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Unreal and XFire
Posted: Wed Nov 05, 2008 9:26 pm
by HeadShot
Is there any way to get XFire to work in Unreal? Right now we only have the join a server feature, but UT99 has everything.
http://www.xfire.com/games/
I think we may be able to get more interest in Unreal by spreading the word through XFire and other games we play.
Re: Unreal and XFire
Posted: Wed Nov 05, 2008 10:43 pm
by §tå£kër 3000
That would be Kewl,
If it's possible.
Re: Unreal and XFire
Posted: Wed Nov 05, 2008 11:00 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Wtf is XFire anyway?
Re: Unreal and XFire
Posted: Wed Nov 05, 2008 11:27 pm
by HeadShot
Wtf is XFire anyway?
www.xfire.com
Re: Unreal and XFire
Posted: Thu Nov 06, 2008 2:25 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
What? It's some kind of protocol or what? I never understood that.
Re: Unreal and XFire
Posted: Thu Nov 06, 2008 3:10 pm
by §tå£kër 3000
Basically works like Team Speak
Re: Unreal and XFire
Posted: Thu Nov 06, 2008 7:41 pm
by []KAOS[]Casey
don't bother trying to get it support, there's too many renderers and I dont think xfire can figure out wich one you're using {d3d6vs7vs8 vs opengl}
manually add the INI entry in xfire_games, its not hard
Re: Unreal and XFire
Posted: Thu Nov 06, 2008 10:05 pm
by Buster
Xfire's join server is nice, but I prefer the audio quality of TeamSpeak. I have my own TS server and it's served me well.
Re: Unreal and XFire
Posted: Thu Nov 06, 2008 11:12 pm
by HeadShot
don't bother trying to get it support, there's too many renderers and I dont think xfire can figure out wich one you're using {d3d6vs7vs8 vs opengl}
manually add the INI entry in xfire_games, its not hard
Could you elaborate?
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 4:01 am
by []KAOS[]Casey
xfire assumes a game uses a single renderer, iirc, it assumes you're using direct3d7 for UT, and with unreal theres too many and xfire doesn't attempt to detect multiple kinds of rendering{ Last I checked at least}
check xfire_games.ini and manually add your own entry{with a huge unused number}. just read the other entries, its not hard. really.
Also, anyone else who doesnt have the identical entry will see "Unknown game"
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 12:04 pm
by Smirftsch
now i'm even more confused- if its some kind of teamspeak- why does it need to know the renderer and how can this be related?
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 12:34 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I don't get this at all.
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 1:20 pm
by GreatEmerald
It gives you personal/team/clan/community chat INSIDE your game, that is, you don't have to Alt-Tab out of your game to write a message. Also, it takes screenshots, videos, sounds and everything else you want and then lets you share it easily.
It's a very great tool for lesser-known games and clans as you can organise evens with ease. You can also make a chat room, invite all your group/clan/community members into it and request a game

Re: Unreal and XFire
Posted: Fri Nov 07, 2008 2:22 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
IRC ftw

Re: Unreal and XFire
Posted: Fri Nov 07, 2008 7:01 pm
by []KAOS[]Casey
it has to know the renderer to use the correct dll passthrough hook so it can render stuff on top of unreal
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 7:31 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Why can't it draw the stuff OVER the game's screen?

Re: Unreal and XFire
Posted: Fri Nov 07, 2008 8:38 pm
by Hellkeeper
I don't know, but i guess fullscreen 3d programm force the complete rendering of the screen through the driver. That would be why you have a swift black screen when reducing and reopening fullscreen 3d program : time for the driver to take back full control.
If not, i'd be interested in knowing how it works

Re: Unreal and XFire
Posted: Fri Nov 07, 2008 9:16 pm
by GreatEmerald
Guess:
Code: Select all
if bEnableDirectInput Multiplier = 2
else Multiplier = 1;
if ((rand(1) * Multiplier) > 0.3) FreezeScreen()
else if ((rand(1) * Multiplier) > 0.5) return 0
else ShowDesktop();

Re: Unreal and XFire
Posted: Fri Nov 07, 2008 9:40 pm
by HeadShot
xfire assumes a game uses a single renderer, iirc, it assumes you're using direct3d7 for UT, and with unreal theres too many and xfire doesn't attempt to detect multiple kinds of rendering{ Last I checked at least}
check xfire_games.ini and manually add your own entry{with a huge unused number}. just read the other entries, its not hard. really.
Also, anyone else who doesnt have the identical entry will see "Unknown game"
Well actually your supposed to be able to choose the rendered, however it's a locked menu past extra commands in the following picture.
[img]http://img396.imageshack.us/img396/4514/image1sb6.jpg[/img]
Re: Unreal and XFire
Posted: Fri Nov 07, 2008 9:51 pm
by HeadShot
My bad for double post however..
All you have to do is insert 1 line at the end of your Unreal info in the Xfire_Games.ini
InGameRenderer=OGL
The only issue is that unreal is technically still 'on-top' and it will type if you type in XFire, Everything else shouldn't matter for that part though, just the in-game messaging should be affected I think.