1)haha,I've been told stuff like that before in other forums I've been,and I still don't get why it's kinda hard to read my "walls of text" as people often call them.
2)I know,I'm trying to run it just for fun,and to prove they made it for 64mb nvidia cards on purpose.(I bet it could have been handled by a 16mb card if they wanted to,and it could have been made for a slower processor if they used glide instead of opengl).
3)ok,so I guess I won't bother trying again,I guess I'll have to wait to upgrade the computer (and downgrade the graphics card to a nvidia at least for long enough to beat the game and then I'll replace it with the v3 to get the computer back to normal)
4)I've read oglx was some kind of wrapper but the guy that was making it,stopped developement and it never got released. is there a way to get even a beta of it?.
also,I tryed with some kind of wrapper called SAGE,
but the same thing happened,the characters still looked like plain white dummies.
the mikepedo 1.1 drivers emulate 512x512 textures,but the same thing happened again,I wonder if because it didn't work or because the textures the game uses are bigger than that.
I even tryed with the mesa icd modified for doom 3,just in case,(the logic behind that was "gee,if it makes doom 3 run in a v2,maybe it'll work with another game and with the v3"),but I got the same results.
anyway,it would have been nice to run this game. (what amuses me is that considering the hardware it says it requieres,it was not THAT slow here,I expected something like 3 fps,but it was kinda playable in terms of speed. maybe if everything was properly displayed it would have been terribly slow,I don't know).
UPDATE/NEWS:
IT WORKED!!!. well...not 100% perfect,but at least I got
it to run and display everything. ok,there are some glitches,
i)the fmvs doesn't display,(but that's not so bad since they are mpg
files that can be opened outside the game).
ii)the fog looks like if it was a 16 bits or 32 bits image being displayed
at 256 colors without dithering,(I guess they are 32 bits textures
being displayed at 16 bits),I don't know how to explain it...hmm...try
to run silent hill in epsxe using an opengl plugin with the worse
pallette possible,I think it was 4-4-4 or something like that,
and without any dithering,advanced blending,or whatever,
and you'll see what I mean,the fog looks like a combination of
greens and red clouds cycling.
but I don't care anyway about the fog looking bad in Bloodrayne,
it's more than enough that the game runs at all.
iii)ocassionally some texture is missing and weird little squares
appear,but it's not all the time,I can live with that.
(the rest of the stuff looks nice,the characters look fully textured
and the backgrounds and lighting look good and everything is there,
light coronas,shadows,and so on,I don't think it's missing something).
iv)"medium" problem: if I activate the thermal vision,it blinks
like crazy.
v)big problem: after walking a bit,when I got to a palce were there
were houses in sight,it got VERY SLOW. the unplayable kind of slow.
anyway,I didn't expect to be able to play it at all,it's enough
already that the experiment worked.
how did it work?.
well,I remembered about an enviroment variable that enabled big
textures for the mesa ICD,so I made a bat file to launch the game.
it sets the variable to support up 2048x2048 textures,(mesa rescales
them by software),and then it launches the game.
it looks like this:
SET MESA_FX_MAXLOD=11
rayne.exe
(btw,the bat file is located in the game's main directory).
well,I won't play the game anyway,it's very slow on "complex" parts,
and it has those few glitches,but I'm happy it worked at all!.
I wish I could take screenshots!!,(the printscrn key method
gets only garbage,and the little utility that I used to run to
take screenshots when I was using the monster card,doesn't work
with the v3 as far as I know).
ps: I used the mesa 0.6202 opengl32.dll file and the regular 3dfx
glide?x.dll files from the official 1.07 drivers,(I'm using the
amigamerlin 2.9 drivers but with the official glide files because
they are faster than than the ones included with the amigamerlin
drivers). I removed the glide3x.dll file that came with the patch
because a)I asumed it was for v5 so I thougt it would be better
to stick with the v3 glide just in case b)it didn't make a difference
in terms of what was displayed c)as I said before,the official glide
files are faster.
oh,and the game had to be set to 800x600,it didn't work at 640x480,
it just crashed to the desktop after the sound of the first fmv,
(the image of the fmvs is not displayed).