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
Current OpenGL feedback from the multimedia patch
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Current OpenGL feedback from the multimedia patch
Really smooth in gold, still the same hitches in 224 (but less), and the getResolution() function works again in Win9X :-)
What I always hated was my dark monitor, because linear gamma-correction (factor 2.0 and higher) always has the effect on "greying out", effectively making the green crosshair less visible. For some reason, if I use D3D and gamma-correct, it does not grey out but simply "clips" off the highest palettes so they get "whited". While this does look relatively ugly, it definitely has a MUCH better contrast to the green crosshair.
I know this is a problem with my insanely dark monitor, not a driver problem. I'm just wondering if something could be tweaked about the GL driver as to increase contrast or lessen the "greying" effect with gamma-correction.
What I always hated was my dark monitor, because linear gamma-correction (factor 2.0 and higher) always has the effect on "greying out", effectively making the green crosshair less visible. For some reason, if I use D3D and gamma-correct, it does not grey out but simply "clips" off the highest palettes so they get "whited". While this does look relatively ugly, it definitely has a MUCH better contrast to the green crosshair.
I know this is a problem with my insanely dark monitor, not a driver problem. I'm just wondering if something could be tweaked about the GL driver as to increase contrast or lessen the "greying" effect with gamma-correction.
-=]HONESTY PAYS[=-
-
Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: Current OpenGL feedback from the multimedia pa
You might want to try the GammaOffset options in Unreal.ini, which even allows to set gamma per colour.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
-
TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: Current OpenGL feedback from the multimedia pa
Yup... gives the entire screen a nice color-taint... I can see the crosshair well when the rest is pink :-D
Hmm btw, I did play online quite a bit lately with OpenGL and for some reason it still gives me hickups at infrequent times, I can't even tell when or why, because these hickups seem to be totally random, without relation to anything happen on the screen. Odd because this does NOT happen offline! And most oddly, it happens more in Infiltration standoff than anywhere else...
Hmm btw, I did play online quite a bit lately with OpenGL and for some reason it still gives me hickups at infrequent times, I can't even tell when or why, because these hickups seem to be totally random, without relation to anything happen on the screen. Odd because this does NOT happen offline! And most oddly, it happens more in Infiltration standoff than anywhere else...
Last edited by TCP_Wolf on Sat Jun 04, 2005 12:04 pm, edited 1 time in total.
-=]HONESTY PAYS[=-
-
Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: Current OpenGL feedback from the multimedia pa
Yay, the DetailMax option is back! 
[url=http://www.xs4all.nl/~duivenv/forum/detailmax=1.jpg]DetailMax=1[/url] (default)
[url=http://www.xs4all.nl/~duivenv/forum/detailmax=2.jpg]DetailMax=2[/url] (2 layers of detail textures)
[url=http://www.xs4all.nl/~duivenv/forum/detailmax=1.jpg]DetailMax=1[/url] (default)
[url=http://www.xs4all.nl/~duivenv/forum/detailmax=2.jpg]DetailMax=2[/url] (2 layers of detail textures)
Last edited by Hyper on Wed Jun 15, 2005 10:45 pm, edited 1 time in total.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
-
Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: Current OpenGL feedback from the multimedia pa
For detail max to work you have to deactivate singlepass detail textures and vertex program.
War doesn't determine who is right, war determines who is left...
-
Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: Current OpenGL feedback from the multimedia pa
For an explanation of every setting:
http://cwdohnal.home.mindspring.com/utglr/settings.html
Recommended for tweakers
http://cwdohnal.home.mindspring.com/utglr/settings.html
Recommended for tweakers
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
-
hlk_chris
Re: Current OpenGL feedback from the multimedia pa
i've tried the latest open gl drivers and s3tc the problem i get is the screen kinda sticks
kinda hard to explain basicly it freezes for a minute second every so on often either turn round or when engaging in fights make playin with unbearable though the textures do look awsome
ne advice or neone else had this prob ?>
kinda hard to explain basicly it freezes for a minute second every so on often either turn round or when engaging in fights make playin with unbearable though the textures do look awsome
-
Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Current OpenGL feedback from the multimedia pa
i'm overall very happy with the new opengl driver, it has the most stable framerate of all renderers.
there are a few issues though, some of them i think are driver related, like detailtextures tend to flicker on and off sometimes, and fracta/procedural effects sometimes stop playing.
the only major issue i really want to see fixed though is the draw distance limit that only opengl seems to have, it results in massive hom effects in huge (custom) maps under opengl.
a small example of what i mean can be seen in the sunspire, move all the way to the other side of the map and notice the spire in the distance dissapears in a huge hom.
there are a few issues though, some of them i think are driver related, like detailtextures tend to flicker on and off sometimes, and fracta/procedural effects sometimes stop playing.
the only major issue i really want to see fixed though is the draw distance limit that only opengl seems to have, it results in massive hom effects in huge (custom) maps under opengl.
a small example of what i mean can be seen in the sunspire, move all the way to the other side of the map and notice the spire in the distance dissapears in a huge hom.
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: Current OpenGL feedback from the multimedia pa
the only thing i see in sunspire are some bsp errors if too far away, i need a good example map for testing this really out....
Sometimes you have to lose a fight to win the war.
-
NCMinus
- OldUnreal Member
- Posts: 36
- Joined: Tue Feb 24, 2004 5:19 pm
Re: Current OpenGL feedback from the multimedia pa
Hello all.This is'nt the right place to reply but you can move it later:).Wolf I used to have a very dark monitor also.Some years ago I came across a small program that will fix it for you.Powerstrip.Simply install,run it at startup,you can then modify your brightness/gamma with simple hotkeys.Ctrl,alt + or - will increase or decrease.Worked like a champ for me and I still have that monitor on another pc.Hope it helps.
BTW,those hotkey functions work in game.You cam reset the hot keys to whatever you like.
BTW,those hotkey functions work in game.You cam reset the hot keys to whatever you like.
Last edited by NCMinus on Mon Jan 23, 2006 7:51 pm, edited 1 time in total.

-
Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Current OpenGL feedback from the multimedia pa
okay i can take care of a testmap, but i'll need your email for it as i dont feel like uploading it herethe only thing i see in sunspire are some bsp errors if too far away, i need a good example map for testing this really out....
the bsp errors from far away are infact the result of the draw distance limit in opengl, try running other renderers and you will notice they dont have that problem.
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: Current OpenGL feedback from the multimedia pa
Sometimes you have to lose a fight to win the war.
-
Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Current OpenGL feedback from the multimedia pa
sent a testlevel, did you receive it?
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: Current OpenGL feedback from the multimedia pa
not yet
Sometimes you have to lose a fight to win the war.
-
Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Current OpenGL feedback from the multimedia pa
hmm, it was already a week ago.not yet
guess it got intercepted by your spamfilter or something.
anyway i uploaded it here http://intranet.connectics.nl/Turbo/Shared%20Documents/Unreal/files/Maps/openglbugexample.zip
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: Current OpenGL feedback from the multimedia pa
checked everything, donno where it should have been blocked...anyway, now i take a look into.
Sometimes you have to lose a fight to win the war.
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: Current OpenGL feedback from the multimedia pa
whatever its caused by, it doesnt appear for me here
Sometimes you have to lose a fight to win the war.
-
HbG
- OldUnreal Member
- Posts: 21
- Joined: Sat Mar 02, 2002 12:33 pm
Re: Current OpenGL feedback from the multimedia pa
I've just upgraded to the latest patch, it seems to work okay.
My hardware is currently a Radeon 9800Pro (but i only got rid of my Geforce3 a few months ago
), i noticed the following, and a majpr issue:
Truform doesn't appear to do anything, at least i couldnt spot a difference, but if i have to look anywhere specific, do tell. I couldnt find much info in it while searching these forums.
Antialiasing works. I set most of the other stuff to true (hey, i have 8 texture units
), but i didn't do any benchmarks. I get several hundred FPS regardless and i think i'm CPU limited, especially because ATI's OpenGL drivers aren't known for performance.
According to the manual. swapinterval -1 means it uses the system default. This is not true for my case. I have vsync set to "default on", yet it's turned off. Swapinterval 1 does turn it on correctly. Other games obey the driver fine.
But the major issue is this: When i start the game, the screen changes resolutions, but i only see unreal render in a small square, as if it ran windowed, but without a border, titlebar or windows buttons. I have to togglefullscreen a few times, and then restart Unreal in order to get it working correctly. It hasn't always done dis, but i have no idea if any specific setting caused this. It'd take a lot of time to find out with so many settings.
And last of all, the OpenGL driver has a lot of settings, i suppose a lot of them could be set by the driver itself automatically, by detecting the hardware and setting the relevant variables to match. A lot of it is outdated too. For example nobody uses quincunx anymore, and you can force the driver to use it if you have to. If it's not desireable to delete all of them, then perhaps at least remove them from from the .ini list and preferences window, making them available only through SET command.
My hardware is currently a Radeon 9800Pro (but i only got rid of my Geforce3 a few months ago
Truform doesn't appear to do anything, at least i couldnt spot a difference, but if i have to look anywhere specific, do tell. I couldnt find much info in it while searching these forums.
Antialiasing works. I set most of the other stuff to true (hey, i have 8 texture units
According to the manual. swapinterval -1 means it uses the system default. This is not true for my case. I have vsync set to "default on", yet it's turned off. Swapinterval 1 does turn it on correctly. Other games obey the driver fine.
But the major issue is this: When i start the game, the screen changes resolutions, but i only see unreal render in a small square, as if it ran windowed, but without a border, titlebar or windows buttons. I have to togglefullscreen a few times, and then restart Unreal in order to get it working correctly. It hasn't always done dis, but i have no idea if any specific setting caused this. It'd take a lot of time to find out with so many settings.
And last of all, the OpenGL driver has a lot of settings, i suppose a lot of them could be set by the driver itself automatically, by detecting the hardware and setting the relevant variables to match. A lot of it is outdated too. For example nobody uses quincunx anymore, and you can force the driver to use it if you have to. If it's not desireable to delete all of them, then perhaps at least remove them from from the .ini list and preferences window, making them available only through SET command.