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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
The gamma handling is entirely different in XOpenGL and I don't see the point in trying to force it matching with old GL or D3D(7,8,9). Only question there should be is, if it can be adjusted satisfactorily. I hope this point of view can be accepted.
That being said, brightness itself can be adjusted for DrawTile (f.e. Hud), DrawComplexSurface(BSP) and DrawGouraud(Meshes).
If you dislike the current ratio, you can try to alter the shaders. I am not done with this and I'd be more than happy if someone is willing to spend some time here. I explained this on page 6 in this topic already: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1453909937/75
That being said, brightness itself can be adjusted for DrawTile (f.e. Hud), DrawComplexSurface(BSP) and DrawGouraud(Meshes).
If you dislike the current ratio, you can try to alter the shaders. I am not done with this and I'd be more than happy if someone is willing to spend some time here. I explained this on page 6 in this topic already: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1453909937/75
Last edited by Smirftsch on Wed Nov 02, 2016 7:09 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Sharsys
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Thank you for all the time and love you are putting in to this!
Is there going to be a way to make some skyboxes look the way they did in early versions of Unreal or later versions with multitexturing disabled?
Is there going to be a way to make some skyboxes look the way they did in early versions of Unreal or later versions with multitexturing disabled?
Last edited by Sharsys on Tue Dec 20, 2016 11:10 am, edited 1 time in total.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
I have this on my list yet, but I didn't find a suitable solution so far. Every method I was trying either didn't work or had other side effects or disadvantages.
Last edited by Smirftsch on Wed Dec 21, 2016 7:34 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- lowenz
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
A Christmas time new release?
Last edited by lowenz on Wed Dec 28, 2016 9:04 am, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Indeed would have enjoyed this idea, unfortunately I didn't find the time to do so. Work, family, daily crap as usual, etc...
Will continue asap- for whatever this means *sigh*
Will continue asap- for whatever this means *sigh*
Sometimes you have to lose a fight to win the war.
- []KAOS[]Casey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Christmas in 2017 is still Christmas timeA Christmas time new release?
Last edited by []KAOS[]Casey on Sat Dec 31, 2016 6:39 am, edited 1 time in total.
- Rubie
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Hahhahahaha funny Kaos
I have no signature
- dustinechoes849
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
just tried 1.0.0.9 on a desktop pc with a gtx970
works gr8 m8 8/8
works gr8 m8 8/8
- Carbon
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Finally got around to trying this out. Works fine except the brightness is way too high. Maybe a personal thing, but even adjusting the in-game level doesn't bring it low enough. All the way down and it's still pretty bright.
Works well though. No problems running the game.
Not sure of the advantages of using this...? I've read through the thread looking for something that explains why one would want or need this. Sorry of this sounds ignorant; I know it is a modern renderer with better support, but how will any differences show up in-game?
EDIT: Changed the "Core" to "ES" and all is well; in fact, it was too dark! Increased the brightness and it seems fine. Still not sure of the benefit, but it looks and runs perfectly.
Works well though. No problems running the game.
Not sure of the advantages of using this...? I've read through the thread looking for something that explains why one would want or need this. Sorry of this sounds ignorant; I know it is a modern renderer with better support, but how will any differences show up in-game?
EDIT: Changed the "Core" to "ES" and all is well; in fact, it was too dark! Increased the brightness and it seems fine. Still not sure of the benefit, but it looks and runs perfectly.
Last edited by Carbon on Sat Jan 07, 2017 10:40 am, edited 1 time in total.
- Sharsys
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
XOpenGL has true 32-bit color lighting.Not sure of the advantages of using this...? I've read through the thread looking for something that explains why one would want or need this. Sorry of this sounds ignorant; I know it is a modern renderer with better support, but how will any differences show up in-game?
If you turn up the brightness it's easy to see the lighting is much smoother compared to other renderers.
Last edited by Sharsys on Sat Jan 07, 2017 11:27 am, edited 1 time in total.
- lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
The support for S3TC format is included?
I can't see the related entry in the config lines.
I can't see the related entry in the config lines.
Last edited by lowenz on Fri Jan 13, 2017 2:16 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Some strange (LOL) problems, maybe is the buffer invalidation option?
Screenshot taken from RTNP UE HD 1.1
Screenshot taken from RTNP UE HD 1.1
Last edited by lowenz on Fri Jan 13, 2017 2:55 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
It supports it by default, no need for any config optionThe support for S3TC format is included?
I can't see the related entry in the config lines.
I have no idea what it is supposed to look like, so can't say. What package/map/mod is that exactly?
Last edited by Smirftsch on Sat Jan 14, 2017 7:41 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- lowenz
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
It's Galathriel Village (part 1) from RTNP UEIt supports it by default, no need for any config optionThe support for S3TC format is included?
I can't see the related entry in the config lines.
I have no idea what it is supposed to look like, so can't say. What package/map/mod is that exactly?
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
so far no luck in reproducing, anything special I need to do?
Sometimes you have to lose a fight to win the war.
- lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Choose an SP map (that Galathriel too)so far no luck in reproducing, anything special I need to do?
Reload N times the same savepoint until you see the artifacts.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- TheIronKnuckle
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
all my weapons are displaying in a weird and disgusting way, for example see this pic:
(I'm sorry I'm not sure how to embed pictures anymore.... the internet has gotten all complicated since I've been away)
the minigun is just floating in midair.
This rendering bug is particularly pronounced with the flak cannon, and it affects most of the weapons.
Does anyone know a quickfix? perhaps if I just tweak the settings a bit?
But yeah thanks so much for all the hard work you're doing to keep this classic game alive on modern platforms!
(I'm sorry I'm not sure how to embed pictures anymore.... the internet has gotten all complicated since I've been away)
the minigun is just floating in midair.
This rendering bug is particularly pronounced with the flak cannon, and it affects most of the weapons.
Does anyone know a quickfix? perhaps if I just tweak the settings a bit?
But yeah thanks so much for all the hard work you're doing to keep this classic game alive on modern platforms!
Last edited by TheIronKnuckle on Sun Jul 23, 2017 12:33 pm, edited 1 time in total.
- TheIronKnuckle
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
I did a bit of experimenting with the old opengl renderer and found out some stuff that might be relevant:
if you set ZRangeHack to false on the old renderer, it results in a similar rendering bug to what i'm experiencing on the new one:
Weapons appear in front of the HUD and don't fully render/cutting off arbitrarily as they approach the camera.
Unfortunately there doesn't seem to be a ZRangeHack option on the new renderer.
Can you please include this soon? My game looks incredibly ugly at the current time with the weapons rendering incorrectly
Thanks so much
if you set ZRangeHack to false on the old renderer, it results in a similar rendering bug to what i'm experiencing on the new one:
Weapons appear in front of the HUD and don't fully render/cutting off arbitrarily as they approach the camera.
Unfortunately there doesn't seem to be a ZRangeHack option on the new renderer.
Can you please include this soon? My game looks incredibly ugly at the current time with the weapons rendering incorrectly
Thanks so much
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
can't load the image here, but couldn't observe such a behavior myself so far. Gonna check it, a new version is coming soon anyway
Sometimes you have to lose a fight to win the war.
- lowenz
- OldUnreal Member
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Any updated version for UGOLD 227i / UT 99 4.36?
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
soon....soon
Sometimes you have to lose a fight to win the war.
- DarkFrag
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- Joined: Thu Jan 18, 2018 10:47 pm
Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Hi all, new here.
I couldn't find any rules thread to read so I hope I'm not violating anything here.
I downloaded the latest renderer (1.0.0.9) and followed the instructions. It helps a lot but I still have a serious issue:
1. When launching the game it will appear mostly on my main monitor (Dell S2716DG which is on 2560x1440 res on windows) and some of the game window will appear on my secondary monitor (Samsung SyncMaster SA300). Everything seems pretty messed up and I can't even get my mouse to click on anything.
I found a (rather strange) workaround:
1. I bring up the console and perform "setres 1024x768"
2. Then I perform "setres 1920x1080"
Then suddeny everything work great. The game is only on my main monitor, fullscreen, and I can play smoothly.
The problem is I need to perform 1+2 every time I load the game (even if it is already on 1920x1080 to begin with in the ini file).
I would apprecaite any ideas or suggestion you may have.
Thanks in advance!
EDIT:
My PC, OS and monitors specs:
System Information
Operating System: Windows 10 Pro 64-bit (10.0, Build 14393) (14393.rs1_release.161220-1747)
Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 CPUs), ~3.5GHz
Memory: 16384MB RAM
Display Devices
Card name: NVIDIA GeForce GTX 1080
Display Memory: 16268 MB
Dedicated Memory: 8110 MB
Shared Memory: 8157 MB
Driver Version: 22.21.13.8205
Monitor #1:
Current Mode: 2560 x 1440 (32 bit) (144Hz)
Monitor Model: Dell S2716DG
Monitor #2:
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: Samsung SA300
Monitor Model: SA300/SA350
I couldn't find any rules thread to read so I hope I'm not violating anything here.
I downloaded the latest renderer (1.0.0.9) and followed the instructions. It helps a lot but I still have a serious issue:
1. When launching the game it will appear mostly on my main monitor (Dell S2716DG which is on 2560x1440 res on windows) and some of the game window will appear on my secondary monitor (Samsung SyncMaster SA300). Everything seems pretty messed up and I can't even get my mouse to click on anything.
I found a (rather strange) workaround:
1. I bring up the console and perform "setres 1024x768"
2. Then I perform "setres 1920x1080"
Then suddeny everything work great. The game is only on my main monitor, fullscreen, and I can play smoothly.
The problem is I need to perform 1+2 every time I load the game (even if it is already on 1920x1080 to begin with in the ini file).
I would apprecaite any ideas or suggestion you may have.
Thanks in advance!
EDIT:
My PC, OS and monitors specs:
System Information
Operating System: Windows 10 Pro 64-bit (10.0, Build 14393) (14393.rs1_release.161220-1747)
Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 CPUs), ~3.5GHz
Memory: 16384MB RAM
Display Devices
Card name: NVIDIA GeForce GTX 1080
Display Memory: 16268 MB
Dedicated Memory: 8110 MB
Shared Memory: 8157 MB
Driver Version: 22.21.13.8205
Monitor #1:
Current Mode: 2560 x 1440 (32 bit) (144Hz)
Monitor Model: Dell S2716DG
Monitor #2:
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: Samsung SA300
Monitor Model: SA300/SA350
Last edited by DarkFrag on Fri Jan 19, 2018 12:12 am, edited 1 time in total.
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
dual screen handling in windows is not really fun, I have been working on something for UED2, which sounds a bit like this issue. Thing is, this can't be fixed in the render device.
I have to update this version here anyway, there has been a lot of progress in it lately and it has some impact on it as well, but it seems I am unable to catch up with my work right now.
I have to update this version here anyway, there has been a lot of progress in it lately and it has some impact on it as well, but it seems I am unable to catch up with my work right now.
Sometimes you have to lose a fight to win the war.
- DarkFrag
- Posts: 4
- Joined: Thu Jan 18, 2018 10:47 pm
Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Thanks for replying man. I appreciate it.dual screen handling in windows is not really fun, I have been working on something for UED2, which sounds a bit like this issue. Thing is, this can't be fixed in the render device.
I have to update this version here anyway, there has been a lot of progress in it lately and it has some impact on it as well, but it seems I am unable to catch up with my work right now.
So I guess I'll wait for updates then.
By the way another issue I have is that I'm getting kicked from servers regarding illegal renderer. Any idea if that's gonna be fixed in the future?
- Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
This is something which I can't influence from here, it's common to deny every unknown renderer to avoid possible cheating, since it's a good place to hide bot's or other hacks in. Those servers (or rather the admins of them) need to whitelist this renderer (and every following update then) for that. Hard to say if XOpenGL will become popular enough to be whitelisted in general in the UT community some day.By the way another issue I have is that I'm getting kicked from servers regarding illegal renderer. Any idea if that's gonna be fixed in the future?
Sometimes you have to lose a fight to win the war.