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- Troubleshooting
- ================
-
-
- Using the GP500.INI File
- ==========================
- The root GP500 directory contains the GP500.INI file, which can be used to customise the game
- and force certain features ON/OFF.
-
- The file currently contains the following sections:
- [Patch_3D] - 3d hardware patches.
- [GameRules] - game rules settings.
- [Network] - network settings.
-
- Features are force-enabled by setting them to TRUE. For example:
- TEXTURE_COMPRESSION = TRUE
- will force texture compression on.
-
- Similarly, features are force-disabled by setting them FALSE. For example:
- TEXTURE COMPRESSION = FALSE
- will force texture compression off.
-
- Below is a list of all INI file settings followed by troubleshooting advice for specific
- problems and 3D hardware.
-
-
- INI File Settings
- ==================
- The following features can be currently enabled/disabled via the GP500.INI file.
-
- [Patch_3D]
- ADD
- Additive texture blending mode.
-
- ADD_ALPHA
- Additive + texture alpha blend mode.
-
- ALPHA_BLENDING
- Texture alpha blending capability.
-
- CONSTANT_ALPHA
- Constant Alpha Blend Mode support.
-
- DIRECTX5_BLEND
- Use DirectX 5 style texture blending.
-
- ENABLE_3DFX_W_BUFFER_OVERRIDE
- Enable 3dfx W Buffer Override
-
- ENABLE_W_BUFFER
- Enable W Buffering support
-
- FORCE_LINEAR_MIPMAPPING
- Force the mip mapping method to LINEAR (tri-linear) for D3D.
-
- FORCE_MIPMAPS_OFF
- Force mipmapping off.
-
- FORCE_POINT_MIPMAPPING
- Force the mipmapping method to POINT (point sampled) for D3D.
-
- INV_MULTIPLY
- Inverse Multiply texture blend mode support.
-
- MULTIPLY
- Multiply texture blend mode support.
-
- Permedia2
- Patches for the Permedia2.
-
- REVERSE_ADDALPHA_BLEND_METHOD
- Change the order of validating an add-alpha blend mode in Direct3D.
-
- REVERSE_MULTIPLY_BLEND_METHOD
- Change the order of validating a multiply blend mode in Direct3D.
-
- TEXTURE_ALPHA
- Texture Alpha Blend Mode support.
-
- TEXTURE_COMPRESSION
- Texture Compression support.
-
- TEXTURE_COMPRESS_SQUARE_ONLY
- Compress square textures only.
-
- TEXTURE_SQUARE_ONLY
- Force all textures to be scaled to square powers of two.
-
- USE_LARGE_DEPTH_BUFFER
- Use 24 bit depth buffer to improve z precision.
-
- ZBUFFERWRITE
- Z-Buffer write support.
-
- [GameRules]
- only_onbikeview
- ???
-
- disable_quickpits
- ???
-
- only_manualgears
- ???
-
- only_simulation
- ???
-
- ignore_black_flags
- Black flags don't cause instant retirement
-
- ignore_cut_corners
- Corner cutting doesn't cause a penalty
-
- [Network]
- DefaultLobbyStateReady
- ???
-
-
- General Troubleshooting
- =========================
-
- NETWORK SETTINGS
- ================
-
- [Network]
-
- ; Where X is the number of frames per second to send bike packets
- Netrate=X
-
- ; User's default state (Ready/notready) when entering the UI MP Lobby.
- DefaultLobbyStateReady=TRUE
-
- ; Maximum number of frames to predict into the past (Default value: 10 )
- PredictPastThreshold = 10
- ; Maximum number of frames to predict into the future ( Default value: 3000 )
- PredictFutureThreshold = 3000
-
- Game Rules
- ==========
- ; Only allow the game to be played in onbike view (usually for MP games)
- only_onbikeview=true/false
-
- ; Disable the 'teleport to pits' ability - only allow pits while in pit straight
- disable_quickpits=true/false
-
- ; Allow clones of riders (lets doohan race even if you have his bike&leathers)
- allow_clones=true/false
-
- ; Black flags don't cause instant retirement (default:false)
- ignore_black_flags=true/false
-
- ; Corner cutting doesn't cause a penalty (default:false)
- ignore_cut_corners=true/false
-
-
- Game Settings
- =============
- [GameSettings]
- ; Set the default replay buffer (in KB) - 4000 gives 1 bike around 45 minutes, so you need around 100mb for a full race 24 bike replay !!
- replay_buffer=4000
-
- Specific 3D Hardware Troubleshooting
- ======================================
- Specific problems are listed below by 3D Chipset. Always make sure you have downloaded the latest drivers for your
- 3D hardware before referring to the specific problems listed below.
-
- Ark Logic Tiger/Cheetah
- =======================
- * Bike/Rider shadows have a square non-transparent outline.
-
- Try entering the following line in the [Patch_3D] section of the GP500.INI file.
- MULTIPLY = FALSE
-
-
- Blaster 3D
- ===========
- * Bike Smoke/Dust effects appear as large rectangular blocks.
-
- Try entering the following line in the [Patch_3D] section of the GP500.INI file.
- ALPHA_BLENDING = TRUE
-
-
- Matrox Mystique/Matrox Millenium II
- ====================================
- * Bikes are black (environment mapping is non-transparent).
-
- This happens with older drivers - update to the latest drivers (>= 4.11.01.4330).
-
- * Bikes/helmets have a dirty sheen (dot print).
-
- Transparency effects (like environment mapping) are handled with stippling on this card.
- If this effect annoys you, then turn environment mapping off in the Options/Graphics screen.
-
-
- Permedia 2
- ===========
- * Transparent textures are not drawn properly.
-
- Enter the following line in the [Patch_3D] section of GP500.INI.
- Permedia2 = TRUE
-
- This will patch device code for the Permedia2 texture blending capabilities.
-
-
- S3 Savage3D
- ============
- * Textures are corrupted.
-
- Try entering the following line in the [Patch_3D] section of the GP500.INI file.
- TEXTURE_COMPRESSION = FALSE
-
- * Trees have a bright blue outline.
-
- Try entering the following lines in the [Patch_3D] section of the GP500.INI file.
- FORCE_MIPMAPS_OFF = TRUE
- TEXTURE_COMPRESSION = FALSE
-
-
- S3 Savage4
- ===========
- * Trees have a bright blue outline.
-
- Try entering the following lines in the [Patch_3D] section of the GP500.INI file.
- FORCE_MIPMAPS_OFF = TRUE
- TEXTURE_COMPRESSION = FALSE
-
-