• Re: OpenGl Quake 3 engine Fix for ATI Cards..SoFII ...Jedi KnightOutcast ..Etc,

    From =?UTF-8?B?xIxlbsSbayDFoG1pdMOhaw==?=@csmitak@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Feb 13 03:37:41 2022
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Dne pondělí 10. ledna 2011 v 8:08:07 UTC+1 uživatel noman napsal:
    On 1/5/2011 12:14 AM, John Lewis wrote:
    On Wed, 5 Jan 2011 01:20:06 -0000, "Trimble Bracegirdle" <no-...@never.spam> wrote:


    The problem occurs at the start up of these games which can not cope
    with modern complexities in the ATI OpenGl driver.

    Huh. What "modern complexities" ?

    How inconvenient, when a comprehensive OpenGL driver fix on ATi's
    part would probably have been a 15 minute exercise by one of their
    driver team.. ATi's GL support seems to be always late and
    half-baked...
    Except that in this case, it is due to a bug in id software game
    engines. One of the first things the software in Quake 3 (and also
    Quake 2) engine do, is to ask for the openGl extensions supported
    by the graphic driver. It also sets aside a memory buffer where
    the reply from the driver (a list of extensions) are stored.
    These early games didn't anticipate the number of extensions
    that would be supported by subsequent versions of the API. So you
    either get buffer overrun or seriously cut down list of extensions
    (if the application writer at least checked for a max limit) which
    either crash the game or affect regular functioning.
    I downloaded Return to Castle Wolfenstein source code, to fix it
    myself and the problem was obvious. Actually, the code even had
    a comment about the buffer size not enough for future compatibility
    and someone had arbitrarily increased the size about two or
    three times as a quick workaround.
    When nVidia released OpenGl 4.0 support, their customers ran into
    exact same problem. Quake 3 games stopped working. To their credit
    though, they fixed the issue quickly by detecting the application
    and then only sending extensions supported by OpenGl 2.0. ATI's
    10.10e (hotfix) drivers do the same and most Quake3/2 games work
    (with Call of Duty as the only big exception)
    Until ATI added fix for game engine's shortcoming, the workaround
    was to copy atioglxx.dll (from Catalyst 10.4 and before) into the
    game directory. I am not sure why that method stopped working
    for Trimble. Currently I have three Quake 3 engine games installed.
    Alice and Quake 3 (both original and Live) run fine without any
    issues on 10.10e driver, and Call of Duty requires copying the dll file.
    My 2¢
    --
    Noman
    Hello guys, year 2022 here, and im struggling with crazy fps drops. Particular in name Call of Duty 1.
    I hope its not rude to ask you, how the hell did you fix it. Im not really a computer guy and i dont really understand your solution or what should i do :/ thank you very much.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Feb 13 12:04:12 2022
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Sun, 13 Feb 2022 03:37:41 -0800 (PST), ?en?k Šmiták
    <csmitak@gmail.com> wrote:

    Dne pond?lí 10. ledna 2011 v 8:08:07 UTC+1 uživatel noman napsal:
    On 1/5/2011 12:14 AM, John Lewis wrote:
    On Wed, 5 Jan 2011 01:20:06 -0000, "Trimble Bracegirdle"
    <no-...@never.spam> wrote:


    The problem occurs at the start up of these games which can not cope
    with modern complexities in the ATI OpenGl driver.

    Huh. What "modern complexities" ?

    How inconvenient, when a comprehensive OpenGL driver fix on ATi's
    part would probably have been a 15 minute exercise by one of their
    driver team.. ATi's GL support seems to be always late and
    half-baked...
    Except that in this case, it is due to a bug in id software game
    engines. One of the first things the software in Quake 3 (and also
    Quake 2) engine do, is to ask for the openGl extensions supported
    by the graphic driver. It also sets aside a memory buffer where
    the reply from the driver (a list of extensions) are stored.
    These early games didn't anticipate the number of extensions
    that would be supported by subsequent versions of the API. So you
    either get buffer overrun or seriously cut down list of extensions
    (if the application writer at least checked for a max limit) which
    either crash the game or affect regular functioning.
    I downloaded Return to Castle Wolfenstein source code, to fix it
    myself and the problem was obvious. Actually, the code even had
    a comment about the buffer size not enough for future compatibility
    and someone had arbitrarily increased the size about two or
    three times as a quick workaround.
    When nVidia released OpenGl 4.0 support, their customers ran into
    exact same problem. Quake 3 games stopped working. To their credit
    though, they fixed the issue quickly by detecting the application
    and then only sending extensions supported by OpenGl 2.0. ATI's
    10.10e (hotfix) drivers do the same and most Quake3/2 games work
    (with Call of Duty as the only big exception)
    Until ATI added fix for game engine's shortcoming, the workaround
    was to copy atioglxx.dll (from Catalyst 10.4 and before) into the
    game directory. I am not sure why that method stopped working
    for Trimble. Currently I have three Quake 3 engine games installed.
    Alice and Quake 3 (both original and Live) run fine without any
    issues on 10.10e driver, and Call of Duty requires copying the dll file.
    My 2¢
    --
    Noman



    Hello guys, year 2022 here, and im struggling with crazy fps drops. >Particular in name Call of Duty 1.
    I hope its not rude to ask you, how the hell did you fix it. Im not
    really a computer guy and i dont really understand your solution or
    what should i do :/ thank you very much.

    Hello year 2022, this is Dad.
    (sorry, couldn't resist a bad Dad joke).

    The explanation above was specific to an ATI video card, probably
    running on Windows XP drivers. It required copying a file from a
    patched version of the drivers into the game's directory. However,
    unless you match that specific set of operating
    system/hardware/drivers, their solution is unlikely to work for you.

    At the very least, you should provide some basic info about your
    computer (CPU, video card, operating system) and the software that
    you're having problems with (for example, which version of "Call of
    Duty 1"; the original CD-ROM version, or the version found on Steam?).
    Without that basic information, it will be very difficult to
    troubleshoot the issue.

    And while it pains me to admit it, you're also better seeking help
    elsewhere. This newsgroup is, if not dead, then only a breath or two
    away from it. At the very least, you should check out the marginally
    more active comp.sys.ibm.pc.games.action (which, anyway, is a better
    fit for a game like "Call of Duty").

    Good luck on your search.
    --- Synchronet 3.19b-Linux NewsLink 1.113