KOTOR 2 Patch

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Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Paul Fedorenko" <pfedorenko@bite-me.look.ca> wrote in message
news:YxC3e.26600$w63.1708573@news20.bellglobal.com...
>
> "Derek Baker" <me@xyzderekbaker.eclipse.co.uk> wrote in message
> news:VcadnRKucsvZANDfRVnyjw@eclipse.net.uk...
>
>> I didn't need a patch for my X800 - though I did have to roll back the
>> driver.
>
> Haven't noticed any graphics glitches or slowdowns with my Radeon 9000
> either, which is why I posted asking about what sorts of problems to look
> for. My drivers are a revision or two behind the most recent.
>

Bad stuttering on Dantooine. I was running Cat 5.2.

Derek
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Derek Baker wrote:
> "Troll" <newstroll@shaw.ca> wrote in message
> news:9K53e.866345$8l.261671@pd7tw1no...
>
>>Courageous wrote:
>>
>>>>>LOL, 'burned'? The game plays fine as it is unless you have an ATI card,
>>>>>and you really can't blame game devs for *your* choice in gfx boards.
>>>
>>>
>>>Hm. I didn't see "Nvidia Card only" on the box. Class action lawsuit,
>>>anyone?
>>>
>>>"LOL".
>>>
>>>C//
>>>
>>
>>If the problem is with ATI not implementing functionality required by
>>DirectX properly, then you can't blame the software developer.
>
>
> KOTOR is OpenGL. ATI's DX is fine.

Huh, so it is. I hadn't really paid attention - I just assumed that
since KotOR II was an X-Box port, it would be written in Microsoftese.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Thusly Redmond du Barrymond <redmond@STUFFIT.invalid> Spake Unto All:

>>If the problem is with ATI not implementing functionality required by
>>DirectX properly, then you can't blame the software developer.
>
>ATI does comply with the Directx API. In fact, it's Nvidia that
>doesn't.

?
Anyway, KOTOR is OpenGL, not DirectX.

--
Fun Fact of the Day: In exit polls at the election 2004 the percentage of American
voters citing moral and ethical values as their prime concern was 22 percent,
continuing a trend of *decreasing* perceived importance of morals: In the 2000
election 35 percent cited morals & ethical values as their prime concern, and in
1996 a whopping 40%, almost twice as many as in 2004.
(Bet you hadn't gotten that impression from the press, had you?)
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

>Anyway, KOTOR is OpenGL, not DirectX.

That's a stupid move these days.

C//
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Courageous wrote:

>>Anyway, KOTOR is OpenGL, not DirectX.
>
>
> That's a stupid move these days.

Boy...100% agree here. I would say OpenGL has lived its life and it is
time to move on...
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 2005-04-03, Courageous <dontwant@spam.com> wrote:
>
>>Anyway, KOTOR is OpenGL, not DirectX.
>
> That's a stupid move these days.

If you've programmed with either you'd know OpenGL is a far
superior API. It's a lot nicer to work with.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 2005-04-03, Troll <newstroll@shaw.ca> wrote:

> Huh, so it is. I hadn't really paid attention - I just assumed that
> since KotOR II was an X-Box port, it would be written in Microsoftese.

AFAIK Xbox uses two Nvidia GPUs.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

shadows wrote:

> On 2005-04-03, Courageous <dontwant@spam.com> wrote:
>
>>>Anyway, KOTOR is OpenGL, not DirectX.
>>
>>That's a stupid move these days.
>
>
> If you've programmed with either you'd know OpenGL is a far
> superior API. It's a lot nicer to work with.

I tend to like directx as a lot of the tools are "plugged" right into
the .Net framework.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"shadows" <shadows@whitefang.com> wrote in message
news:slrnd50l89.1dbu.shadows@helena.whitefang.com...
> On 2005-04-03, Troll <newstroll@shaw.ca> wrote:
>
>> Huh, so it is. I hadn't really paid attention - I just assumed that
>> since KotOR II was an X-Box port, it would be written in Microsoftese.
>
> AFAIK Xbox uses two Nvidia GPUs.

One GPU. I think there's another Nvidia chip for sound and i/o, though I
can't find a link at the moment.

--
Derek
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Derek Baker" <me@xyzderekbaker.eclipse.co.uk> wrote in message
news:17qdnc_TC61Yys3fRVnytw@eclipse.net.uk...
> "shadows" <shadows@whitefang.com> wrote in message
> news:slrnd50l89.1dbu.shadows@helena.whitefang.com...
>> On 2005-04-03, Troll <newstroll@shaw.ca> wrote:
>>
>>> Huh, so it is. I hadn't really paid attention - I just assumed that
>>> since KotOR II was an X-Box port, it would be written in Microsoftese.
>>
>> AFAIK Xbox uses two Nvidia GPUs.
>
> One GPU. I think there's another Nvidia chip for sound and i/o, though I
> can't find a link at the moment.
>


Found one: http://hardware.gamespot.com/Microsoft-Xbox-9399-S-4-4

--
Derek
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 2005-04-04, Mean_Chlorine <mike_noren2002@NOSPAMyahoo.co.uk> wrote:

> The real interesting bit will be when xbox2 is released. It's powerpc
> based, like the macs, so I wonder what API devs will use for it.

Probably just DirectX and OpenGL like it is now. If you want to
you can roll your own 3D API that talks to the Xbox hardware but
that's usually just reinventing the wheel.

The underlining processor shouldn't affect the development API at
all. That's the point of having a high level development API.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

shadows wrote:

> The underlining processor shouldn't affect the development API at
> all. That's the point of having a high level development API.

Provided Microsoft develops a DirectX API for PowerPC, that is. Have
they?
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

mike_noren2002@yahoo.co.uk wrote:

> shadows wrote:
>
>
>>The underlining processor shouldn't affect the development API at
>>all. That's the point of having a high level development API.
>
>
> Provided Microsoft develops a DirectX API for PowerPC, that is. Have
> they?

Perhaps they are funding OpenGL to grow and become the product it should
be? That would be nice...then the games could work on any platform
(XBox2, Mac, Windows, Linux)...
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 2005-04-04, mike_noren2002@yahoo.co.uk <mike_noren2002@yahoo.co.uk> wrote:
> shadows wrote:
>
>> The underlining processor shouldn't affect the development API at
>> all. That's the point of having a high level development API.
>
> Provided Microsoft develops a DirectX API for PowerPC, that is. Have
> they?

Of course they will. Too many game programmers know DX and pay
Microsoft to ship them materials so they can stay current with
DX developments. It's a little lame to do a 180 degree turn.

You're assuming DX is all written in assembly language. Most of
it is probably just C code that wraps drivers and does a little
work in between.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

shadows <shadows@whitefang.com> once tried to test me with:

> The underlining processor shouldn't affect the development API at
> all. That's the point of having a high level development API.

I agree with the "shouldn't" but that doesn't make it a "doesn't".

Unfortunately different implementations of the API on different platforms
can make a program behave very differently using essentially the same code.
So programmers have to "tweak" their game for the platform, even if it uses
the same API as on the original platform the game was developed under.

--

Knight37 - http://knightgames.blogspot.com

Once a Gamer, Always a Gamer.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 2005-04-04, Knight37 <knight37m@email.com> wrote:

> Unfortunately different implementations of the API on different platforms
> can make a program behave very differently using essentially the same code.
> So programmers have to "tweak" their game for the platform, even if it uses
> the same API as on the original platform the game was developed under.

Rarely. I remember "Uplink" was done with OpenGL. The game looked
the same under Windows and Linux. The only difference is Linux
has a different scheduling algorithm. The result was some erratic
behaviour in the Linux version unless you dropped priority for
the process running X.

In either case though OpenGL worked as expected for graphics.

We've had "write once, build everywhere" for a very long time
now. The problem is 95% of the "programmers" out there don't
understand what's safe and what isn't.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

>If you've programmed with either you'd know OpenGL is a far
>superior API. It's a lot nicer to work with.

I'm aware. One's appreciation of a cleaner API isn't as important
as other factors these days, though. And DirectX isn't the abortion
it used to be.

C//
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

>Perhaps they (MS) are funding OpenGL to grow and become the product it should
>be? That would be nice...then the games could work on any platform
>(XBox2, Mac, Windows, Linux)...

*gawk*

Did you post this on 1 April?

C//