Patch #3 Technical Notes
(These are from some Official Origin posts)
-Directdraw Errors
Our executable is "linked" to DirectDraw's version 7 libraries.
The version 6 libraries don't contain the function "CreateDirectDrawEx".
So, even if this function isn't used, Windows tries to find
the function when the program is simply loaded; so, you get
the error no matter what. Yes, it's our fault we didn't catch
this. But, the fix is simple. Install DX7 off your original
Install CD, and it'll be fixed. And then, get the latest driver
from your card vendor.
-ATI Rage Cards:
The Rage Pro and Rage 128 cards are incredibly sensitive to
the driver you use; they're pretty finicky; we found that
once we had the "right" driver, it worked fine with no problems,
but the "wrong" driver just wouldn't work at all. You should
try drivers from the ATI web site first; don't use the ones
that are built into the DX7 install. If those don't work,
try drivers from your card manufacturer, if they have any
My records show that EA got a positive test on the ATI Rage
128 chipset with an ATI Rage 128 All-in-Wonder card, with
driver version 4.11.6216. .
The ATI web site is very confusing in its list of drivers;
everything is named "Rage this" and "Rage that". EA's report
uses the name "ATI All-in-Wonder 128" for the driver; you
should make sure you have that one, if you have an All-in-wonder
card. If you have a Rage Fury card that uses a Rage128 chipset,
be sure you get a Rage Fury driver. (This is very confusing,
I wish they'd name their cards a little better; this is one
reason people have so much trouble with these cards, I believe.).
You can right-click on your desktop, select Properties, then
select Settings, then Advanced, to see which driver version
your card is using.
-3Dfx Cards & Direct3D
You can actually still run under D3D rather than Glide; we
may have a compatibility problem with the Banshee, I'll check
on that.
To set up your system to run in D3D: Run FinalSetup, and
select D3D with the "primary device" (if that's
your Banshee) selected. Set your res to 640x480 to start with,
to be safe. Choose 16-bit textures (be sure you install them
first!)
Then, you have to edit your options.ini; set this line from:
Force4444Alpha=0
to:
Force4444Alpha=1
(This is because 3dfx chips don't support the 32-bit alpha
format we use; they have to use a 4444 format rather than
8888).
Anyway, try this & let us know how it goes! This thread
is a good place to reply to, I check on it from time to time.
later: OK, I checked our hardware test lab results; they
indicate we do run on the Banshee in Glide mode. You should
still try D3D on your system, just in case... The lab results
also show we have a black screen lockup on the Voodoo Rush
card, FYI.
-More on D3D
This is quite correct. Our use of various D3D alpha blending
modes pushes the edge of D3D in a way that many other games
don't. We are using "officially recommended" methods for accessing
these modes; but not all vendors properly support them. Additionally,
we worked hard with D3D experts, and engineers at 3dfx, nVidia
and Matrox, to optimize our performance in these last 2 patches.
Our performance went way up on most cards, notably the G200,
G400, TNT, and TNT2 cards; but it went down on the GeForce.
Go Figure! Welcome to D3D, folks. You will be seeing this
with other games, believe me.
-GeForce Cards
Try the ever-more-popular setting in OPTIONS.INI:
Game Rasterizer=4
This is the recommended setting for GeForce owners!
Misc Tech Issues
-Origin Sound Programmer Posted a bit on 3d sound in Windows95
"The "I'm missing 3D sounds" bug
appears to be a DirectX initialization problem in Windows95,
which Microsoft and I are currently looking into. The only
current, sure-fire ways to get your 3D SFX playing are:
1) Use Glide (stops D3D from initializing, which is apparently
what is causing DS3D to not work)
-or-
2) Install Windows98 (this issue doesn't occur with Win98)
As for setting UseNotify to 1... I wouldn't recommend it.
It causes all 3D SFX to be played/mixed in software - you
get *NO* hardware accelleration (the setting was something
I was experimenting with during development. There *may*
be h/w support for the notification interface in future
versions of DirectX, which would get some extra performance
out of the game, but for now, I'd leave it at '=0')"
-Performance Tuning
A lot has been mentioned about manually adjusting your swap
file settings. See Darksharps
Tech Faq. I've not adjusted my setting because I've noticed
no hard disk thrashing like everyone else. Occasionally I
look down and see that it is in fact happening but, it isn't
noticable. I would credit that to having put U9 on a seperate
partition from Windows in addition to having an IBM Deskstar
and 128 megs of Ram.
I can play the game for hours and not have a problem with
it crashing. When it does, its specific. I turned off EAX
in Covetous and I havn't had a crash yet.
If you have a VooDoo card. Make sure you're running Glide
and not D3D.
If you have a D3D card (not 3dfx) Don't install Dx7, Dx6.1
is the best so far.
Set your swap file to twice the amount of ram you have. Nothing
more, nothing less.
Memory leaks are rampant, stop every hour 1/2 and reboot.
Buying more memory is the biggest performance improvement.
Make sure your OPTIONS.INI file sets up stereo and not surround.
; SpeakerConfig has the following values:
; 1 - Headphones
; 2 - Mono
; 3 - Quad
; 4 - Stereo
; 5 - Surround
SpeakerConfig=4
Disable EAX
; Turn on and off EAX environmenta audio extensions (Echo's
etc)
EnableAcoustics=0
-Tip
DON'T DELETE OPTIONS.INI! It's your friend--don't delete it!
The game creates a "default" one if you do; but the default's
WON'T be tuned to your system. You'll probably crash if you
delete it. If you do delete it, either re-install, or run
Hardware Setup & make sure every setting on the dialogs are
appropriate for your system.
-Tip
DON'T INSTALL COMPRESSED TEXTURES UNLESS YOU HAVE A SAVAGE4!
Some cards just don't run with Compressed Textures. Use 16-bit
for D3D.
-Here's a description of some of the options you didn't know
about, FYI: From CaptBill at engaged.com
BBS.
MaxProcessPercent: We have a debug screen (not in
the final game) that shows %CPU usage of various Processes
in the our engine--this value affects that debug screen.
TestingMoongates: Unknown, lost in the mist of time.
AutomaticMonoScreen: Useful only if you have an MDA
(Mono Display Adapter). Shows a frame-rate counter if set
to 1.
MovesysMonoType: Another debug screen option.
drawCollisionCylinders: If enabled, will draw the
"collision cylinder" for every creature in the world. We use
it for debugging. Slows the game way, way down.
WarnSpeedLimit: if on, stop signs appear on the screen
in areas that are too slow. We used this for tuning the speed
of various areas of the game.
WarnPolyLimit: Stop sign for too many polys.
WarnMeshNumLimit: Stop sign for too many meshes.
WarnMeshRamLimit: Stop sign for too much RAM used
by meshes.
TerrainGridColor: Unknown, lost in the mist of time.
TerrainLODTextures: Enables custom textures for far-away
terrain. Should be 1.
TintProblemChunkCrossingItems: Unknown, lost in the
mist of time.
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