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Very Hot Topic (More than 25 Replies) XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament (Read 33688 times)
lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #135 - Jan 13th, 2017 at 12:48pm
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The support for S3TC format is included?
I can't see the related entry in the config lines.
« Last Edit: Jan 13th, 2017 at 2:16pm by lowenz »  

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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #136 - Jan 13th, 2017 at 2:55pm
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Some strange (LOL) problems, maybe is the buffer invalidation option?
Screenshot taken from RTNP UE HD 1.1

  

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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #137 - Jan 14th, 2017 at 7:40am
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lowenz wrote on Jan 13th, 2017 at 12:48pm:
The support for S3TC format is included?
I can't see the related entry in the config lines.


It supports it by default, no need for any config option Smiley

lowenz wrote on Jan 13th, 2017 at 2:55pm:
Some strange (LOL) problems, maybe is the buffer invalidation option?
Screenshot taken from RTNP UE HD 1.1

https://s29.postimg.org/qs8u4uul3/image.jpg


I have no idea what it is supposed to look like, so can't say. What package/map/mod is that exactly?
  

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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #138 - Jan 14th, 2017 at 11:04am
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Smirftsch wrote on Jan 14th, 2017 at 7:40am:
lowenz wrote on Jan 13th, 2017 at 12:48pm:
The support for S3TC format is included?
I can't see the related entry in the config lines.


It supports it by default, no need for any config option Smiley

lowenz wrote on Jan 13th, 2017 at 2:55pm:
Some strange (LOL) problems, maybe is the buffer invalidation option?
Screenshot taken from RTNP UE HD 1.1

https://s29.postimg.org/qs8u4uul3/image.jpg


I have no idea what it is supposed to look like, so can't say. What package/map/mod is that exactly?

It's Galathriel Village (part 1) from RTNP UE
  

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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #139 - Jan 19th, 2017 at 3:19pm
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so far no luck in reproducing, anything special I need to do?
  

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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #140 - Jan 19th, 2017 at 9:54pm
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Smirftsch wrote on Jan 19th, 2017 at 3:19pm:
so far no luck in reproducing, anything special I need to do?

Choose an SP map (that Galathriel too)
Reload N times the same savepoint until you see the artifacts.
  

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TheIronKnuckle
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #141 - Jul 23rd, 2017 at 12:30pm
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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)


https://imgur.com/a/vZuiG

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!
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #142 - Jul 24th, 2017 at 10:02am
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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
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #143 - Jul 24th, 2017 at 10:09am
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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 Smiley
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #144 - Aug 8th, 2017 at 5:11pm
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Any updated version for UGOLD 227i / UT 99 4.36?
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #145 - Aug 14th, 2017 at 1:58pm
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soon....soon Smiley
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #146 - Jan 18th, 2018 at 11:58pm
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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
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #147 - Jan 20th, 2018 at 6:57am
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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.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #148 - Jan 20th, 2018 at 1:35pm
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Smirftsch wrote on Jan 20th, 2018 at 6:57am:
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.


Thanks for replying man. I appreciate it.
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?
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #149 - Jan 20th, 2018 at 4:32pm
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DarkFrag wrote on Jan 20th, 2018 at 1:35pm:
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?


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.
  

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