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Very Hot Topic (More than 25 Replies) OMP 0.3? (Read 19128 times)
Dr.Flay™
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Re: OMP 0.3?
Reply #15 - Jan 26th, 2013 at 10:04pm
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Well if there is no free option, then that's out-the-window anyway  Roll Eyes

Thought it may be a good cross-format option, with easy bolt-on options.
Ah, well.
  
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sn260591
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Re: OMP 0.3?
Reply #16 - Feb 22nd, 2013 at 7:32am
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So when will the new OMP? Smiley
  

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Smirftsch
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Re: OMP 0.3?
Reply #17 - Feb 27th, 2013 at 7:11am
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thanks for the reminder. Found some time and I installed a clean new VM and put anything on it, now I can really make new builds again which are really compatible with old 436 and 451.
Try this and give me feedback please:
www.oldunreal.com/patch/OMP0.99a-UT436-UT451.7z

It contains D3D8/D3D9/OpenGL/OpenAL/FMod/SwFMod

PS: Don't forget to update your UnrealTournament.ini with the latest information out of included Default.ini
  

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sn260591
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Re: OMP 0.3?
Reply #18 - Feb 28th, 2013 at 10:01am
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Thanks that you continue to work Smiley

OpenAL: echo is present on the maps, where it should not, even in the main menu.

D3D9: if UseFragmentProgram=False, then the detailed textures look different:



=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:

But if UseMultiTexture set to False, then this the problem disappears:


2) Need to increase the range of drawing rendering.

P.S. Will the new OMP for UnrealGold?
  

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Smirftsch
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Re: OMP 0.3?
Reply #19 - Feb 28th, 2013 at 11:31am
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sn260591 wrote on Feb 28th, 2013 at 10:01am:
Thanks that you continue to work Smiley

OpenAL: echo is present on the maps, where it should not, even in the main menu.

In the main menu its not wanted, but not much of a problem Wink
However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.
Also for which Sounddevice?

Quote:
D3D9: if UseFragmentProgram=False, then the detailed textures look different:

Need to verify, but I guess the result is quite normal.

Quote:
=========================================
There are also two things, but they belong to D3D9 and OpenGL all versions:
1) If SmoothMaskedTextures=True and NumAASamples=8, then the masked textures become translucent:
But if UseMultiTexture set to False, then this the problem disappears:

That's indeed the way it works, so that's absolutely normal.

Quote:
2) Need to increase the range of drawing rendering.

What to you mean? like in sunspire? Need to check the current value.

Quote:
P.S. Will the new OMP for UnrealGold?


Not sure if this makes sense as some things which are used in the most recent GL/D3D9 are plain not working in gold due to lacking functions. So older OMP may even work better here and aside this I'd really recommend using 227 instead, which supports even more than UT here. But will see once we are having an entirely working version.

Thanks for your fast response, so we can work out the remaining issues quickly Smiley

  

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Re: OMP 0.3?
Reply #20 - Feb 28th, 2013 at 4:53pm
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Quote:
However, the original game had echoes all over the place, way more than you would expect. But since original reverb was broken since 225 iirc most people don't even know there is. Please check if reverb is set in the corresponding zone.

Echo occurs always, even if not set in ZoneInfo.

Quote:
Also for which Sounddevice?

This problem only occurs on ALAudio (ALDevices=GenericSoftware). FMODAudioDrv and SwFMOD working properly.

Quote:
What to you mean? like in sunspire?

Yes.
  

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Re: OMP 0.3?
Reply #21 - Mar 1st, 2013 at 12:24pm
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ok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z

should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.
  

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Re: OMP 0.3?
Reply #22 - Mar 2nd, 2013 at 7:09am
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Smirftsch wrote on Mar 1st, 2013 at 12:24pm:
ok, try this:
www.oldunreal.com/patch/OMP0.99b-UT436-UT451.7z

should fix the OpenAL reverb issue and increases zRange in D3D9/OpenGL.

Excellent, both problems are solved Smiley
  

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Re: OMP 0.3?
Reply #23 - Mar 2nd, 2013 at 9:38am
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well, in case you don't discover something yet (or someone else) I can officially release it Wink
  

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Dr.Flay™
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Re: OMP 0.3?
Reply #24 - Mar 3rd, 2013 at 4:06am
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Can't believe how slack I am, not to have tested yet.

Was about to post this thread to a few places. Would you rather I wait and post to an official version, or get some more bodies here for testing?

*EDIT*
1 quick observation.
There is an extra " in the ALAudio.int and FMODAudioDrv.int files.
Preferences=(Caption="Audio"",Parent="Advanced Options")
« Last Edit: Mar 3rd, 2013 at 6:00am by Dr.Flay™ »  
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Re: OMP 0.3?
Reply #25 - Mar 3rd, 2013 at 8:33am
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should replace galaxy.int as well to make it better fit here.

But sure, point some people here. To have some more people testing can't be wrong so that the "official" version is working as expected. Especially SwFMod is rather new.
  

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Dr.Flay™
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Re: OMP 0.3?
Reply #26 - Mar 8th, 2013 at 9:34am
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Looks like plenty of people have been trying them out, but are replying in the posts I made, rather than posting here as I have suggested.

No real surprise there, eh.

I'm going to collect the threads here that have had replies, so I can try and keep a thread on the threads.

Mixed results so far (but I get asked similar questions).
http://www.ut99.org/viewtopic.php?f=15&t=4569
http://hooksutplace.freeforums.org/beta-testers-wanted-for-new-renderers-t1921.h...
http://www.globalunreal.com/forums/viewtopic.php?f=4&t=752
http://www.unrealkillers.com/f14/beta-testers-wanted-new-renderers-3552/

I submitted a post at unrealadmin but it seems to have not been deemed worth publishing, or the browser did not submit properly.
Once I've checked my emails and back-track some more, I'll hopefully add more links.

My first experience with the new D3D9 renderer was laggy, till I tweaked a little.
I'll reset to the defaults and make a note of the changes.

The music in OpenAL is rather loud on my nForce2. I tend to use SW mode.
Anything louder than levels 1-3 (32-96) is way too loud compared to the effects.

Q: Are the music, FX and announcer mixed separately ?
I know that generally the more channels I use to mix with, it often gets quieter.
Hmmm, I guess if I cut the channels down and see what difference it makes to the relative volumes.

Not too sure if having the default in the new SwFMOD set to use 32bit floating point is a great idea?
  
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Smirftsch
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Re: OMP 0.3?
Reply #27 - Mar 10th, 2013 at 8:38am
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Dr.Flay™ wrote on Mar 8th, 2013 at 9:34am:
Looks like plenty of people have been trying them out, but are replying in the posts I made, rather than posting here as I have suggested.

No real surprise there, eh.


Sometimes I really wonder if its all worth it with a response that small. Of course, I could and maybe should have done earlier, but on the other hand in all these years no one ever asked me about the sources for the audio stuff to do something themselves for UT. Now it even seems that we have to work to work on it, no single response here at all. So far for interest and community work. Without you nothing probably would have happened at all. Thanks to you though, you are doing a good job here Smiley

Quote:

Thanks, keeps things easier.

Quote:
My first experience with the new D3D9 renderer was laggy, till I tweaked a little.
I'll reset to the defaults and make a note of the changes.

To answer directly including some questions from the threads, the renderer is basically what you said already there, its more or less the same as UTGLR with some small fixes/changes, the main part is indeed the sound stuff. Anyway, a good base for settings is always welcome to be included in the defaults.

Quote:
The music in OpenAL is rather loud on my nForce2. I tend to use SW mode.
Anything louder than levels 1-3 (32-96) is way too loud compared to the effects.

Q: Are the music, FX and announcer mixed separately ?
I know that generally the more channels I use to mix with, it often gets quieter.
Hmmm, I guess if I cut the channels down and see what difference it makes to the relative volumes.

In OpenAL the sound output is done purely with OpenAL, the entire music output is based on old FMod, so we have entirely different situations and mixing here.
I never had the impression that music is to loud compared to sound, but I can compare the volume settings again. Wondering if it has to do with my SB Audigy and the often included onboard soundchips such as realtek. Will check on another PC yet.

Quote:
Not too sure if having the default in the new SwFMOD set to use 32bit floating point is a great idea?


I really need to add a ReadMe, the original SwFMod was made for Deus-Ex and although it was rewritten, fixed and complemented quite a lot by dots, it still uses a lot of the original set up. I didn't see a real disadvantage in having it float though.

Well, more things later, breakfast now Smiley
  

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Re: OMP 0.3?
Reply #28 - Mar 11th, 2013 at 2:03pm
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There is one more question. Why detail textures and a fog are incompatible? And whether it is possible to correct it?
  

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Smirftsch
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Re: OMP 0.3?
Reply #29 - Mar 12th, 2013 at 9:42am
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I'd need to check the details again but its some technical limitation inside the renderer, in any case it is not  fixable without updating the Render.dll and even there we didn't find a suitable (or at least feasible) way yet. One of the reasons we added new DistanceFog to 227, which doesn't have this problem.
  

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