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  1. Parts for Project 1: Raspberry Pi 3 2: RetroPie image 3: PS2 Console Fat Version 4: Ps3 Wireless Controller 5: PS2 Controllers USB Adapter for Original PS1 & 2
  2. changed a few settings try again
  3. The Bare Essentials

    Tips: - Use "F" to bring up the Filter menu and remove certain types of brushes, which will help alot when you have the light grid, hint brushes, etc. - Use "E" to activate the Edges tool on the selected brush. This is a very powerful tool which allows you to manipulate the brush even more. - Use "R" to activate the Roatation tool, which will let you rotate you selected brush on your current axis. - The number buttons on the top of your keyboard will change the grid size, which allows you to make brushes more detailed, smallest grid being 1, biggest being 9. - Everything is measured in units in Radiant, so here are a few essential values to remember when planning stuff for players: - 32 units = crouch height of a player - 128 units = standard height of a door - 72 units = standard height of a window - 1024 units = 1 blue grid square - Pressing the "Tab" button will change the axis for you, from X,Y,Z. - Pressing the button which has "X,Y,Z" in a pattern also does this. This guide assumes you have a reasonable basic knowledge of Radiant, such as in drawing a brush, and the knowledge of how to use the screens within Radiant. Step One: Map Geometry The basic structure of your map must not allow the players to touch or walk into the void, so you will need to start off by making the map, which must have some means to stop players touching the void (or the skybox). I will be using walls, but you can use the clip texture, teleports, hurt triggers and what not, its up to you. The basic structure: Click Me This is the main part of the map making process, since this is literally creating the walls, floors, ceilings the players will be using. Step Two: Skybox After you have created the basic structure, you must create a skybox, which will spot players seeing or shooting the void, which often causes ugly glitches. To make a skybox: 1. Draw a brush over the map, leaving plenty of space inside it for the map. Click Me 2. Then click the "Hollow" button, and select each of the faces that face INSIDE the box, by pressing Ctrl + Shift + Left Click. Click Me 3. Then go to the "Texture" button, then "Usage", then "sky". Click Me 4. Now texture the faces with your chosen sky texture (only one type is allowed per map), as you can see I chose the "sky_cargo" texture. Click Me This is rather simple after you've done it a couple of times, and is needed in all maps, unless they are completely enclosed, but that is a non issue for now. Step Three: Texturing You now need to texture the brushes you have made, so go to "Textures", "Usage", then have a look around, and see what you wish to texture the brushes with. This is pretty simple, but here are some tips for later: -Textures with "blend" in their name are used with terrain/curve patches to blend with other textures, and are translucent, so do not use these for basic brushes. -Textures with "decal" in their name mean they appear in front of normal textures, even when on the same grid points. These aren't to be used for basic texturing either. -In the tools section, you will find many useful textures, however they are used for their properties and not for decoration. -Caulk is the proper texture to build your map in, and this is what the basic geometry of the map should be made from. It is invisble ingame, so that is why it will be replaced when texturing. -Clip and other variations are used to stop player/ai/bullet/etc. "clip" and "player_clip" also stop fall damage when on the same grid points as a normal textured brush. That is all for now, onto... Click Me Step Four: Light Grid This is where we add the Light Grid, which is creates light maps for the game engine to use when rendering the map. For now, it is easiest if you draw a brush over ALL playable areas of your map, and texture it with "lightgrid_volume", which automatically creates a grid file for your map to use. The "lightgrid_volume" texture is found in "tools". Click Me Step Five: Light Adding light is essential if you want to see anything in your map, so you may want to add a simple light, which is Right Click, then "light". You can then bring up the entity menu by pressing "N", and change the radius to a value you like. This is very basic lighting, and if you wish to learn better ways, visit this wiki: Click Me Click Me Step Six: Reflection Probes These are what prevents the red tint in maps, and what adds shinyness to textures/models. To add a reflection probe: Click Me There should be a few of these, but place them sparsly, since they do take up quite a bit of memory and increase the size of your .ff file. Step Seven: Spawn Entities This is where many people go wrong, and it is essential you get this right. You must have these types of spawns in your map for it to run: -TDM Spawn (16+) -TDM Allies Spawn (16+) -TDM Axis Spawn (16+) -Global Intermission (1+) Any others are not needed, unless you wish to run those gametypes. To add the TDM Spawns: Click Me The spawn entities must not be inside a brush, and it is advise not to have them suspended above the ground, apart from the global intermission, which should be where you want the spectators to look. I advise that you add a reasonable amount of spawns, 16+ is fine for a medium sized map. Only one spawn entity is needed for the global intermission. You have now completed everything essential in Radiant for your map to run. Now it is time to open up a text editor, since we are moving onto the script part of it. Step Eight: GSC File Every map must have a .gsc file. When you want to build your fast files, you will need to create a mp_mapname.gsc file, mapname being your maps name. Here is a basic .gsc: main() { maps\mp\_load::main(); //maps\mp\_compass::setupMiniMap("compass_map_mp_mapname"); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; setdvar( "r_specularcolorscale", "1" ); setdvar("r_glowbloomintensity0",".25"); setdvar("r_glowbloomintensity1",".25"); setdvar("r_glowskybleedintensity0",".3"); setdvar("compassmaxrange","1800"); } Copy and paste this into a text editor, and save it as mp_mapname.gsc, making sure it is a .gsc, not mp_mapname.gsc.txt This file must be saved to this directory: C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp That is your mp_mapname.gsc done. Step Nine: Compiling You now need to open up your Compile Tools, and find your name's name in the list, aftering clicking the "Level Compiling" tab. Now, for a quick .bsp compile, tick "fast" under light options and untick "extra". Also untick "connect paths" in the top three tick boxes. Then click "Compile BSP", and let the command window run through, and click enter when it has finished. Next, click "Compile Reflections", and the mp_tool.exe will pop up, let this run through intil the mp_tool.exe has shut itself off. You then need to click "Build Fast Files", and click "Ok" when it askes whether you wanted to create zone files. If this is done correctly, you will want to click on "Update Zone File", and enter these in the right hand box. include,mptypes_desert include,mptypes_woodland This will stop the red fx error you might recieve when running certain mods. Now re-build your fast files. And your done!
  4. http://codevba.com/excel/new_workbook.htm#.WJuOk8uIZnE https://www.mrexcel.com/forum/excel-questions/565090-visual-basic-applications-append-current-date-file-name-during-save.html
  5. Sub DROPLogCleanUp() Worksheets("UPS").Range("A7:F500").ClearContents Worksheets("UPS").Range("C3:C4").ClearContents Worksheets("Fedex").Range("A7:F500").ClearContents Worksheets("Fedex").Range("C3:C4").ClearContents Worksheets("USPS").Range("A7:F500").ClearContents Worksheets("USPS").Range("C3:C4").ClearContents Worksheets("Other").Range("A7:F500").ClearContents Worksheets("Other").Range("C3:C4").ClearContents 'Updates Date to Current With Range("B4") .Value = Date .NumberFormat = "mm/dd/yy" End With End Sub make button and add this in module
  6. heres some screenshots of my 2nd cod4 map not released yet it needs some work http://wickedhq.com/mymap/mp_xi_operation_hawk
  7. mp_xi_lobbyb1 mp_xi_lobbyb1

    heres some screenshots of my first cod4 map Download: http://wickedhq.com/mymap/mp_xi_lobbyb1/download/mp_xi_lobbyb1.zip http://wickedhq.com/mymap/mp_xi_lobbyb1/
  8. Earthquake machine

    http://www.codjumper.com/forums/viewtopic.php?t=12446&f=30 firstly, to make it look good put a model in your map such as icbm_electronic_cabinet7, where you want the earthquake machine to go and put a "clip" brush around it to make it solid. then you need to creat a trigger around it. so create a trigger brush and then with the trigger selected right click on your 2d grid >>> trigger >>> use_touch then with the trigger brush still selected, press N to bring up the following values and enter these: key: Targetname value: earthquake key: hintstring value: ^2Press ^3&&1 ^2to cause an earthquake like this now you just need to place 2 origins in your map, one is going to be for the sound, and one is going to be for where the earthquake is actually gonna come from so right click on your 2d grid >>> script >>> origin and place it roughly in the center of your map and enter this value: key: targetname value: quake and now create another origin and place it next to the previous one and enter these values: key: targetname value: sound should look like this: Ok thats the mapping side of it done now for the scripting >:) the scripting for this if im honest is pretty easy. here is an example gsc with the scriptin it, i will also explain the script and what vairables you can change main() { maps\mp\_load::main(); ambientPlay("ambient_backlot_ext"); game["allies"] = "sas"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "woodland"; game["axis_soldiertype"] = "woodland"; setdvar( "r_specularcolorscale", "1" ); setdvar("r_glowbloomintensity0",".25"); setdvar("r_glowbloomintensity1",".25"); setdvar("r_glowskybleedintensity0",".3"); setdvar("compassmaxrange","1800"); thread quake(); } quake() { trigger = getent("earthquake","targetname"); // this finds the entity you created (the trigger) quake = getent("quake","targetname"); // this finds the entity you created (the origin named quke) sound = getent("sound","targetname"); // this finds the entity you created (the origin named sound) while (1) { trigger waittill ("trigger",user); wait 1; iprintlnbold( "EAARRTHHHQUUAAKKE!!!"); //prints inbold "EAARRTHHHQUUAAKKE!!!" to all the users on the map, feel free to change the text :) sound PlaySound( "elm_quake_sub_rumble"); //plays the sound of an earthquake at the origin "sound" Earthquake( 0.7, 8, quake.origin, 10000 ); // (magnitude of the earthquake, length, at what origin, and the radius) these values can be changed apart from the origin wait 2; } } compile, buildd fast files and earthquake away!!
  9. Teleporter

    In the editor, go to your departure point, draw out a decent size brush and texture it trigger, right click in 2d view, go down and make it trigger_multiple. with the trigger still selected press n and enter these values Key = target Value = gohere Key = targetname Value = enter Press n again to close the entity box, thats it for the trigger, press Esc. Navigate your way in the editor to where you want to be teleported to. Right click in the 2d view and create a script_origin (a red cube should appear) With that still selected, press n and enter these values Key = targetname Value = gohere Press n again to close the entity box You can rotate the red cube until the arrow faces the direction you wish to be facing when teleported. have both selected and hit w to weld them Press esc. If you have things correct you should now see a red line connecting trigger and red cube. Compile, Make a .gsc containing this script (just call it teleport) main() { entTransporter = getentarray( "enter", "targetname" ); if(isdefined(entTransporter)) for( i = 0; i < entTransporter.size; i++ ) entTransporter[i] thread transporter(); } transporter() { for(;;) { self waittill( "trigger", player ); entTarget = getEnt( self.target, "targetname" ); wait 0.1; player setOrigin( entTarget.origin ); player setplayerangles( entTarget.angles ); wait 0.1; } } Dont forget to call up this .gsc in your main .gsc maps\mp\_teleport::main(); For your Zone File: rawfile,maps/mp/_teleport.gsc
  10. Breakable Windows

    In Radiant Make a trigger_damage the same size as your window Give your trigger_damage the key/values: targetname windtrig Make your UNBROKEN window, convert it to a script_brushmodel Unselect everything, Select the trigger then the window and press W If you want to, make the broken bits of your window, convert them to a script_brushmodel Select all the broken bits and give them the targetname 'brokenwindow1' (increment the number for each window) Save, and add the script into one of your .gsc files (preferrably mp_mapname_fx.gsc but I think it would work in mp_mapname.gsc) Add this line to your zone file: fx,props/car_glass_large Scripting Create a new file under /raw/maps/mp/ called _breakglass.gsc and have the following in: main() { windfx = loadfx ("props/car_glass_large"); windtrigs = getentarray("windtrig","targetname"); for(i=0;i<windtrigs.size;i++) windtrigs[i] thread dowindow(i,windfx); } dowindow(windnumber,windfx) { window = getent(self.target,"targetname"); totaldamage=0; targetdamage=100; windowbroken=0; broken = getentarray("brokenwindow"+(windnumber+1),"targetname"); for(j=0;j<broken.size;j++) { broken[j] notsolid(); broken[j] hide(); } window show(); while(!windowbroken) { self waittill ("damage",amount); totaldamage+=amount; if(totaldamage>targetdamage) windowbroken=1; } // self playsound("glass_break"); PlayFX(windfx, self.origin ); for(j=0;j<broken.size;j++) broken[j] show(); window delete(); self delete(); } In your main mp GSC, after maps\mp\_load::main(); add this line: maps\mp\_breakglass::main(); Now, add this to your Zone File: rawfile,maps/mp/_breakglass.gsc Optional Create a soundalias file for the sound, and uncomment / add your soundname to the self playsound line If you want to change how much damage it takes to break, change 'targetdamage' in the 'dowindow' routine to another number, at the moment it takes about 3 shots from most weapons.
  11. simple elevator Simple Elevator

    Create the elevator as a script_brushmodel then assign the key/values key = targetname value = elevator Then create the triggers go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end assign key/values key = targetname value = switch Then connect them by selecting your brushmodel then trigger then hit the [W] key to weld them. That's it for the map side Now create your script for the elevator to move. main() { level.elevatorUp = 1; level.elevatorMoving = false; thread elevator_start(); } elevator_start() { elevator = getentarray ("switch","targetname"); if ( isdefined(elevator) ) for (i = 0; i < elevator.size; i++) elevator[i] thread elevator_think(); } elevator_think() { for(;;) { self waittill ("trigger"); if (!level.elevatorMoving) thread elevator_move(); } } elevator_move() { elevatormodel = getent ("elevator", "targetname"); level.elevatorMoving = true; speed = 10; height = 581; elevatormodel playsound ("elevator"); elevatormodel movez (height - level.elevatorUp * 2 * height, speed); // When elevator is up, it will go down. elevatormodel waittill ("movedone"); level.elevatorUp ^= 1; // A smart trick, turns 1 to 0 and vice-versa. level.elevatorMoving = false; }
  12. Tool Textures Explained

    Contents 1 Clipping Textures 1.1 Blocking 1.2 Materials 1.3 No Sight 1.4 Water 2 Editing Textures 2.1 Caulk Textures 2.2 Lighting 2.3 Lightmaps 2.4 Portaling 2.5 No Draw 2.6 Smoothing 3 Trigger Textures 4 Functionable Textures 5 Miscellaneous 5.1 Obsolete textures 5.2 Textures not yet categorized (WIP) Clipping Textures Clipping textures are used to block a player or NPC (Non Playable Character) or to add collision to a static model. Blocking Texture Name Description clip Clip is a transparent surface that is used to block the player and NPCs in game. Clip does not have bullet collision, so you are able to shoot through it. If the player or NPC is to walk on the surface of clip, no sound will be made. Do not use it where a player can walk on it. clip_full This will block players and NPCs. Does not give off a sound if player walks on surface. Functionally similar to clip, but is more descriptive. clip_monster This is clip that will block NPCs, but not the player. This is used in Singleplayer. clip_player This clip is used to block only the player. Does not affect NPCs. clipweap This clip will stop bullets and grenades but will not block players or NPCs. clip_missile This is clip used to block a projectile like a grenade, but will not block bullets. It also will not block a player or NPC. clipweap_glass_2 No description yet. Materials Texture Name Description clip_metal This clip (transparent) will react to bullets or grenades when hit. It will give the effect of impacting metal. It will not block the player or NPCs. clip_vehicle Clipping that is only effective to vehicles. clipfoliage This clip has two effects. It blocks the view of NPCs. They are not able to see through foliage clip. If the player walks through the clip it will make a rustling sound as if the player was walking through a bush. Generally this is applied to a brush and the brush covers large bushes and the leaf areas of trees. clip_snow No description yet. No Sight No Sight means that in Singleplayer the NPCs will not be able to see through the clip. Texture Name Description clip_nosight This texture will block the player and NPCs. clip_nosight is used if you have a model that would be used as cover, such as a tree or wooden fence. When the player walks on the surface of clip_nosight it will make a wood sound�if the object you are clipping is made of wood, use this clip. clip_nosight_metal This texture will block the player and NPCs. clip_nosight_metal is used if you have a model or object that is constructed of sheet metal, such as a barrel, vehicle, etc. When the player walks on the surface of clip_nosight_metal it will make a metal sound�if the object you are clipping is made of metal, use this clip. clip_nosight_dirt This texture will block the player and NPC's. When the player walks on the surface of clip_nosight_dirt it will make a dirt ground sound�if you are clipping an area that would be ground, this texture is used. clip_nosight_rock This texture will block the player and NPCs. When the player walks on the surface of clip_nosight_rock it will make a sound as if walking on a rock/stone surface�if you are clipping an area that would be make of rock, this texture is used. Water Texture Name Description clip_water This texture is applied on a brush that would be placed in the area of water. Placing water in your level will only display bullet impacts. Filling the water area with a brush with this texture will create the effects when a grenade is thrown in the body of water and explodes, first the grenade splashing, then the shower of water shooting up from the explosion. If this texture is not used, the grenade will just use the effect of the ground underneath. clip_water_player This texture will create the sound of walking in water when the player walks on the clipped surface. This clip must to be on the same plane of the ground to work properly. Example: You have a small creek. Make a duplicate of the creek bottom terrain patch. Apply the clip_water_player texture to the terrain and place it directly on top of the terrain you made a copy from. Editing Textures Editing Textures are used in the editor for building purposes. Caulk Textures Texture Name Description caulk Applied to faces of a brush that would not be visible to the player. caulk is to be used as your default texture. If you are only texturing one side of a six sided brush, you need to have caulk applied to the other five faces. This tells the engine to not draw the surface, reducing the polygon count. caulk is also used as a blocker when used for portaling. caulk_shadow This caulk is used to block light. caulk itself does not cast shadows. Use only if a serious lighting problem exists. Example: If you have a roof of a building that is caulked to save polygons because the player would not see it, but sunlight enters the interior, then caulk_shadow is applied to block the sun light. Lighting Texture Name Description light_portal This texture is used to block the bounding box of a primary light. The terrain surface with the texture applied needs to be facing inside the area with the affected light. Example: You have two rooms connected by a doorway. One room has a primary light. The primary light's bounding box is able to continue into the next room because it enters through the doorway. The result would be that the models in the other room are lit by the primary light. Using a section of terrain you can apply the texture to the terrain and place it in the doorway. It will stop the primary light's bounding box ensuring only the models in the lit room have the correct lighting. lightgrid_sky Applying this texture to a brush will collect the light grid information. This would be used for lighting the area in the sky that a plane or helicopter would fly. Doesn't always have to be used. Usually when you run VC_Logging and have the vehicles set to collect the dots, the vehicles do all the work for you automatically. However if the pattern is not aways the same, such as a Multiplayer Helicopter, then you would use this in the area the helicopter would fly. lightgrid_volume This is for VC_Logging your level. In previous versions of Call of Duty, you would have to make a .grid file by manually running through your level collecting the lighting dots. Apply this texture to a brush and place the brush in an area that the player can access; the compiler will eat up the information for you. You can still do it manually if you wish. shadow This texture applied to a brush will block light. Lightmaps Texture Name Description lightmap_grey Default lightmap texture The following are used in cases when one lightmap carries over the lightmap information to another lightmap causing a lighting error. Applying these will separate the lightmap making it unique. Texture Name Description lightmap_blue lightmap_cyan lightmap_green lightmap_purple lightmap_red lightmap_yellow Portaling Texture Name Description portal This is applied to the surface of a brush to create a portal surface. portal_nodraw Applied to the surfaces of a portal brush that are not used. portal_debug_solid The compiler applies this texture to portals in the map file when you are using -portal_debug portal_debug_trans The compiler applies this texture to portals when you are using -portal_debug No Draw Texture Name Description nodraw Applying this texture to sides of a brush will have the applied side invisible and non-solid. Usually used when only one side of a brush is need in game, such as a fence texture applied to one side. nodraw_decal When using brushes to place decals on geometry, the unused side will have this texture applied. nodraw_notsolid Applying this texture to sides of a brush will have the applied side invisible and non-solid. Usually used when only one side of a brush is need in game, such as a fence texture applied to one side. nodraw_glass No description yet. Smoothing Texture Name Description smoothing_hard Used in smoothing groups and surfaces that need to have a hard edge. smoothing_smooth Used in smoothing groups and surfaces that need to have a smooth edge. smoothing_other No description yet. Trigger Textures These textures are meant to help the Designer identify a trigger's function. They are only visible in the Editor. Texture Name Description trigger Default texture applied to a brush trigger. When a trigger is created this texture will automatically be applied. aitrig Applied to a trigger brush. This is to help the designer to identify which triggers would be activated by a NPC. ambient No description yet. autosave This is used in single player maps. It's only use is visual to the designer to identify that the trigger is used for autosave. bcs Applied to a trigger to have the designer identify that the trigger is used for the Battlechatter System. flag No description yet. friendly_respawn Applied to a brush trigger to identify the trigger is set to respawn friendly NPCs. goal_volume Commonly applied to a brush that is set to keep the NPCs in a controlled area. kill Applied to a brush trigger that is set to kill the player. mine Applied to a brush trigger that is set to kill the player by stepping on a mine. spawn_trigger Applied to a trigger to identify that the trigger will spawn an entity. stopspawn Applied to a trigger to identify that the trigger will turn off a spawn. trigger_damage Applied to a brush trigger to identify that the trigger is set to damage. trigger_hint No description yet. trigger_vision No description yet. return_ai_trigger No description yet. return_spawner_trigger No description yet. safe_area No description yet. vehicle_trigger No description yet. vehiclegate No description yet. volume No description yet. Functionable Textures These textures can be applied to a brush to add functionality to an object. Texture Name Description ladder Applying this texture to a brush will allow the player to use a ladder. If you have constructed a ladder, place a brush covering the ladder with the ladder texture; when the player comes in contact with the brush he will be able to climb up or down the ladder. mantle_on Applying this texture to a brush will allow the player to climb on top of a surface. mantle_over Applying this texture to a brush will allow the player to climb over a surface without being able to stop on top of it. Use for surfaces that should be too thin or weak for a player to stand on. Miscellaneous These textures can be applied to a brush to add functionality to an object. Texture Name Description aa_default This is the default texture that is loaded when Radiant is started up. It has no function, so it should not be used. Replace any occurrences of aa_default with other appropriate textures. Obsolete textures These are textures that once had a function but no longer are used in CoD4Radiant. Texture Name Description occluder No description yet. Textures not yet categorized (WIP) Texture Name Description auto_adjust fog indoor_outdoor mortar_off mortar_on origin physics_geometry skip smoke transparent traverse unlock
  13. Secret Door - Player Name Activation

    original post http://legendgamingclan.com/e107_plugins/forum/forum_viewtopic.php?18704 To implement this code, you save the code as _secretdoor_playername.gsc, under the maps/mp/ directory. Then, in the mapname.gsc, add this line under maps\mp\_load::main(); maps\mp\_secretdoor_playername::main(); //I have commented the code to help explain it to people, and for prosperity. main() { thread secret_wall(); //this threads the code } secret_wall() //threaded code { wall = getent("inv_wall","targetname"); //gets trigger from .map - is wall that changes from non-collidable to solid trig = getent("inv_trig","targetname"); //gets trigger from .map - what you have to click to activate the door/wall while(true) { trig waittill("trigger", player); if (player.name == "[Lg.C]Waffles" || player.name == "[Lg.C]DooM" || player.name == "[Lg.C]Doom") //checks if player name matches the one that touched the trigger { player iprintln("Access Granted"); //prints this in bottom left wall notsolid(); //lets you walk through wait (1); //time intil goes solid again wall solid(); } else { wall solid(); //if player name is wrong, nothing happens } } } Allows you to make a brushmodel non-collidable for a few secs, and it can only be activated if the player has one of the names in the script. This means you can limit it to only people you want.
  14. win 10 fix for ut2004 is this So far this looks to be a generic problem with UE2-based games on Win10. For UT2004 there is a workaround - switching from D3D to OpenGL. Go to UT2004\System folder, open UT2004.ini and find the [Engine.Engine] section. Add ; before the RenderDevice=D3DDrv.D3DRenderDevice line and remove it before the RenderDevice=OpenGLDrv.OpenGLRenderDevice line, so it looks like this: [Engine.Engine] ;RenderDevice=D3DDrv.D3DRenderDevice RenderDevice=OpenGLDrv.OpenGLRenderDevice ;RenderDevice=Engine.NullRenderDevice ;RenderDevice=PixoDrv.PixoRenderDevice Save the file and run the game.

Mega Footer

You can configure this content inside your ACP under Customization > Edit > IPSFocus Mega Footer.

Mega Footer

You can configure this content inside your ACP under Customization > Edit > IPSFocus Mega Footer.

Mega Footer

You can configure this content inside your ACP under Customization > Edit > IPSFocus Mega Footer.

Mega Footer

You can configure this content inside your ACP under Customization > Edit > IPSFocus Mega Footer.