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Very Hot Topic (More than 25 Replies) XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament (Read 41803 times)
Feralidragon
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #150 - Jan 20th, 2018 at 5:00pm
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Smirftsch wrote on Jan 20th, 2018 at 4:32pm:
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.


About the particular problem of overall awareness and distribution of renderers and other similar things, I am actually currently pretty much working towards creating a solution for that. Smiley

I made a post with my plans at ut99.org for the future concerning both UT99 and Unreal: https://ut99.org/viewtopic.php?f=12&t=12684

It's a long term project, and I am still at the very beginning, so it's very early to say if something like this will really succeed or not, but for what it is worth, I do intend at the end of this to be able to provide a way to actually make the hard work of everyone to actually get known and used, and get used easily, such as having this renderer used and whitelisted in most servers at the very least, even upon updates.

It will take a long time to get there though, but I have been working on it pretty much everyday to try to make it happen, so only time will tell.


EDIT: Well, it seems that the current XOpenGL versions will be officially whitelisted, given that anth just posted this:
https://ut99.org/viewtopic.php?f=33&t=12633&p=104754#p104754
So I guess this will no longer be a problem in the short term, nice. Cheesy
« Last Edit: Jan 21st, 2018 at 12:16am by Feralidragon »  
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DarkFrag
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #151 - Jan 23rd, 2018 at 9:51pm
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Smirftsch wrote on Jan 20th, 2018 at 4:32pm:
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.


Got it. Hopefully it will! Thanks man.
  
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DarkFrag
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #152 - Jan 23rd, 2018 at 9:54pm
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Feralidragon wrote on Jan 20th, 2018 at 5:00pm:
Smirftsch wrote on Jan 20th, 2018 at 4:32pm:
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.


About the particular problem of overall awareness and distribution of renderers and other similar things, I am actually currently pretty much working towards creating a solution for that. Smiley

I made a post with my plans at ut99.org for the future concerning both UT99 and Unreal: https://ut99.org/viewtopic.php?f=12&t=12684

It's a long term project, and I am still at the very beginning, so it's very early to say if something like this will really succeed or not, but for what it is worth, I do intend at the end of this to be able to provide a way to actually make the hard work of everyone to actually get known and used, and get used easily, such as having this renderer used and whitelisted in most servers at the very least, even upon updates.

It will take a long time to get there though, but I have been working on it pretty much everyday to try to make it happen, so only time will tell.


EDIT: Well, it seems that the current XOpenGL versions will be officially whitelisted, given that anth just posted this:
https://ut99.org/viewtopic.php?f=33&t=12633&p=104754#p104754
So I guess this will no longer be a problem in the short term, nice. Cheesy


Wow that's amazing man! Thanks a lot for all your hard work! Every old school UT99 player like myself appreciates it a ton Smiley
  
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|iG|-Vertigo
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #153 - Nov 27th, 2018 at 5:00pm
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Hoping someone might be able to help me. I installed XOpenGL v1.0.0.9 (along with OpenAL v2.4.7, but I don't think this was the issue) and now Unreal Gold crashes instantly before startup.

Error message (red X):
Unreal (Starting): Unreal.exe - Entry Point Not Found
The procedure entry point ?PerformCreateWindowEx@WWindow@@QAEXKPBGKHHHHPAUHWND__@@PAUHMENU__@@PAUHINSTANCE
__@@@Z could not be located in the dynamic link library C:\Steam\steamapps\common\Unreal Gold\System\WinDrv.DLL.

After ok'ing that, a second identical error message. Then a third, final one-
Critical Error
Can't find file for package 'WinDrv'
History: UObject::SafeLoadError <-UObject::StaticLoadClass <- UGameEngine::Init <- InitEngine

I've tried every video and audio renderer (including OpenGL and Galaxy, which were previously stable) with the same result.

I'm running Windows 10 (which is why I'm resorting to OpenGL - the D3D renderers had stopped working since the upgrade). Direct3D and VS2010 installed to Windows. Unreal 227i patch.


I'm now realising that maybe this render is for UT only, in which case I guess I need to reinstall Unreal Gold to get a working windrv.dll/int?

If so, could someone please recommend me an HDR-supporting renderer that does work for Unreal Gold 227i in Windows 10?
  
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Masterkent
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #154 - Nov 27th, 2018 at 7:18pm
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|iG|-Vertigo wrote on Nov 27th, 2018 at 5:00pm:
I'm now realising that maybe this render is for UT only

That is correct. A compatible renderer must match the game and the patch version (a renderer for UT v436 is guaranteed to work only on UT v436).

|iG|-Vertigo wrote on Nov 27th, 2018 at 5:00pm:
in which case I guess I need to reinstall Unreal Gold to get a working windrv.dll/int?

If you can obtain a compatible WinDrv.dll in other way, then reinstalling the whole game is unnecessary.
  
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medor
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #155 - Nov 28th, 2018 at 7:30am
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for your game system folder
C:\UnrealTournament\System
http://medor.no-ip.org/index.php?dir=Patches/&file=WinDrv.zip
  
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|iG|-Vertigo
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #156 - Nov 28th, 2018 at 8:42pm
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Thanks guys. I ended up reinstalling the 277i patch (stupidly without backing up user.ini - my bindings, my beautiful bindings! Cry ) and that made the game functional again.

Also, it turns out that for some reason the Direct3D 8 renderer - not 9, not 10, not vanilla, but 8 - is functional in Windows 10. No HDR with that one, but it looks better than 227i-vanilla OpenGL to me, so I'll chalk that up as a net win...
  
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #157 - Nov 29th, 2018 at 7:06am
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I definitely need to update this one again, a lot of things have been improved meanwhile with XOpenGL, but a few words for HDR. There is D3D10 by Kentie which "sort of" does it, but this is kinda fake HDR (which is not uncommon though) and the methods used there are neither very accurate nor beautiful imho (in relation to Unreal/UT).
If you read some about HDR you'll notice quickly that not only a renderer capable of doing it is needed, if really correctly done it requires a lot of more things in the background, like reworking/recreating the existing textures and especially in Unreal and UT adjusting the lighting (or entirely redo it). It quickly looks unnatural and odd otherwise.

  

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medor
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #158 - Nov 29th, 2018 at 9:59am
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Smirftsch wrote on Nov 29th, 2018 at 7:06am:
I definitely need to update this one again, a lot of things have been improved meanwhile with XOpenGL, but a few words for HDR. There is D3D10 by Kentie which "sort of" does it, but this is kinda fake HDR (which is not uncommon though) and the methods used there are neither very accurate nor beautiful imho (in relation to Unreal/UT).
If you read some about HDR you'll notice quickly that not only a renderer capable of doing it is needed, if really correctly done it requires a lot of more things in the background, like reworking/recreating the existing textures and especially in Unreal and UT adjusting the lighting (or entirely redo it). It quickly looks unnatural and odd otherwise.



As you may be know i'm user UT99.
The the most wonderful render for the warmth of the colors is built basic with the creation of UT is Glide.
http://medor.no-ip.org/index.php?dir=Video_Renders/Glide/

It is not easy to run as 32 bits.
In my opinion it is Glide the most interesting to develop.

Want to test it
dgVoodoo1.50Beta      the 2 .dll the .vxd and the .ovl in C:\UnrealTournament\System


  
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #159 - Nov 30th, 2018 at 7:01am
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When developing XOpenGL I soon started to notice that every renderer doesn't entirely look the same and in the beginning I was missing the bit the fully color rich OpenGL/D3D9 look I was used to play with.
After a while things equaled out a bit but I also noticed that it is VERY VERY much depending on what you are used to. Now playing with XOpenGL for the most time for some months it feels somewhat wrong using OpenGL/D3D9 instead.

That being said, I can fully understand your opinion, after all UEngine1 was developed pretty much for Glide back then, hence you can expect the closest match to what the developers/mappers had in mind. Then again, a big part of custom maps however have been probably made with D3D or OpenGL again...
I can't deny that I personally don't like the glide look very much (anymore) after all these years Wink
  

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