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Author Topic: AMD driver woes  (Read 2495 times)

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Frankiek

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Re: AMD driver woes
« Reply #36 on: April 25, 2024, 12:11:49 AM »

When using the new drivers it is important to revert to openGL in the conf.ini if you use directx you won't have perfect mode enabled
[GLPROVIDER]
GL=Opengl32.dll
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SAS~Storebror

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Re: AMD driver woes
« Reply #37 on: April 25, 2024, 04:50:39 AM »

Anyone who hasn't updated their AMD drivers for some time and who is still on 23.x or older, should update their drivers anyway:
https://www.amd.com/en/resources/product-security/bulletin/amd-sb-6012.html

]cheers[
Mike
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JamesMRaynor

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Re: AMD driver woes
« Reply #38 on: April 25, 2024, 07:32:56 AM »

I can confirm that as of driver 24.3.1 I am able to run Perfect graphics flawlessly on my 6950XT.

That being said, I tried changing the OpenGL portion to enable them initially and the settings would not take. In addition I had black oceans and various artifacting.

I reinstalled 1946 and UP 3.4, starting with a fresh config file and was able to set perfect graphics. I copied the [OpenGL] portion of my new conf.ini back into my old 1946 instance and it didn't solve the graphics issues. Copying the entire conf.ini file and overwriting the old one did fix the issues.

I had the same issue with artifacting. It's strange. Did your vanilla 1946 allowed to set perfect landscapes? Or you checked only after the mod installation?

When using the new drivers it is important to revert to openGL in the conf.ini if you use directx you won't have perfect mode enabled
[GLPROVIDER]
GL=Opengl32.dll

I confirm I was using OpenGL as driver backend.

My card is a Radeon RX 6600M

Thx in advance
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JamesMRaynor

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Re: AMD driver woes
« Reply #39 on: April 26, 2024, 08:35:31 AM »

I've just did a fresh install of IL-2 1946 and checked again I was using OpenGL as GLProvider.

I'm using GOG version on windows 11 in case it is important. I've tried out version 1.10 (Legacy beta channel) and 1.13 (no beta channel)

It just doesn't work for me. Perfect mode is greyed out. I don't understand...

The game runs great otherwise, solid fps. If I set the game to DirectX the cloud artifacting disappear, but I would like to use OpenGL and Perfect mode

Edit: Tried the Steam version as well to no avail
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jg1234

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Re: AMD driver woes
« Reply #40 on: April 30, 2024, 12:44:10 PM »

Hi Folks,

I ran into another snag while playing with my AMD drivers. I have a Dell laptop and am hitting the error below. Is it safe to say this is because it's a Dell that I am stuck? Is there any way around this? Sorry if this was asked before. I searched here but didn't find it.


Error 182 – AMD Software Installer Detected AMD Graphics Hardware in Your System Configuration That Is Not Supported

Possible cause - (Customized AMD Radeon™ Graphics for original equipment manufacturer (OEM) systems)
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Frankiek

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Re: AMD driver woes
« Reply #41 on: April 30, 2024, 04:49:50 PM »

It seems that the only way around this would be to get GPU drivers from Dell support rather than AMD
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jg1234

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Re: AMD driver woes
« Reply #42 on: April 30, 2024, 06:53:50 PM »

Thanks Frankiek. That is what I figured.

I have the conf file hardware shaders set to "1" even though in game the "perfect" option is greyed out. All in all, the game looks pretty good for my travel laptop needs.
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JamesMRaynor

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Re: AMD driver woes
« Reply #43 on: May 03, 2024, 06:24:59 AM »

I've just did a fresh install of IL-2 1946 and checked again I was using OpenGL as GLProvider.

I'm using GOG version on windows 11 in case it is important. I've tried out version 1.10 (Legacy beta channel) and 1.13 (no beta channel)

It just doesn't work for me. Perfect mode is greyed out. I don't understand...

The game runs great otherwise, solid fps. If I set the game to DirectX the cloud artifacting disappear, but I would like to use OpenGL and Perfect mode

Edit: Tried the Steam version as well to no avail

Nobody else with regular AMD adrenalin and current drivers with the problem of not being able to enable hardware shaders and perfect landscapes??
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gear5km

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Re: AMD driver woes
« Reply #44 on: May 11, 2024, 03:04:46 AM »

I've just did a fresh install of IL-2 1946 and checked again I was using OpenGL as GLProvider.

I'm using GOG version on windows 11 in case it is important. I've tried out version 1.10 (Legacy beta channel) and 1.13 (no beta channel)

It just doesn't work for me. Perfect mode is greyed out. I don't understand...

The game runs great otherwise, solid fps. If I set the game to DirectX the cloud artifacting disappear, but I would like to use OpenGL and Perfect mode

Edit: Tried the Steam version as well to no avail

Nobody else with regular AMD adrenalin and current drivers with the problem of not being able to enable hardware shaders and perfect landscapes??

You are not alone.

Upgraded to 24.3.1 and still not able to enable Hardware Shadows. I'm using an RX570.

I can't roll back to 22x drivers because it has a nasty error-reporting bug that eats hard drive space...
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SAS~Storebror

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Re: AMD driver woes
« Reply #45 on: May 11, 2024, 03:43:13 AM »

Guys we need to differ here:
In case of Laptops, the most common issue is that the game isn't configured to make use of the dedicated GPU at all.
That is, it will run on the CPU integrated graphics part, simply ignoring the dedicated GPU exists.
That way, you can install dedicated graphics drivers as much as you want, it won't change a thing.
And that way, you will always have cloud artifacts in OpenGL mode ('cause CPU integrated graphics don't fully support OpenGL games, no matter what the manufacturer wants to make you believe).
And that way, hardware shaders will never work - simply because the CPU integrated graphics don't have any hardware shaders or if they do, their OpenGL implementation doesn't support using them.
The only way out is to switch il2fb.exe to using the dedicated graphics card.
How this can be done, largely differs from CPU type to CPU type, from GPU type to GPU type, from manufacturer to manufacturer, from OS to OS.
Know your device and use google for help. You will definitely not be alone with this issue and there will be a tool available to set which GPU the game is running on. Definitely. Yes, I'm sure. No, I don't know all 346.678.982 of them, sorry, and I couldn't post all 346.678.982 direct download links if I knew them either. This is you homework, your part of the deal.

A completely different beast is this one:
Upgraded to 24.3.1 and still not able to enable Hardware Shadows. I'm using an RX570.
That sounds like a conf.ini issue and proves the case that whenever you are asking graphics issue questions, you should better come up with your full conf.ini, a log.lst from the last (unsuccessful) playing attempt and your graphics driver settings (screenshots for the latter, no anecdotal drivel please) straight away.

]cheers[
Mike
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Frankiek

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Re: AMD driver woes
« Reply #46 on: May 11, 2024, 03:53:01 AM »

In my laptop If I right-click on Il2fb.exe I can choose the option for the use of the dedicated GPU instead of the default (integrated) one to launch the sim
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gear5km

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Re: AMD driver woes
« Reply #47 on: May 11, 2024, 06:08:57 AM »

Guys we need to differ here:
In case of Laptops, the most common issue is that the game isn't configured to make use of the dedicated GPU at all.
That is, it will run on the CPU integrated graphics part, simply ignoring the dedicated GPU exists.
That way, you can install dedicated graphics drivers as much as you want, it won't change a thing.
And that way, you will always have cloud artifacts in OpenGL mode ('cause CPU integrated graphics don't fully support OpenGL games, no matter what the manufacturer wants to make you believe).
And that way, hardware shaders will never work - simply because the CPU integrated graphics don't have any hardware shaders or if they do, their OpenGL implementation doesn't support using them.
The only way out is to switch il2fb.exe to using the dedicated graphics card.
How this can be done, largely differs from CPU type to CPU type, from GPU type to GPU type, from manufacturer to manufacturer, from OS to OS.
Know your device and use google for help. You will definitely not be alone with this issue and there will be a tool available to set which GPU the game is running on. Definitely. Yes, I'm sure. No, I don't know all 346.678.982 of them, sorry, and I couldn't post all 346.678.982 direct download links if I knew them either. This is you homework, your part of the deal.

A completely different beast is this one:
Upgraded to 24.3.1 and still not able to enable Hardware Shadows. I'm using an RX570.
That sounds like a conf.ini issue and proves the case that whenever you are asking graphics issue questions, you should better come up with your full conf.ini, a log.lst from the last (unsuccessful) playing attempt and your graphics driver settings (screenshots for the latter, no anecdotal drivel please) straight away.

]cheers[
Mike

log:

WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.

Code: [Select]

[May 11, 2024 3:54:15 PM UTC +3] ------------ BEGIN log session -------------

[May 11, 2024 3:54:15 PM UTC +3] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: Radeon RX 570 Series
  Version: 4.6.0 Compatibility Profile Context 24.3.1.240216
  Extensions: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_AMD_conservative_depth GL_AMD_seamless_cubemap_per_texture GL_AMD_texture_cube_map_array GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_query_lod GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_parallel_shader_compile GL_ARB_sample_locations GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_ARB_gl_spirv GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_KHR_shader_subgroup GL_EXT_nonuniform_qualifier GL_NV_timeline_semaphore
Size: 1920x1080
ColorBits: 32
DepthBits: 32
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 32

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
java.lang.NoClassDefFoundError: com/maddox/il2ge/HotKeys
at com.maddox.il2.engine.RenderContext.Begin(Native Method)
at com.maddox.il2.engine.RenderContext.activate(RenderContext.java:181)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1498)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
15 Splashscreens available.
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 8.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1


[May 11, 2024 3:54:41 PM UTC +3] -------------- END log session -------------


My conf.ini is fine. Its Identical to the one recommended on this forum.:

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=32
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.66875017
mapPadY=-0.047222223
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
MapPadSmall=0
MapIconLarge=0
MapPadAlpha=0.6
TypeClouds=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=0
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=1
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[Mods]
RandomSplash=1
netCallsign=
ngHUDposition=0,0,0,0
ngHUDsector=1
ngHUDsubtitles=8
ngHUDmaptime=0
ngHUDpause=0
ngHUDfpsbar=0
ngHUDlogbottom=1
ngHUDloglines=3
ngHUDshiftmsg=5
PALMODsColor=1
ngMAPfriendly=1
ngMAPhostile=0
ngMAPfilters=0
ngMAPnoise=1
ngCAMkillswitch=0
ngCAMspeedext=2
ngCAMspeedint=2
ngCAMfovdefault=90
ngCAMfovspeed=2
ngCAMfovlog=0


I've temporarily "fixed" the issue using this:

In theory, this would cure it, without causing the general security issues of older AMD drivers (as you swap out the OpenGL DLL only in this process), but of course it's up to you whether you want to go the extra mile and mess with your system's drivers that way:
https://www.reddit.com/r/osugame/comments/113070o/guide_fix_osu_on_amd_without_changing_drivers/

]cheers[
Mike

Perfect mode works with this older driver file.

Anyone else who wants to use this just remember to save the initial registry reference...
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