For direct access use https://forums.oldunreal.com
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
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
OpenGL HDR
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
I didn't use CG so far, just pure OpenGL, so that ATI users could play as well.
Edit: I have changed all shaders so that they should work on a GL 2.0 card. Also, the renderer works with UT 436.
Edit: I have changed all shaders so that they should work on a GL 2.0 card. Also, the renderer works with UT 436.
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: OpenGL HDR
Its working, however there are bug with decals(blood,etc) they are completely black, and bots flicker alot(with ut436)
And where is the updated 436 version for ut?
In 7Z file there is only 432...
And where is the updated 436 version for ut?
In 7Z file there is only 432...
Last edited by Wastelander0101 on Fri Mar 06, 2009 3:38 pm, edited 1 time in total.
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: OpenGL HDR
It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.
Last edited by Hyper on Fri Mar 06, 2009 5:12 pm, edited 1 time in total.
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: OpenGL HDR
Havent tried yet Unreal, but i was saying for UT99 version 436 has bugs.It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: OpenGL HDR
the UT436 version { the folder is still labeled 432, but the MD5 is different} works for me, but the gold version doesn't.. very interesting.
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: OpenGL HDR
But are you getting in UT 436 black artifatcs with decals?the UT436 version { the folder is still labeled 432, but the MD5 is different} works for me, but the gold version doesn't.. very interesting.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: OpenGL HDR
It's for 436. There's no such thing as 436 public headers AFAIK. Epic released 432 headers, but they're compatible with 436.And where is the updated 436 version for ut?
In 7Z file there is only 432...
Last edited by Raven on Fri Mar 06, 2009 9:10 pm, edited 1 time in total.

- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
I know about the decals. Feel free to add their texture names to the autobump.txt, with fogintensity=0 and, perhaps, also bumppower=0. I just didn't know how they are called, so I didn't disable fog for all of them.
UT 436 is binary compatible with 432, so a 432 version will work on 436. 451 isn't, but since it's almost purely a server release, just don't use it for clients and downgrade to 436.
UGold was tested, and will work, on a retail version.
UT 436 is binary compatible with 432, so a 432 version will work on 436. 451 isn't, but since it's almost purely a server release, just don't use it for clients and downgrade to 436.
UGold was tested, and will work, on a retail version.
- Hyper
- OldUnreal Member
- Posts: 3529
- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: OpenGL HDR
I don't say the Gold version has no bugs, I say that it works.Havent tried yet Unreal, but i was saying for UT99 version 436 has bugs.It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.![]()
(I already had a few crashed while switching from window fullscreen.
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
I found decals don't show in my log as textures. So in order to fix them, I need a hint. How they are implemented in Unreal?
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: OpenGL HDR
i'm not exactly sure, but this should effect all textures/monsters/actors/etc that are STY_Modulated
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: OpenGL HDR
Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them
I would like to get rid of black boxes around them
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: OpenGL HDR
Er...that's probably due to a rendering error. Try switching your renderer to something else and see if that helps.Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: OpenGL HDR
Open UnrealED and then texture browser. Check loaded packages - all textures with gray background are decals.Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them

- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
This version has shader effects switched off for decals, menus, and skins. Despite it is only a workaround, not a fix, it makes it possible to play UT with bump mapping AND decals enabled. Click here: http://francetelecom.freehost.pl/files/ ... s-0.1.1.7z
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: OpenGL HDR
GreatThis version has shader effects switched off for decals, menus, and skins. Despite it is only a workaround, not a fix, it makes it possible to play UT with bump mapping AND decals enabled. Click here: http://francetelecom.freehost.pl/files/ ... s-0.1.1.7z
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: OpenGL HDR
Can you compile it for Linux?This version has shader effects switched off for decals, menus, and skins. Despite it is only a workaround, not a fix, it makes it possible to play UT with bump mapping AND decals enabled. Click here: http://francetelecom.freehost.pl/files/ ... s-0.1.1.7z
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: OpenGL HDR
Works fine with UT432 and GF 7300GT. Decals looks still kinda strange (they're turning black depends how you look at it).

- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
Skaarj: It works with Wine 1.1.14 (a well-known Linux gaming library
), so don't expect me to do a native linux port, at least before the first fully functional release.
BTW. I know about the resolution changer problem under wine. That function has several screens of code, with several screens of possible bugs. Anyway, it can be fixed by setting the same resolution for windowed and fullscreen.
BTW. I know about the resolution changer problem under wine. That function has several screens of code, with several screens of possible bugs. Anyway, it can be fixed by setting the same resolution for windowed and fullscreen.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: OpenGL HDR
Ok, I'll wait for Linux port.Skaarj: It works with Wine 1.1.14 (a well-known Linux gaming library), so don't expect me to do a native linux port, at least before the first fully functional release.
I don't use wine to run Unreal since 227.
Are you going to publish sources?(under free license)
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
At least the UTGLR diff, and most of the GLSL shaders, will be released as open source with no restrictions. I'm not sure how to deal with the rest of code.
- -Zlodey-
- OldUnreal Member
- Posts: 14
- Joined: Fri Nov 25, 2005 10:45 am
Re: OpenGL HDR
OMG! Great work, mate, keep it up!
Im also want this render get to work with Tactical Ops - im tried it on work pc, its not started - maybe because here is ATI card. I will try later at home
Im also want this render get to work with Tactical Ops - im tried it on work pc, its not started - maybe because here is ATI card. I will try later at home
LIVE-EVIL
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: OpenGL HDR
It has nothing to do with it. ATI or NVidia - it doesn't matter. GLSL was created in order to make portable shaders (Linux/Windows NVidia/ATI) independent from your config (of course PixelShader support is a must
). IIRC same goes to cg, but cg shaders aren't limited to OpenGL (CG is available for DX8, DX9, DX10 and OpenGL). But what error exactly do you have? It can be incompatibility or your GFX doesn't support SM 3.0 and OpenGL 2.0.

- -Zlodey-
- OldUnreal Member
- Posts: 14
- Joined: Fri Nov 25, 2005 10:45 am
Re: OpenGL HDR
It has nothing to do with it. ATI or NVidia - it doesn't matter. GLSL was created in order to make portable shaders (Linux/Windows NVidia/ATI) independent from your config (of course PixelShader support is a must). IIRC same goes to cg, but cg shaders aren't limited to OpenGL (CG is available for DX8, DX9, DX10 and OpenGL). But what error exactly do you have? It can be incompatibility or your GFX doesn't support SM 3.0 and OpenGL 2.0.
Well, all is supported(I dont think GF 9600GT is not enough
Something is broken
Here is log:
Code: Select all
Log: Log file open, 03/13/09 20:31:39
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7022)
Init: Version: 436
Init: Compiled: Mar 23 2002 15:14:43
Init: Command line:
Init: Base directory: G:\Games\tofordemo\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: EVILPC
Init: User: Zlodey
Init: Memory total: Phys=2095480K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2386.701489 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Bound to UWeb.dll
Log: Game class is 'TO_Intro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: Entry.unr?Class=s_SWAT.s_Player_T?Face=none?Name=Player?Skin=None?Team=255?Voice=None?OverrideClass=
Log: LoadMap: Entry.unr?Class=s_SWAT.s_Player_T?Face=none?Name=Player?Skin=None?Team=255?Voice=None?OverrideClass=
ScriptLog: Team 255
ScriptLog: Login: Player
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.None': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
ScriptLog: s_Player::FixMapProblems() GetURLMap(): ENTRY.UNR
ScriptLog: s_Player::FixMapProblems() GetLocalURL(): ENTRY.UNR?CLASS=S_SWAT.S_PLAYER_T?FACE=NONE?NAME=PLAYER?SKIN=NONE?TEAM=255?VOICE=NONE?OVERRIDECLASS=
ScriptLog: s_Player::FixMapProblems() Retrieved mapname:
Log: Possessed PlayerPawn: s_Player_T Entry.s_Player_T0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Critical: UObject::StaticConstructObject
Critical: UWindowsViewport::TryRenderDevice
Critical: UWindowsViewport::OpenWindow
Critical: UGameEngine::Init
Critical: InitEngine
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/13/09 20:31:50
Last edited by -Zlodey- on Fri Mar 13, 2009 5:32 pm, edited 1 time in total.
LIVE-EVIL
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
Works with Tactical Ops 315 v2, though some textures may require tweaking; see screenshot: francetelecom.freehost.pl/files/to351.jpg - so maybe it's something with ur TO installation. I used a mod version downloaded from fileshack, and installed on a perfectly working UT 436.


