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Re: OpenGL HDR
Posted: Wed Mar 04, 2009 11:47 pm
by qduaty
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.
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 3:30 pm
by Wastelander0101
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...
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 5:10 pm
by Hyper
It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 5:46 pm
by Wastelander0101
It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.
Havent tried yet Unreal, but i was saying for UT99 version 436 has bugs.
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 6:05 pm
by []KAOS[]Casey
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.
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 6:42 pm
by Wastelander0101
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.
But are you getting in UT 436 black artifatcs with decals?
Re: OpenGL HDR
Posted: Fri Mar 06, 2009 9:10 pm
by Raven
And where is the updated 436 version for ut?
In 7Z file there is only 432...
It's for 436. There's no such thing as 436 public headers AFAIK. Epic released 432 headers, but they're compatible with 436.
Re: OpenGL HDR
Posted: Sat Mar 07, 2009 3:50 am
by qduaty
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.
Re: OpenGL HDR
Posted: Sat Mar 07, 2009 11:23 am
by Hyper
It works here, Unreal Gold OpenGL on an nVidia Geforce 8800GTX Forceware 182.06.
Havent tried yet Unreal, but i was saying for UT99 version 436 has bugs.
I don't say the Gold version has no bugs, I say that it works.
(I already had a few crashed while switching from window fullscreen.
Re: OpenGL HDR
Posted: Sun Mar 08, 2009 5:19 am
by qduaty
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?
Re: OpenGL HDR
Posted: Sun Mar 08, 2009 6:04 am
by []KAOS[]Casey
i'm not exactly sure, but this should effect all textures/monsters/actors/etc that are STY_Modulated
Re: OpenGL HDR
Posted: Sun Mar 08, 2009 1:45 pm
by Wastelander0101
Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them

Re: OpenGL HDR
Posted: Sun Mar 08, 2009 5:45 pm
by Shivaxi
Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them

Er...that's probably due to a rendering error. Try switching your renderer to something else and see if that helps.
Re: OpenGL HDR
Posted: Sun Mar 08, 2009 5:59 pm
by Raven
Can somebody tell me which are exact names for decals?
I would like to get rid of black boxes around them

Open UnrealED and then texture browser. Check loaded packages - all textures with gray background are decals.
Re: OpenGL HDR
Posted: Mon Mar 09, 2009 4:06 pm
by qduaty
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
Re: OpenGL HDR
Posted: Wed Mar 11, 2009 12:45 pm
by Wastelander0101
Great

. i tried the new version, and it is working allright. Just some minor instability issues(happened to me 2 times to game crash after some period of time)
Re: OpenGL HDR
Posted: Wed Mar 11, 2009 4:25 pm
by Marzanna
Can you compile it for Linux?
Re: OpenGL HDR
Posted: Wed Mar 11, 2009 5:09 pm
by Raven
Works fine with UT432 and GF 7300GT. Decals looks still kinda strange (they're turning black depends how you look at it).
Re: OpenGL HDR
Posted: Wed Mar 11, 2009 10:29 pm
by qduaty
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.
Re: OpenGL HDR
Posted: Thu Mar 12, 2009 6:35 am
by Marzanna
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.
Ok, I'll wait for Linux port.
I don't use wine to run Unreal since 227.
Are you going to publish sources?(under free license)
Re: OpenGL HDR
Posted: Thu Mar 12, 2009 10:36 am
by qduaty
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.
Re: OpenGL HDR
Posted: Fri Mar 13, 2009 10:15 am
by -Zlodey-
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

Re: OpenGL HDR
Posted: Fri Mar 13, 2009 1:43 pm
by Raven
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.
Re: OpenGL HDR
Posted: Fri Mar 13, 2009 5:26 pm
by -Zlodey-
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

, and its not worked with Tactical Ops at home, too.
Something is broken

- normal utglr works great with TO.
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
Re: OpenGL HDR
Posted: Sat Mar 14, 2009 5:13 am
by qduaty
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.