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stephen_wq
16th Mar 2008, 05:45 AM
By net compatible, if i download and install these im not going to get kicked online by anti cheat programs?
If i wont, the download manager starts asap.

GreatEmerald
16th Mar 2008, 07:05 AM
Yes, but they are not 100% net compatible now.

Diehard
16th Mar 2008, 12:02 PM
By net compatible, if i download and install these im not going to get kicked online by anti cheat programs?
If i wont, the download manager starts asap.


Netcompatible only means oné thing, it only refers to: "it wont conflict with with the packages present on the server"

Anti cheat is a different story, and the skating player glitch again is another story.


Having netcompatabillity was the most important thing, because without it, it would make the packages useless all together for online playing. That hurdle has been taken, they are netcompatible.


Anti cheat is the second hurdle, and it seems to pass Pure anti cheat just fine, the other anti cheat still needs to be tested. And i simply did lack any time to sent updated packages to the testers :( , which i wanted to know upfront the actual releases, if it passes all anticheat.


The third hurdle has not been taken yet, and that is the skating player glitch, that a difficult problem to solve anyway. The current patch for it, may or may not work, and it wont proces the city package(which contains updates), nor any of the new releases like GenEarth, GenTerra, JWSky etc. Than again, those package might not contain the error at all....


Yes, but they are not 100% net compatible now.

That could be true or not lol, last months i have been uploading the latest package when i could, but lost any overview there. Before the release i wil process each package again and re-upload them just to make sure all packages are what they should be.


But its possible that they are netcompatible already, theres no way to tell, not even for me lol.
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SkaarjMaster
16th Mar 2008, 11:17 PM
Woho, Diehard, nice project I'll have to check in on every now and then.

stephen_wq, that OpenGL section I posted has not been updated yet, but I'll do it very soon!

stephen_wq
18th Mar 2008, 05:44 AM
Tried the high res textures diehard made - im sorry to say that i dont really notice a difference over epic s3tc. which maps showcase it best? The models look a little better, but that could be skaarjmasters config. Probably wrong maps or something, i understand those are still in testing though.
I took some screenies but the brightness is all wrong, and id have to mess around in photoshop. certain textures in agony look pretty sharp though.

Diehard
18th Mar 2008, 09:51 AM
Obviously that extra 1000Mb must have gone somewhere lol. But i know little about UT myself, since i am an Unreal player. Others may know alot better than me where the textures show up. I can only tell which packages have major updates compared to the Epic ones:

GenEarth 95% coveridge.
PlayrShp 95% coveridge.
SkyCity 95% coveridge.
GenIn 80% coveridge.
CTF 80% coveridge
CoretFX 95% coveridge.

For Unreal the best map probably would be SkyTown, For UT someone here might be able to tell. The models, i have never done any updates on those, i only dealt with the plain textures.
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iSenSe
18th Mar 2008, 10:11 AM
u tried the textures :S
wtf.. why cant i find a download link then on the page :/
or.. are u one of the beta testers ?

Diehard
18th Mar 2008, 02:43 PM
lol

On this page you can find the High End S3TC textures:

HighEnd.htm (http://www.unrealtexture.com/UT/Website/Downloads/Textures/HighEnd/HighEnd.htm)


And on this page the Low End S3TC textures:
LowEnd.htm (http://www.unrealtexture.com/UT/Website/Downloads/Textures/LowEnd/LowEnd.htm)

Downloads are after the jump in the left menu, But as said, its unclear to me what has been uploaded already, packages may or may not be netcompatible, or not yet updated at all :)





And if anyone wants to go back to the normal textures, heres that link too lol:

Normal.htm (http://www.unrealtexture.com/UT/Website/Downloads/Textures/Normal/Normal.htm)

And of course there is the link to the original S3TC opackages made by Epic:

S3TCEpic.htm (http://www.unrealtexture.com/UT/Website/Downloads/Textures/S3TCEpic/S3TCEpic.htm)

There ya go all the links you want :)


Navigation may be confusing at start (tried tons of variations, but its still a bit confusing to people), but once you get it, it will be clear, i hope...


And to make sure everyone understand this, the site offers both Unreal and UT downloads, never go mix those, Unreal is for Unreal, UT is for UT :cool:
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GreatEmerald
18th Mar 2008, 04:02 PM
Guess I'll use the Epic ones until your site is up :) And if some are not compatible, I'll let you know.
Will only install on Linux system though, as I want to map on Windows and Linux hates buggy applications like UnrealEd.
But mapping with Epic's S3TC is fine, why would these be bad for mapping?
By the way, those Normal textures are good to replace Epic's skybox textures as they're broken. You should add a big link to those :D

iSenSe
18th Mar 2008, 04:10 PM
wtf.. i got microsoft certified.. and got a few exams .. and are an computer technician..
and its my job to solve problems with PC's

but wtf.. :P i really cant find a link that opens the download..
i see the high end textures.. only know download button.. or a link or whatever

whahaha :P funny

Diehard
18th Mar 2008, 04:15 PM
For Unreal it was dissadvised to edit with them, because i cannot oversee what might go wrong. With the UT editor it seems such a thing is possible, but i am not sure if it differs with the Epic S3TC textures.


Since i dont know the result, i cannot go advise it.... But i guess you could try and see if it works for you. But you have to make sure that the endresult will work for normal and S3TC players. The only problem i can think of, is the DrawScale function, which could lead to oversizes or undersized textures.


But if a map looks ok when done, in both normal and S3TC, than i asume nothing could go wrong there.
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Raynor.Z
18th Mar 2008, 04:17 PM
http://www.unrealtexture.com/UT/Website/Downloads/Textures/HighEnd/MasterFiles/MasterFilesHighEnd.htm

iSenSe
18th Mar 2008, 04:26 PM
ahh thanks
little embarrising tho:P

Raynor.Z
18th Mar 2008, 04:34 PM
No harm, navigation is a bit confusing.

XxDangerxX
21st Mar 2008, 09:40 PM
Hi, I have a bit of a problem. I've installed a sound card, an Aureal Vortex (I think there's Diamond in there somewhere too), and UT won't start when I have it selected as my main Audio card in Windows. So to make UT run, I have to switch back to my integrated Realtek, then get down crawl under my desk and switch the cables over. Thing is, for 2 reasons, I can't just leave it set to the integrated:


When I'm recording with Sound Forge, the integrated misses a cluster of samples on regular intervals, basically stuffing up my recordings.
Tomb Raider III won't work with it for some reason.

Is there any way I can fix this? Is there a solution?

Diehard
25th Mar 2008, 11:52 PM
As it is, i am re-processing all packages to make them ready for download, which means they are to be expected within a couple a days.


I have two questions though, theres mentioning something is wrong in the SkyBox package, but i forgot what exactly.

Are the textures broken in the normal package or the S3TC package from the 2nd CD, or both ?

Second question, which textures are broken, can anyone give me the names ?



If i recall correct there was something wrong with the masking, if so, i could try fix it with the S3TC textures by adding an Alpha channel to it. Which may or may not fix it, but it wont harm.
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Dark Pulse
26th Mar 2008, 05:51 PM
As it is, i am re-processing all packages to make them ready for download, which means they are to be expected within a couple a days.


I have two questions though, theres mentioning something is wrong in the SkyBox package, but i forgot what exactly.

Are the textures broken in the normal package or the S3TC package from the 2nd CD, or both ?

Second question, which textures are broken, can anyone give me the names ?



If i recall correct there was something wrong with the masking, if so, i could try fix it with the S3TC textures by adding an Alpha channel to it. Which may or may not fix it, but it wont harm.
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.The textures broken are only the S3TC Package, and yes, it's masking errors. It's most obvious on maps that use the city skylines for textures, so maps like DM-Tempest, CTF-High, DM-Crane, etc. There's probably a few others that are broken, so simply look through all the texture packages. :p

EDIT: Unreal Tournament Package Tool (http://www.acordero.org/prog_proj_UTPT.html) is able to view and extract the S3TC Textures from the S3TC Packages. It should be pretty obvious which ones are masked properly and which ones are not with this tool.

PS: Looking forward to the project. Higher-texture detailed player and weapon skins would be very awesome. :)

Diehard
26th Mar 2008, 06:17 PM
The textures broken are only the S3TC Package, and yes, it's masking errors. It's most obvious on maps that use the city skylines for textures, so maps like DM-Tempest, CTF-High, DM-Crane, etc. There's probably a few others that are broken, so simply look through all the texture packages. :p


I lack the time to go trough all of it, i need to finish stuff up for this release. But do you know which textures, and do they need to be masked or should they not be masked.

You also mention city skylines, does that mean theres more packages effected ?
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SkaarjMaster
26th Mar 2008, 08:25 PM
from Dark Pulse on page 4 of this thread:
"Skybox, ShaneSky, and City are wacky, actually, I think."

These are the utx files to replace with the originals after copying over S3TC textures from CD2. In other words, SkyBox.utx, ShaneSky.utx and city.utx.

Dark Pulse
26th Mar 2008, 09:09 PM
Heh, yeah, I forgot I posted that. Good job digging SkaarjMaster. :)

Dark Pulse
26th Mar 2008, 11:48 PM
Double post, sorry, I know. This deserves its own post, though.

I didn't know about the D3D9 renderer, so I grabbed that and set it up. I haven't actually PLAYED it yet (I downloaded those new high-rez textures and have a girlfriend to attend to :p) but I did set stuff up with what I think are ideal settings. Note that some settings that are in the OpenGL Renderer (Such as CurvedSurfaces) are NOT in the D3D9 one!

(Plus I spent like an hour alphabetizing this list and doing descriptions... so please look at it, okay? :))

And behold.

[D3D9Drv.D3D9RenderDevice]

BufferClippedActorTris=True
Doesn't really affect much. As Chris Dohnal puts it:
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. Long story short... probably not worth messing with.

BufferTileQuads=True
Text rendering might improve if this is set to True.

CacheStaticMaps=False
Even the code is vague on this. From the looks of things it's something to do with the node tree, so you probably shouldn't touch it.

ColorizeDetailTextures=False
This makes detail textures colorize as you approach them. Debug Option. Leave False.

Coronas=True
If you like Light Coronas, this is True. If not, this is false.

DescFlags=0
Pointless pretty much. Keep as-is, for me it's 0.

Description=nVidia GeForce 8800 GTS 640
Videocard name. Type it in.

DetailClipping=False
Setting this to True might help on systems with slower, older video hardware at the expense of accuracy on Detail Textures, but anything fairly modern should leave this false.

DetailMax=2
Maximum number of detail textures to render. 2 is plenty; more will just slow things down.

DetailTextures=True
If you want Detail Textures, set this to True.

DynamicTexIdRecycleLevel=100
Leave as-is.

FrameRateLimit=200
Again, keep it to 200 or under. Faster than 200 and your game will run at erratic speeds, especially when you look at walls.

GammaCorrectScreenshots=False
If your screenshots are too dark, set this to True. If they're too bright, set it to False.

GammaOffset=0.000000
If your brightness is maxed out and things are still too dark, try slowly increasing this.

GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
All of the above allow for per-channel tweaking of Gamma values. These settings do not get applied, however, to screenshots even if GammaCorrectScreenshots is True.

HighDetailActors=True
Increases the detail in various actors. Most systems can probably keep this True; only extremely ancient systems (Low-End P2s and lower) will take a performance hit from this.

LODBias=0.000000
Positive values will blur textures, negative values will sharpen them. Set this to 0 if you're using S3TC textures.

MaxAnisotropy=16
Maximum level of texture filtering. 0 is none, 1 is Isotropic Filtering, 2, 4, 6, 8, 16, and so on are progressively greater levels of Anisotropic Filtering. Setting this number to something your card can't do will likely give both it and your PC a good heart attack.

MaxLogTextureSize=8
MaxLogVOverU=8
MaxLogUOverV=8
MinLogTextureSize=0
Don't touch these. These control certain sorts of textures and really don't need to be trifled with.

MaxTMUnits=0
This tells the renderer how many texture units it can use on the videocard. It's a debugging option and should be left as 0 for gameplay.

MaskedTextureHack=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. There you have it. Probably should be False unless you really need it for some reason.

NoAATiles=True
If your HUD is corrupt when you're playing with Antialiasing enabled, set this to true. If you're not using AA, you can keep it false.

NoFiltering=False
When True, textures aren't filtered at all. Keep to false for general gameplay.

NumAASamples=4
Set this to the Level of Antialiasing you want your card to do. Must be a Power of 2. (2, 4, 8 etc.) BIG performance hit on older cards and systems. 4x should be more than good enough for anything modern while keeping speeds plenty zippy. Useless unless UseAA is also True.

OneXBlending=False
Changes the lighting mode. False will make it more like Glide's lighting, which UT was optimized for.

RefreshRate=100
Set to your desired refresh rate. 0 should be autodetect.

RequestHighResolutionZ=False
If you run in 16-bit color, setting this to True will allow you to use a 24-bit Z Buffer in 16-bit color, if your videocard can support it. If you run in 32-bit color, this becomes pointless, as 32-bit color always runs a 24-bit Z Buffer.

SceneNodeHack=True
I have no idea what this does, but from the look of the code, it's pretty ****ing important. Probably shouldn't be touched.

ShinySurfaces=True
Do you like mirrors and shiny floors? Then set this to True. Older systems should gain a performance boost if things slow to a crawl around shiny stuff by making this false.

SinglePassDetail=False
Keep to false unless your videocard is extremely old. Most modern-day videocards will see no real change from setting this to True as they have shader units advanced enough to do stuff in one pass anyway. Older cards might get a performance benefit.

SinglePassFog=True
Unlike SinglePassDetail, this definitely benefits from being set to True. You will likely gain a nice performance increase and the fog will look just as good.

SmoothMaskedTextures=False
I dug in the sourcecode for this one.

if (SmoothMaskedTextures != PL_SmoothMaskedTextures) {
PL_SmoothMaskedTextures = SmoothMaskedTextures;
//Clear masked blending state if set before adjusting smooth masked textures bit
SetBlend(PF_Occlude);
}
//Set smooth masked textures bit
m_smoothMaskedTexturesBit = (SmoothMaskedTextures != 0) ? PF_Masked : 0;Thus, it appears that all this does is slightly smooth out the edges of masked textures - a poor man's way of AA, perhaps. Probably should be false if you run with any sort of AA, otherwise, try it and see if it works for you.

SwapInterval=-1
VSync. 0 is off, 1 is on, -1 is autodetect.

TexDXT1ToDXT3=False
GeForce 1 through GeForce 4, set True to avoid a nasty bug with S3TC/DXT1 textures. GeForce 5s and up and all ATI cards can keep this set to false.

Use16BitTextures=False
Set this to True for 16-bit textures. These are of lower quality but smaller in terms of how much video RAM they take up. Might be useful for ancient videocards, but anything remotely modern should keep this True for optimum quality.

Use565Textures=False
Set this to False if you're using 32-bit color. If you're using 16-bit color this changes the way textures are done, and may or may not provide a speed boost.

UseAA=True
True if you want Antialiaising, False if you do not. Useless if NumAASamples isn't at least 2.

UseAlphaPalette=True
This mostly affects GeForce 1 through GeForce 4. If false, Masked Textures aren't paletted. Keep this True unless you experience visual anomalies.

UseDetailAlpha=True
Detail Textures will NOT work if this is set to False! Keep it to True if you want them.

UseFragmentProgram=True
Interesting. This seems to do something to Detail Textures, according to the code:
//This function should only be called if at least one polygon will be detail textured
if (UseFragmentProgram) {
DrawDetailTexture_FP(*Surface.DetailTexture);
}
else if (UseVertexProgram) {
DrawDetailTexture_VP(*Surface.DetailTexture);
}
else {
DrawDetailTexture(*Surface.DetailTexture, clipDetailTexture);
} Basically, it will use the Fragment Program if enabled, or it will use the VertexProgram if not, and if neither are enabled it will simply draw it and then clip the result. I'm basically guessing that it should be set to True for more powerful videocards, but I haven't tested this all that thoroughly yet. More testing would help.

UseMultiTexture=True
Keep this True, as the Renderer needs this set to True to work properly.

UsePalette=True
If your videocard supports Paletted textures, setting this to True will get a nice speed boost.

UsePrecache=True
If set to True, this will preload textures into Video RAM. This will increase load times, but there won't be as much stuttering or hitching. On faster systems this should make virtually no difference.

UsePureDevice=False
Possibly the most enigmatic option yet! MSDN had the following to say.
Specifies that Direct3D does not support Get* calls for anything that can be stored in state blocks. It also tells Direct3D not to provide any emulation services for vertex processing. This means that if the device does not support vertex processing, then the application can use only post-transformed vertices.Thus, this is probably best left false, as from the sound of things, if you lack the hardware to do a certain operation, it will be done on the CPU in software. This might be worth setting to True if your CPU is absolutely horrid though. Probably useless to set this to True unless UseSoftwareVertexProcessing is also true.

UseS3TC=True
Want High-Rez textures? Turn this on.

UseSoftwareVertexProcessing=False
If your card doesn't support hardware Vertex Processing, set this to True to offload it to the CPU. You'll probably take a frame hit though.

UseSSE=True
The renderer will set this to false if your CPU can't support it, as the code runs a test that only works if your system has SSE. Pentium IIIs and Athlon XPs and up should all support SSE.

UseSSE2=True
The renderer will set this to false if your CPU can't support it, as the code runs a test that only works if your system has SSE2. Pentium 4s and up and AMD 64s and up should all support SSE2.

UseTexIdPool=True
Keep True.

UseTexPool=True
Keep True.

UseTrilinear=True
If set to True, enabled Trilinear Texture Filtering, as opposed to Bilinear. May or may not be useless if Anisotropic Filtering (MaxAnisotropy = 2+) is enabled.

UseTripleBuffering=False
Set this to false unless you're using VSync, as it will actually consume more video memory.

UseVertexProgram=True
See UseFragmentProgram above. Probably the "medium range" option - not quite as good as the Fragment Program, but better than simple clipping.

VolumetricLighting=True
Lights will have falloff if this is True.

ZRangeHack=True
If True, this will fix the clipping redeemer and flashing decals... but it might also make some maps look VERY ugly. (CTF-High, DM-Crane...)

Raynor.Z
27th Mar 2008, 08:42 AM
Thanks for the update Dark Pulse :)

edit:
Any idea how high can you go with DetailMax option?

Diehard
27th Mar 2008, 04:02 PM
Thanks for the replies all, that was helpfull. As far as i can see the city package already was fixed lol. To summarize this:

- In the normal package the skylines generically are NOT Masked.
- In the maps they Masked the textures on the spot by changing the surface to Masked.

As it looks now the Mergertool i use does indeed makes no changes(which is how it should be). Which means if a generic non masked texture is added to a surface and forced to be Masked in the surface properties, it will project the S3TC texture over the old normal texture and accepts the fact it is Masked after all.

I asume the same thing will happen to the SkyBox textures, since those textures are generically Masked in the normal package, i asume they maintain to be Masked in the S3TC packages. All together it means that both packages should be fixed now, i did not do an online test, so i cant be sure if the same behaviour applies there, but i asume it will.
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Dark Pulse
27th Mar 2008, 05:32 PM
Again, the S3TC textures for the three packages I mentioned are masked in the normal textures, but NOT masked in the S3TC ones. You should probably take a look at them, especially in the maps I mentioned, since it's extremely prominent on the city backgrounds.
Thanks for the update Dark Pulse :)

edit:
Any idea how high can you go with DetailMax option?In theory, you can put it as high as you'd like. However, the third texture layer will only begin to fade in as you're approaching when DetailMax is set to 3, so setting it higher than 2 is pretty pointless as you don't gain much visual effect and it takes up memory and resources. This is why I recommend setting it to no more than 2 at the most.

Raynor.Z
27th Mar 2008, 05:49 PM
Thanks for explanation, I just want to tune my UT visuals to absolute maximum :p

Diehard
27th Mar 2008, 05:56 PM
I did look in the editor and the skylines in the city package SkylineA1 and SkylineA2 are not Masked.


Ingame i checked on the 3 maps mentioned, and they look Masked, since i can see the stars in between the buildings. When i look in the editor at the skylines from CTF-High than the Masking is achieved by changing the properties on the surface.

I already had a look at the maps ingame upfront previous post and they apear Masked :)
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Diehard
27th Mar 2008, 06:01 PM
But you may wanna have a look at this post:

http://forums.beyondunreal.com/showthread.php?p=2106788#post2106788

I am releasing all new S3TC packages right now :D :D :D
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Dark Pulse
27th Mar 2008, 06:08 PM
The day after I downloaded them. Go figure! :p

Diehard
27th Mar 2008, 06:16 PM
Yeah and your probably not the only one :) , since all this was posted very recently.......
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iSenSe
31st Mar 2008, 09:38 AM
diehard mate.

got the following question.
first when i downloaded the textures it was all buggy ( elevator in deck16 dissapeared and stuff )

so deleted them then
as i see those bugs are gone now
so should/can i use the textures now ?

i run UT Trough opengl3.4 and got the S3TC textures installed.

Diehard
31st Mar 2008, 10:14 AM
I myself am an Unreal player and know little to nothing about UT, though i am learning. Obviously Unreal and UT are very similar, but at the end theres also alot of differences.


For Unreal, the textures always worked flawless, but on a few really rare occasions its not. But those are really rare.

Sometimes on certain videocards(at random) (in Unreal :) ) Masked textures in some maps are not Masked for unknown reasons, while that exact same texture in another map shows up Masked as it should be.

As for Deck16 (again in Unreal) to me sometimes the elevators apear entirely black, but still Masked. Means the elevator itself is black but i still can see through the gaps. If i look away from them, and turn back again they apear normal again.

And this only happens on Deck16, i never saw it in any other map.

It is likelly that similar stuff will happen in UT as well. But as said, in general those mishaps are very rare and pretty unique. And it depends highly on what videocard you have, how the drivers function, etc.


Theres no way for me to tell if it works for you or not, i guess trying it is the best option, and if it goes wrong try updating drivers, or go back in drivers, since latest is not always better.........
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iSenSe
31st Mar 2008, 10:21 AM
ahh oke

i will try them.. already downloading :)
as i see those pics.. they look nice man.. never thought UT could be like this.
once again.. nice work man
Bedankt kerel ;)

great job, thanks.. if i see any bugs or stuff i will report them on your forum

iSenSe
1st Apr 2008, 12:29 AM
jup :) tested them again.
once again iam amazed as i start a game.
UT never looked so good/detailed/clear to me.

here some screenies :D they are a bit more bright then it is ingame though..
the thing that amazes me is that everthing got much more detailed.
the new textures all gain like more then 50mb. as for example some groundtexture is 50mb, and now its made more detailed with cracks in the ground and stuff and its 150mb. nice work mate, really!!

More Texturepr0n :rockon:
http://img526.imageshack.us/img526/6669/shot0012sc0.th.jpg (http://img526.imageshack.us/my.php?image=shot0012sc0.jpg)

btw, s3tc textures from cd2 are: 537 mb
new textures high resolution: 1.79 gb


edit: tested CTF-High..
omg.. here the results.. check that moon..
:rockon:

http://img247.imageshack.us/img247/9154/shot0000ha1.th.jpg (http://img247.imageshack.us/my.php?image=shot0000ha1.jpg)
http://img354.imageshack.us/img354/6586/shot0001fd5.th.jpg (http://img354.imageshack.us/my.php?image=shot0001fd5.jpg)

XxDangerxX
9th Jul 2008, 04:11 AM
Hey I'm wondering.

Has Epic released a multithreaded exe yet?

Crowze
9th Jul 2008, 04:37 AM
Indeed they have, they called it UT3.

Honestly, why on earth would they want to do that? UT runs perfectly well (video card permitting) one one core of any multi-core CPU anyway.

Evil Johnny
10th Jul 2008, 09:33 PM
Hi, I'm new to the forum and a complete newb in terms of computers. It's been a while since I first played UT (back in the day I think). Now that I have a new laptop with a video card I want to install back again UT and I've come across this thread as I have problems (probably because of vista).

I first installed the game with the directx option I think and put each opttion at max but when I played the game, it lagged, well sometimes the game was at the right speed sometimes too slow. I downloaded the 3d9d driver and now everything is too fast.

So can anybody tell me why my game doesn't run properly and since I don't understand much of your computer talk, what can I do to have the best graphics possible for UT. thanks

Raynor.Z
10th Jul 2008, 11:47 PM
Disable SpeedStep if you have intel CPU and set your Power Scheme Always On. UT can't always handle multiple cores properly.

XxDangerxX
11th Jul 2008, 01:10 AM
Do you have a dual-core processor? If so, follow these instructions. You will have to do this every time you start UT.



Press Ctrl+Shift+ESC
Click on the Processes tab.
Find the UnrealTournament.exe process and right-click on it. Click Set Affinity.
Uncheck all of the CPUs except one. Click OK.



Also it'll help if you tell UT how fast your CPU is:



Right-click on My Computer and select Properties.
Down near the bottom of the summary under "Computer:", you'll see "Processor - X GHz. That's your CPU speed. Write it down.
Right-click on your UT shortcut and click Properties.
Click on the Shortcut tab and click in the "Target:" text box.
Add to the end of the string: "-CPUSPEED=(your CPU speed)"



Now UT looks at that as your CPU speed in MHz, which is the number you wrote down x1000.

So in my case, my speed is 2.5GHz, so I typed: -CPUSPEED=2500. Done!

EDIT:
Oh wait - you said you had Vista.

How much of what I said should Evil Johnny disregard? Anyone?

poohead202
11th Jul 2008, 04:56 AM
yeah this game does actually look like amazing now,
erm yeah so thanks for that...
im having a bit of trouble installing that eax patch, like none of the mirrors here work so i found it on gamespot (see:http://uk.gamespot.com/pc/action/unrealtournament/downloads.html)
but like i cant install it, when i double click it does nothing... so i opened it in 7-zip, extracted all the files out and ran "setup.exe" and it still does nothing...
it just sits there in task manager chewing on 2,716kb of precious ram...
maybe its cos i never actulally installed UT on this machine (i just copied and pasted the folder, lmao)

but yeah seriously this thread is rliii useful...
also @ "xxdangerxx"
im asuming that doing that stops the game running too fast as it sometimes does with d3d.. would doing that make any difference with opengl?

finally @ "Evil Johnny"
just use opengl (go options, preferenced, video driver, "change",
change it to opengl....

GreatEmerald
11th Jul 2008, 05:12 AM
...and in the render properties set FrameRateLimit to 200.

Evil Johnny
11th Jul 2008, 08:45 PM
Wow thanks for the fast replies, I'll try it when I'll have the time.

Diehard
11th Jul 2008, 08:53 PM
You may also wanna read this article on how to install the High Resolution textures for UT:

S3TC Installation UT (http://www.unrealtexture.com/UT/Website/Articles/PlayingUT/Tweaking/S3TCInstallationUT/S3TCInstallationUT.htm)


The article contains installation info and the needed downloads.
.
.
.

XxDangerxX
11th Jul 2008, 09:00 PM
also @ "xxdangerxx"
im asuming that doing that stops the game running too fast as it sometimes does with d3d.. would doing that make any difference with opengl?

I wouldn't know, I'm afraid. It's worth a shot though, isn't it?

Also, I'm having a problem with UnrealEd.

Since I installed my new motherboard and CPU,

Gigabyte GA-MA78GM-S2H / AMD Phenom 9850 X4

I haven't been able to run it properly. It kills itself when I try to load CTF-LavaGiant. It also killed itself while I was scrolling through AS-Tutorial.

Wait... Maybe that's got something to do with the S3TC textures...

Still, that's not the only problem it has. It won't select any textures. I click and click and click and they won't select. So much for me making any more maps. :( Any ideas?

GreatEmerald
12th Jul 2008, 03:50 AM
You need to run it in Software Rendering or original D3D for normal editing. You didn't change it to OpenGL, right? Nor to D3D8/D3D9?
Also, UEd 2.0 vUT won't work for me at all.. It opens but won't show a single map loaded...

poohead202
12th Jul 2008, 03:59 AM
@xxdangerxx

didnt installing the 451 patch screw up UnrealEd?
have u installed it?,
well if u have instelled v451 then ure screwed cos i dont think u can uninstall it..
(but i may be wrong..)

ive just loaded lava giant with UnrealEd (using the settings and stuff in this thread) and it seems fine, i scrolled around a bit and its all fine, so i dont think that the problems the s3tc textures (as im using them)
ow and i can select textures too...

Diehard
12th Jul 2008, 06:52 AM
Wait... Maybe that's got something to do with the S3TC textures...

Still, that's not the only problem it has. It won't select any textures. I click and click and click and they won't select. So much for me making any more maps. Any ideas?


Oh, my bad, yeah if you want to map(eg using the editor) than you should install a second UT and have that one loaded with the normal textures. The S3TC texures should ONLY be used for playing, not for mapping not for servers!


In case you need to go back to the normal textures, use the downloadlinks on the bottom of this Article:


S3TC Installation Editing (http://www.unrealtexture.com/UT/Website/Articles/3DEditing/Editing/Tweaking/S3TCInstallationGuideEditing/S3TCInstallationEditing.htm)
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.
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XxDangerxX
12th Jul 2008, 08:26 AM
GreatEmerald: I only run it in software, and I only HAVE the options of software and D3D.

poohead202: 451 patch is irrelevant. UEd worked fine 'til I put my new hardware in.

DieHard: Sound advice. I'll configure my server's UEd to look in my Play UT's maps folder, and change my UEd shortcut to the Server's UEd location, which doesn't have the textures.

Dark Pulse
12th Jul 2008, 11:16 AM
You need to run it in Software Rendering or original D3D for normal editing. You didn't change it to OpenGL, right? Nor to D3D8/D3D9?
Also, UEd 2.0 vUT won't work for me at all.. It opens but won't show a single map loaded..."I can't see, my viewports are all white!"

View > Viewports > Fixed, Click OK.

Jovi
12th Jul 2008, 06:48 PM
Do you have a dual-core processor? If so, follow these instructions. You will have to do this every time you start UT.


Press Ctrl+Shift+ESC
Click on the Processes tab.
Find the UnrealTournament.exe process and right-click on it. Click Set Affinity.
Uncheck all of the CPUs except one. Click OK.



Doing that every time is not necessary. Create a batch-file named like UT.bat into System folder and paste following line into it:

start /wait /affinity 1 UnrealTournament.exe

save the file and start the game with it.

Weird thing is that I'm having Intel Quad Q6600 and game runs perfectly without any tricks. Why these problems with UT99 does not apply to all multi-core cpus?
Edit: Forgot to mention, my OS is MS Vista 32-bit


And thx to Dark Pulse for good post, made me found out why I have had annoying lightning/texture problems (light colors burned to white) with Dohnal's renderer. Setting OneXBlending to TRUE made the texture colors look like same than with original Epic renderer.

GreatEmerald
13th Jul 2008, 03:32 AM
Yea, works with my dual core perfectly too. Unless used in Linux, somehow Wine doesn't like UT too much.
EDIT: Dark, my viewports are OK. They show the grid, but NOTHING inside, nor UEd loads any packages, be it textures, sounds, music or anything else.

Evil Johnny
13th Jul 2008, 08:05 PM
I tried to follow the instructions from the s3tc install site and when I switch from 16 to 32 bits the game crashes and if I go in rendering in the preferences, I don't have the s3tc option... Also, How do you create a batch file? I tried naming a notepad file ut.bat but it doesnt change to a batch file

Evil Johnny
13th Jul 2008, 08:43 PM
Ah at last I made it through. Looks sweet but Still got that speed problem, I did the .bat file and shortcut thing but it still does it.

XxDangerxX
14th Jul 2008, 10:40 AM
Doing that every time is not necessary. Create a batch-file named like UT.bat into System folder and paste following line into it:

start /wait /affinity 1 UnrealTournament.exe

save the file and start the game with it.


Omg thanks!

So, where did you find that out? Also, while we're at it, is there a command for putting the priority up?

Ah at last I made it through. Looks sweet but Still got that speed problem, I did the .bat file and shortcut thing but it still does it.

You'll have to excuse me for saying this, but I'm not totally convinced, as you said yourself you're not a total newb in terms of computers. Post your shortcut and bat file in a zip file. We'll see if we can find anything.

Evil Johnny
14th Jul 2008, 11:09 AM
Here: http://files.filefront.com/UTrar/;11060325;/fileinfo.html

I'll try changing the speed of my processor in the shortcut as it says it's @ 2.16 GHz 2.17 GHz and wrote 2160. Also didn't we need to not link the shortcut to the .exe file but to the .bat one so it can take effect?

Jovi
16th Jul 2008, 10:14 AM
Omg thanks!
So, where did you find that out? Also, while we're at it, is there a command for putting the priority up?


Yes, you can change process priority too....

type in dos-prompt command box to get options for start-command: start /?

Goes like this:

start /wait /high /affinity 1 UnrealTournament.exe

Priority options are: low,normal,high,realtime,abovenormal,belownormal

I have only needed these in server environment when not running UT-server as Windows service. Few things you guys might want to check too:

Control Panel -> System and Maintenance -> Power Options: High Performance

And you might want to select

Control Panel -> System and Maintenance -> System -> Advanced System Settings -> Advanced -> Performance Settings (button) -> Advanced: Processor scheduling; Adjust for best performance of Programs

and check settings for DX9 renderer from this post: http://forums.beyondunreal.com/showpost.php?p=2106221&postcount=274

Im using these settings with 2 small differences:
SwapInterval=0
OneXBlending=True

I would have given link to my full d3d9 renderer settings file, but site does not allow it I guess, it replaces URL with ***** :( Don't understand how these filefront-links are visible?

If game is too fast it's mostly caused by too high fps-rate, old ut-engine is in trouble if fps gets higher than 200. You can your see fps-rate in game when you tick the Timedemo Statistics on from UT tools menu. I Hope these helps, happy fragging ;)

Edit: And make sure that in online game you do not use netspeed higher than 10000
UT-menus: Options -> Preferences - > Network: Internet Connection, choose Cable, xDSL
or type netspeed 10000 in console before joining online server.

Jovi
16th Jul 2008, 10:29 AM
Here: http://files.filefront.com/UTrar/;11060325;/fileinfo.html

I'll try changing the speed of my processor in the shortcut as it says it's @ 2.16 GHz 2.17 GHz and wrote 2160. Also didn't we need to not link the shortcut to the .exe file but to the .bat one so it can take effect?


start /wait /high /affinity 1 UnrealTournament.exe -CPUSPEED=2160

Malevol3nt
16th Jul 2008, 08:40 PM
Anyone got an ATI x1650 PCI-Express gfx card? I'd like to see your UT99 settings really.

The game run perfectly fine on this gfx, untill I bought this new 22" LCD monitor, which was to replace my old 16" CRT. At first I thought, it has to be the monitor's fault. Then I tested the monitor at my friends house, and a couple of other guys PC's and the monitor was absolutely brilliant. Yet in ut99 I get input lag, motion blur, framerate goes +2352525 which makes it unplayable in offline or online mode, unless i put vsync on. But when I put vsync on I get motion blur & input lag.

Basically I haven't played UT1 for over 5 months now.. I dunno if I should buy a new gfx, which I probably will anyway, but that will come in a few months only. Funny thing is, every other game runs smooth, I've even tried UT2004 just now on 1680x1050, max graphics, no input lag, no motion blur, framerate constant no dropouts ever. I'm totally confused.

Tried all sorts of drivers, tried all sorts of re-formats, reinstallations etc etc. The drivers I'm using now actually work better then the default ati ones for games (im using ngo's drivers), but UT99 is unnaffected, it still lags..

UT is really giving me some bitchin attitude, don't u think? And I ****in cherrished it all these years! :lol: Someone help! :)

Edit: Btw, I'm just about to try out DX9. Seems like it came out just when I stoped playing.. *keeps fingers crossed*

Edit2: So I've tried DX9, the problem is the same. When I turn vsync on I get alot of input lag. For example I move my mouse but it really feels sloppy. Direct Input on or off its the same. On the good side, when vsync is off, I don't experience 'tearing' like i used to with the opengl/d3d8 renderer. I think the game might be playable. It's constantly at around 200 fps.

Edit 3: I think I'm finally up to something. It seems my gfx has problems using vsync. And not just with UT, with any other game aswell. Every game that I've tried with vsync=on resulted in input lag. I'll have to power up my old CRT monitor again to see if the gfx has vsync problems there. I know LCD's and CRT's are different technologies, but could that be the reason that vsync is creating all that lag? I'm about to test my CRT again, I have to get to the bottom of this.[/PHP]

Edit 4: Oh my GOD, this was like on of the worst 5 minutes of my life ever experienced. I turned on the CRT, I plug it into the pc, I look at the desktop picture. Man, I first had to look away for a few secs and then just blink to it. After 2 mins I started having a massive headache, I felt dizzy, I almost fu**in fainted. I can't believe what an eye/brain killer that CRT is. And to think I've used it all these years :x. No wonder I was so antiproductive.

Aside from that, I got one good news. It actually is the gfx. Vsync seems to slow down & make input lag on the CRT aswell, however I didn't realize the effect of it before as it's a much smaller screen + I got used to that CRT back then.

Derdak2rot
17th Jul 2008, 08:39 AM
hum , i played UT for years on a 1650pro and a LCD 20' , never got problems with it , even online .. i assume you must tweak your UT.ini depending on the renderer youre using ? :o be sure to tweak stuff in your ini like max framerate=200 , vsync=off ect , not by the driver ;)

GreatEmerald
18th Jul 2008, 03:18 PM
"System and Maintenance"? What kind of a system are you using?

XxDangerxX
20th Jul 2008, 06:43 AM
Affinity command doesn't work. I run it and nothing happens to the affinity. I copied the text exactly and placed it in my system folder, so I don't need to upload my batch file.

When I run the bat, it comes up with cmd for an instant then closes. I thought there might be an error that cmd doesn't let me see, so I ran the bat after first running cmd manually. It said invalid switch - "/affinity". Suggestions?

This might explain why it didn't work with Evil Johnny. Is there a registry alternative?

Defeat
20th Jul 2008, 07:35 AM
Use Forcecore: http://www.kalme.de/index.php?option=com_content&task=view&id=44&Itemid=35

brdempsey69
20th Jul 2008, 09:43 AM
Use Forcecore: http://www.kalme.de/index.php?option=com_content&task=view&id=44&Itemid=35

Downloaded and saved. Thanks, this looks like a very easy to use and nifty utility.

BlackCheetah
1st Aug 2008, 05:24 PM
One of these has my color mutator in it.

Dark Pulse
3rd Aug 2008, 05:46 PM
The color mutator doesn't really improve the graphics quality, though, it just ups the saturation on a lot of things.

It'll also get you kicked right off of PURE servers. :p

iSenSe
28th Aug 2008, 08:15 AM
Doing that every time is not necessary. Create a batch-file named like UT.bat into System folder and paste following line into it:

start /wait /affinity 1 UnrealTournament.exe

save the file and start the game with it.

Weird thing is that I'm having Intel Quad Q6600 and game runs perfectly without any tricks. Why these problems with UT99 does not apply to all multi-core cpus?
Edit: Forgot to mention, my OS is MS Vista 32-bit


And thx to Dark Pulse for good post, made me found out why I have had annoying lightning/texture problems (light colors burned to white) with Dohnal's renderer. Setting OneXBlending to TRUE made the texture colors look like same than with original Epic renderer.

youre my hero!
never knew that.
Had that problem for a while ;)
especially on w00t maps. and deck16 and stuff.

Thanks

XxDangerxX
28th Aug 2008, 08:47 PM
When I run the batch file through cmd, it says:

Invalid switch - "/affinity".

How come it doesn't do that for you?

GreatEmerald
29th Aug 2008, 04:03 AM
Maybe the OS type isn't the same for you, Danger?

XxDangerxX
29th Aug 2008, 09:30 AM
I'm using Win XP SP2. What are you using?

Are you using XP SP3 or Vista?

Here's what I see when I type "start/?" in cmd:

Lee_Stricklin
18th Sep 2008, 12:15 AM
Most admins seem to finally be getting their sh!t together so you may want use my guide for tweaking UT99. There are screenshots this guide so that you can get an idea of what this will look like. Agony, DM Tutorial, Stalwart, Codex, and Skaarj Storage especially look amazing.


Guide here:
http://www.unrealtexture.com/General/Website/Forums/Forums01/viewtopic.php?f=23&t=19

Cyberia-Mix
4th Oct 2008, 01:33 PM
Hi there. I've been playing with the latest video drivers since yesterday and I wanted to share my thoughts. :p

Actually I don't notice any big difference from UT's original drivers. While looking some of the screenshots in this thread, the most visible difference seem to come from the S3TC textures, not really from the settings themselves. :x

I was using D3D so far.
Got my UnrealTournament.ini deleted by mistake some months ago and since then I couldn't have a proper framerate (got all speedy in low poly places) and my screen was screwed by black horinzontal lines when close to strobbing lights (flak in Deck16][ f.e.).

I'm glad to see those issues have been solved by the new drivers.
I also could never use MultiTexture before, which resulted in my UT becoming all dark and gloomy, but it works well now (nice water reflection in DM-1on1-DavidM, no more sun flickering in CTF-Facingw00ts, no more visible sun brush sheet in CTF-Airie, etc.). MultiTexture seems to have a nice effect on skyboxes overall.

I do notice a little improvement in performances as well (DM-CT-Eldora runs a little better now, DOM-Horean still doen't tho lol).

But besides that it's about the same. If I have a walk in Deck16][ I just see no difference from before.
Judging by the enthusiasm here, I somehow expected something better. :p

The only flaw I can notice so far is about the anti aliasing (both D3D8/9 and OpenGL). It makes some skyboxes edges visible (biiiig black lines in the sky... :/), and with OpenGL causes some minor artifacts with the menu and the hud (but bleh anyway).
So I run with AA disabled for now, as aliasing has never really bothered me actually.
I'm pretty sure anyway that AA on my video card is set to 0. I wonder if setting higher values can fix my issues in game, but I can't find where to set AA for my video card itself anymore. :p

As for differences between D3D8, D3D9 and OpenGL it's very hard to tell.
OpenGL looks a tiny bit more colorful (I'm not even sure tho), so I'm going with this one for now.

Maybe can someone tell me the main differences between OpenGL and D3D (if not only card related I mean)?

Now I'll try to have an eye to the S3TC textures (from what you said it looks hard stuff to install properly tho O_o). :D

For the record, I've got a GeForce5900 XT (128Mb) and I run the game in 1152x864 (and I've got a crappy blurry 17" screen you can't read anything on with any higher resolution).

GreatEmerald
4th Oct 2008, 04:41 PM
Now I'll try to have an eye to the S3TC textures (from what you said it looks hard stuff to install properly tho O_o).
Negative, if client side. All you need is to download, replace the old textures and set UseS3TC to true.

Cyberia-Mix
5th Oct 2008, 02:50 AM
Ok bad news, I can't get a proper brightness with my screenshots for any of D3D8/D3D9/OpenGL drivers. It's either too bright or too dark (depending gamma correction for screenshots is set to true or false). -_-
Swictching back to old D3D. -_-'

BlackCheetah
29th Oct 2008, 07:23 PM
Here is pics in Torlan

NeoNite
1st Jan 2009, 08:30 AM
Anyone here who runs UT on an ATI 4850 512 mb dd3 ?
Which are your D3D9 settings? It seems the shadow parts, in my game, are really washed out/too dark.

Raynor.Z
1st Jan 2009, 09:58 AM
Anyone here who runs UT on an ATI 4850 512 mb dd3 ?
Which are your D3D9 settings? It seems the shadow parts, in my game, are really washed out/too dark.

I have this card and here's my D3D9 settings:

[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=8
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=True
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=160
SwapInterval=0
UseFragmentProgram=True
UseVertexProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=75
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
UsePalette=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-0.500000
DetailTextures=True
DescFlags=0
Description=ATI Radeon HD 4850
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True

Be sure to change settings representing your hardware capabilities like RefreshRate :)

NeoNite
1st Jan 2009, 10:42 AM
Thank you Raynor.z :tup:

Malevol3nt
20th Feb 2009, 10:35 PM
Hey guys. How would one play the game at a widescreen resolution?

My native rez for this LCD is 1680x1050. I can set it this high in ut.ini, however the game looks very tall. Also the crosshair is blurry because it's double it's size.

Anyone know of any fixes for these? I know I've seen a couple of 1680x1050 screenshots over at clanbase, so obviously someone has a fix at least for the crosshair problem.

If there is a fix for either D3D8 or OpenGL, both are fine for me.

Dark Pulse
21st Feb 2009, 03:58 AM
Hey guys. How would one play the game at a widescreen resolution?

My native rez for this LCD is 1680x1050. I can set it this high in ut.ini, however the game looks very tall. Also the crosshair is blurry because it's double it's size.

Anyone know of any fixes for these? I know I've seen a couple of 1680x1050 screenshots over at clanbase, so obviously someone has a fix at least for the crosshair problem.

If there is a fix for either D3D8 or OpenGL, both are fine for me.That's easy. Open your UnrealTournament.ini.

[WinDrv.WindowsClient]
FullscreenViewportX=1680
FullscreenViewportY=1050
FullscreenColorBits=32

XxDangerxX
21st Feb 2009, 04:43 AM
Dark Pulse, please thoroughly re-read Malevol3nt's post. Your reply does not address the crosshair issue, which I also have, and I can tell you those values are what are set in my UT ini.

Malevol3nt, have you double checked the actual variable names with those that Dark Pulse has provided? You may have set some other variables that are to do with resolution/pixels, so it may not even be running in 1680x1050, resulting in the tall look of the game.

Dark Pulse
21st Feb 2009, 05:35 AM
Dark Pulse, please thoroughly re-read Malevol3nt's post. Your reply does not address the crosshair issue, which I also have, and I can tell you those values are what are set in my UT ini.I wouldn't know about a high-rez crosshair fix, since currently I game at 1024x768. (I have an old CRT monitor that will likely finally get retired in favor of a LCD this spring or summer.)

That said, I'm pretty sure there's a couple crosshair packs that will help him out. AA might help, too.

Diehard
21st Feb 2009, 07:12 AM
From what i read here (http://www.accesswave.ca/~seburges/), i could easelly make S3TC versions of the default crosshairs.


Am i correct to say that the Default crosshairs for UT are to found in the Botpack -->Icons group ? Or are they located in a different location, if so please tell me where i can find them so i can turn them S3TC.


Give me a couple a days to come up with something.
.
.
.

Malevol3nt
21st Feb 2009, 10:20 AM
Well maybe the game just appears tall to me. I don't know, I used to play on a 4:3 15" CRT on 1024x768 for many years. I probably got used to the "look" of the game on that screen. I might of had a stretched image on the CRT, and now the normal resolution looks funny. I just did a comparison from screenshots of different resolutions, and it looks fine. I was just used to the stretched image I guess.

Still tho, I would need a fix for the crosshair issue. The crosshair becomes blurred on any resolution above 1152x864:

1024x768
http://i40.tinypic.com/20lhxh.jpg

1680x1050
http://i44.tinypic.com/2qnv80w.jpg

Edit: Btw I cropped the 1680x one so it fits in the forum nicely.

And I've tried to use custom crosshairs aswell. Seems to me like some rendering problem. This affects both D3D, D3D8 and OpenGL (utglr34 and others).

Diehard
21st Feb 2009, 11:31 AM
From what i read here (http://www.accesswave.ca/~seburges/), i could easelly make S3TC versions of the default crosshairs.


Am i correct to say that the Default crosshairs for UT are to found in the Botpack -->Icons group ? Or are they located in a different location, if so please tell me where i can find them so i can turn them S3TC.


Give me a couple a days to come up with something.


That was a short lived experiment :(


I tried it, and apearently the DrawScale funtion is not present in the HUD, which is crucial to make the S3TC textures work. I added a 2048 x 2048 S3TC crosshair to the game, and it will show up alright, but without the scaling down(DrawScale) function, which means the texture is being projected as is, instead of being sampled down. I could do some further testing to see if i can bypass it somehow, but i am pretty much 100% convinced its imposible......



Real pitty because i could have released a fix in basically a couple of hours....
.
.
.

Zur
21st Feb 2009, 11:48 AM
It should be possible to override the hud. Keeping it compatible with other mods is another question.

Diehard
21st Feb 2009, 11:57 AM
Of course i could finish up the S3TC package, that wont be a too big problem, but how to go from there i have no clue. But seeing my test i start to suspect that the S3TC packages may only react to the DrawScale function for a certain texture to the surface its sitting on. And since its not sitting on a surface (e.g. dangling in midair) it cant do the proper calculation while its being rendered on the spot.


But as said, i could provide the S3TC package.....
.
.
.

Malevol3nt
23rd Feb 2009, 01:15 PM
Somebody needs to call up the UTPG people and ask them for a favour :)

Why'd they quit updating UT anyway? Everyone was so hyped when they heared ut was gonna get more patches done, but the team just went silent all of a sudden. Shame.. :/

Zur
23rd Feb 2009, 01:26 PM
Of course i could finish up the S3TC package, that wont be a too big problem, but how to go from there i have no clue. But seeing my test i start to suspect that the S3TC packages may only react to the DrawScale function for a certain texture to the surface its sitting on. And since its not sitting on a surface (e.g. dangling in midair) it cant do the proper calculation while its being rendered on the spot.

You mean this ? How do you use it exactly ?

var(Texture) float DrawScale; // Scaling relative to parent.

HUDs use textures so maybe there's a way to have one cover up the screen area. There's also a few drawing functions although I don't know if they can handle images.

Anyway, here's how crosshairs are handled in HUD :
simulated function DrawCrossHair( canvas Canvas, int X, int Y)
{
local float XScale, PickDiff;
local float XLength;
local texture T;

if (Crosshair>=CrosshairCount) Return;
if ( Canvas.ClipX < 512 )
XScale = 0.5;
else
XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0));
PickDiff = Level.TimeSeconds - PickupTime;
if ( PickDiff < 0.4 )
{
if ( PickDiff < 0.2 )
XScale *= (1 + 5 * PickDiff);
else
XScale *= (3 - 5 * PickDiff);
}
XLength = XScale * 64.0;

Canvas.bNoSmooth = False;
if ( PlayerOwner.Handedness == -1 )
Canvas.SetPos(0.503 * (Canvas.ClipX - XLength), 0.504 * (Canvas.ClipY - XLength));
else if ( PlayerOwner.Handedness == 1 )
Canvas.SetPos(0.497 * (Canvas.ClipX - XLength), 0.496 * (Canvas.ClipY - XLength));
else
Canvas.SetPos(0.5 * (Canvas.ClipX - XLength), 0.5 * (Canvas.ClipY - XLength));
Canvas.Style = ERenderStyle.STY_Translucent;
Canvas.DrawColor = 15 * CrosshairColor;

T = CrossHairTextures[Crosshair];
if( T == None )
T = LoadCrosshair(Crosshair);

Canvas.DrawTile(T, XLength, XLength, 0, 0, 64, 64);
Canvas.bNoSmooth = True;
Canvas.Style = Style;
}

Why doesn't the UT crosshair behave like the Unreal crosshair at high resolutions? It's like the Unreal one is just mapped to a fixed number of pixels, so it always looks very sharp.

It's resized with the resolution (see above Canvas.DrawTile() above).

Diehard
23rd Feb 2009, 03:56 PM
You mean this ? How do you use it exactly ?


I am not doing anything ;) Let me explain:


Normal texture:

Lets take a 128 x 128 pixel texture, if that texture is added to a package it will get a UClamp 128 and VClamp 128 while the DrawScale is automatically set to 1.000000


S3TC texture:

Lets say the S3TC version of that same texture is created in 2048 x 2048 pixels. If i run the Mergertool it will look at the drawscale from the original texture (1.000000) and than it looks at the size from the S3TC version. It will automatically calculate the correct DrawScale setting for the S3TC version. In this example the DrawScale will be set to 0.062500


Texture added to a surface:

If that texture now is added to a surface, and lets say a wall that is 256 x 256 (2.000000 e.g an enlargment) than the calculation ingame will be: 0.062500 x 2.000000

If the surface would be 62 x 64 than the calculation would be 0.062500 x 0.500000 If the surface is 128 x 128 than you would get 0.062500 x 1.000000

The 0.062500 will ensure that despite the S3TC texture is 2048 x 2048 it still will be projected as 128 x 128 ingame.


I tried to make a normal package inwhere the crosshairs are 256 x 256 (originals are all 64 x 64) but than UT will project them as is. Which means they are really being projected as 256 instead of the 64 it should be. I than tried to fool UT by changing the Drawscale in the editor to 0.250000 but it didnt work. For some reason it keeps reseting it to 1.000000 So if someone succeeds in changing the DrawScale to 0.250000 than that might be a solution. I tried to use the hexeditor, but to no vail, i simply know little to nothing about that stuff to pull out something decent.


I also tried to change the UClamp and VClamp which did work after a few try's and errors. But ingame it still showed up as 256 x 256 instead the U and V Clamp of 64 i gave it.
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Malevol3nt
23rd Feb 2009, 04:00 PM
I'm guessing the call to Canvas.DrawTile(T, XLength, XLength, 0, 0, 64, 64); gives it the dimensions of the crosshair texture? Hmm..

Where'd you get that code from anyway?

Edit: K, I see the post above now.

Diehard
23rd Feb 2009, 04:27 PM
The whole culprit to the solution is to fool UT that regardless what size we choose for the texture (1024, 512, 256., 128 or 64) it will project it in the size 64 ingame. And i asume there is a bug in UT which enlarges the crosshair to 128 which is why it looks larger and fuzzy when a certain resolution is used.

Since a normal crosshair is always using up 64 x 64 pixels regardless the resolution. Than the solution must be projecting it ingame to 32 x 32 pixels which will than be corrected by the bug to 64 x 64 pixels.


Or fix the bug ;)
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Malevol3nt
23rd Feb 2009, 05:32 PM
Wait!

I think there's a way to fix the crosshair issue. But just maybe..

Load any map in the unreal editor, now replace the Level Info>DefaultGameType with this: Class'UnrealShare.TeamGame'

This will load a classic Unreal TeamGame, and guess what? The crosshairs there work with big resolutions.

Maybe we could use some kind of workaround to display the cursor with this? Like override it so it uses the unreal cursor display functions?

Malevol3nt
23rd Feb 2009, 05:56 PM
Well here is the code I found that UT uses to draw the crosshair when simulating Unreal deathmatch games:

simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY )
{
if (Crosshair>5) Return;
Canvas.SetPos(StartX, StartY );
Canvas.Style = 2;
if (Crosshair==0) Canvas.DrawIcon(Texture'Crosshair1', 1.0);
else if (Crosshair==1) Canvas.DrawIcon(Texture'Crosshair2', 1.0);
else if (Crosshair==2) Canvas.DrawIcon(Texture'Crosshair3', 1.0);
else if (Crosshair==3) Canvas.DrawIcon(Texture'Crosshair4', 1.0);
else if (Crosshair==4) Canvas.DrawIcon(Texture'Crosshair5', 1.0);
else if (Crosshair==5) Canvas.DrawIcon(Texture'Crosshair7', 1.0);
Canvas.Style = 1;
}

But this all seems hardcoded to me. It only has a selection of 6 predefined crosshairs.

I don't know where it's calling this function from tho. I've no idea how these unrealscript files are organized.

//Edit:

Well I found the files that are using DrawCrossHair,

__________________________________________________________
| |
| File D:\UnrealTournament\Botpack\Classes\ChallengeHUD.uc |
|__________________________________________________________|

1109: DrawCrossHair(Canvas, 0,0 );
1430: simulated function DrawCrossHair( canvas Canvas, int X, int Y)


________________________________________________
| |
| File D:\UnrealTournament\Engine\Classes\HUD.uc |
|________________________________________________|

76: simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY);

___________________________________________________________
| |
| File D:\UnrealTournament\UnrealShare\Classes\UnrealHUD.uc |
|___________________________________________________________|

117: simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY )


___________________________________________________________________
| |
| File D:\UnrealTournament\UnrealShare\Classes\UnrealOptionsMenu.uc |
|___________________________________________________________________|

361: PlayerOwner.MyHUD.DrawCrossHair(Canvas, StartX + 160, StartY + 8 * Spacing - 3 );

Zur
23rd Feb 2009, 06:19 PM
It's probably being called from the HUD too. Unreal and UT have some similarities.

If you want to find out where that function is called, use Windows search for "*.uc" and "DrawCrossHair(" on the folder that contains the exported scripts.

Edit: UnrealHUD is probably what's used in Unreal games and ChallengeHUD is what's used for UT.

I than tried to fool UT by changing the Drawscale in the editor to 0.250000 but it didnt work. For some reason it keeps reseting it to 1.000000

Maybe it's because there's a default value somewhere in the package being used.

Can you attach a package ? I'll see what I can do.

Diehard
23rd Feb 2009, 06:31 PM
Can you attach a package ? I'll see what I can do.


yeah i was a bit lazy :rolleyes:, i only had 3 crosshairs left to do, but ill finish those up and ill post the results here hopefully this evening (night for me).
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Zur
23rd Feb 2009, 06:31 PM
No rush :) .

Diehard
23rd Feb 2009, 08:16 PM
No rush :).


If i would be normal i would agree with that :), but seeing my poor health i never know when it turns ugly again. So i simply cannot affort to loose the precious time i have.


But i got the packages finished

The normal package: Normal_UTRP_Crosshairs.zip (http://www.unrealtexture.com/UT/Downloads/Textures/Normal/Project/UTRP/Normal_UTRP_Crosshairs.zip)

In this package the crosshairs are added in the size 256 x 256 pixels, which should be sufficient enough for our goal. They also can be used by anyone, S3TC users or normal users ! Which might be usefull :)




The High End S3TC version: HighEnd_UTRP_Crosshairs.zip (http://www.unrealtexture.com/UT/Downloads/Textures/S3TCHighEnd/Project/UTRP/HighEnd_UTRP_Crosshairs.zip)

In this package the crosshairs are added in the size 2048 x 2048 pixels, which is ridiculous large. I would not suggest using those, as said, they are ridiculous large where theres no real use for it :rolleyes: The zipfile compression rate is btw the highest i ever saw: 99% :eek:



Limited instructions:

Change [Botpack.ChallengeHUD] into follow:

[Botpack.ChallengeHUD]
...
...
...
CrosshairCount=18
CrossHairs[0]=Botpack.CHair1
CrossHairs[1]=Botpack.CHair2
CrossHairs[2]=Botpack.CHair3
CrossHairs[3]=Botpack.CHair4
CrossHairs[4]=Botpack.CHair5
CrossHairs[5]=Botpack.CHair6
CrossHairs[6]=Botpack.CHair7
CrossHairs[7]=Botpack.CHair8
CrossHairs[8]=Botpack.CHair9
CrossHairs[9]=UTRP_Crosshairs.UTRP_Chair1
CrossHairs[10]=UTRP_Crosshairs.UTRP_Chair2
CrossHairs[11]=UTRP_Crosshairs.UTRP_Chair3
CrossHairs[12]=UTRP_Crosshairs.UTRP_Chair4
CrossHairs[13]=UTRP_Crosshairs.UTRP_Chair5
CrossHairs[14]=UTRP_Crosshairs.UTRP_Chair6
CrossHairs[15]=UTRP_Crosshairs.UTRP_Chair7
CrossHairs[16]=UTRP_Crosshairs.UTRP_Chair8
CrossHairs[17]=UTRP_Crosshairs.UTRP_Chair9
CrossHairs[18]=
CrossHairs[19]=
FontInfoClass=Botpack.FontInfo


Better and more complete instructions can be find in the helpfiles within the zipfiles.
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Malevol3nt
23rd Feb 2009, 08:56 PM
That's strange, both of those render invisible to me. Tried with S3TC option both off and on, and 2 different renderers. Maybe I'm just very sleepy right now. The area where the crosshairs are shown in the preferences menu (in UT) is big, but theres still nothing on display. Weird..

Edit: I can open the textures in UE and they show up fine there tho.

Diehard
23rd Feb 2009, 09:37 PM
That's strange, both of those render invisible to me. Tried with S3TC option both off and on, and 2 different renderers. Maybe I'm just very sleepy right now. The area where the crosshairs are shown in the preferences menu (in UT) is big, but theres still nothing on display. Weird..


Well ya, that the problem i described, they show up, as is, the normal ones will show up as 256, the High End ones as 2048. Thats where the DrawScale should be changed somehow.
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Zur
24th Feb 2009, 03:39 AM
The 256x256 version of the crosshairs show up in HUD preferences in their real size. They aren't displayed in-game though. I'm not quite sure why yet.

So, to recap, UTRP_Crosshairs.utx contains just normal supersized textures. Exact ?

Diehard
24th Feb 2009, 06:42 AM
They aren't displayed in-game though. I'm not quite sure why yet.


I think they are that large they dissapear out of field. I asume the are there but cannot be seen, or partially because they are bigger than the screen.


So, to recap, UTRP_Crosshairs.utx contains just normal supersized textures. Exact ?


Yes, i re-made them from scratch in a size of 2048 x 2048 which were added to the High End packages. Than i scaled them down to the size 256 x 256 and added those to the normal package.



For all goes, they have a 100% black background with a 100% white cross. Textures were imported without Masking and MipMaps. (as they are in the original BotPack).

So, apart from the size, they should be exact the same as the originals.
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GreatEmerald
24th Feb 2009, 09:43 AM
if (Crosshair==0) Canvas.DrawIcon(Texture'Crosshair1', 1.0);
else if (Crosshair==1) Canvas.DrawIcon(Texture'Crosshair2', 1.0);
else if (Crosshair==2) Canvas.DrawIcon(Texture'Crosshair3', 1.0);
else if (Crosshair==3) Canvas.DrawIcon(Texture'Crosshair4', 1.0);
else if (Crosshair==4) Canvas.DrawIcon(Texture'Crosshair5', 1.0);
else if (Crosshair==5) Canvas.DrawIcon(Texture'Crosshair7', 1.0);

Woah, now that's one huge hack! I didn't know Epic liked those that much.

Zur
24th Feb 2009, 10:10 AM
I think they are that large they dissapear out of field. I asume the are there but cannot be seen, or partially because they are bigger than the screen.

Ok, I figured as much. What's probably happening is that the code above is trying to place the texture in a 64x64 box and only one corner is showing.

I'll see what I can do.

GreatEmerald
24th Feb 2009, 01:24 PM
Why didn't they at least use loops for this code? Numbers 1-5 could be added into a for loop and save them some space and make it less hacky. Strange that textures have inconsistent names though.

Zur
25th Feb 2009, 08:50 PM
Ok, I think I've managed to extend UT's hud so it handles higher resolution crosshairs. This is my first HUD mutator so it may need improvements but it should do the job. It can be used offline but needs to be installed on a server for it to work online. There may be a way around this but it will probably trigger anticheat mods. Anyway, check it out.

P.S: Other elements of the HUD can be changed in the same way such as the weapon icons and the damage doll.

Malevol3nt
25th Feb 2009, 10:08 PM
Well the blurring is gone, which is good.

But the crosshairs are still double their size. They don't seem double the size in unrealed, but theyre double the size in UT.

Malevol3nt
25th Feb 2009, 10:32 PM
Well, I've settled for a resolution of 1152x864. In other newer games 60hz with vsync on (60fps) seems more then enough. But I got used to playing UT at 85 hz on my old CRT, and this new lcd supports a max of 75 at a lower rez. Still 75hz gives me a much better feeling then 60hz, so I'll just have to stick to this lower resolution.

Thx for the efforts, someone else might have a use of those crosshairs aswell.

Zur
26th Feb 2009, 12:54 AM
But the crosshairs are still double their size. They don't seem double the size in unrealed, but theyre double the size in UT.

They still appear 4x the size in preferences but they should have the same size as the standard crosshairs in the game when the mutator is loaded (tested with a resolution of 1440x900). If they don't, please post a screenshot and give me your resolution. Your renderer too although that shouldn't have an effect.

Here's what a crosshair looks like on my side at different resolutions (640x480, a screenshot of preferences, 800x600, 1024x768, 1440x900).

P.S: If anyone else gets oversized crosshairs, please say and we'll try to fix this.

Diehard
26th Feb 2009, 01:02 PM
Well, its cool you got it to work, and the first UTRP mod that has been released lol.

Obviously it would be cool if it would be entirely clientsided, but at least people do have a choice when they go play Single Player, or to a server that supports it :)


In time i will add it to the downloads, including the screenies you made.

Well the blurring is gone, which is good.

But the crosshairs are still double their size. They don't seem double the size in unrealed, but theyre double the size in UT.


The crosshair needs to be set to at least 512 x 512 before blurring could occur. But in the editor if you open up the UTRP_Crosshair.utx package they should shup up as 256 x 256 and not 64 x 64.
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Zur
26th Feb 2009, 02:15 PM
Obviously it would be cool if it would be entirely clientsided, but at least people do have a choice when they go play Single Player, or to a server that supports it :)

There is a way but it's more trouble than it's worth. Basically, if such a mod exists, it could be whitelisted but would eventually end up being abused by cheaters. What the mod actually does is send a mutator to a client to run it autonomously.

Apart from that, it shouldn't pose much of a problem to have this installed on a server. Most administrators looking to increase their public will be open to anything that can set their server apart.

It would be possible to swap a player's crosshair's automatically if they enter a server.

P.S: Before you upload anything, I'd like to make some final changes.
P.P.S: If you're planning to redo other elements such as the hud, the rocket's lock-on crosshair or the sniper reticle, I can add those too.


@Malevol3nt: Maybe you downloaded the previous version before I got a chance to upload the current one :p .

Diehard
26th Feb 2009, 03:25 PM
P.P.S: If you're planning to redo other elements such as the hud, the rocket's lock-on crosshair or the sniper reticle, I can add those too.


The sniper reticle actually was the first crosshair i made, but didnt include it because i asumed that one wasnt needed. But i can add that as well, and wont be difficult to make the Redeemer (RReticle) and the other red crosshair Crosshair6.


P.S. It does mean you have to use the High End version, because the sniper and redeemer crosses are already 256 by default, The larger version will therefore be 2048, which means they are aplicable for S3TC to prevent unwanted videolag. Obviously the ones already made i will keep those as 256 in the High End version instead the 2048 they are now.


For other HUD parts, you gotta tell me which ones you need, and ill see if i can make those(and where they are located in the Botpack).
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revolt04
1st Mar 2009, 09:47 AM
sorry i dont really comprehended what ur talking bout
i m interested about reducing crosshair size at high resolution
that s the main reason i only play in lower resolution, crosshair in 1680*1050 for exemple it makes crosshair really big (i use small dot)

Zur
1st Mar 2009, 11:07 AM
Ah I see. So the size of the standard crosshair is already too big. The mutator only fixes the bluriness.

What resolution are you playing at and what size would you like it to be ? If you're not sure how much, take a screenshot without a crosshair and draw a rectangle of the approximate size you'd like.

Diehard
1st Mar 2009, 12:12 PM
Ah I see. So the size of the standard crosshair is already too big. The mutator only fixes the bluriness.

What resolution are you playing at and what size would you like it to be ? If you're not sure how much, take a screenshot without a crosshair and draw a rectangle of the approximate size you'd like.


As i said earlyer, i pretty much asume the crosshairs (the entire picture including the black surrounding it) consumes exactly 64 x 64 pixels from your screen regardless the resolution. Above a certain resolution (on error?) the crosshair all of a sudden consumes 128 x 128 pixels of the screen(its being enlarged).



If the mutator would allow it to set it to 64 x 64 pixels for the lower screen settings, and a 32 x 32 setting for the higher screen settings, in the last option, the screen will due to the error project it again as 64 x 64. This would ensure that the picture is always 64 x 64 ingame independent from what resolution is used.



The blurrynes is simply caused by the fact that a 64 x 64 pixel picture is enlarged to 128 x 128 pixel. The larger pictures(256x 256) in the mod will get rid of the blurrynes, because regardless the ingame size, they are reduced and not enlarged(at least as long as the setting does not exceed 256 x 256 pixels). The more reduction the sharper the crosshair will apear. But the final ingame size could be solved by a setting that is half the size from what it should be, e.g. 32 x 32 pixels instead of 64 x 64. That i asume will be the solution to the enlargement.


As an example, because i dont know when the enlargement apears:

600 x 800 (setting should be 64)
1024 x 768 (setting should be 64)
1152 x 864 (setting should be 64)



1280 950 (setting should be 32) (which ingame leads to 64 due to the error)
1600 1200 (setting should be 32) (which ingame leads to 64 due to the error)
1920 1440 (setting should be 32) (which ingame leads to 64 due to the error)


As said its just an example, i dont know at what settings the error occurs ! But people here could make a list :) and post it :)

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Diehard
1st Mar 2009, 01:23 PM
In the meantime i added the 3 missing crosshairs to the package.

Because of the size of those 3 crosshairs, the setup has been changed completelly:


The normal package: Normal_UTRP_Crosshairs.zip (http://www.unrealtexture.com/UT/Downloads/Textures/Normal/Project/UTRP/Normal_UTRP_Crosshairs.zip)

In this package the textures are added in the original size, and should NOT be used clientsided since they wont fix anything.

Usage: Serversided only !




The High End S3TC version: HighEnd_UTRP_Crosshairs.zip (http://www.unrealtexture.com/UT/Downloads/Textures/S3TCHighEnd/Project/UTRP/HighEnd_UTRP_Crosshairs.zip)

This package does contain the High Resolution textures according the High End specifications:

32 will be 256
64 will be 512
128 will be 1024
256 will be 2048

Usage: Clientsided only !(e.g. you as a player)
Do not use as serverpackage !
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Raynor.Z
1st Mar 2009, 01:45 PM
Sounds nice.
I can't access my main PC right now, can you post some screen about how they scale with higher resolutions?

Zur
1st Mar 2009, 02:30 PM
Ok, I think I know what's happening. Here's quick question by question reply...

As i said earlyer, i pretty much asume the crosshairs (the entire picture including the black surrounding it) consumes exactly 64 x 64 pixels from your screen regardless the resolution. Above a certain resolution (on error?) the crosshair all of a sudden consumes 128 x 128 pixels of the screen(its being enlarged).

The way things seem to work with the standard code is that UT assumes you are using a 64x64 texture.

However, the crosshair itself is scaled up according to the screen resolution (see code below). So the crosshair should appear bigger but is proportionately the same size unless the resolution is below 512 pixels wide.

if (Crosshair>=CrosshairCount) Return;
if ( Canvas.ClipX < 512 )
XScale = 0.5;
else
XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0));

In english this means that XScale is 0.5 below 512 width. At a width of 640 pixels, the XScale is 1.0 and it is increased according to the ratio defined by the resolution width divided by 640.

The scaling is uneven because it's rounded off to a whole number (that's what int() does).

XLength = XScale * 64.0;

This is the code that decides how big the crosshair is actually going to be.

If XScale is 1.0, XLength will be 64 (Epic seems to have decided the crosshair texture should be one-tenth of the screen resolution). If it higher than that, XLength will be 64 * XScale.

For example :

Screen resolution is 1024x768.

XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0))

- Canvas.ClipX is 1024.
- Canvas.ClipX/640.0 = 1.6.
- 1.6 + 0.1 = 1.7. (+0.1 forces a whole number to have a decimal fraction)
- int( 1.7 ) = 1.
- FMax (Maximum decimal number) between 1 and 1 is of course 1.
- XLength = 64.

Screen resolution is 1600x1200.

XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0))

- Canvas.ClipX is 1600.
- Canvas.ClipX/640.0 = 2.5.
- 2.5 + 0.1 = 2.6.
- int( 2.6 ) = 2.
- FMax (Maximum decimal number) between 1 and 2 is 2.
- XLength = 128.

So to get a jump in crosshair size, you need a screen resolution that is higher or equal to 1280xY.

Canvas.DrawTile(T, XLength, XLength, 0, 0, 64, 64);

This is where the crosshair is actually drawn. XLength is the size it will appear on the screen and "64, 64" is the "window" inside the texture that should be drawn.

This explains why the high resolution crosshairs aren't visible with the standard code. It is only showing the top left 64x64 area of the textures.

If the mutator would allow it to set it to 64 x 64 pixels for the lower screen settings, and a 32 x 32 setting for the higher screen settings, in the last option, the screen will due to the error project it again as 64 x 64. This would ensure that the picture is always 64 x 64 ingame independent from what resolution is used.

I can hardcode this if necessary but I need to know what size there should be according to the screen resolution as the rules above don't seem to suit anyone.

The blurrynes is simply caused by the fact that a 64 x 64 pixel picture is enlarged to 128 x 128 pixel. The larger pictures(256x 256) in the mod will get rid of the blurrynes, because regardless the ingame size, they are reduced and not enlarged(at least as long as the setting does not exceed 256 x 256 pixels).

To reformulate, the bluriness should happen when the crosshair is bigger than 64x64 since the game engine is trying to enlarge something that is made of pixels. There's no magical way of doing this, so what's done is to try to keep the general shape of a picture while blurring it's edges.

When that first becomes noticeable is another question because that depends entirely on the player. At 1440x900, the bluriness is quite noticeable. Note that 1440 / 640 gives a ratio of 2.25 which rounds off to 2, so that explains the 2x size.

The larger texture size helps to keep a sharper crosshair because the engine is downscaling a texture. That means it only has to lose information instead of trying to recreate information that isn't there.

So, in short, this is why I need to know scale of crosshair people want according to the resolution. Or what I could do is change the formula to get rid of the size jump and make it so the crosshair keeps the same proportions it has at 640x480.

Diehard
1st Mar 2009, 02:45 PM
I can find myself in above explanation :)


Epic seems to have decided the crosshair texture should be one-tenth of the screen resolution

Which is not that weird, all measurements for UT are binaries, and so are screen resolutions. 32 might have been to small, while 128 was prob too large, so they cut it to a usable size of 64.

And to achief an even more correct size, they simply tweaked the final size using a correct amount of black that surronds all crosshairs.
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Zur
1st Mar 2009, 02:56 PM
Hmm, I've no idea if the drawing size being a power of 2 (2, 4, 8, 16, 32, 64, 128...) is important but I'm going to go through with the idea of resizing the texture like it should appear at 640x480. If noone likes it, we'll work on another solution.

Diehard
1st Mar 2009, 03:11 PM
Oh, i was only refering to the default size, i am not saying that the sizes that are used to compensate for the screen reolution will be powers of 2.


It could very well they used calculations like 2.5, 3.25, 4.25, or whatever they came up. I was only refering to the default 64 size compared to the 640 reolution.
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CSLA*Jackal
5th Mar 2009, 07:49 AM
I have read through the whole forum and as i see still no usable fix avail :(

Damn, I've been looking for it since 4 years ago - when i got new LCD.


It doesnt seem like that, but bigger/blurry crosshair affects the gameplay and skill (esp. with sniper) significantly. I hope some fix will show up someday :).

BlackCheetah
8th Mar 2009, 07:32 PM
This is what my ut looks like right now.

xvlin
14th Mar 2009, 03:33 AM
I have a question, is there a way to scale the player set up permanently?
http://img9.imageshack.us/img9/4799/38465065.th.jpg (http://img9.imageshack.us/my.php?image=38465065.jpg)

I mean it's not a big deal or anything, just kind of annoying.

Raynor.Z
14th Mar 2009, 07:09 AM
It will happen when you have resolution high enough. I have tried to find solution myself, but so far it looks like the game always reverts to default view. Solution would be to set font size to "Double" under Video options, then it looks fine.

xvlin
14th Mar 2009, 02:26 PM
Still can't see the head unfortunately =\ I want to use a lower resolution but the quality is really terrible on some more than others, pretty weird

SkaarjMaster
12th May 2009, 08:11 PM
I can't even see the highres UTRP crosshairs in the game menu to choose them. Do I just alter the user.ini or ut.ini codes to choose it based on the same position of the dot that I like to use?

Sirax
10th Aug 2009, 05:36 AM
can somebody help me with my UT '99 settings please?

I've installed a fresh installation of UT and I applied these textures from here:
http://www.unrealtexture.com/UT/UT.htm

But when i setup the Opengl renderer and I play online people look like they are skating around on one leg and when they die they just stay there like christmas trees.

I've already tried to do the FIX posted in the first post but that .exe gets closed by windows after few seconds.

Just need some help to get the best UT graphics with my PC specs.

Hope someone can help me here

Raynor.Z
10th Aug 2009, 06:45 AM
Did you follow everything step-by-step? Best way to run this fix and see if everything went well is to run it from Command Prompt instead of double clicking on it :)
Just in case here should be more current version of UT graphical tweaks if you're interested.
http://www.ut99.org/forum/viewtopic.php?f=6&t=373

Diehard
10th Aug 2009, 08:18 AM
But when i setup the Opengl renderer and I play online people look like they are skating around on one leg and when they die they just stay there like christmas trees.

I've already tried to do the FIX posted in the first post but that .exe gets closed by windows after few seconds.


That problem is a serversided problem, and should be fixed by the admin by using the textures from this page: S3TC Servers Packages (http://www.unrealtexture.com/UT/Website/Articles/Servers/Tweaking/S3TCServerPackages/S3TCServersPackages.htm) So best way is to point the admin from that server to that page. On the other hand, i should add that to the mainpage from UT, so people find it faster. Ill add it to my todo list.


As for the fix, you shouldnt use it at all. The fix was created years and years ago, and only handles a few packages, while the UTRP project has almost the double amount of packages. Aside that, as said, its a serversided problem, nor a clientsided problem.
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SkaarjMaster
10th Aug 2009, 08:49 AM
OK, since we're talking about the S3fix again, I was just thinking that I usually apply this everytime I install UT even though I'm not running a server. Obviously, the server you connect to has to have applied this fix for it to work, but what is this fix doing client-side when it installs? Is it not doing anything if you don't have a server already set up or what?

Diehard
10th Aug 2009, 09:42 AM
OK, since we're talking about the S3fix again, I was just thinking that I usually apply this everytime I install UT even though I'm not running a server. Obviously, the server you connect to has to have applied this fix for it to work, but what is this fix doing client-side when it installs? Is it not doing anything if you don't have a server already set up or what?


You should not use the fix at all, if you run a server than you have to use the proper textures given in the link: S3TC Servers Packages (http://www.unrealtexture.com/UT/Website/Articles/Servers/Tweaking/S3TCServerPackages/S3TCServersPackages.htm) problem solved.........

Clients also shouldnt use the fix and certainly not when the packages from the UTRP project are used. The UTRP packages didnt excist when the fix was made backthan, at worse it causes problems, at best it doesnt fix anything.......


Dont use it !, ever.......
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SkaarjMaster
10th Aug 2009, 01:07 PM
Oh well, I following the instructions for moving those files out (pg 1 of this thread), installing fix, then moving them back, and I also installed all new texture files (UTRP) after, so I don't know what it did but it's too late for me.:)

I guess whatever it changed, it won't matter unless I decide to run a server and that will never happen. I just thought I'd ask, because I can't remember exactly what the fix does or even if I ever knew. I'm usually pretty careful about installing stuff and I check all the files to see if any new ones or changed stuff as well as checking the UT.ini and User.ini files, so I don't think it changed anything important that wasn't changed again later on with something else (if that makes any sense at all).

Sirax
11th Aug 2009, 03:04 AM
Ok but I play on several public UT servers and some have that problem and some have not... but I don't know all the admins of those servers so I need to fix it another way.

These are my PC specs:

OS: Windows 7 32 bit
Asus P5E motherboard
Intel Core 2 Duo CPU 3.0Ghz
2048MB RAM
DirectX 11
NVIDIA GeForce 8800 GTS 512
Display mode 1680x1050 (32bit) 60Hz
Nvidia version: 190.38

How can I get the best UT settings to play? Also can somebody help me to change maybe my unrealtournament.ini
Really would like to play UT in its best graphics but i need some help with that..

Kind Regards,

medor
11th Aug 2009, 06:45 AM
For the easy beast try this all patched V3 http://unrealtournament.99.free.fr/forum/viewtopic.php?f=4&t=7

Windows 7 you can't play on a utdc anticheat server.

Raynor.Z
11th Aug 2009, 08:03 AM
As far as I can tell UTDC has compatibility problems with x64 version of Windows 7. I don't know about x86 (32-bit) version though.

Sirax
14th Aug 2009, 03:24 AM
Ok my graphics settings are now pretty good but still got 1 issue.

Just installed fresh installation of UT and applied opengl 3.5 and now it's pretty good but my crosshair is very blurry and also when I zoom with sniper the green crosshair is very bold. Does anyone has a fix for that?

Raynor.Z
14th Aug 2009, 04:19 AM
Unfortunately that's the way UT draws crosshairs with higher resolutions (it does not scale well) so best was is to use dot.

Zur
14th Aug 2009, 06:33 AM
Does anyone has a fix for that?

There was a sort of fix in the works but I haven't had time to continue with the mutator. I might be able to resume work on it in September though.

Sirax
15th Aug 2009, 11:00 PM
Ok, I hope the fix will be finished asap and that he works.

Hope to here from you soon about the fix :-)

SkaarjMaster
17th Aug 2009, 08:54 AM
It's better to use a dot anyway and make it pink so it can be seen on most maps.:)

CSLA*Jackal
29th Jan 2010, 04:31 AM
Hey guys.

After a few months I've come back to check out if there's anything new about UT crosshair blur/size fix.

Any update to this issue ? (which would be client-side).


I can't believe there's no fix with the great boom of widescreen panels.


Thanks,
Jackal

SilentKoala
23rd Mar 2010, 12:41 AM
The link in the OP to the OpenGL driver seems to be broken, but there's a working one here: http://www.cwdohnal.com/utglr/

It's also a newer version of the driver.

Adelheid
1st Jul 2010, 07:04 AM
Does anyone else always have problems with UT after installing Unreal Anthology?

Can I immediately run 2004 in max settings? Hell yeah!

Can I immediately run UT in 640x480 with system graphics without the vision and sound stuttering like I'm trying to run it on a ramless 386? Nooooooo....

Grr... Mumble... Grr...

Mang Nux
15th Sep 2010, 05:03 AM
In the OP, he's listed all the cfg settings for OpenGL and what he thinks they should be set to, but is there a list somewhere with descriptions of exactly what each setting does?

GreatEmerald
15th Sep 2010, 10:30 AM
Yes.
http://cwdohnal.com/utglr/settings.html

Mang Nux
15th Sep 2010, 06:17 PM
Yes.
http://cwdohnal.com/utglr/settings.html

Thank you, that's exactly what I wanted. :)

UnrealGold57
21st Jun 2011, 02:07 PM
I like Direct3D, but OpenGL is way better imo.

Carbon
30th Mar 2013, 10:38 PM
For UT99, OGL is better. Used to play in Glide, but...well, you know. High-res textures (extreme end) are also a must, IMO.

medor
31st Mar 2013, 03:47 AM
In UT99 with Glide i can use only 16 bit
http://unrealtournament.99.free.fr/utfiles/index.php?dir=Video_Renders/Glide/

Glide not work with High-res textures.

http://img835.imageshack.us/img835/6374/glidehighttextures.jpg

Please give your settings

leilei
31st Mar 2013, 03:38 PM
In UT99 with Glide i can use only 16 bit
Glide not work with High-res textures.

No ****. When UT came out it was 256x256 max and 16-bit only for a Voodoo card. Had you had been the so-called oldschool player you claim to be you would already have known that.

Please give your settings

No amount of settings will allow GlideDrv to break arbitrary Glide 2 API limits. To get hi-res textures on a 3dfx card, one would need to use a Voodoo4 or Voodoo5, and the same utglr driver to decompress the DXT1 textures filling up that poor video memory.

Carbon
1st Apr 2013, 05:18 PM
In UT99 with Glide i can use only 16 bit
http://unrealtournament.99.free.fr/utfiles/index.php?dir=Video_Renders/Glide/

Glide not work with High-res textures.

Please give your settings

Indeed. I said "used to". ;)

Back in the day it was the real deal, but Glide has long gone the way of the dinosaurs (I thought RDRAM would fly too).

Makes sense I suppose; OGL works very well (I think the visuals are comparable, even in 16 bit) and again, with the high-res textures the game looks better than ever.

medor
1st Apr 2013, 06:23 PM
I prefer the colors of the glid which are hotter :clap:

Carbon
2nd Apr 2013, 05:16 AM
I prefer the colors of the glid which are hotter :clap:

To each their own. I prefer the Triceratops to the Rhinoceros, but we take what we can get.

:P

Sajin1337
6th Jun 2013, 10:56 PM
DM-Ochre looking good @ 1080p, 16xQ CSAA, 16x AF using OpenGL UTGLR v3.6 :D

http://i.tinyuploads.com/6nLKwm.bmp (http://www.tinyuploads.com/gallery/view/6nLKwm)