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- # This is the card database, containing fixes for cards...
- # The format of this file is pretty simple (you'll have guessed that a '#'
- # is a comment line) Fixes come in a list (whitespace separated) after the
- # device identifier (in hex)
- # Following fixes allowed - note case sensitivity (as I'm lazy...)
- #
- # VERTEX_FOG - try this if there are fog problems
- # (usually things are blue in the
- # wrong places) or everything is blue.
- # NO_TEXTURE_TARGET - try this if tiles (squares) of the
- # landscape are black or the wrong
- # colour.
- # SLOW_TEXTURE_DOWNLOAD - as above, often needed in
- # conjunction with it.
- # SLOWEST_TEXTURE_DOWNLOAD - as above, however only one of
- # this fix and the previous one
- # can be active at once, if both
- # are in a line then the last to
- # appear will be used.
- # LOCK_TARG_FMT_TO_BACK_BUFF - as above, sometimes a better
- # option as it can be quicker, however
- # can use up gfx card memory
- # in 32 bit colour depth
- # NO_TEXTURE_BLEND - if the sea looks wrong or
- # the cloud layer looks wrong
- # then this may be the option
- # for you (also effects the dither
- # antialiasing).
- # NO_DEVICE_VALIDATION - this can fix the problems from
- # the above in a more satisfactory
- # manner. Also if the game
- # can't even get into the 3D it is a
- # good idea to try this one.
- # MAX_TEXTURE_WIDTH <integer> - if textures seem to be cut
- # off or you can't get into the 3D
- # MAX_TEXTURE_HEIGHT <integer> - then using these two fixes
- # with values of 256 or 128
- # ALWAYS_USE_W - Always use a W buffer
- # ALWAYS_USE_Z - Always use a Z buffer
- # - if there is only a 16 bit or
- # smaller z buffer available we
- # will use a z buffer, otherwise
- # we will use a w buffer if the
- # card claims it can. Symptoms for
- # needing these fixes include the
- # 3d not being displayed over
- # the splash screen, only the 2d
- # overlay.
- # FAKE_W_BUFFER - fakes a w buffer using z,
- # can prevent the above being used.
- # fixed fog and specular for
- # the voodoo 5.
- # NO_GUARDBAND_CLIP - don't do guardband clipping if
- # it is available
- # STIPPLE_ALPHA - fixes problems that may occur
- # with the luminous transparency
- # blending
- # - use if the view reticule in
- # the cockpit and the lens flares
- # look wrong
- # W_16BIT - use if textures don't mesh
- # tear along polygon in the
- # landscape and clouds
- # the following should not be needed...
- # SET_TEX_FMT_NUMBER <integer> <texture type> - where texture
- # type is one of;
- # TF_LAND TF_LANDINIT
-
- # Many cards will not need a line in this file to fix issues with them,
- # also some configurations will not need the fixes that are here,
- # however if after entering the 3D in the game there are obvious graphical
- # problems then these may be avoidable using on or a combinations
- # of the work around's available in this file.
-
- # If your machine has a problem in the 3D try experimenting
- # with the functionality available within this file, this is the
- # general procedure to follow to try and find a fix;
-
- # Step one - establish the device identifier (in hex) for your card.
- # In order to establish the device identifier of your card, use a
- # default card fix, the easiest way is to uncomment the following line
- # (i.e. remove the '#' symbol), save this file and then enter the 3D
- # again.
- #
- #DEFAULT
- #
- # On the loading splash screen there should be a line displayed
- # reading something along the line of "using default fix, your
- # cards number is ????", where ???? is a hexadecimal number.
- # write down the number given as you will need it later to build
- # your own line in the database below
-
- # Step two - establish a fix or combination of fixes for your card.
- # The first thing to do in order to try and find fixes for
- # your graphics card is to check the list and see if there is a
- # similar card already listed. If there is this is normally a
- # good starting point of options to test. To try out the different
- # options put the fix name (in capitals with spaces separating
- # different options) after 'DEFAULT' on the line above.
-
- # Step three - add your cards fixes to the database below
- # Now you have all of the fixes that you need to play the game
- # you can add a specific line for your card to the database below.
- # The fist thing on the line is a description of your card, this must
- # contain no spaces but other than that there is no real restriction
- # on what you call it. After this you should add some whitespace (a space
- # for example), then your cards identification number and more whitespace.
- # Finally copy the fixes from the default line you created onto the end
- # of the entry you have created for your card. Don't forget to recomment
- # the default line. Congratulations, you should have now created
- # a new database entry for your card.
- #####################
- # current fixes
-
- Riva_TNT 0020 NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
- Riva_TNT2 0028 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- Riva_TNT2_Ultra 0029 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- Riva_TNT2_Vanta 002C NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- #GeForce 0100 NO_TEXTURE_TARGET SLOW_TEXTURE_DOWNLOAD
- GeForce 0100 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- GeForce_DDR 0101 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- GeForce2 0150 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- GeForce2DDR 0151 NO_TEXTURE_TARGET LOCK_TARG_FMT_TO_BACK_BUFF
- ATI_Rage_Pro 4742 SLOW_TEXTURE_DOWNLOAD MAX_TEXTURE_WIDTH 256 MAX_TEXTURE_HEIGHT 256
- ATI_Radeon 5144 FAKE_W_BUFFER SLOW_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET
- #NO_GUARDBAND_CLIP
- FireGL_1KPro 3D07 STIPPLE_ALPHA SLOWEST_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET NO_DEVICE_VALIDATION
- S3_Savage4 8A22 SLOW_TEXTURE_DOWNLOAD NO_TEXTURE_TARGET ALWAYS_USE_W
- Voodoo2 0002 W_16BIT VERTEX_FOG NO_TEXTURE_BLEND NO_TEXTURE_TARGET
- VoodooBanshee 0003 W_16BIT VERTEX_FOG NO_TEXTURE_TARGET NO_TEXTURE_BLEND
- Voodoo3 0005 W_16BIT VERTEX_FOG NO_TEXTURE_TARGET NO_TEXTURE_BLEND
- Voodoo5 0009 W_16BIT VERTEX_FOG FAKE_W_BUFFER
- Matrox_G200_AGP 0521 NO_DEVICE_VALIDATION
-
-
-
- # now the default - note there is identifier number for
- # it as I guess it is unknown... must be called 'DEFAULT'
- # and have no identification number - here is an example
- # also if a match is found earlier then processing of this
- # file will stop so the default will never be reached
- #DEFAULT NO_DEVICE_VALIDATION
-
-
-