000 6207A970 3dfxOGL.dll!0x61fef436
0012EE28 62066721 0D010806 5ED19652 5EDAC6E0 001A8264 3dfxOGL.dll!0x62066721
0012EE58 62067CDF 0D010806 00000000 0012EFD0 0D010806 3dfxOGL.dll!0x62067cdf
0012EE78 5ED1B8C9 7FF50000 014CE48C 00000006 00000000 opengl32.dll!0x5ed1b8c9
0012EEA0 5ED1BA21 00000000 00000000 00000001 1000FCDF opengl32.dll!0x5ed1ba21
0012EFE0 5ED1BADD 0D010806 10062668 1006266C 0012FA00 opengl32.dll!0x5ed1badd
0012EFF0 1000FCDF 00000008 00000000 00000000 00000280 ref_gl.dll!0x1000fcdf
0012F030 10010040 00000000 00000000 00000000 00000000 ref_gl.dll!0x10010040

This happens every time I start r1q2 with OpenGL... also, the game does start by telling r1q2 not to generate the crash log... then it enters fullscreen OpenGL game console and in the console it lists some errors:

Loading ref_gl.dll
ref_gl version: GL 0.01
Initializing OpenGL display
...setting mode 3: 640 480 FS
...attempting fullscreen
...using desktop display depth of 16
...calling CDS: ok
GLimp_Init() - qwglMakeCurrent failed
VID_CreateWindow() - GLimp_InitGL failed
ref_gl::R_SetMode() - invalid mode
Initializing OpenGL display
...setting mode 3: 640 480 W
ref_gl::R_ShutDown() - qwglMakecurrent failed
...setting windowed mode
GL PFD: color(32 bits) Z(24 bits)

the rest of the console text doesn't matter (it lists the capabilities of the OpenGL library)... the result is the game running in OpenGL fullscreen 640x480 (not windowed) after it reported a crash and after I denied it to create the crash log

I'm using SFFT48 with the included MesaFX (6.3.0.1) and a Voodoo4 4500 AGP video card, under Windows XP SP2 fully updated

In case somebody still works on MesaFX, maybe you can use this information to improve it

thank you

*********
Later edit:

Here is another trace taken from another system with the same video card, drivers, same OS (clean install)

Stack trace:
Stack    EIP      Arg0     Arg1     Arg2     Arg3     Address
0012EB28 61FE6E14 61FD0380 FFFFFFFF 77C36D37 61FD065D 3dfxOGL.dll!0x61fe6e14
0012EB48 61FD0452 012D4180 012D0168 00000000 00000002 3dfxOGL.dll!0x61fd0452
0012EB68 61FD0679 096D0084 096D0084 0012EC00 61E92042 3dfxOGL.dll!0x61fd0679
0012EBE8 61F36A9A 096D0084 096D0048 0012EC30 61E940F3 3dfxOGL.dll!0x61f36a9a
0012EBF8 61E92042 096D0048 012D3AE8 61EFE470 61EFE470 3dfxOGL.dll!0x61e92042
0012EC08 61E940F3 096D0048 012D4188 00000000 0012ECD8 3dfxOGL.dll!0x61e940f3
0012EC38 61E942C5 012D4188 00000000 0012ECD8 012D3AE8 3dfxOGL.dll!0x61e942c5
0012EC68 61FEF436 000A013A 0000000C 00000000 6207A970 3dfxOGL.dll!0x61fef436
0012EF38 62066721 01010052 5ED19652 5EDAC6E0 00145674 3dfxOGL.dll!0x62066721
0012EF68 62067CDF 01010052 00000000 0012F0E0 01010052 3dfxOGL.dll!0x62067cdf
0012EF88 5ED1B8C9 7FF50000 01364444 00000006 00000000 opengl32.dll!0x5ed1b8c9
0012EFB0 5ED1BA21 00000000 00000000 00000001 1000FCDF opengl32.dll!0x5ed1ba21
0012F0F0 5ED1BADD 01010052 10062668 1006266C 0012FB10 opengl32.dll!0x5ed1badd
0012F100 1000FCDF 00000008 00000000 00000000 00000400 ref_gl.dll!0x1000fcdf
0012F140 10010040 00000000 00000000 00000000 00000000 ref_gl.dll!0x10010040


*********
Later edit #2:

I've just discovered that I was using an outdated ref_gl.dll q2 renderer. For some reason, the steam version of quake2 is 3.19, not 3.20 (even if it was compiled on july 2007). The game works just fine with the 3.20 exe and the 3.20 default opengl renderer.

sorry...
#10
ps47, if you have time and some desire, maybe you can take a look at the Electric! screensaver:
//../public/uploaded/mhanor/20062231190_electric.zip
#11
I've tried the sfft35 drivers. The red2blue shift is history, but the Electric! screensaver still doesn't work. It's a 2D screensaver - if you're not aware of this.

Is there a special forum where I can report bugs regarding amigamerlin's glide/opengl drivers?
#12
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.
#13
mcmagostini, I'm not sure which corruption you are referring to
#14
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.
#15
I don't quite understand what you've just said (or what you've meant)
only the official 3dfx drivers (ver 1.04.00) and some old sfft drivers (<24)manage to create the OpenGL context in the Display CP applet and VL's CP Normal