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If you are using a nVidia based GeForce video card, download the latest reference drivers from www.nvidia.com. This will fix the problem with models showing up as all white. When running Half-Life in OpenGL, you must select '3Dfx Mini Driver' from the drivers list in the Video Options menu if you have a 3Dfx card (Voodoo, Voodoo2, Rush or Banshee). Choosing the 'Default' driver may severely impact Half-Life's performance. The Diamond Viper 550 drivers older than 4/2/99 cause the game menus to be drawn incorrectly. Use the drivers from the Nvidia home page (http://www.nvidia.com) dated 2/17/99 or later. Make sure the most current version of DirectX is installed on your computer. DirectX 6 is the most current version (as of 10/31/98), and it is included on the Half-Life CD in the 'DirectX' folder. If you are running a pre-OSR2 release of Windows95, get the OpenGL 1.1 fix in order to run Half-Life in OpenGL mode. The fix can be found at ftp://ftp.microsoft.com/softlib/mslfiles/opengl95.exe Make sure you have installed the most recent drivers for all your hardware before playing Half-Life. There is only one CD-Key allowed per client for Internet play. If you are getting a "CD-Key in use error" make sure that there are no other clients connected to any game server using your CD-Key. III. GENERAL GAME ISSUES LAN HEARTBEATS By default, the Half-Life game engine now reports the current status of IP LAN (e.g., sv_lan 1 or unable to authenticate) games to the master servers. This reporting is for general statistical information to Valve only and these IP LAN servers will not be visible to Internet players. If you would like to opt out of having your IP lan server report to the master servers, you must run the engine or dedicated server with the "-nomaster" command line option. CUSTOM RESOURCE DOWNLOADING Something that has always limited the propagation of custom maps has been the lack of support for custom map resources. Running a custom map that has it's own .wad file, custom sprites, or precached sounds has been something of a burden to server operators. So, we've added a new feature/function to help simplify the process. For this example let's assume we have a Team Fortress map called "mymap.bsp". This map uses a few different custom resources. It has it's own .wad file called "mytextures.wad", a new model called "mymodel.mdl", and a new sprite called "mysprite.spr". As a server operator you will need to go through these steps to allow these resources to be downloaded:

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