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Oil Rush pre-order

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smashy
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Oil Rush pre-order

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Post by smashy » Thu Mar 03, 2011 1:38 am

Hi gamer , the pre-order for oil rush is open for $19.95 (approx. 14.5 EUR) get early access to game builds . Test under 2.6.37-gentoo-r1 2,96GHz Intel Core2 nvidia 470 2GB RAM , full seting 1680x1050 run with 80 fps , nice game but remember is not a full game , beta build . Amazing linux game , enjoy ! :D

http://oilrush-game.com/
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disi
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Post by disi » Thu Mar 03, 2011 7:56 am

I read the article on Phoronix.
Looks good, I played oil imperium (on DOS) a lot, wondering if there are any minigames like holding the drill in the right position :)
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Post by smashy » Thu Mar 03, 2011 2:27 pm

Unfortunately you can't drill in the right position , maybe with the next build :wink:
No minigames , but both mode real time strategy (original game ) and tower defense , you can find 2 basic how to (rts mode ) , one map for tower defense , 4 maps for a skirmish vs AI and LAN is up .
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ChrisJumper
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Re: Oil Rush pre-order

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Post by ChrisJumper » Thu Mar 03, 2011 4:20 pm

smashy wrote:nice game but remember is not a full game , beta build . Amazing linux game , enjoy ! :D
Bought it too, but i still get the full Version if it arrive or not? I wonder about the low Price of 15 €.
(Its nice to pay with a normal german bank transfer!)

Personally i don't like Tower defend games and hoped that this is much fun as Comand Conquer. But still think that game would be great, cause some friend's still love these Hero of Newearth games ;) There i have not much time to learn the skills of the Hero's. But i love to defend my base in Starcraft2 against wave of the alien Monsters.

Hope that Oil Rush have a nice Multilayer Mode.
I played oil imperium (on DOS) a lot, wondering if there are any minigames like holding the drill in the right position
Yeah! This was a nice game, played it last year on a retro-Lan-Party ^^
Its still available (in the net ;)) and playable with dosbox. But the game lost some charm. Would love if there will be a Economic Mod for Oil-Rush, where you have to buy and sell oil or ships like in Ports of Call (TradeMark). Maybe you could write a Modification for "holding the drill in the right position" ^ ^

Or do some sabotage on the opponents Platform, or create Independent Server-Farm on your oilrig... ;)
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smashy
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Post by smashy » Thu Mar 03, 2011 5:34 pm

From the official website of the game.
the release date is moved to June in order to complete the balanced and polished single player campaign.
Mod SDK available
and now from twitter "A creative way to support OilRush" Tell a joke, get OilRush! http://www.omgubuntu.co.uk/2011/03/tell ... t-oilrush/ maybe one lucky user can get one free copy .

happy gaming
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disi
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Post by disi » Thu Mar 03, 2011 8:34 pm

To have sound on amd64 (thanks to this post:

Code: Select all

# emerge emul-linux-x86-sdl
For the radeon open source driver guys out there, it won't run, extension GL_ARB_half_float_pixel is missing in the Gallium driver (tested on HD4770 with x11-drivers/xf86-video-ati-9999) :(
You could start it with:

Code: Select all

MESA_EXTENSION_OVERRIDE=+GL_ARB_half_float_pixel ./1024x768 1024x768_windowed.sh
It plays nice sound, but just blanks the screen a couple of times and I saw some waves.... Ends with:

Code: Select all

Loading "waterwar/materials/waterwar_raiders.mat" 22 materials 1952ms
OpenGL error: invalid enum
Object::loadWorld(): different surface names "body_lod2" "lights"
Loading "waterwar/waterwar.world" 13498ms
Unigine~# render_hdr 0 && render_use_srgb 0 && render_restart
Xml::load(): can't open "profiles/_default/_default.cfg" file
Xml::load(): can't open "profiles/_default/_default.prof" file
GLFrameBuffer::enable(): incomplete attachment
GLFrameBuffer::enable(): incomplete attachment
GLFrameBuffer::enable(): incomplete attachment
OpenGL error: invalid value
Received signal SIGSEGV, invalid memory reference
Network shutdown
I haven't tested the binary drivers... will probably work.

//edit: ATI binary drivers: http://ompldr.org/vN25jMg (awesome cool soundtrack :))
oops, for internal use only, confidential information?!?
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Post by Kingoftherings » Fri Mar 04, 2011 1:49 pm

If I'm not mistaken, that missing OpenGL extension is one of the patented parts of OpenGL 3. So it'll probably be some time before that gets implemented.

This mailing list post talks about some other patented floating point extensions which some developers want to merge into Mesa. We'll have to see if this does get merged, but it's looking good since Eric Anholt, one of the main Intel devs, said he'd like to see it merged.
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disi
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Post by disi » Fri Mar 04, 2011 2:06 pm

Yes please :)

Code: Select all

# emerge --info | grep LICENSE
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Naib
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Post by Naib » Fri Mar 04, 2011 3:35 pm

very fun little game, prob is it crashes after about 10min. seems to be a problem effecting quite a few people
#define HelloWorld int
#define Int main()
#define Return printf
#define Print return
#include <stdio>
HelloWorld Int {
Return("Hello, world!\n");
Print 0;
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disi
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Post by disi » Fri Mar 11, 2011 7:31 pm

Naib wrote:very fun little game, prob is it crashes after about 10min. seems to be a problem effecting quite a few people
There is a version bump. It's now a new beta version 0.6 and they say they fixed the crashes. (I had none so far on ati)
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Post by Naib » Fri Mar 11, 2011 7:47 pm

SWEET! There was a fix for the crashes so it did improve but a new build is good. was expecting it in 2weeks!
#define HelloWorld int
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#define Return printf
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#include <stdio>
HelloWorld Int {
Return("Hello, world!\n");
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Post by j_c_p » Sat Mar 12, 2011 11:01 am

I'm in too guys :D .
The last version (0.6) has a 64 bits build.
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PraetorZero
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Post by PraetorZero » Sun Mar 13, 2011 12:47 am

Every time I hear about a linux game out for cheap, I buy it but rarely actually play it. Oil Rush looks to change that, especially if they've got a 64-bit version now.
What's the worst that can happen?
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pratyeka
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working for me

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Post by pratyeka » Fri Apr 01, 2011 11:03 pm

i also pre-ordered.

0.6 build seems to work for me with sound and graphics. x86_64. had to install the ATI binary driver, which was a bit of a hassle.

i am able to get fullscreen at different resolutions after starting with one of the shell scripts then manually making changes.

however, the game does not set my multi-monitor setup back to its original state when exiting, which means fun with xrandr when leaving.

also, ATI binary driver changes xrandr output device names from DVI-0 and CRT-0 to DPS2 and CRT2 ... strange.

anyway, looks good :) can't wait to play once the clock passes 5pm .. its friday @ work ..
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Post by disi » Fri Jun 10, 2011 4:25 pm

So much has been spilled, sooo much.... oil! :twisted:

http://www.youtube.com/watch?v=jlkEqrvQ ... r_embedded
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Desti²
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Post by Desti² » Mon Jun 20, 2011 11:28 am

Can someone confirm, that it crashes glx-dock?

http://oilrush-game.com/forum/index.php ... -glx-dock/
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bash_vi
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OilRush slow on 9800GTX+

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Post by bash_vi » Sat Oct 15, 2011 9:08 pm

Hey guys

Sorry for posting on such an old thread first of all...
I just bought OilRush today after watching some Youtube vids.
I noticed that I'm having massive speed problems though. Even after setting all graphics settings to low and the resolution to 640x480 the game only ran on about 15FPS when I'm just staring at water, 5FPS for watching a base with 3 units, 1FPS for battles :(
I didn't expect to be able to play the game at high graphics or anything, but the 9800GTX+ is well above the minimal requirements, so I'd expect at least a playable game ab low settings and 1280x1024 res.

So I assume that I'm doing something wrong?
My useflag for graphics drivers:
VIDEO_CARDS="nvidia"
My system specs (briefly):
i7 920
6GB DDR3 RAM
9800GTX+
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Desti²
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Re: OilRush slow on 9800GTX+

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Post by Desti² » Wed Oct 19, 2011 12:57 am

bash_vi wrote:Hey guys

Sorry for posting on such an old thread first of all...
I just bought OilRush today after watching some Youtube vids.
I noticed that I'm having massive speed problems though. Even after setting all graphics settings to low and the resolution to 640x480 the game only ran on about 15FPS when I'm just staring at water, 5FPS for watching a base with 3 units, 1FPS for battles :(
I didn't expect to be able to play the game at high graphics or anything, but the 9800GTX+ is well above the minimal requirements, so I'd expect at least a playable game ab low settings and 1280x1024 res.

So I assume that I'm doing something wrong?
My useflag for graphics drivers:
VIDEO_CARDS="nvidia"
My system specs (briefly):
i7 920
6GB DDR3 RAM
9800GTX+
Post the oilrush log.



btw. for some multiplayer battles, just join and wait on irc.quakenet.org #oilrush, players needed :)
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Post by Shining Arcanine » Thu Oct 20, 2011 3:38 am

Has anyone managed to play this with the integrated GPU in Intel's Sandy Bridge processors?
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bash_vi
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Re: OilRush slow on 9800GTX+

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Post by bash_vi » Fri Nov 11, 2011 7:03 pm

Desti² wrote:
Post the oilrush log.

Code: Select all

Loading "/home/myname/.OilRush/oilrush-0.90.cfg"...
Loading "libGL.so.1"...
Loading "libopenal.so.1"...
Set 1280x1024 windowed video mode
Set 1.00 gamma value
Unigine engine http://unigine.com/
Binary: Linux 64bit GCC 4.4.5 Debug Nov 10 2011 r7948
Features: Debug OpenGL OpenAL XPad360 Joystick Flash Editor
App path:  /home/myname/oilrush/OilRush-0.90/bin/
Data path: /home/myname/oilrush/OilRush-0.90/data/
Save path: /home/myname/.OilRush/

---- System ----
System: Linux 3.0.6-gentoo x86_64
CPU: Intel(R) Core(TM) i7 CPU         920  @ 2.67GHz 2698MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT x8
GPU: GeForce 9800 GTX+ PCI Express 275.09.07 x1
System memory: 5981 Mb
Video memory:  1024 Mb
Sync threads:  7
Async threads: 8

---- MathLib ----
Set SSE2 simd processor

---- Sound ----
Renderer: PulseAudio Default
OpenAL vendor:   OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version:  1.1 ALSOFT 1.13
Found AL_EXT_LINEAR_DISTANCE
Found AL_EXT_OFFSET
Found ALC_EXT_EFX
Found EFX Filter
Found EFX Reverb
Found EAX Reverb
Found QUAD16 format
Found 51CHN16 format
Found 61CHN16 format
Found 71CHN16 format
Maximum sources:         256 
Maximum effect slots:    4   
Maximum auxiliary sends: 2

---- Render ----
Renderer: NVIDIA NV50 1024Mb
OpenGL vendor:   NVIDIA Corporation
OpenGL renderer: GeForce 9800 GTX+/PCI/SSE2
OpenGL version:  3.3.0 NVIDIA 275.09.07
Found required GL_ARB_vertex_array_object
Found required GL_ARB_vertex_buffer_object
Found required GL_ARB_half_float_vertex
Found required GL_ARB_half_float_pixel
Found required GL_ARB_occlusion_query
Found required GL_EXT_texture3D
Found required GL_EXT_texture_cube_map
Found required GL_EXT_texture_sRGB
Found required GL_EXT_texture_swizzle
Found required GL_ARB_shader_object
Found required GL_ARB_vertex_shader
Found required GL_ARB_fragment_shader
Found required GL_ARB_draw_buffers
Found required GL_ARB_framebuffer_object
Found required GL_EXT_framebuffer_blit
Found required GL_EXT_framebuffer_multisample
Found optional GL_ARB_map_buffer_range
Found optional GL_ARB_transform_feedback
Found optional GL_ARB_draw_elements_base_vertex
Found optional GL_ARB_draw_instanced
Found optional GL_EXT_draw_buffers2
Found optional GL_ARB_blend_func_extended
Found optional GL_ARB_uniform_buffer_object
Found optional GL_ARB_geometry_shader4
Found optional GL_ARB_gpu_shader4
Found optional GL_EXT_Cg_shader
Found optional GL_ARB_texture_rg
Found optional GL_ARB_texture_array
Found optional GL_ARB_texture_snorm
Found optional GL_ARB_texture_multisample
Found optional GL_ARB_texture_compression
Found optional GL_ARB_texture_compression_rgtc
Found optional GL_ARB_seamless_cube_map
Found optional RGB10A2 render texture format
Shading language:        3.30 NVIDIA via Cg compiler
Vertex instructions:     16384
Fragment instructions:   16384
Maximum texture size:    8192
Maximum texture units:   96  
Maximum texture renders: 8
---- Physics ----
Physics: Multi-threaded

---- PathFind ----
PathFind: Multi-threaded

Loading "libNetwork_x64d.so"...

---- Network ----
RakNet version 4.031

Unigine~# render_textures 1
---- Interpreter ----
Version: 2.47

Loading "oilrush/unigine.cpp" 133ms
Loading "core/properties/unigine.prop" 2 properties 0ms
Loading "core/materials/default/unigine_post.mat" 16 materials 33 shaders 1ms
Loading "core/materials/default/unigine_render.mat" 37 materials 311 shaders 4ms
Loading "core/materials/default/unigine_meshes.mat" 18 materials 11031 shaders 87ms
Loading "core/materials/default/unigine_terrains.mat" 2 materials 432 shaders 2ms
Loading "core/materials/default/unigine_grass.mat" 1 material 69 shaders 3ms
Loading "core/materials/default/unigine_particles.mat" 1 material 93 shaders 2ms
Loading "core/materials/default/unigine_billboards.mat" 1 material 51 shaders 1ms
Loading "core/materials/default/unigine_volumes.mat" 6 materials 45 shaders 6ms
Loading "core/materials/default/unigine_guis.mat" 1 material 82 shaders 0ms
Loading "core/materials/default/unigine_water.mat" 1 material 117 shaders 21ms
Loading "core/materials/default/unigine_skies.mat" 1 material 13 shaders 29ms
Loading "core/materials/default/unigine_decals.mat" 1 material 99 shaders 1ms
Loading "oilrush/materials/oilrush_environment.mat" 104 materials 4777ms
Loading "oilrush/materials/oilrush_military.mat" 75 materials 2729ms
Loading "oilrush/materials/oilrush_sfx.mat" 58 materials 414ms
Loading "oilrush/materials/oilrush_wooden.mat" 9 materials 1573ms
Loading "oilrush/materials/oilrush_marker.mat" 58 materials 74ms
Loading "oilrush/materials/oilrush_buildings.mat" 53 materials 4363ms
Loading "oilrush/materials/oilrush_raiders.mat" 26 materials 2124ms
Loading "oilrush/materials/oilrush_ruins.mat" 6 materials 1012ms
Loading "oilrush/config/talent_tree.prop" 26 properties 0ms
Loading "oilrush/config/talent_list.prop" 29 properties 2ms
Loading "oilrush/config/environments.prop" 14 properties 0ms
Loading "oilrush/config/game_objects.prop" 14 properties 1ms
Loading "oilrush/config/game_objects_building.prop" 13 properties 1ms
Loading "oilrush/config/game_objects_misc.prop" 29 properties 2ms
Loading "oilrush/config/game_objects_npc.prop" 1 property 0ms
Loading "oilrush/config/game_objects_unit.prop" 17 properties 2ms
Loading "oilrush/config/game_objects_tower.prop" 10 properties 1ms
Loading "oilrush/config/abilities.prop" 23 properties 2ms
Loading "oilrush/config/ai.prop" 27 properties 2ms
Loading "oilrush/config/bullet.prop" 14 properties 0ms
Loading "oilrush/config/camera.prop" 1 property 0ms
Loading "oilrush/config/campaigns.prop" 2 properties 0ms
Loading "oilrush/config/cinematics.prop" 2 properties 0ms
Loading "oilrush/config/explosion.prop" 42 properties 2ms
Loading "oilrush/config/fire.prop" 29 properties 2ms
Loading "oilrush/config/game_option.prop" 9 properties 0ms
Loading "oilrush/config/maps.prop" 48 properties 4ms
Loading "oilrush/config/misc.prop" 5 properties 0ms
Loading "oilrush/config/options.prop" 28 properties 0ms
Loading "oilrush/config/targeters.prop" 5 properties 0ms
Loading "oilrush/config/trail.prop" 8 properties 0ms
Loading "oilrush/config/unit_animations.prop" 89 properties 2ms
Loading "oilrush/config/weapon.prop" 38 properties 4ms
Loading "oilrush/config/sounds.prop" 8 properties 0ms
Loading "oilrush/config/sounds_ambient.prop" 15 properties 0ms
Loading "oilrush/config/sounds_building.prop" 25 properties 0ms
Loading "oilrush/config/sounds_channel.prop" 20 properties 0ms
Loading "oilrush/config/sounds_gui.prop" 26 properties 0ms
Loading "oilrush/config/sounds_music.prop" 31 properties 1ms
Loading "oilrush/config/sounds_skills.prop" 9 properties 0ms
Loading "oilrush/config/sounds_tower.prop" 19 properties 0ms
Loading "oilrush/config/sounds_unit.prop" 41 properties 1ms
Loading "oilrush/config/sounds_weapon.prop" 61 properties 1ms
Game version: 0.90
Unigine~# world_load oilrush/menu
Loading "oilrush/menu.cpp" 875ms
Loading "oilrush/menu.world" 268ms
Unigine~# render_hdr 0 && render_use_srgb 0 && render_restart
Loading profile bash_vi...
Unigine~# world_load oilrush/maps/environment_evening_sunny2
Loading "oilrush/maps/environment_evening_sunny2.cpp" 2940ms
Loading "oilrush/materials/oilrush_industrial.mat" 15 materials 1369ms
Loading "oilrush/maps/environment_evening_sunny2.world" 5429ms
Init game
Loading map: single_map_13
Game unpaused
Shutdown game
Network shutdown
Close "libopenal.so.1"
Close "libGL.so.1"
Memory usage: 192b
Allocations:  3
Shutdown
At these settings, the game runs at about 20-25 FPS when I'm not in a battle. When I watch a battle, it easily drops below 10 FPS.
The Error-output (2>) looks like that:

Code: Select all

Xlib:  extension "RANDR" missing on display ":0.0".
NameSpace::check(): unused variable "time_save"
NameSpace::check(): unused variable "Network::TEXT_MESSAGE_MARKER_ALL"
NameSpace::check(): unused variable "Network::SHUTDOWN_SERVER_LOCK"
NameSpace::check(): unused variable "Network::SERVER_REELECTION_LOCK"
NameSpace::check(): unused variable "Network::MAX_DROPPED_FLUSHES_RATE"
NameSpace::check(): unused variable "Network::MAX_DROPPED_FLUSHES_TIME"
NameSpace::check(): unused variable "Network::DECREASE_GAME_SPEED_STEP"
NameSpace::check(): unused variable "Network::MIN_GAME_SPEED"
NameSpace::check(): unused variable "Network::Server::clientConnected"
NameSpace::check(): unused variable "Network::Server::clientDisconnected"
NameSpace::check(): unused variable "Network::Server::clientConnectionLost"
NameSpace::check(): unused variable "property_name" in "Options::GameOptions::apply_options_to_node" function
NameSpace::check(): unused variable "command" in "init_components" function
NameSpace::check(): unused variable "scene" in "init_components" function
Object::loadWorld(): different surface names "body_lod2" "body_lod1"
NameSpace::check(): unused variable "ControlManager::KEY_ALT"
NameSpace::check(): unused variable "ControlManager::BUTTON_RIGHT"
NameSpace::check(): unused variable "Game::GameObjectCamera::last_saved_transform"
NameSpace::check(): unused variable "Game::GameObjectCamera::cur_save_transform_delay"
NameSpace::check(): unused variable "Game::GameObjectAreaOfEffect::live_type"
NameSpace::check(): unused array "Game::GameObjectRocket::list"
NameSpace::check(): unused variable "property_name" in "Options::GameOptions::apply_options_to_node" function
NameSpace::check(): unused variable "last_tick" in "Network::Game::Server::receiveReconnectPlayerInfo" function
NameSpace::check(): unused variable "ifps" in "Game::Statistics::flush" function
NameSpace::check(): unused variable "platform" in "Game::Weapon::move" function
NameSpace::check(): unused variable "player_info" in "Triggers::Trigger::test" function
NameSpace::check(): unused variable "achive_name" in "Triggers::Trigger::run_action" function
NameSpace::check(): unused variable "box" in "Game::GameInterface::Missions::resize" function
Object::loadWorld(): different surface names "body_lod2" "body_lod1"
Object::loadWorld(): different surface names "submarine_body" "collision"
Total eviroments WARNINGs : [9]
[/code]
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Desti²
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Post by Desti² » Wed Nov 16, 2011 1:53 am

Have you tried a newer driver? Is it the same in windowed and fullscreen mode? AA/AF settings? Have you tried to set the GPU clock to permanent max (maybe cpu too)?
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Shining Arcanine
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Post by Shining Arcanine » Thu Nov 17, 2011 4:39 am

I asked the developers about the system requirements and it seems that Unigine won't work unless your GPU supports OpenGL 3.3 or higher.
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Post by j_c_p » Thu Nov 17, 2011 12:54 pm

OpenGL version: 3.3.0 NVIDIA 275.09.07
It looks like you've got the right OpenGL specification.
Maybe you should try the 285.05.09 driver (amd64 stable) : it's ok for me with the high settings in the game (1680X1050 AAX2 ~40FPS under heavy load).

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Post by bash_vi » Fri Nov 18, 2011 10:14 pm

j_c_p wrote:
OpenGL version: 3.3.0 NVIDIA 275.09.07
It looks like you've got the right OpenGL specification.
Maybe you should try the 285.05.09 driver (amd64 stable) : it's ok for me with the high settings in the game (1680X1050 AAX2 ~40FPS under heavy load).
Thanks. I tried that now, it didn't help though.
Have you tried a newer driver? Is it the same in windowed and fullscreen mode? AA/AF settings? Have you tried to set the GPU clock to permanent max (maybe cpu too)?
The problem is in both, fullscreen and windowed mode. I have AA settings turned off both in the nvidia driver and the game settings. According to conky, (${freq cpu#}) my CPU is running on permanent max speed anyways (should probably change that at some point ;)). I'll have to try setting the GPU clock to permanent max as you suggested though. I'll tell you how it went.
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Shining Arcanine
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Post by Shining Arcanine » Sun Nov 20, 2011 4:51 am

j_c_p wrote:
OpenGL version: 3.3.0 NVIDIA 275.09.07
It looks like you've got the right OpenGL specification.
Maybe you should try the 285.05.09 driver (amd64 stable) : it's ok for me with the high settings in the game (1680X1050 AAX2 ~40FPS under heavy load).

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For the record, that was in reference to my previous post where I asked, not his post.
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