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Automatically exported from code.google.com/p/qindie-gl
What steps will reproduce the problem?
1. Start the game
2. Exit the game
OR
1. Start the game
2. Change a few graphics settings
3. Apply the changes
What is the expected output? What do you see instead?
The game should exit without crashing/successfully change settings.
Instead the game will crash. If the settings are changed in the
config files so that they aren't changed with qindiegl active,
the game will successfully use those settings.
What version of the product are you using? On what operating system?
Steam version 1.01 (GOG version and updated retail version are the same)
Please provide any additional information below.
QindieGL is being used as a DirectX 9 renderer for the game in my unofficial
launcher and patch, its progress is being posted here:
http://forums.duke4.net/topic/3503-dn-manhattan-project-mods-addons-and-etc/page
__view__findpost__p__200184
Original issue reported on code.google.com by [email protected]
on 28 Jun 2014 at 6:56
My desktop resolution is set to 1920x1080 at 60Hz. When I launch a game that
has been configured to use 1920x1080 the refresh rate is changed to 23Hz, the
lowest my monitor offers (it's a 3D TV connected over HDMI). Games are
unplayable in this mode due to the choppy framerate and several hundred
milliseconds of input lag (my monitor's input processing is only disabled when
the input signal is 60Hz).
Is it possible to default to inheriting the desktop's resolution?
r_displayrefresh has no effect in Quake 3, and the display is at the correct
60Hz when the custom opengl32.dll is removed.
Original issue reported on code.google.com by [email protected]
on 23 Mar 2013 at 12:04
help! am I doing something wrong I tried qindie-gl on a multitude of opengl
games including ones it is supposed to be compatible with (like doom 3 (non
bfg) ) and All of them eithe crash immediatly or when the level or savegame is
supposed 2 load WTF is wrong.
Original issue reported on code.google.com by [email protected]
on 15 Feb 2013 at 7:28
Knights of old republic still doesn't work with qindie-gl.
Is it possible to update it ?
Thx
Btw, qindie-gl can be load into enbseries graphic mod with some gamnes! Great
work!
http://dl.dropbox.com/u/13451287/QindieGL.log
Original issue reported on code.google.com by [email protected]
on 3 Oct 2012 at 4:11
Attachments:
I do not know if this is still actively developed? Last commit was in November
2012. On the off chance that there are still people working on this, it would
be appreciated if this problem could be investigated.
GZDoom is a Doom/Heretic/Hexen/Strife/etc. source port, based on the popular
ZDoom port. It provides OpenGL rendering, but has a complicated relationship
with ATI and Intel chipsets.
QindieGL 1.0rev3 worked with GZDoom, provided it was tweaked to tell that it
provides OpenGL 1.2 (the minimum supported by GZDoom) instead of 1.1.
However, it does not work with 1.0rev4 for some unknown reason.
See http://forum.drdteam.org/viewtopic.php?p=53385#p53385 for further
information on the issue.
Original issue reported on code.google.com by [email protected]
on 5 Feb 2013 at 11:39
Easier to just explain the application:
Tribes 2 (with TribesNext patch http://www.tribesnext.com/ ) running qindie-gl
instead of built in D3D renderer (DX7/DirectDraw) to allow injection of
ENBseries modifications ( http://enbdev.com/ ) for SSAO, Depth-of-Field, and
Bloom.
Screenshots of effects: http://imgur.com/a/my3s1
The issue is that some static objects (Buildings, rocks, trees) are rendered by
BSP and aren't being included in the depth map.
Visible here: http://imgur.com/a/my3s1#18
Notice the terrain shading over top of the building.
The depth map is functioning, it just misses the BSP objects. If they could be
hacked in somehow there's a whole realm of injections of D3D9 effects for the
titles QindieGL is intended for.
Original issue reported on code.google.com by [email protected]
on 9 Oct 2012 at 1:45
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