tracing OpenGL crash/bug /atioglxx.dll

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prospero
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Re: tracing OpenGL crash/bug /atioglxx.dll

Postby prospero » Wed Aug 28, 2013 7:53 pm

The atmos in the skel maze is virtually pitch black, but changing it to a different (lighter) colour will only makes it seem foggy. The ambient light really needs cranking up a tad. Trouble with LED is that you can edit the atmospheres easily and change all the sectors that have that atmos. To change the light you have to select each sector individually. :? When I'm mapping I tend to stick to a fixed amb light mostly and doodle with the atmos later

I haven't noticed any mouse probs with OGL although I'm a keyboard player and only touch the mouse to aim arrows.

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cieply
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re: atmosphere

Postby cieply » Mon Sep 02, 2013 5:27 pm

if i'll find some time i'll write an editor (big word) to them (straight in .bw)

> changing it to a different (lighter) colour will only makes it seem foggy.
that's right, but just decreasing density makes it look lighter

> I haven't noticed any mouse probs with OGL although I'm a keyboard player and only touch the mouse to aim arrows.
well, it's subjective I guess, but for me it's huge and since quakeworld arised I can't play without mouse and I really miss `/sensitivity 3` :)
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Re: re: atmosphere

Postby Sir Random » Mon Sep 02, 2013 5:44 pm

if i'll find some time i'll write an editor (big word) to them (straight in .bw)

I can't play without mouse and I really miss `/sensitivity 3` :)
in my Fogfix mod, there are corrected .bw files for Chaos_M17 and Tower_M16. I reduced the dark atnospheres but lighting is unchanged.

For the mouse, have you set 'swap interval' to 1 in the OpenGL setup menu?
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Tutmo-patch

Postby cieply » Tue Sep 03, 2013 5:53 pm

btw, i've made some improvement to your tutmod cause it didn't work
have a look at this

and btw. mod was great, it took me three times to learn that lava burns :))
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Tutmod-patch.zip
(3.64 KiB) Downloaded 175 times
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Re: Tutmo-patch

Postby Sir Random » Tue Sep 03, 2013 8:15 pm

btw, i've made some improvement to your tutmod cause it didn't work
...or maybe you just didn't install it correctly? sounds like you put the 'Tutmod' folder in \Severance\Maps\ instead of \BodLoader\Maps\
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re: tutmod

Postby cieply » Fri Sep 06, 2013 4:19 pm

yes, you're right <shame>

I've double checked and it turned out that I installed it as a custom map (for some other reason), not a mod and that's where all that mess came from
mea culpa
but still claim it's better (at least for me)
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Re: tracing OpenGL crash/bug /atioglxx.dll

Postby sgi1981 » Thu Oct 08, 2015 4:56 pm

Download my version rOpenGL
http://sgi.bigtruck-canada.ca/patches/rOpenGL.zip
Cancel OpenGL Fog fix Mod and use my rOpenGL.dll

See my post
http://www.arokhslair.net/forum/viewtop ... 520#p29520

My opinion is: in the standard library rOpenGL there is an error, I corrected it.
Why not use my version of rOpenGL ? It solves all the problems with dense fog. It's very simple. We use my library rOpenGL.dll.
Unpack my archive rOpenGL.zip. There the necessary directory structure. To copy the directories to the game directory.

My version differs from standard version 4 bytes at the address 1E761.
I replaced the address 1E761 real number in single precision. 0.02. I ordered there 0,004. That is,

the density of the fog made 5 times less.
There is a curvature of our space. All material bodies - geometrical bodies.


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