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PC Gamer (Italian) 45
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PC Gamer IT CD 45 2-2.iso
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GP500
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data1.cab
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Help_Files
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GP_TroubleShooting.txt
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1999-08-07
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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