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New commands and functions in 227

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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New commands and functions in 227

Post by Smirftsch »

A native Linux port is now availible, which runs with OpenGL and FMOD
Built in SuSE, works on LFS as well, but needs glibc2.3.
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Re: New commands and functions in 227

Post by Smirftsch »

New renderers have been added:
OpenGL & D3D8 are completely reworked and heavily improved with the files from UTGLR: http://cwdohnal.home.mindspring.com/utglr/
These renderers support S3TC Textures and make Unreal compatible with most recent grafix cards.

Settings:

UseTrilinear - [True/False]
Controls the use of trilinear texture filtering.

AlwaysMipmap - [True/False]
Can make the renderer always generates mipmaps for textures that are not supplied with them. But, it's always set to 0 by the initialization code (has been this was for a long time), so changing the value of this setting should make no difference.

AutoGenerateMipmaps - [True/False]
Enables the use of the GL_SGIS_generate_mipmap extension for automatic mipmap generation. It is recommended that this setting be disabled as there are far too many video drivers that have unstable, slow, and/or broken support for this extension.

NoFiltering - [True/False]
Can disable filtering on all textures. Useful as a debug option.

MaxAnisotropy - [Integer]
Controls the use and level of anisotropic texture filtering. Disabled if set to 0. Should make no difference if set to 1 (isotropic texture filtering). If set to greater than 1, specifies the maximum degree of anisotropy to use for texture filtering.

UseS3TC - [True/False]
Enables the use of high resolution S3TC compressed textures if they are installed.

NoMaskedS3TC - [True/False]
This is a debug option designed to emulate the behavior of older renderers. If set to True, it will prevent masking from working on masked S3TC textures.

Use16BitTextures - [True/False]
Selects lower quality and more compact formats for a number of textures, which will often speed things up. In many cases, there is only minor quality loss. In other cases, like with various skyboxes and coronas, there is often major quality loss.

UseBGRATextures - [True/False]
Allows textures to be uploaded in BGRA format rather than RGBA format if the GL_EXT_bgra extension is supported. This can improve texture upload performance. This option should always be enabled unless it causes problems.

LODBias - [Floating point]
Allows mipmap selection bias to be adjusted. Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures.

UseTNT - [True/False]
A workaround for buggy TNT/TNT2 drivers. Alters texture scaling and mipmap generation behavior. If you really want to know all the details, check the source code.

TexDXT1ToDXT3 - [True/False]
A workaround for poor image quality on NVIDIA GeForce1 - GeForce4 series hardware when using DXT1 format S3TC compressed textures. If enabled, converts all DXT1 textures to DXT3 textures on upload. This improves image quality on the previously mentioned NVIDIA hardware at the expense of twice as much texture memory usage for these textures. The NVIDIA DXT1 image quality problems or most noticeable on certain skybox textures. Keep this in mind when deciding whether or not to trade image quality for speed here. This option should not be enabled on any hardware that draws DXT1 textures with the same quality as DXT3 textures of course.

UseMultiTexture - [True/False]
Controls the use of multitexturing. Should always be enabled as the renderer has a few glitches when it is not. I might try to track these down some day. Due to the way some parts of the renderer are still written, it is likely to fail on any system without support for the GL_ARB_multitexture extension anyway.

UsePrecache - [True/False]
Controls texture precaching. Texture precaching may improve performance by initializing internal data structures for a number of world textures and most likely getting them loaded into video memory at level load time. It will also slow level loading down some.

MaxTMUnits - [Integer]
Used to limit the number of texture units used by the renderer. Useful as a debug option. Disabled if set to 0.

UsePalette - [True/False]
Controls the use of paletted textures. If there is hardware support for paletted textures, using them can significantly improve performance.

UseAlphaPalette - [True/False]
A workaround for very old buggy GeForce drivers. If set to False, will not upload masked textures as paletted. If there is hardware support for paletted textures, this option should be set to True unless it causes any problems.

MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects.

GammaOffset - [Floating point]
Offset for gamma correction. Can be used to adjust gamma correction even more if you hit the end of the Brightness slider in Video options. The default value of 0.0 causes no change. Use negative values for darker or positive values for brighter. If adjusting this setting for the first time, I'd recommend starting with small values such as -0.3 or 0.3.

GammaCorrectScreenshots - [True/False]
If enabled, will apply gamma correction to screen shots.

GammaOffsetRed - [Floating point]
GammaOffsetGreen - [Floating point]
GammaOffsetBlue - [Floating point]
Fine tuning parameters for gamma correction. These allow different offsets to be specified for each color channel. These offsets are never applied when gamma correcting screen shots, even if GammaCorrectScreenshots is enabled.

OneXBlending - [True/False]
If enabled, matches what the D3D renderer does for blending in multitexture mode when applying lightmaps to world geometry. I can't say for sure which way is correct. In single texture mode, the D3D renderer does appear to do blending like the OpenGL renderer in single texture mode or multitexture mode without OneXBlending enabled.

RequestHighResolutionZ - [True/False]
Allows a high resolution Z buffer to be requested when running in a 16-bit color mode. It's a good idea to enable this option if running in 16-bit color because rendering problems can occur if a 16-bit Z buffer is used. Note that not all video cards support Z and color buffers of dissimilar bit depths.

RefreshRate - [Integer]
Can be used to request a specific refresh rate when running full screen. If set to 0, a default refresh rate is used. If this value is set to an invalid or unsupported refresh rate based on video card or monitor capabilities, the renderer will fail to initialize.

SwapInterval - [Integer]
Controls V Sync. If set to the default value of -1, the default buffer swapping method is used. Set to 0 to disable V Sync. Set to 1 to enable V Sync. Set to higher values for one frame every N screen refreshes. Not all video drivers support values higher than 1.

FrameRateLimit - [Integer]
CPU controlled frame rate limiter in frames per second. Set to 0 to disable.

UseAA - [True/False]
Enables multisample antialiasing. Requires the GL_ARB_multisample extension.

NumAASamples - [Integer]
Specifies the number of samples to use per fragment for antialiasing. 2 and 4 are common values that should work on many video cards.

AAFilterHint - [Integer]
Can be used to enable Quincunx AA on NVIDIA video cards that support it. Set to 2 to enable this mode.

UseZTrick - [True/False]
Can avoid some z-buffer clears at the expense of cutting z-buffer precision in half. This may improve performance on some video cards. On video cards with z-buffer optimization hardware, enabling this setting may significantly reduce performance as it interferes with some hardware z-buffer optimization implementations.

ZRangeHack - [True/False]
An experimental option that can make the z-buffer work better for far away objects. Might cause unexpected problems, but doesn't seem to break anything major so far. Will fix problems with decals flickering in the distance with 24-bit z-buffers, which is the most you can get on many video cards. Will also fix the issue with the Redeemer covering up part of the HUD. Partially breaks weapon rendering on the first person view one if using wireframe debug mode (will clip near parts of it). Doesn't help enough to make 16-bit z-buffers work correctly.

MaxLogUOverV - [Integer]
Set to 8.

MaxLogVOverU - [Integer]
Set to 8.

MinLogTextureSize - [Integer]
Set to 0.

MaxLogTextureSize - [Integer]
Set to 8, or 0.

UseCVA - [True/False]
Enables the use of the compiled vertex array (CVA) extension. It may be useful on video cards without HW T&L. It is likely to slow things down a little bit on video cards with HW T&L.

UseMultidrawArrays - [True/False]
Enables the use of the GL_EXT_multi_draw_arrays extension.

BufferClippedActorTris - [True/False]
Alters how certain actor polygons are handled, some of which happen to be clipped by higher level code. It's a tradeoff and it is unlikely to make much of a difference either way.

BufferTileQuads - [True/False]
Enables buffering in the DrawTile path. May improve text rendering performance.

UseSSE - [True/False]
Controls the use of SSE instructions. Set to True to auto detect CPU and OS support for SSE instructions and use them if supported. Set to False to disable the use of SSE instructions.

UseVertexProgram - [True/False]
Enables vertex program mode. Consider this an experimental option. It can improve performance in some cases. It can also slow things down a lot if certain other settings are not configured correctly. It is likely to slow things down a lot if detail textures are enabled, but single pass detail texture mode is not enabled. It may not work correctly or may cause crashes with some video drivers.

UseTexIdPool - [True/False]
Should be set to True.

UseTexPool - [True/False]
Should be set to True.

DynamicTexIdRecycleLevel - [Integer]
Should be set to the default value of 100.

DetailTextures - [True/False]
Enables detail textures.

UseDetailAlpha - [True/False]
Must be enabled for proper detail texture support.

DetailClipping - [True/False]
Enables the use of a somewhat experimental detail texture mode. It costs more CPU time, but may improve performance in fill rate limited situations.

DetailMax - [Integer]
Set to 2 to enable a second detail texture layer. Set to 0 or 1 for standard one layer detail texturing if detail textures are enabled. The second detail texture layer will not show up unless SinglePassDetail is disabled.

SinglePassDetail - [True/False]
Enables single pass detail texture mode. This should generally be the highest performance detail texture mode. It requires 4 texture units. It also requires the UseDetailAlpha option to be enabled.

SinglePassFog - [True/False]
Enables single pass fog mode. This should generally be the highest performance fog mode. It requires 3 texture units. It also requires support for either the GL_ATI_texture_env_combine3 extension or the GL_NV_texture_env_combine4 extension.

ColorizeDetailTextures - [True/False]
Debug option for detail textures. If enabled, adds a green tint to detail textures.
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Re: New commands and functions in 227

Post by Smirftsch »

New Sounddevices OpenAL and FMOD:
OpenAL

OpenAL is far from beeing that popular like OpenGL is, the idea is the same, but instead of Video its for Audio. Currently developed and maintained by www.creativelabs.com
A new version of OpenAL will come out soon, and expect this driver to be updated as well then.
What is it for ?
For the same reason i started to make the OpenGL patches i never was satisfied with the orginal Unreal sound- but since we had to do much work from scratch it took far longer than OpenGL did. OpenAL main target is to support fully 5.1 (Surround)Soundsystems. Best support is on CreativeLabs Cards and probably other High-End Soundsystems. Low-End and Onboard-Audio should do as well, but need more testing. Should do better even on 2 speaker setup than the original Galaxy-Sounddriver.

Set in Advanced Options / Drivers / AudioDevice / ALAudio.ALAudioSubsystem

The advantages of it are:
True Surround Sound (means you now can really hear where your opponents are, 100% precise)

Hardware Sound (how many channels usable depends on the used Soundcard)

Support for Reverb (unfortunately not the original implemented modell, not possible with hardware sound, and maybe never will).

EAX2.0 for different ambients: Zones within Unreal now have a special „ambient“ for every type like Water, Lava, Slime, Nitrogen and Tarzone.

Music Output based on FMOD: www.fmod.org

Here are the details for the settings:
DopplerFactor – [1.0/...]
Factor for doppler effect. If you don't know whats doppler is, leave as is.

UseOriginalUnreal – [True/False]
True : use use linear rolloff sound model, like unreal did
False : use inverse distance rolloff model like current game do, (maybe not the best in this case)

UseReverb – [True/False]
True: enable Reverb and EAX effects, including Ambients

AmbientFactor - [0.7/...]
Loudness of unreal ambient sounds, like background sounds (frogs and such), EAX Ambients are not affected by this.

ALDevices
A list of all available Sounddevices in the System. Use DirectSound for Software Rendering, DirectSound3D or specific Creative-Labs Cards (like SB-Live, Audigy) for Hardware

Channels – [64/...]
How many channels used. Depends on Soundcard when used DirectSound3D (Hardware Accelerated) and more or less on CPU-Power and Memory when using DirectSound (Software)
32 Should do it, but sometimes seems to cause crackling. If you experience such problems try to use DirectSound instead with a higher setting. Only most recent soundcards like Creative's Audigy support 64 Hardwarechannels. 64 is recommended.

OutputRate – [8000,11025,16000,22050,32000,44100,48000]
Frequency of the output. Best to leave it at 44100Hz

UseDigitalMusic – [True/False]
Enables/Disables Unreal Music

UseCDMusic – [True/False]
Play Music from CD- never used this myself.


New maps can be enhanced with the following ambients (placed as zoneinfo „EAXZone“ in UED) :

ENVIRONMENT_GENERIC,
ENVIRONMENT_PADDEDCELL,
ENVIRONMENT_ROOM,
ENVIRONMENT_BATHROOM,
ENVIRONMENT_LIVINGROOM,
ENVIRONMENT_STONEROOM,
ENVIRONMENT_AUDITORIUM,
ENVIRONMENT_CONCERTHALL,
ENVIRONMENT_CAVE,
ENVIRONMENT_ARENA,
ENVIRONMENT_HANGAR,
ENVIRONMENT_CARPETEDHALLWAY,
ENVIRONMENT_HALLWAY,
ENVIRONMENT_STONECORRIDOR,
ENVIRONMENT_ALLEY,
ENVIRONMENT_FOREST,
ENVIRONMENT_CITY,
ENVIRONMENT_MOUNTAINS,
ENVIRONMENT_QUARRY,
ENVIRONMENT_PLAIN,
ENVIRONMENT_PARKINGLOT,
ENVIRONMENT_SEWERPIPE,
ENVIRONMENT_UNDERWATER,
ENVIRONMENT_DRUGGED,
ENVIRONMENT_DIZZY,
ENVIRONMENT_PSYCHOTIC



and can be combined (but must'nt be) with specific custom settings:

EnvironmentSize;
Environment Diffusion;
Room;
RoomHF;
DecayTime;
DecayHFRatio;
Reflections;
ReflectionsDelay;
Reverb;
ReverbDelay;
RoomRolloffFactor;
AirAbsorptionHF;


Here are the descriptions for it (out of Creative Labs EAX2.0 docs, Version 1.3), for the original visit developer.creative.com and www.openal.org

EnvironmentSize:
The Environment Size property sets the apparent size of the surrounding “room.”
The value of Environment Size can be considered a characteristic dimension of the
room expressed in meters. Scaling Environment Size is equivalent to scaling all
dimensions of the room by the same factor.
Because Environment Size is a high-level property, when you change it, it applies
a relative adjustment to five lower-level listener properties that determine the
shape of the reverberation response: Reflections, Reflections Delay, Reverb,
Reverb Delay, and Decay Time. When you change the value of Environment Size,
it actually changes the values of the lower-level properties. You can call Get on
any of those lower-level properties to see how they have been changed.
The Environmental Audio Extensions 51
Although Environment Size by default affects all five of the lower-level properties
mentioned above, you can disable its effect on some or all of these properties by
using the Flags listener property described later. It contains one flag for each of
the lower-level protocols controlled by Environment Size. All flags are set to
TRUE by default to provide a convincing simulation of change in the dimensions
of a room (maintaining the reflective properties of its walls). You can override
Environment Size’s automatic scaling of any of the lower-level protocols by
changing its flag to FALSE. You’ll find more information about this in the
description of the Flags property.
Note that when Environment Size is set to a small value (about two meters or
less), it adds a coloration effect characteristic of small rooms to the reverberation.
This effect becomes stronger as Environment Size is reduced.

Value range: 1.0 to 100.0
Default value: 7.5
Value units Linear meters


EnvironmentDiffusion:
The Environment Diffusion property controls the echo density in the reverberation
decay. It’s set by default to 1.0, which provides the highest density. Reducing
diffusion gives the reverberation a more “grainy” character that is especially
noticeable with percussive sound sources. If you set a diffusion value of 0.0, the
later reverberation sounds like a succession of distinct echoes.

Value range: 0.0 to 1.0
Default value: Varies depending on the environment
Value units A linear multiplier value


Room:
The Room property is the master volume control for the reflected sound (both
early reflections and reverberation) that EAX adds to all sound sources. It sets the
maximum amount of reflections and reverberation added to the sound mix in the
primary buffer (the listener). The value of the Room property ranges from 0 dB
(the maximum amount) to -100 dB (no reflected sound at all).

Value range: -10000 to 0
Default value: Varies depending on the environment
Value units Hundredths of a dB

RoomHF:
The Room HF property further tweaks reflected sound by attenuating it at high
frequencies. It controls a low-pass filter that applies globally to the reflected
sound of all sound sources. The value of the Room HF property ranges from 0 dB
(no filter) to -100 dB (virtually no reflected sound).
Although the amount and quality of reflected sound controlled by Room and Room
HF is global for all sound sources, you can vary the reflected sound for individual
sources by setting each source’s corresponding sound-source properties—also
called Room and Room HF. These source properties treat the listener Room and
Room HF properties as a baseline, and are added to the baseline value to
determine the final amount of reflected sound for each sound source. (For more
information see the description of Room and Room HF in the section on soundsource
properties.)

Value range -10000 to 0
Default value Varies depending on the environment
Value units Hundredths of a dB


DecayTime
The Decay Time property sets the reverberation decay time. It ranges from 0.1
(typically a small room with very dead surfaces) to 20.0 (typically a large room
with very live surfaces). This low-level property may be controlled by the highlevel
listener property Environment Size, in which case its value is scaled
according to the value set there. You can disable that automatic scaling by setting
the appropriate flag in the listener property Flags. (See its description for more
information.)
Value range: 0.1 to 20.0
Default value: Varies depending on the environment
Value units Seconds


DecayHF
The Decay HF Ratio property sets the spectral quality of the Decay Time
parameter. It is the ratio of high-frequency decay time relative to the time set by
Decay Time. The Decay HF Ratio value 1.0 is neutral: the decay time is equal for
all frequencies. As Decay HF Ratio increases above 1.0, the high-frequency decay
time increases so it’s longer than the decay time at low frequencies. You hear a
more brilliant reverberation with a longer decay at high frequencies. As the Decay
HF Ratio value decreases below 1.0, the high-frequency decay time decreases so
it’s shorter than the decay time of the low frequencies. You hear a more natural
reverberation.

Value range: 0.1 to 20.0
Default value Varies depending on the environment
Value units A linear multiplier value


Reflections
The Reflections property controls the overall amount of initial reflections relative
to the Room property. (The Room property sets the overall amount of reflected
sound: both initial reflections and later reverberation.) The value of Reflections
ranges from a maximum of 10 dB to a minimum of -100 dB (no initial reflections
at all), and is corrected by the value of the Room property. The Reflections
property does not affect the subsequent reverberation decay.
You can increase the amount of initial reflections to simulate a more narrow space
or closer walls, especially effective if you associate the initial reflections increase
with a reduction in reflections delays by lowering the value of the Reflection Delay
property. To simulate open or semi-open environments, you can maintain the
amount of early reflections while reducing the value of the Reverb property, which
controls later reflections.

Value range: -10000 to 1000
Default value: Varies depending on the environment
Value units Hundredths of a dB


ReflectionsDelay
The Reflections Delay property is the amount of delay between the arrival time of
the direct path from the source to the first reflection from the source. It ranges
from 0 to 300 milliseconds. You can reduce or increase Reflections Delay to
simulate closer or more distant reflective surfaces—and therefore control the
perceived size of the room.

Value range: 0.0 to 0.3
Default value Varies depending on the environment
Value units Seconds


Reverb
The Reverb property controls the overall amount of later reverberation relative to
the Room property. (The Room property sets the overall amount of both initial
reflections and later reverberation.) The value of Reverb ranges from a maximum
of 20 dB to a minimum of -100 dB (no late reverberation at all).
Note that Reverb and Decay Time are independent properties: If you adjust Decay
Time without changing Reverb, the total intensity (the averaged square of the
amplitude) of the late reverberation remains constant.

Value range: -10000 to 2000
Default value Varies depending on the environment
Value units Hundredths of a dB


ReverbDelay
The Reverb Delay property defines the begin time of the late reverberation relative
to the time of the initial reflection (the first of the early reflections). It ranges from
0 to 100 milliseconds. Reducing or increasing Reverb Delay is useful for
simulating a smaller or larger room.

Value range: 0.0 to 0.1
Default value Varies depending on the environment
Value units Seconds

RoomRolloffFactor
The Room Rolloff property is one of two methods available in EAX to attenuate
the reflected sound (containing both reflections and reverberation) according to
source-listener distance. It’s defined the same way as DirectSound’s Rolloff
Factor, but operates on reflected sound instead of direct-path sound. Setting the
Room Rolloff Factor value to 1.0 specifies that the reflected sound will decay by 6
dB every time the distance doubles. Any value other than 1.0 is equivalent to a
scaling factor applied to the quantity specified by ((Source listener distance) -
(Minimum Distance)). Minimum distance is a DirectSound sound-source
parameter that specifies the inner border for distance rolloff effects: if the source
comes closer to the listener than the minimum distance, the direct-path sound isn’t
increased as the source comes closer to the listener, and neither is the reflected
sound.

Value range 0.0 to 10.0
Default value 0.0
Value units A linear multiplier value

Air Absorption HF
The Air Absorption HF property controls the distance-dependent attenuation at
high frequencies caused by the propagation medium. It applies to both the direct
path and reflected sound. You can use Air Absorption HF to simulate sound
transmission through foggy air, dry air, smoky atmosphere, and so on. The
default value is -0.05 dB per meter, which roughly corresponds to typical
condition of atmospheric humidity, temperature, and so on. Lowering the value
simulates a more absorbent medium (more humidity in the air, for example);
raising the value simulates a less absorbent medium (dry desert air, for example).

Value range: -100.0 to 0.0
Default value: -5.0
Value units Hundredths of a dB per meter
Last edited by Smirftsch on Fri Feb 08, 2008 9:09 am, edited 1 time in total.
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Re: New commands and functions in 227

Post by Smirftsch »

FMOD

Because of its development state this driver is currently not having that many features like OpenAL does, but it supports the original Unreal Reverb (echoes)- like it should be – good examples are Vortex2 and Nyleve. Maybe one day the successor of OpenAL for Unreal, its currently a good choice for low-end cards and 2 Speaker systems. Because fmod seems to be developed itself faster like OpenAL it will maybe replace OpenAL here in Unreal, because of its enhanced features.

Set in Advanced Options / Drivers / AudioDevice / FMODAudioDrv.FMODAudioDevice

Fmods runtime dlls are included in the package, the original and new versions can be found at www.fmod.org – but if you use a newer version than the one within this package, it may does not work.
Be sure to have the latest drivers for your Soundcard installed.

Here are the details for the settings:
UseReverb – [True/False] :
In conjunction with UseHardwareChannels=False this reproduces the original unreal echoes
In conjunction with UseHardwareChannels=True this will play echoes like OpenAL (not yet implemented)

UseOriginalUnreal [True/False]:
True : use use linear rolloff sound model, like unreal did
False : use inverse distance rolloff model like current game do, (maybe not the best in this case)

UseHardwareChannels [True/False]:
True : make use of hardware acceleration on the sound card (you can't have original echoes)
False : use software buffers to process sound (perfect for stereo users)

Speakers [Dolbydigital/Headphones/Mono/Quad/Stereo/Surround]
Your speaker setup

Channels – [64/...]
64 is recommended. Only most recent soundcards like Creative's Audigy support 64 hardwarechannels, so be carefull when chosing UseHardwareChannels. Depends on CPU-Power and Memory when using Software.

AmbientFactor - [0.7/...]
Loudness of unreal ambient sounds, like background sounds (frogs and such), EAX Ambients are not affected by this.

OutputRate – [8000,11025,16000,22050,32000,44100,48000]
Frequency of the output. Best to leave it at 44100Hz

Settings in UED (REVERB in ZoneInfo)
bRayTraceReverb bool True – raytrace the reverb effects within this zone
bReverbZone bool True – Within this zone reverb is applied to all sounds
CutoffHz int Reverb effects are cut off of at this frequency
Delay int [6] Time in milliseconds that each reverb stage is delayed
Gain int [6] Volume for each of the reverb stages
Master Gain int Gain for all reverb effect
SpeedOfSound float Speed of sound within zone.
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Re: New commands and functions in 227

Post by Smirftsch »

for ban and kickban there are the following commands:
uhelp: Prints the explanations below
uplayers: shows for all players the name, ID, IP-Address, IdentNr and Identity
ukickid: kicks a player with a given ID
ubanid: kicks and bans a player with a given ID (full ban by IP and Name, even after a restart of the game/server)
ubanlist: shows a list with all banned players
uunban: unbans a player with the number X (see in banlist for the ban-number)
utempbanid: kicks and bans a player until server is restarted
utempbanlist: current list of temp-banned players
utempunban: unbans a tempbanned player with the number X (see in tempbanlist for the ban-number)
utempunbanall: unbans all tempbanned players

the bansystem includes now 3 checks:
Player IP
Player IdentNr which collects one unique identify number, based on informations from the client (No information is collected from the client, just a checksum).
Player Identity which collects another one unique identify number, based on informations from the client (No information is collected from the client, just a checksum).
and logs the PlayerName

The first check is pre-login, checks for the IP and disconnects directly

The other checks need the client to be logged in, but if he was banned, he will be kicked and put on tempban with IP so that the next attempt will be caught before login again.

The disconnected client gets either "You have been banned" or "You have been temporarily banned"

Banned players will be stored in Unreal.ini and stay there until unbanned. Tempbanned players will be banned until a mapchange or a server restart.
Last edited by Smirftsch on Sun Feb 17, 2008 2:00 pm, edited 1 time in total.
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Re: New commands and functions in 227

Post by Smirftsch »

supports footstepsounds and footprints
but to use these new features, the texture properties need to be changed, there are now 4 slots for different sounds (FootStepSound) the texture produces when walking on, and one variable (Footprint) which defines if, or if not, the texture shows a footprint when walking on.
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Re: New commands and functions in 227

Post by Smirftsch »

UI-FX added
Object
+-- Actor
+-- GrassGenerator
+-- Triggers
| +-- Trigger
| +-- UIKeyTrigger
+-- UIFX
+-- UIBeam
| +-- UIBeamEmitter
| | +-- UIThunder
| +-- UIBeamIncludes
| | +-- UIBaseBeam
| | +-- UIStartBeam
| +-- UIBeamPathNode
+-- UIParticleSystem
| +-- UIAdvancedCombiner
| | +-- UISpawnableAdvancedCombiner
| +-- UIForce
| +-- UIParticleAnimationStorage
| +-- UIParticleClass
| | +-- UIBasicParticle
| +-- UIParticleEmitter
| | +-- UIDynamicEmitter
| | +-- UIExtendedEmitter
| | +-- SimulatorAtmospheric
| | +-- UIFireEmitter
| | +-- UIParticleTest
| | +-- UISample1
| | +-- UISample2
| | +-- UISample3
| +-- UIParticlePath
+-- UIProjector
| +-- UIDynamicProjector
| +-- UIProjectorSample
| +-- UIFan2_Vortex
+-- UIWeather
+-- UITriggeredRainSound
+-- UIWeather_Lightning
| +-- UILightningEffect
| +-- UILightningSound
| +-- UILightningTrigger
+-- UIWeatherLight
+-- UIWeatherSimulator
+-- UIWind
+-- UIWindSound
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Re: New commands and functions in 227

Post by Smirftsch »

Supports skeletal meshes like in UT

Overview (original from http://unreal.epicgames.com/skeletal/UTSkelAnim.htm)

The skeletal animation support in Unreal was designed to be almost completely backwards compatible with the vertex animation. This document assumes the artists/programmers are somewhat familiar with the process of creating/managing (vertex-) animation content for Unreal/Unreal Tournament (see "Animation Basics" )The animating vertices are replaced by an invisible hierarchy of animating bones, which move vertices of the mesh either directly or in weighted combinations. Content is created in 3D Studio Max 2.5/3.0/3.1 and exported to a custom (loss-less) binary format, and the animation data is digested (compressed) at package-building time.

During content rebuilds ('ucc make'), .PSA files are digested into UAnimation objects, and .PSK files into USkeletalMesh objects. The animations then work with the exact same commands and sequence-notification pathways as the classic vertex animated models.

Model files have the .PSK extension, animation files have a .PSA extension. A path name needs to be set at all times, since that also determines the destination of the log files.

A .PSK (model) file can be saved at any time when your model is loaded. The .PSA (animation) file can consist of multiple animations which are 'digested', selected animations can then be grouped together, renamed, and saved/loaded.

Animations are 'bundled' into memory as they are digested by the exporter. The actual saving out to a file is done from a separate animation manager window (see its button) which allows
saving, loading and parameter tweaking of animations in previous bundled .PSA files. Changing parameters like the animation names, grouping names, and frame rates is done on the selected animation in the first list, which can then be shuffled back and forth to the second list which represents the .PSA file to be written.

The Maya and Max exporters share the same user interfaces, but are activated differently.
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Re: New commands and functions in 227

Post by Smirftsch »

supports HTTP-redirect for downloading maps (like in UT)

The settings to control downloads are in the server's Unreal.ini file. These are the settings for downloads sent directly from the Unreal server:

[IpDrv.TcpNetDriver]
AllowDownloads=True
MaxDownloadSize=0
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload

Setting AllowDownloads to False disables all autodownloads sent directly from the Unreal server. This setting has no effect on redirected downloads. MaxDownloadSize=0 means allow autodownload of any sized file directly from the Unreal server. Otherwise the value is in BYTES. We recommend that rather than disabling all downloads, you set the MaxDownload size to an appropriate value. For example, MaxDownloadSize=100000 will allow mutators and other small packages to be downloaded, but will not allow large files such as maps to be downloaded. Turning off all downloads may make it hard for older clients to get on your server if you are using a lot of custom maps, mutators or other custom packages. This setting also has no effect on redirected downloads.

These are the settings for redirecting downloads to a remote website site:

[IpDrv.HTTPDownload]
RedirectToURL=http://www.website.com/full/path/to/directory/
UseCompression=True
ProxyServerPort=3128
ProxyServerHost=

To enable redirected downloads, you need to set the RedirectToURL variable to point to the website where the files will be autodownloaded from. If a client running 226 or earlier connects to your server, it will ignore the redirection and attempt to download the file directly from the server, so it is important to configure the non-redirected download options even if you intend use redirected downloads. If UseCompression is set to True, the files must be stored on the remote website as compressed .uz files. You can create a compressed .uz file by using the command ucc compress from the DOS prompt in the Unreal\System directory. Typing ucc help compress will give you a list of supported options (currently this is only a list of filenames or wildcards to compress). If UseCompression is set to False, the custom package files should be put on the website as they are. Here are some examples of ucc compress:

C:\Unreal\System> ucc compress ..\maps\dk*.unr
C:\Unreal\System> ucc compress ..\textures\customskins1.utx ..\textures\customskins1.utx ..\maps\DMDeck16.unr
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Re: New commands and functions in 227

Post by Smirftsch »

Widescreen adjustment added
Widescreen users can now adjust the FOV to adjust Unreal better for their screens.
(Maybe some mods will override this setting)
Last edited by Smirftsch on Fri Feb 08, 2008 9:00 am, edited 1 time in total.
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Re: New commands and functions in 227

Post by Smirftsch »

Added a new setting in NetDrv:
AllowOlderClients True/False

If set to True, 224,225 and UGold Clients can join the server, if False, they will get the Upgrade Message.
But either way, there is a problem. Since the upgrade URL is defined in UpgradeMenu.uc, old clients will be redirected to the old dead upgrade page, and there is nothing I can do about that.
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Re: New commands and functions in 227

Post by Smirftsch »

Added Coop options for easy configuration of Weapon, Items, Flares and Seeds spawn time
bInstantWeaponRespawn
bInstantItemRespawn
bHighFlareAndSeedRespawn
FlareAndSeedRespawnTime
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Re: New commands and functions in 227

Post by Smirftsch »

A new and fully working quadshot has been added
replaces the old unusable quadshot
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Re: New commands and functions in 227

Post by Smirftsch »

Decals have been added to all Unreal weapons (including the monster weapons)

Decals can be added to custom mods as well, but can be turned off if wanted.
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Re: New commands and functions in 227

Post by Smirftsch »

supports new difficulty levels (up to 6) for Coop & Singleplay
Needs to be set with command-line parameter ?difficulty=X (X=4,5 or 6)
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Re: New commands and functions in 227

Post by Smirftsch »

added a new parameter for commandline: -timestamplog
which will force Unreal to put a Timestamp after the logfile name
so if you would simply startup unreal with -timestamplog, the logfile will be:
UnrealYear_Month_Day_Hour_Minute_Second.log
if you start it up with -log=server.log -timestamplog, the logfile will be:
ServerYear_Month_Day_Hour_Minute_Second.log

But keep in mind if you restart your server automatically when crashed and it would crash continuously, it will produce endless amount of logfiles.
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Re: New commands and functions in 227

Post by []KAOS[]Casey »

If smir updates the scorch.uc I sent him with the Blood

All weapon decals{or subclasses of Scorch} will have a configurable variable called.. DecalLifeSpan.

This variable effects ONLY clients. Servers need not apply.
Default is -1.
-1 = default behavior, the effects will disappear upon not being rendered for some amount of time.
0 = infinite. Decals will NEVER disappear. use at your own risk.
>0 = time in seconds, 1.1 is 1.1 seconds. 30 is 30 seconds.

this is located under "Decal" then "Lifespan" in preferences
Last edited by []KAOS[]Casey on Fri Feb 29, 2008 4:42 am, edited 1 time in total.
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Re: New commands and functions in 227

Post by []KAOS[]Casey »

New Blood.

Please note : blood will NOT work completely unless the server you're in is 227c! If you're a 227c client in a non-227c server, you will ONLY see splatter from gibs. the current method is impossible to work otherwise. I'm sorry to tell you that.

227c will include somewhat-realistic blood, adding blood to gibs and pawns/carcasses taking damage, as well as Blood Pools. The current system is subject to change, but I feel it's solid.

configurable things:
window unreal{for safety of no crashing/freaking first}
Preferences.
Then Decals>Blood

Client: bEnableEnhancedBlood : self explanatory, on or off? this is for people who may not like it.
Server:
bBleedingEnabled : Show bleeding effects, 50% chance for a pawn to bleed. Pre 227c client won't see this.

bBleedingDamageEnabled: Bleeding damage, 1 health every somewhat-random 1-2seconds. lasts for a random amount of time. 1 pawn can only have 1 instance of bleeding. Instigator is the LAST person who hit them, if person A initiates bleeding on person C but person B then hits person C and could cause bleeding by hitting person C, person B is now the instigator if C happens to die from bleeding, B gets the kill. The only way self instigator happens is if they damage themselves somehow and die from bleeding without anyone else triggering bleeding. Works fine on pre 227c clients, they just take damage and don't really notice{no blood drop sound.} Don't recommend this for a server that allows older clients because of that.

BleedingDamageMin: minimum damage bleeding can cause. Default 5.

BleedingDamageMax: maximum damage bleeding can cause. Default 20

Bleeding damage is done with rand, and increased to minimum if rand returns below min, and will go to max if rand goes over max{impossible anyway.}

bAllHealthStopsBleeding: picking up any health item will stop bleeding. Subject to not working due to modified health items.

bBandagesStopBleeding: picking up bandages will stop bleeding.
Subject to not working due to modified Bandages.


Blood's lifespan is dependant on the Decal's lifespan in the above post.

Blood splatter and drips will not show up on bLowGore true.
Blood splatter, drips and carcass blood pools will not show up on bVeryLowGore true.

Blood color is dependant on the scriptedpawn's blood type. All non scriptedpawns force red blood because Pawn does not hold the bGreenBlood variable. Sorry.


Blood physics is influenced by what hits said pawn. if they get hit with a Rifle or an ASMD the blood will fly farter, but weaker things such as automag and minigun do not have any at all. subject to change if any problems arise from any testers.

Blood base code is provided by Fenix Steiner, some sounds and textures from Dark Night. Code heavily modified by me{ in some parts.}

I think that covers it all.
Last edited by []KAOS[]Casey on Mon Mar 24, 2008 4:43 am, edited 1 time in total.
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Re: New commands and functions in 227

Post by .:..: »

*Added 2 new engine consolecommands:
-GameInfo.ConsoleCommand "GetPreLoginAddress", can be used during Event Prelogin call for retreiving the connectioning client's IP. As example:

Code: Select all

event PreLogin( string Options, out string Error )
{
      if( ConsoleCommand("GetPreLoginAddress")=="127.0.0.1" )
            Log("Lan server administrator logged in");
      else Super.PreLogin(Options,Error);
}
-PlayerPawn.ConsoleCommand "UGetIP", smilar to GetPing but returns instead the Client IP. Useage example:

Code: Select all

event PostLogin( playerpawn NewPlayer )
{
      MyNewPRI(NewPlayer.PlayerReplicationInfo).ClientIP = NewPlayer.ConsoleCommand("UGetIP");
}
*Fixed error with not being able to see PreLogin error on Mid-Screen as with 227b (most of you didn't even notice this).
As for example, 225f:
Rejected By The Server
Server is at its maximum capacity.
227b:
Connection failed
Rejected By The Server
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: New commands and functions in 227

Post by []KAOS[]Casey »

Zoneinfo : Zonedamagestring is now used.

If someone dies from the zone info {no instigator, or self instigator, non suicide}, from damage such as lava damage, if a zoneinfo has a supplied zonedamagestring, the gameinfo will use that string as a death message as long as they DIE from the zoneinfos exact same damage. now you could be even more creative with your maps.

If you set a lavazones zonedamagestring to "was too dumb to look down and fell into lava!" with no space at the front, there will be a death message of "Player was too dumb to look down and fell into lava!". This should work on older clients as the server will broadcast this message itself, and no new code is called by the client or assumed.
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Re: New commands and functions in 227

Post by .:..: »

Updated UBrowser Server browser:
-Bigger default vertical size of that window to show full info of all servers (servername, players, ping, IP, port etc...), without having to resize it.
-Added server version number to appear on server list like in UT.
-Added a "Join with password" button option when you right click at a server from the list.
-"Join with password" window has an ability to save the password so next time you normally connect to that server (through UBrowser) it automatly uses that password.
-When connecting to an "unknown" server (one where you havent desired any password for) it will join with a randomly generated password to protect you from password stealing.
Last edited by .:..: on Sun Mar 02, 2008 5:54 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: New commands and functions in 227

Post by Shivaxi »

I could always upload the bloodmutator that this was built off of if anyone wants blood in a non 227c server or client :P
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Re: New commands and functions in 227

Post by Smirftsch »

Added new D3D9 renderer. Details as usual can be found here:
http://cwdohnal.home.mindspring.com/utglr/

Thx Chris !
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Re: New commands and functions in 227

Post by .:..: »

Added a "U227GameRules" class which can enhance serverside mutator;s, such as modifing player spawn point, modifing damage, preventing deaths, blocking/modifing chat messages etc...
But note that some of these functions may *not* work with some custom game types that modifies the game.
Also using this class will force your mod to be for 227 use only, so try to keep it in use only on server (a non-downloadable package) so older clients can still join the server aswell.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: New commands and functions in 227

Post by Hyper »

Added new D3D9 renderer. Details as usual can be found here:
http://cwdohnal.home.mindspring.com/utglr/

Thx Chris !
Nice! This may be a good alternative to OpenGL since OGL is broken with the current nV drivers. (Any progress here?)
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