| | | | Auteur | Message |
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jdfef Arachnotron
Age : 14 Inscrit le : 10 Juin 2007 Messages : 493 Localisation : Perdu quelque part sur Mars... Clan(s) : ( Aucun )
| Sujet: Problème Doom 64 Mer 13 Juin - 14:06 | |
| Voila,je l'ai télécharger comme l'a dit Wilou mais quand je lance le jeux,il me met NO IWAD.Dans le tuto,on m'a dit que de prendre Doom2.wad
Et je voulais savoir si il faut impérativement une carte OpenGL ou DirectX |
|  | | |WH|-Wilou84 Administrateur

Age : 24 Inscrit le : 02 Mar 2006 Messages : 12270 Localisation : Paris / Meunet sur Vatan, France Clan(s) : [QnB], [CFD]
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 14:10 | |
| Tu l'as mis où ton Doom2.wad ?  Il doit aller dans Absolution/Bin/ ^^
Edit : Et oui, il te faut OpenGL, mais quand même, si t'as pas ça, heu... _________________
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|  | | jdfef Arachnotron
Age : 14 Inscrit le : 10 Juin 2007 Messages : 493 Localisation : Perdu quelque part sur Mars... Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 14:28 | |
| Ahhhhh ok Bah,je pense pas que se sois OpenGL ma carte graphique
EDIT:cool,sa va le jeux mais siveau graphique,sa a des problèmes |
|  | | |WH|-Wilou84 Administrateur

Age : 24 Inscrit le : 02 Mar 2006 Messages : 12270 Localisation : Paris / Meunet sur Vatan, France Clan(s) : [QnB], [CFD]
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 14:38 | |
| | jdfef a écrit: | EDIT:cool,sa va le jeux mais siveau graphique,sa a des problèmes |
Hm, c'est rare de trouver un PC qui puisse pas faire tourner jDoom en ce moment  Il a quel âge ton PC ? _________________
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|  | | Mayto Revenant

Inscrit le : 27 Avr 2007 Messages : 169 Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 15:31 | |
| Ouais puis bon OpenGL ça date quand même de Quake 1 quoi... _________________




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|  | | K!r4 Cyberdémon

Age : 19 Inscrit le : 18 Déc 2006 Messages : 4861 Localisation : =) Clan(s) : Cheese Lovers
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 16:25 | |
| | Mayto a écrit: | | Ouais puis bon OpenGL ça date quand même de Quake 1 quoi... |
Quake 2 en fait, ensuite glquake est sorti  |
|  | | Squonk Administrateur
Age : 19 Inscrit le : 03 Mar 2006 Messages : 4364 Localisation : Nice Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 18:36 | |
| Il m'a dit hier qu'il avait un vieux pc, après je sais pas à quel point  |
|  | | Mayto Revenant

Inscrit le : 27 Avr 2007 Messages : 169 Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 19:17 | |
| | Citation: | | Quake 2 en fait, ensuite glquake est sorti Smile |
Exact, autant pour moi ^^
Il n'y a pas un rendu software sur jDoom ?  _________________




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|  | | jdfef Arachnotron
Age : 14 Inscrit le : 10 Juin 2007 Messages : 493 Localisation : Perdu quelque part sur Mars... Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Mer 13 Juin - 20:26 | |
| | [WH]-Wilou84 a écrit: | | jdfef a écrit: | EDIT:cool,sa va le jeux mais siveau graphique,sa a des problèmes |
Hm, c'est rare de trouver un PC qui puisse pas faire tourner jDoom en ce moment  Il a quel âge ton PC ? |
^^
Il rame pas.C'est juste un problème avec les graphismes C'est un très vieu PC la ^^ (Meme sonic Director 'Cut rame à mort) |
|  | | K!r4 Cyberdémon

Age : 19 Inscrit le : 18 Déc 2006 Messages : 4861 Localisation : =) Clan(s) : Cheese Lovers
| Sujet: Re: Problème Doom 64 Jeu 14 Juin - 10:53 | |
| | Mayto a écrit: | Il n'y a pas un rendu software sur jDoom ?  |
Si, mais absolution automatise l'éxecution donc tu peux pas le régler autrement que sur le .cfg je suppose... Copy-paste le .cfg ici (en spoiler de préférence) que je regarde car j'ai pas encore récupéré mon pc  |
|  | | Mayto Revenant

Inscrit le : 27 Avr 2007 Messages : 169 Clan(s) : ( Aucun )
| Sujet: Re: Problème Doom 64 Jeu 14 Juin - 15:34 | |
| J'ai jeté un oeil vite fait, j'ai rien vu, mais bon j'ai lu en diagonale quoi ^^'
| Spoiler: | | |
# Maximum number of seconds to attempt connecting to a server. client-connect-timeout 10
# Number of tics between client coord packets. client-pos-interval 10
# Console background translucency. con-alpha 75
# How to complete words when pressing Tab: # 0=Show completions, 1=Cycle through them. con-completion 0
# 1=Dump all console messages to Absolution.out. con-dump 1
# The number of the flat to use for the console background. con-flat 197
# 1=Show FPS counter on screen. con-fps 0
# Key to activate the console (ASCII code, default is tilde, 96). con-key-activate 96
# 1=Show ASCII codes of pressed keys in the console. con-key-show 0
# Console background light level. con-light 50
# 1=Show progress bar. con-progress 1
# 1=Text in the console has a shadow (might be slow). con-text-shadow 1
# 1=Don't show the value of a cvar when setting it. con-var-silent 1
# Zoom factor for the console background. con-zoom 1
# 1=Autoaiming disabled. ctl-aim-noauto 0
# 1=Joystick look active. ctl-look-joy 0
# 1=Joystick values => look angle delta. ctl-look-joy-delta 0
# 1=Inverse joystick look Y axis. ctl-look-joy-inverse 0
# 1=Mouse look active. ctl-look-mouse 0
# 1=Inverse mouse look Y axis. ctl-look-mouse-inverse 0
# 1=Look around using the POV hat. ctl-look-pov 1
# The speed of looking up/down. ctl-look-speed 3
# 1=Lookspring active. ctl-look-spring 0
# 1=Always run. ctl-run 0
# 1=Doubleclick forward/strafe equals use key. ctl-use-dclick 1
# The list of WADs to be loaded at startup. file-startup ""
# 1=Fast monsters in non-demo single player. game-fastmonsters 0
# 1=Allow mobjs to move under/over each other. game-zclip 1
# 1=Show ammo in HUD. hud-ammo 1
# 1=Show armor in HUD. hud-armor 1
# HUD info color. hud-color-b 0
# HUD info color. hud-color-g 0
# HUD info color. hud-color-r 1
# 1=Show deathmatch frags in HUD. hud-frags 154
# Debug: HUD shows all frags of all players. hud-frags-all 0
# 1=Show health in HUD. hud-health 1
# 1=Show keys in HUD. hud-keys 1
# 1=Show power in HUD. hud-power 1
# Scaling for HUD info. hud-scale 0.6
# Status bar size (1-20). hud-status-size force 0
# 1=Show level title and author in the beginning. hud-title 1
# 1=Don't show map author if it's "id Software". hud-title-noidsoft 1
# 1=Enable joystick input. input-joy 0
# Joystick dead zone, in percents. input-joy-deadzone 10
# ID of joystick to use (if more than one). input-joy-device force 0
# X rotational axis control. input-joy-rx 0
# 1=Inverse joystick RX axis. input-joy-rx-inverse 0
# Y rotational axis control. input-joy-ry 0
# 1=Inverse joystick RY axis. input-joy-ry-inverse 0
# Z rotational axis control. input-joy-rz 0
# 1=Inverse joystick RZ axis. input-joy-rz-inverse 0
# Joystick sensitivity. input-joy-sensi 5
# First slider control. input-joy-slider1 0
# 1=Inverse joystick slider 1. input-joy-slider1-inverse 0
# Second slider control. input-joy-slider2 0
# 1=Inverse joystick slider 2. input-joy-slider2-inverse 0
# X axis control: 0=None, 1=Move, 2=Turn, 3=Strafe, 4=Look. input-joy-x 2
# 1=Inverse joystick X axis. input-joy-x-inverse 0
# Y axis control. input-joy-y 1
# 1=Inverse joystick Y axis. input-joy-y-inverse 0
# Z axis control. input-joy-z 0
# 1=Inverse joystick Z axis. input-joy-z-inverse 0
# 1=Show scancodes of all pressed keys in the console. input-key-show-scancodes 0
# The number of 35 Hz ticks to wait before first key repeat. input-key-wait1 15
# The number of 35 Hz ticks to wait between key repeats. input-key-wait2 3
# 1=Filter mouse X and Y axes. input-mouse-filter 0
# Mouse wheel sensitivity. input-mouse-wheel-sensi 10
# 1=Disable mouse X axis. input-mouse-x-disable 0
# Mouse X axis sensitivity. input-mouse-x-sensi 8
# 1=Disable mouse Y axis. input-mouse-y-disable 0
# 1=Inversed mouse Y axis. input-mouse-y-inverse 0
# Mouse Y axis sensitivity. input-mouse-y-sensi 0
# Alpha level of the automap background. map-alpha 1
# Alpha level of automap lines. map-alpha-lines 1
# Automap kills/items/secret counter bitfield. map-cheat-counter 1
# 1=Automap turns with player, up=forward. map-rotate 1
# Menu color blue component. menu-color-b 0
# Menu color green component. menu-color-g 0
# Menu color red component. menu-color-r 1
# Disable menu effects: 1=type-in, 2=all. menu-effect 0
# Menu selection flash color, blue component. menu-flash-b 1
# Menu selection flash color, green component. menu-flash-g 0.9
# Menu selection flash color, red component. menu-flash-r 0.7
# Menu selection flash speed. menu-flash-speed 4
# Menu fog mode: 0=blue vertical, 1=black smoke. menu-fog 0
# Scaling for menus. menu-scale 0.9
# 1=Menu skull turns at slider items. menu-turningskull 1
# 1=HUD messages blink when they're printed. msg-blink 1
# Number of HUD messages displayed at the same time. msg-count 4
# 1=Echo all messages to the console. msg-echo 1
# Scaling factor for HUD messages. msg-scale 0.8
# 1=Announce the discovery of secret areas. msg-secret 1
# 1=Show messages. msg-show 1
# Number of tics to keep HUD messages on screen. msg-uptime 175
# 1=Enable custom (external) music files. music-custom 1
# Preferred music source: 0=Original MUS, 1=External files, 2=CD. music-source 1
# Music volume (0-255). music-volume 255
# Network development mode. net-dev 0
# TCP/IP address for searching servers. net-ip-address ""
# TCP/IP port to use for all data traffic on this computer. net-ip-port 0
# Master server IP address / name. net-master-address "www.doomsdayhq.com"
# Master server path name. net-master-path "/master.php"
# Master server TCP/IP port. net-master-port 0
# Index of the selected modem. net-modem 0
# Phone number to dial to when connecting. net-modem-phone ""
# Your name in multiplayer games. net-name "Player"
# 1=Don't sleep while waiting for tics. net-nosleep 0
# Network protocol: 0=TCP/IP, 1=IPX, 2=Modem, 3=Serial link. net-protocol 0
# Max packets in send queue. net-queue-packets 0
# Monitor send queue. net-queue-show 0
# Baud rate for serial link connections. net-serial-baud 57600
# 0=None, 1=XON/XOFF, 2=RTS, 3=DTR, 4=RTS/DTR flow control. net-serial-flowctrl 4
# 0=None, 1=odd, 2=even, 3=mark parity. net-serial-parity 0
# COM port to use for serial link connection. net-serial-port 0
# 0=1 bit, 1=1.5 bits, 2=2 bits. net-serial-stopbits 0
# 1=Change weapon automatically when picking one up. player-autoswitch 1
# 1=Camera players have no movement clipping. player-camera-noclip 1
# Player color: 0=green, 1=gray, 2=brown, 3=red. player-color 4
# Jump power. player-jump-power 9
# Weapon Recoil (shake/push-back) for player. player-weapon-recoil 1
# Field of view. rend-camera-fov 100
# 1=Filter camera movement between game tics. rend-camera-smooth 0
# 1=Stop updating rendering lists. rend-dev-freeze 0
# 1=Render player view in wireframe mode. rend-dev-wireframe 0
# 1=Enable glowing textures. rend-glow 1
# Brightness of wall glow when fog is enabled. rend-glow-fog-bright 0.15
# 1=Render glow on walls. rend-glow-wall 1
# Number of flares to draw per light. rend-halo 5
# Halo/flare brightness. rend-halo-bright 35
# Halo dimming relative end distance. rend-halo-dim-far 100
# Halo dimming relative start distance. rend-halo-dim-near 10
# Distance at which halos are no longer visible. rend-halo-fade-far 0
# Distance to begin fading halos. rend-halo-fade-near 0
# Rate at which occluded halos fade. rend-halo-occlusion 48
# Minimum halo radius. rend-halo-radius-min 20
# Minimum halo size. rend-halo-secondary-limit 1
# Size of halos. rend-halo-size 50
# Halo Z magnification. rend-halo-zmag-div 100
# When FOV > 90 player weapon is shifted downward. rend-hud-fov-shift 45
# Scaling of player weapon (x,y) offset. rend-hud-offset-scale 0.3183
# 1=Print lumobj count after rendering a frame. rend-info-lums 0
# 1=Print triangle count after rendering a frame. rend-info-tris 0
# 1=Render dynamic lights. rend-light 1
# Ambient light level. rend-light-ambient 1
# Dynamic lights color blending mode: # 0=normal, 1=additive, 2=no blending. rend-light-blend 0
# Intensity factor for dynamic lights. rend-light-bright 0.53
# 1=Enable surface light decorations. rend-light-decor 1
# Reduce brightness if surface/view angle too steep. rend-light-decor-angle 0.1
# Brightness of plane light decorations. rend-light-decor-plane-bright 1
# Maximum distance at which plane light decorations are visible. rend-light-decor-plane-far 1500
# Brightness of wall light decorations. rend-light-decor-wall-bright 1
# Maximum distance at which wall light decorations are visible. rend-light-decor-wall-far 1500
# 1=Use multitexturing when rendering dynamic lights. rend-light-multitex 1
# The maximum number of dynamic lights. 0=no limit. rend-light-num 0
# Maximum radius of dynamic lights (default: 128). rend-light-radius-max 256
# A multiplier for dynlight radii (default: 1). rend-light-radius-scale 3
# Intensity of angle-based wall light. rend-light-wall-angle 1
# 1=Use short-range visual offsets for models. # 2=Use SRVO for sprites, too (unjags actor movement). rend-mobj-smooth-move 2
# 1=Use separate visual angle for mobjs (unjag actors). rend-mobj-smooth-turn 1
# Render using 3D models when possible. rend-model 1
# Scale for MD2 z-axis when model is loaded. rend-model-aspect 0.833333
# Farther than this models revert back to sprites. rend-model-distance 1500
# 1=Interpolate frames. rend-model-inter 1
# Maximum number of light sources on models. rend-model-lights 4
# Custom level of detail factor. 0=LOD disabled, 1=normal. rend-model-lod 256
# 1=Mirror HUD weapon models. rend-model-mirror-hud 0
# 1=Precache 3D models at level setup (slow). rend-model-precache 1
# 1=Enable multitexturing with shiny model skins. rend-model-shiny-multitex 1
# Speed of model spinning, 1=normal. rend-model-spin-speed 1
# 1=Render particle effects. rend-particle 1
# Diffuse factor for particles near the camera. rend-particle-diffuse 4
# Maximum number of particles to render. 0=no limit. rend-particle-max 0
# Particle spawn rate multiplier (default: 1). rend-particle-rate 1
# Minimum visible distance for a particle. rend-particle-visible-near 0
# 1=Render shadows under objects. rend-shadow 1
# Darkness factor for object shadows. rend-shadow-darkness 0.5
# Maximum distance where shadows are visible. rend-shadow-far 1000
# Maximum radius of object shadows. rend-shadow-radius-max 80
# Number of sky sphere quadrant subdivisions. rend-sky-detail force 6
# Sky sphere radius. rend-sky-distance 1600
# 1=Always render the full sky sphere. rend-sky-full 0
# Number of sky sphere rows. rend-sky-rows force 3
# Sky rendering mode: 0=normal, 1=quads. rend-sky-simple 0
# 1=Always align sprites with the view plane. # 2=Align to camera, unless slant > r_maxSpriteAngle. rend-sprite-align 0
# Maximum angle for slanted sprites (spralign 2). rend-sprite-align-angle 60
# 1=Use additive blending for explosions. rend-sprite-blend 1
# 1=Sprites lit using dynamic lights. rend-sprite-lit 1
# 1=Don't write sprites in the Z buffer. rend-sprite-noz 0
# 1=Precache sprites at level setup (slow). rend-sprite-precache 0
# 1=Enable interpolated texture animation. rend-tex-anim-smooth 1
# 1=Render with detail textures. rend-tex-detail 1
# 1=Use multitexturing when rendering detail textures. rend-tex-detail-multitex 1
# Global detail texture factor. rend-tex-detail-scale 4
# Global detail texture strength factor. rend-tex-detail-strength 0.5
# 1=Always use external texture resources (overrides -pwadtex). rend-tex-external-always 1
# 1=Fullscreen images (320x200) use linear interpolation. rend-tex-filter-raw force 1
# 1=Render smooth sprites. rend-tex-filter-sprite 1
# The gamma correction level (0-4). rend-tex-gamma force 0
# The mipmapping mode for textures. rend-tex-mipmap force 3
# 1=Use the GL_EXT_shared_texture_palette extension. rend-tex-paletted force 0
# The quality of textures (0- . rend-tex-quality 8
# Minimum number of tics between sent frames. server-frame-interval 1
# 1=Allow cheating in multiplayer games (god, noclip, give). server-game-cheat 0
# 1=Disable player-player damage in co-op games. server-game-coop-nodamage 0
# 1=Disable all multiplayer objects in co-op games. server-game-coop-nothing 0
# 1=Disable multiplayer weapons during co-op games. server-game-coop-noweapons 0
# Start multiplayers games as deathmatch. server-game-deathmatch 0
# 1=Announce frags in deathmatch. server-game-deathmatch-killmsg 1
# Episode to use in multiplayer games. server-game-episode 1
# 1=Allow jumping in multiplayer games. server-game-jump 1
# Map to use in multiplayer games. server-game-map 1
# Map rotation sequence. server-game-mapcycle ""
# 1=Disable exit buttons during map rotation. server-game-mapcycle-noexit 1
# 1=Disable BFG9000 in all netgames. server-game-nobfg 0
# 1=No monsters. server-game-nomonsters 0
# 1=Disable team damage (player color = team). server-game-noteamdamage 0
# 1= -respawn was used. server-game-respawn 0
# Skill level in multiplayer games. server-game-skill 2
# The description given of this computer if it's a server. server-info "Multiplayer game server"
# Show client latencies. server-latencies 0
# The name of this computer if it's a server. server-name "Doomsday"
# Password for remote login. server-password ""
# Maximum number of players on the server. server-player-limit 16
# 1=Send info to master server. server-public 0
# 1=16-bit sound effects/resampling. sound-16bit 0
# 1=Play sound effects in 3D. sound-3d 0
# 1=Show sound debug information. sound-info 0
# Sound effects sample rate (11025, 22050, 44100). sound-rate 44100
# Reverb effects general volume (0=disable). sound-reverb-volume 1
# Sound effects volume (0-255). sound-volume 255
# Mouse cursor height. ui-cursor-height 32
# Mouse cursor width. ui-cursor-width 16
# 1=Enable help window in Control Panel. ui-panel-help 1
# 1=Show help indicators in Control Panel. ui-panel-tips 1
# Display brightness: -1=dark, 0=normal, 1=light. vid-bright 0
# Display contrast: 1=normal. vid-contrast 1
# Display gamma correction factor: 1=normal. vid-gamma 1
# Default resolution (X). vid-res-x 1024
# Default resolution (Y). vid-res-y 768
# Scale for viewheight bobbing. view-bob-height 1
# Scale for player weapon bobbing. view-bob-weapon 1
# Blue crosshair color component. view-cross-b 255
# Green crosshair color component. view-cross-g 255
# Red crosshair color component. view-cross-r 255
# Crosshair size: 1=Normal. view-cross-size 1
# The current crosshair. view-cross-type force 0
# View window size (3-11). view-size force 11
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PS : j'ai viré les macros, l'en-tête et les bind, sinon il considérait mon message comme étant trop gros.... _________________




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|  | | K!r4 Cyberdémon

Age : 19 Inscrit le : 18 Déc 2006 Messages : 4861 Localisation : =) Clan(s) : Cheese Lovers
| Sujet: Re: Problème Doom 64 Ven 15 Juin - 12:51 | |
| Je regarde ça après mon épreuve d'allemand au bac  |
|  | | K!r4 Cyberdémon

Age : 19 Inscrit le : 18 Déc 2006 Messages : 4861 Localisation : =) Clan(s) : Cheese Lovers
| Sujet: Re: Problème Doom 64 Dim 13 Juil - 14:57 | |
| Oh flûte mon épreuve vient seulement de finir, et je sais pas où c'est dans le CFG à première vue.
---->[] _________________
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