I have vista and 8800gts
I have no probems with screen shots at ANY setting. I do NOT get shadows on my or any other face, unless they are suppose to be there.The only problem I get is some of the NPCs had those glitches that others have prevoisly posted. And once I disabled my second monitor, those went away. Will post information soon. Hope it helps. I hope the answer isnt for everyone to drop at least 300 bux on a new video card, but face it you'll want one in a year for any other games coming out.
OK,
I finally convinced my friend to try MxO. My understanding is he should have no problems with the basic functionality of the game. I am still unclear after reading this thread as to what for him to expect in regards to the screenshot issue and the wierd texture issues. Might I kindly request those who have overcome these problems to state basically what resolutions and settings work and which do not.
Can anyone help me?
Well I'm finally running on my new vista Alienware lappy so I can work on this now.
My screen shots only work (both formats .JPG and .BMP work the same) when windows is running in desktop resolution. That is they only work when running windowed or when running at the same resolution as the windows desktop.
As for the crazy face shading, the angle used for the face's shadow is affected by the camera angle (rotate the camera, keeping the RSI still and the face shading changes but the shading on everything else stays the same), like the shading rotation offset is the "world rotaton" instead of the "object rotation".
Nothing gets rid of the face shading issue but texture scaling problems stop happening at lower resolutions or I can go a little higher if I turn off over-bright and AA. It definately seems to be hitting some sort of resource limit.
The textures losing their scaling seems to only happen at certain angles in a similar way to the way snowflakes get all stretched near buildings. But I think the snowflake thing is caused by the textures being given the dimentions of rain textures (long and thin) when drawing weather particles from a non-affected area (under cover) or on the border of an under-cover area. The texture scaling problem seems to be caused by z-buffer overrun. Every single screen shot with a texture issue, is caused by the texture at a certain rotation offset loses it's scaling on the poly-area. That screams some sort of overflowlimit problem with a variable or range. Something happens and the texture-dimention-scalar becomes 1 or lower. Yay algebraic-geometry!
But I digress...
I'll post all my setings and results in about 10 hours.
Oh the things I could do if I actually had a copy of the engine source-code. Ah well. Cést la vie.
Here's the link to my DXDIAG:
http://www.aliciaandnick.com/MxO/DxDiag-phi.txt