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madscientist327
9th Jun 2005, 10:58 PM
This was created at a 1600x1200 resolution.

Hi. The purpose of this thread is to be able to make UT look and sound as best as it can. I will post my settings and people can tell me what to do in order to make it better. ;)

UPDATE #24 - April 18, 2006

These settings are in UnrealTournament.ini in UnrealTournament\System. These setting can also be modified in game by opening up the console (press ~) and typing in "preferences" (without the quotation marks). This opens up the Advanced Preferences window. Using the Advanced Preferences window is probably the easiest.

WARNING these settings are not for the elderly computers. (Ancient Systems/Graphics Cards/Sound Cards) :p Everything is set to the highest quality settings possible. Please don't come complaining to me that your 1 mhz system doesn't run it. :rolleyes:

Please remove the // and the explanations behind them if you copy and paste the settings, because if you don't your computer will explode. :lol: Seriously though, it would be best to remove the explanations even though UT might still work.

And in case you were wondering, click the underlined stuff to download it. Example: -> :) <- (http://forums.beyondunreal.com/images/smilies/smile.gif)

And of course, always backup the files when you change them. Just in case...

One last thing, this thread is designed for windows users. I sincerely apologize if it is unfriendly toward your operating system. :P

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Patches (Make sure you have one of these installed first before you install anything else below.)

v436 (http://download.beyondunreal.com/fileworks.php/official/ut/utpatch436.exe) Mirror #2 (http://downloads.unrealadmin.org/UnrealTournament/Patches/Windows/utpatch436.exe) Mirror #3 (http://www.oldunreal.com/patch/official/utpatch436.exe) More Mirrors (http://www.file-fly.net/fly.php?term=utpatch436.___) (Last official patch.)

v451b (http://www.utpg.org/patches/UTPGPatch451b.exe) Mirror #2 (http://downloads.unrealadmin.org/UnrealTournament/Patches/Windows/UTPGPatch451b.exe) Mirror #3 (http://www.oldunreal.com/patch/official/UTPGPatch451b.exe) More Mirrors (http://www.file-fly.net/fly.php?term=UTPGPatch451b.___)(Not official and it messes up UnrealEd. I find it quite buggy. You should probably stick to v436 unless you run a server.)

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[Engine.GameEngine]
CacheSizeMegs=64 // This is the amount of memory the game sets aside for things it caches. I've heard two different schools of thought on this:

School 1: Assume that for every 4 Megs of cache, that you have 128 Megs of memory. So a machine with 256 Megs would set this to 8, 512Megs would set it to 16, 1 Gig (1024 Megs) would set this to 32 and 1.5 Gigs would set this to 48. Anything over 64 is overkill.

School 2: Set this to 3/4 the total amount of RAM your machine has. If you have 128 Megs of RAM, set this to 96. 256 Megs, set this to 192. 512 Megs, set this to 384. 1 Gig, set this to 768. Higher than 384 might already be overkill, and UT will never need that much RAM (The game itself is only 550 Megs or so).

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[WinDrv.WindowsClient]
WindowedViewportX=640 // Windowed Resolution (Horizontal)
WindowedViewportY=480 // Windowed Resolution (Vertical)
WindowedColorBits=32 // Windowed Color Depth (16 or 32)
FullscreenViewportX=1024 // Fullscreen Resolution (Horizontal)
FullscreenViewportY=768 // Fullscreen Resolution (Vertical)
FullscreenColorBits=32 // Fullscreen Color Depth (16 or 32)
Brightness=0.500000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=35.000000 // Set to the minimum desired framerate
Decals=True
NoDynamicLights=False
UseDirectInput=True
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High

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OPENGL (http://cwdohnal.home.mindspring.com/utglr/utglr32.zip) (Once you have downloaded it, place OpenGLDrv.dll in UnrealTournament\System and overwrite the existing file. Then select OpenGl as the renderer under video preferences or under [Engine.Engine] in UnrealTournament.ini set GameRenderDevice=OpenGLDrv.OpenGLRenderDevice)

[OpenGLDrv.OpenGLRenderDevice]
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
ZRangeHack=True
AAFilterHint=2 // Set this to 0 unless you have a NVIDIA card (Quincunx AA)
NumAASamples=0 // Set to max antialiasing of card (unless Quincunx AA is on)
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
FrameRateLimit=200
SwapInterval=1 // Set to 0 for no vsync, 1 to enable it. -1 for default
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=True // Only needed for NVIDIA cards
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=0 // Set to highest refresh rate your monitor supports (ex: 85) Default if set to 0.
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=16 // Set to highest Anisotropy your card can handle
UseTNT=False
Use16BitTextures=False
UseS3TC=True // Set to true if you use the S3TC textures on cd 2
UseAlphaPalette=True
AutoGenerateMipmaps=True
UseTrilinear=True
UsePrecache=True
AlwaysMipmap=True
ShareLists=False
UsePalette=True
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000 // Negative values to sharpen textures. (ex: -1.5) Looks bad with S3TC on, keep at 0 if you're using them.
DetailTextures=True
DescFlags=0
Description=NVIDIA GeForce FX 7800 // Put your graphics card's name here if you want to
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SmoothMaskedTextures=False
UseSSE2=True


D3D8 (http://cwdohnal.home.mindspring.com/utglr/utd3d8r11.zip) (Once you have downloaded it, place D3D8Drv.dll in UnrealTournament\System. Then select D3D8 as the renderer under video preferences or under [Engine.Engine] in UnrealTournament.ini set GameRenderDevice=D3D8Drv.D3D8RenderDevice) Please note that this renderer is better than the original D3D but should only be used as a last resort. OpenGl is superior at the moment. You might want to install this anyway, as when you install the OpenGl the D3D doesn't work anymore. This D3D8 driver will be the only way to get D3D again.

[D3D8Drv.D3D8RenderDevice]
ZRangeHack=True
NumAASamples=16 // Set to max antialiasing of card
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=True
MaskedTextureHack=True
FrameRateLimit=200
SwapInterval=1 // Set to 0 for no vsync, 1 to enable it. -1 for default
UseVertexProgram=False
TexDXT1ToDXT3=True // Only needed for NVIDIA cards
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=0 // Set to highest refresh rate your monitor supports (ex: 85) Default if set to 0.
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16 // Set to highest Anisotropy your card can handle
Use16BitTextures=False
UseS3TC=True // Set to true if you use the S3TC textures on cd 2
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
UsePalette=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000 // Negative values to sharpen textures. (ex: -1.5) Looks bad with S3TC on, keep at 0 if you're using them.
DetailTextures=True
DescFlags=0
Description=NVIDIA GeForce FX 7800 // Put your graphics card's name here if you want to
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True

Glide (http://cwdohnal.home.mindspring.com/utglr/utgdr09.zip) (I don't know how useful this will be in this day and age, but if anybody still has one of those old Voodoo cards you can try this tweaked Glide renderer.)

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S3TC Textures (http://hermskii.com/Files/UTCD2Textures.zip) Torrent (http://forums.beyondunreal.com/attachment.php?attachmentid=91851&d=1130050676) (For those without the 2nd cd. There are two download links. One is a torrent. You must have a bittorrent (http://www.bittorrent.com/) client in order to download using the torrent file. Personally I would use either Azureus (http://azureus.sourceforge.net/) or µTorrent (http://www.utorrent.com/) but there are many other clients out there that can be used. Make sure you help seed once you finish downloading from the torrent. Once you get your textures, place them in UnrealTournament\Textures. Overwrite all of them except SkyBox.utx, City.utx, and ShaneSky.utx because they are not masked properly and screw up the sky. However, if you replace City.utx you will lose some high res textures. :( Nothing can be done about it though, so unfortunately you will have to live with it. :mad:

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S3FIX (http://www.planetclans.com/downloads/s3fix.exe) Mirror #2 (http://www.thechaosparadox.co.uk/ut/s3fix.exe) Mirror #3 (http://home.comcast.net/~oo7mike/Mod/s3fix.zip) (I also attached the file in case the links die. It fixes the character animation problems on most (but not all) servers when you are using the S3TC textures. If you encounter this problem, you can tell, because people will look like they are skating around on one leg and when they die they just stay there like christmas trees. :hmm: First make sure you have already installed the S3TC textures. Then go into your UnrealTournament\Textures folder, take out the skin textures named Female1Skins.utx, Female2Skins.utx, Male1Skins.utx, Male2Skins.utx, Male3Skins.utx, and SkTrooperSkins.utx, placing them in a temporary folder. Place s3fix.exe in your textures folder. Run it, wait for it to close, and then drag the skin textures back in the textures folder.)
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Creative Labs EAX Patches
These EAX patches add additional EAX effects to the original DM and CTF maps. It is recommended that you have an EAX compatible card or else you don't really need these sound enhancements. Note: This may interfere with Oldunreal's Multimedia Patches.

EAX Library Patcher (Make sure you install this first.) (ftp://213.5.40.28/pub/acn/filecity/Patches/EAXUnreal64200116343348/whole/eaxutsys.exe) Mirror #2 (ftp://ftp.edome.net/paivitykset/pelipaivitykset/eaxutsys.exe) Mirror #3 (ftp://ftp.hs-niederrhein.de/pub/win9x/gamesup/ut/eaxutsys.exe) Mirror #4 (ftp://ftp.samtelecom.ru/pub/games/ut/eax-hd/eaxutsys.exe) More Mirrors (http://www.file-fly.net/fly.php?term=eaxutsys.___)

Death Match EAX Libraries (ftp://194.251.244.191/paivitykset/pelipaivitykset/uteaxdm.exe) Mirror #2 (ftp://213.5.40.28/pub/acn/filecity/Patches/EAXUnreal64200116343348/uteaxdm.exe) Mirror #3 (ftp://ftp.samtelecom.ru/pub/games/ut/eax-hd/uteaxdm.exe) Mirror #4 (ftp://ftp.hs-niederrhein.de/pub/win9x/gamesup/ut/uteaxdm.exe) More Mirrors (http://www.file-fly.net/fly.php?term=uteaxdm.___)

Capture the Flag EAX Libraries (ftp://194.251.244.191/paivitykset/pelipaivitykset/uteaxctf.exe) Mirror #2 (ftp://213.5.40.28/pub/acn/filecity/Patches/EAXUnreal64200116343348/uteaxctf.exe) Mirror #3 (ftp://ftp.samtelecom.ru/pub/games/ut/eax-hd/uteaxctf.exe) Mirror #4 (ftp://ftp.hs-niederrhein.de/pub/win9x/gamesup/ut/uteaxctf.exe) More Mirrors (http://www.file-fly.net/fly.php?term=uteaxctf.___)

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Immersion TouchSense Enhancement Patch (http://diddl.firehead.org/software/unix/games/unreal_tournament/ImmUT12Setup.zip) Mirror #2 (ftp://ftp.fragzone.se/pub/spel/ut/patchar/ImmUT12Setup.zip) Mirror #3 (ftp://ftp.wireplay.co.uk/pub/unrealtournament/tools/ImmUT12Setup.zip) More Mirrors (http://www.file-fly.net/fly.php?term=ImmUT12Setup.___) ("Feel every weapon recoil from Impact Hammer to Redeemer..." Immersion TouchSense compatible mouse needed, or at least recomended.)

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Oldunreal's Multimedia Patch .exe Installation Version (http://www.oldunreal.com/patch/OMP-UT-V0.2.exe) Oldunreal's Multimedia Patch .zip Installation Version (http://www.oldunreal.com/patch/OMP-UT-V0.2.zip) (This provides OpenAL, FMod and OpenGL. The OpenGL dl in there is basically version 3.0 of the renderer, so you shouldn't use it because the current version is 3.2. If you used the .exe installation, skip the next two sentences. .Dll, .int & .u files go into the UnrealTournament system folder. Run the .exe file for OpenAL. To change Audio Devices, in Advanced Preferences, open drivers, and open AudioDevice. Select the one you want.)

[ALAudio.ALAudioSubsystem]
ALDevices=SBAudigy2ZSAudioEC80 // Select the device to use
DopplerFactor=1.000000
UseOriginalUnreal=True
SoundVolume=192
UseReverb=True
AmbientFactor=0.700000
MusicVolume=128
Channels=64
OutputRate=48000Hz
UseDigitalMusic=True

[FMODAudioDrv.FMODAudioDevice]
UseOriginalUnreal=True
SoundVolume=200
UseReverb=True
AmbientFactor=0.700000
UseHardwareChannels=True // If true, hardware acceleration but no original echoes
MusicVolume=120
UseDigitalMusic=True
Channels=64
UseCDMusic=True
OutputRate=48000Hz
Speakers=Surround // Select your speaker setup
FMODDevices=SBAudigy2ZSAudioEC80e // Select the device to use

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Please tell me if I made any mistakes or if I left out something important. Everybody's feedback is important. :) Also, tell me if any of the links die or are bad.


Sites I got the stuff from (or did):

http://cwdohnal.home.mindspring.com/utglr/

http://www.oldunreal.com/

http://eax.creative.com/eagle/unreal/

http://www.immersion.com/developer/cool.html

http://www.unrealtournament.com/

http://www.utpg.org/

And also thanks to the people who provided the download links and the people who helped me with the thread. :cool:


Enjoy these tweaks! Long live Unreal Tournament Game of the Year Edition! :rockon:

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To-do....

-Add descriptions for all the settings

-Perhaps add additional stuff from user.ini

-Make download links more clear

-Add a changelog

madscientist327
10th Jun 2005, 12:38 AM
Changelog:

Update#
...
...
...
Coming soon...

Denny
10th Jun 2005, 12:44 AM
OpenGL is the best, D3D runs to fast for me and doesn't look as good. You forgot in game settings as well such as Dynamic Lighting, Decals, High World & Skin Detail, higher resolutions, 32-bit Color Depth and so on.

madscientist327
10th Jun 2005, 12:57 AM
Oh. Thanks. I forgot that :)

Edit: I updated it.

Dark Pulse
10th Jun 2005, 01:42 AM
I use the OldUnreal OpenGL Renderer with S3TC Textures running. Makes the game real impressive.

Here's the relevant portion of the INI:

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
FastTranslucency=1
VertexLighting=0
UseTNT=False
GammaOffset=0.000000
UseMultiDrawArrays=False
SinglePassDetail=True
DetailClipping=False
UseDetailAlpha=False
UsePrecache=False
ShareLists=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
RefreshRate=85
AutoGenerateMipmaps=False
UsePalette=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
DescFlags=0
Description=
GammaOffset=0.000000
ColorizeDetailTextures=False
UsePrecache=False
ShareLists=False
Translucency=1
UseVertexSpecular=1
UseTrilinear=True
UseS3TC=True
LODBias=0.000000
MaxAnisotropy=0
SupportsLazyTextures=1
GammaOffset=0.000000
NumAASamples=0
UseAA=False
SwapInterval=0
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
UseSSE=True
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
BufferClippedActorTris=False
SinglePassDetail=True
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=True
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
UseAlphaPalette=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UseMultiTexture=True
MaskedTextureHack=False
MaxTMUnits=0
RequestHighResolutionZ=True
FrameRateLimit=150
CacheStaticMaps=False
BufferTileQuads=False
Use16BitTextures=False
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000

I know some of the entries are listed here twice... I have no idea why.

madscientist327
10th Jun 2005, 01:46 AM
Some of those entries are obsolete. Also the opengl in the OldUnreal one is version 2.9 (or so I hear and see) so you should get 3.0.

Dark Pulse
10th Jun 2005, 07:16 AM
Which I did afterward and nothing has really changed except DetailLevel 2.

Good to see fog working in DM-Fetid though. \o/

madscientist327
10th Jun 2005, 12:36 PM
I put bold question marks next to the things I need to be confirmed. Please tell me if they are needed or are usefull.

Edit to Dark Pulse: Just checking. :)

Denny
10th Jun 2005, 01:46 PM
[Engine.GameEngine]
CacheSizeMegs=32 <- I heard that 16 is optimal but i'm not sure ????


This is a useful option to help load times. I wouldn't set it any higher than 64, it doesn't seem to get any quicker after that from what i noticed and i have a gig of RAM.

madscientist327
10th Jun 2005, 01:49 PM
I need to know if the S3FIX is needed and whether or not the EAX enhancements are still usefull.

Edit: I also found links to the S3TC textures. Would it be alright if I posted them here? Anybody knowledgable in these legal matters?

Edit2: Apparently it is "...not illegal for various reasons. Even if [you] only owned 2k4 the EULA of 2k4 allows [you] to use such textures as they were included in a 'previous Unreal title'". I guess you have to have an Unreal Tournament game, to download this. But who would be dowloading the textures if they didn't have the game? I added the links. However, if this somehow is not legal in anyway, just tell me and I will immediately remove the links.

I also still need to know whether or not the S3FIX and EAX Enhancements are still relavent.

Edit3: I have an idea! Lets have a contest ;) Who can make UT look the best? I took a screenshot of my favorite DM map, DM-Ochre by Darthweasel. It should be easy to beat me. I am going easy on everybody. In fact, that screenshot sucks. It is so much easier to make UT look even better.

edit4:never mind... the contest was a stupid idea

madscientist327
13th Jun 2005, 01:56 AM
Is there any other thing I can fix or something? I need feedback... :(

madscientist327
15th Jun 2005, 04:12 AM
Give me feedback or give me death!

nuttella
15th Jun 2005, 01:00 PM
Give me feedback or give me death!

Where may I send the death?

You know, there's just so good you're going to get UT to look. Beyond installing CD2 textures/s3tc and OGL hacks to fix the odd (fixable) masking error, I don't see how much further you can go.

OpenAL didn't do it for me, as I have an A3D (but not EAX) capable card, and the game just sounds crap to me with software sound. Music sounds great with the OpenAL driver though. If you have an A3D card, naturally, forget the EAX enhancements.

madscientist327
15th Jun 2005, 02:57 PM
Oh. Thanks. :) What about the S3FIX? Is that still needed?

Predcaliber
15th Jun 2005, 04:25 PM
Maby this question is not in place for this topic, but I had to reinstall my UT GOTY since a HDD crash, and can someone tell me again how I should turn on the S3TC textures?
I cant really discover it in the posted logs :/

Its been a while, and I knew it was somewhere in the console's preferences but I cant remember.

and Yes I searched the forum, many keywords but as usual, nothing that matched... -_-

madscientist327
15th Jun 2005, 04:34 PM
UseS3TC=True

Please read the first post if you haven't already. Also make sure you are using the opengl renderer.

Predcaliber
15th Jun 2005, 05:18 PM
yeah but I think I have an outdated version of the openGL renderer, dling the new one.
I tought I set it true, but it didnt had much effect or it gave a weird error, Il check and prt screen it.

thanx anyway

madscientist327
15th Jun 2005, 06:01 PM
thanx anyway

No problem :)

I tought I set it true, but it didnt had much effect or it gave a weird error, Il check and prt screen it.

If you want to see if your S3TC textures are working just load up DM-Codex and look at the floor. You should see cracks like this (http://forums.beyondunreal.com/attachment.php?attachmentid=89161&d=1114894635) or else it isn't working properly.

madscientist327
16th Jun 2005, 01:10 AM
Wow... Over 300 people have looked at this thread... :eek: That's a lot of people... :eek2:

Edit: Update #6 Added some more stuff...

Edit2: I just need to be sure of one more thing people... S3FIX.exe... Please somebody tell me if it is still essential...

Dark Pulse
16th Jun 2005, 02:38 AM
For some it is, for others it's not.

madscientist327
16th Jun 2005, 03:37 AM
What do you mean by that? :confused:

Dark Pulse
16th Jun 2005, 04:58 AM
Some people need the S3Fix, others don't. I have no idea why, but leave it up to be safe.

madscientist327
16th Jun 2005, 04:46 PM
ok :)

Edit: Update # 7

Edit2: I guess that's all... This thread won't be updated for awhile... Unless a new version of something comes out, or somebody has questions or feedback... Hope this thread doesn't become buried under all the new threads coming out...

nuttella
16th Jun 2005, 05:15 PM
If S3Fix is what I think it is, its purpose is to stop "sliding" characters in online games. But from what I've heard, that's caused by servers running with S3TC textures. So it seems unnecessary for the most part. That is, if I understand what S3Fix is at all.

madscientist327
16th Jun 2005, 05:27 PM
I think that the "skating" problem hapens only on servers running the dedicated server pack. Servers that were created from normal UT cd installations don't have the problem. I read this somewhere but I don't remember where...

By the way, has anybody come across the "skating" problem before? It is slightly amusing for awhile, but then it gets annoying. :)

nuttella
17th Jun 2005, 03:33 AM
I don't play online much, but there are a few dedicated (v451) servers which I know don't have s3tc, where I don't see the problem. I've only seen sliding characters on one server, though I haven't been able to confirm whether it's using s3tc or not.

madscientist327
18th Jun 2005, 02:52 PM
Update #8!!!!

Fixed some very minor insignificant probably unnoticeable stuff. :)

FieldMedic
19th Jun 2005, 04:08 AM
I think this thread should be sticky.
Noticing during all these years how many people asked questions about their UT graphics problems and will continue to ask questions about it, this thread can be of great help.

More helping and usefull in a sticky position than "city intro benchmark" or "godlike demo projects" in my opinion that should be un-sticky.

madscientist327
20th Jun 2005, 12:35 AM
I agree! :D I'm kind of bias though... :B

madscientist327
20th Jun 2005, 02:41 PM
Update #9!!!!!

I didn't realise that Old Unreal updated the patch... :D

By the way, does anyone know the differences between the Old Unreal OpenGl patch and the one from http://cwdohnal.home.mindspring.com/utglr/ ? They all have the same options and the only difference I can see is the file size. The one from Old Unreal runs 1 frame faster though so I will use that one. :)

FieldMedic
20th Jun 2005, 04:29 PM
If i am not mistaken by what i have read from one of the developers of this oldunreal patch somewhere on the BUF , chris dohnal opengl render is the one featured in the oldunreal patch.

So there are chances that the 1 framerate difference you are experiment is near to be a placebo effect ;) causing by a system using a bit less ressource in one of your framerate test than in another test.

madscientist327
20th Jun 2005, 05:17 PM
I see... I think... :)

madscientist327
23rd Jun 2005, 10:59 PM
Update #10...

giabboo
28th Jun 2005, 08:21 PM
Thanks a lot, I lost the cd2 from the Game of Year package(maybe someone f***ed me it:lol: ) so i'm gettin the Textures from the link u posted :D very thx ;)

madscientist327
28th Jun 2005, 09:24 PM
You're welcome. :)

Edit: Looks like the links for the s3tc textures have disappeared, at least the first one... Only one link for them left... If nobody downloads it for 30 days it will disappear, same as the other one...

Edit2: Anybody know a place where it can be uploaded and stay there forever? Or at least longer?

dark_helmet
30th Jun 2005, 03:22 AM
Very nice thread there, ive been using the http://cwdohnal.home.mindspring.com/utglr/ ? renderer for quite a while now (since i gave up on Glide), its slower but i like it more than the official renderer.

Im just wondering if you have tried oneXblending=true ? just a persional preference, but the lighting seems so much better when it's on. other than that, good work ;)

FieldMedic
30th Jun 2005, 04:07 AM
Edit2: Anybody know a place where it can be uploaded and stay there forever? Or at least longer?

A friend of mine pointed this filefront offer (http://freespace.filefront.com/1) to me.
But i don't know more about it.

madscientist327
30th Jun 2005, 11:50 PM
Im just wondering if you have tried oneXblending=true ? just a persional preference, but the lighting seems so much better when it's on. other than that, good work ;)

oneXblending=true makes the lighting look like d3d. Most maps I have, look better with oneXblending set to false because they were designed for opengl. With it set to true, many maps look dark and kind of ugly. I only think I have seen one map in which it is a problem and it is ctf-baranco (is that how you spell it?) It was probably made for d3d and the ground looks too bright and hurts my eyes... Other than that, everything else is fine. :)

A friend of mine pointed this filefront offer (http://freespace.filefront.com/1) to me.
But i don't know more about it.

"You are solely responsible for all materials, whether publicly posted or privately transmitted, that you upload, post, email, transmit or otherwise make available on our sites ("Your Content"). You certify that you own all intellectual property rights in Your Content. You hereby grant us, our affiliates, and our partners a worldwide, irrevocable, royalty-free, nonexclusive, sub-licensable license to use, modify, copy, reproduce, create derivative works of, distribute, publicly perform, publicly display, transfer, sell, transmit, distribute and publish Your Content and subsequent versions of Your Content for the purposes of (i) displaying Your Content on our sites, (ii) distributing Your Content, either electronically or via other media, to users seeking to download or otherwise acquire it, and/or (iii) storing Your Content in a remote database accessible by end users, for a charge."

This is what it says at filefront. I am not sure if I would be allowed to upload the textures there. Can anybody verify this?

By the way, I will be out of town for five days starting tomorrow, so if anyone posts here I might not reply because maybe I won't have access to the internet. ;)

Edit: OMG! This thread is a sticky now! :eek: Cool! :D

Edit2: Annonymous_mapper, I really don't know how to help you, if that is what you want. I really don't know that much about hardware problems and whatnot. Can anybody else help Annonymous_mapper? All that I can sugest is try setting UseVertexSpecular=False MaxLogTextureSize=8 MinLogTextureSize=0. Unless you know what these are and are setting it to those values on purpose. Try setting CacheStaticMaps=False as well. I never found out what that option was so if you know please tell me. And last, some of those options look old. Make sure you have the latest version. If you do have it, go into unrealtournament.ini and delete all those settings for opengl. Run the game and open advanced preferences and redo the settings. If you look in the ini file again, the old and obsolete settings should be gone. The settings will also be in order so that is nice as well. :)

FieldMedic
1st Jul 2005, 01:01 AM
Edit: OMG! This thread is a sticky now! :eek: Cool! :D
Just say thanks to hal ;)

This thread is very usefull, considering how many times questions about UT tweaking have been asked, it really deserved to be in sticky position.
People should be able to find the solution to their problem quicker.

madscientist327
1st Jul 2005, 01:20 AM
Thanks hal!!! :)

Also, I couldn't have made this thread without all the other people who helped me, so thanks to you guys as well! ;)

madscientist327
6th Jul 2005, 06:57 PM
Alright! I'm back! :) What have I missed?
Any comments and suggestions are welcome also, now that I am back. Oh, and somebody tell me if that FileFront thing is okay to use for S3TC Textures.

Edit: Update #11 OpenGl Renderer 3.1...

Dark Pulse
6th Jul 2005, 08:42 PM
Just a quick update for my current, 3.1 Config:

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
FastTranslucency=1
VertexLighting=0
UseTNT=False
GammaOffset=0.000000
UseMultiDrawArrays=True <-- Heard this results in faster drawing of some stuff
SinglePassDetail=True
DetailClipping=False
UseDetailAlpha=False
UsePrecache=False
ShareLists=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
RefreshRate=85
AutoGenerateMipmaps=False
UsePalette=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
DescFlags=0
Description=
UsePrecache=False
ShareLists=False
Translucency=1
UseVertexSpecular=1
UseTrilinear=True
UseS3TC=True
LODBias=0.000000
MaxAnisotropy=0
SupportsLazyTextures=1
NumAASamples=0
UseAA=False
SwapInterval=0
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
UseSSE=True
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
BufferClippedActorTris=False
SinglePassDetail=True
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=True
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
UseAlphaPalette=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UseMultiTexture=True
MaxTMUnits=0
RequestHighResolutionZ=True
FrameRateLimit=200
CacheStaticMaps=False
BufferTileQuads=False
Use16BitTextures=False
OneXBlending=False
GammaCorrectScreenshots=True
ZRangeHack=True <-- TURN THIS ON. Will fix the Clipping Redeemer and possibly long-range decals, but only for a 24-bit Z-Buffer. (That is, 32-bit color.) Won't do too good on 16-bit color mode though... but if you need to run in that, why are you here? :p
SinglePassFog=True <-- Nice performance boost and the fog looks damn good, too
DetailMax=2 <-- Believe it or not, there can be 2 levels of detail with certain textures... 3 as well apparently, but they'd only begin to fade in as you got right next to the texture, so...
NoMaskedS3TC=False

madscientist327
7th Jul 2005, 08:45 PM
Dang... You still have alot of repeats. LOL "...go into unrealtournament.ini and delete all those settings for opengl. Run the game and open advanced preferences and redo the settings. If you look in the ini file again, the old and obsolete settings should be gone. The settings will also be in order so that is nice as well." This worked for me at least. Oh and when you delete the settings, don't delete the line[OpenGLDrv.OpenGLRenderDevice] or else the settings will reapear at the bottom and if you want to put it back you have to cut and paste it. Try it, and tell me if it works. And just to be safe, make a backup first.

For the SinglePassFog I set it to false because I think it suposedly lowers the quality or something. On my own computer I have it set to true though. Could somebody tell me if it really does lower the quality of the fog? Maybe I will set it to true on this thread.

P.S. Somebody please tell me if that filefront offer is any good for the textures. I beg you people...

Dark Pulse
8th Jul 2005, 01:52 AM
Well, since the S3TC Textures were made by Epic, they're Epics, and therefore, not yours - making Fileplanet not an option.

Also, SinglePassDetail improves Detail Texture Quality, and therefore, so should SinglePassFog, though I could be wrong. This sort of stuff would be more easily solved if every option was documented, but alas, this is not to be.

PsychoMoggieBagpuss
8th Jul 2005, 04:55 AM
If you check Chris's site he does document them.
Anyway single pass detail/texture/fog should only be used if you have at least 4 texture units as it means that all the texture processing (render, lighting, detail, etc) will be done on one pass, rather than multiple.
My 6600GT has 1 texture unit per pipeline, with 8 pipelines, so I've turned it on and got quite a large improvement.
I'm also running at 8xAA, 16 tap Antistropic filtering @ 1280x1024 (LCD's native resolution)

MaxAnisotropy=16
AAFilterHint=0 (whether to enable qunicunx aliasing - only for nvidia cards though and unecessary)
NumAASamples=8 (type of anti aliasing)
UseAA=True (enables Anti-aliasing)
SwapInterval=1 (turns v-sync on - gets rid of tearing).

Uber smooth and no mouse lag

madscientist327
8th Jul 2005, 01:48 PM
I'm going to set singlepassfog to true but not singlepassdetail, as the second detail texture will not show up if it is enabled. If anybody thinks I should do something else please speak up.

Edit: Thanks for answering my question about the filefront thing Dark Pulse. Do you or anybody else know a valid place I will actually be allowed to upload to?

Edit2:And thanks to PsycoMoggieBagpuss for clearing the singlepass thing issue somewhat.

P.S. What is with your avatar? It's a big butt...

PsychoMoggieBagpuss
9th Jul 2005, 11:34 AM
What can I say, I like booty....

madscientist327
11th Jul 2005, 12:33 AM
FU!!!! I'm eating my UT CD right now, damn. ugh... my stomach hurts.


:confused: I detected elevated stress levels in your comment. Whatever you did, it must suck. My condolences.

Now... About that SinglePassDetail thing. My honestly untrained eyes can barely tell the difference, though maybe it's because I had to use microsoft paint to convert it to jpeg. :D If anybody can tell the difference, please tell me. Only thing I saw different was the framerate. Does anyone think I should set SinglePassDetail to true on the top post? According to the UTGLR site, "The second detail texture layer will not show up unless SinglePassDetail is disabled." Must mean something. I will leave everyone with that thought.

Edit: I forgot to attach the screenshots! :lol: How could I do that? Just attached them...

Edit2: Could some of you do me a favor? Once in awhile could you click the download thing for the S3TC textures, start downloading it, and stop it? That way they will think that people are still downloading it and the link will stay alive. Only once every 30 days. This seems to be the only alternative at this present situation.

Edit3: LOL Update #13! New updated D3D8 renderer! It still is missing some options that the opengl render has though. :( Still don't recomend it over the opengl.

Edit4: Please, some people respond to the singlepassdetail thing. I need help to achieve this goal of tweaking UT Sound/Graphics to the Max. :)

madscientist327
18th Jul 2005, 03:13 AM
:(

Dark Pulse
18th Jul 2005, 06:54 AM
And that's why I said ALL options should be mentioned in his FAQ. A lot of them are, but some of them aren't even mentioned.

I'm no whiz, but I'll try to explain this. I could be totally wrong here.

SinglePassDetail means your videocard, while rendering, only does one pass over the detail textures. Earlier cards had fewer pipelines, thus they would have to make multiple passes over a certain texture to get x amount of quality, and this is called, naturally, multipassing.

SinglePassDetail, therefore, would in theory speed up performance on older cards without lots of pipelines (By only doing one pass per render) but the texture wouldn't look as nice, and that's why you cannot use a DetailMax of higher then 1 with this on. (It would only render the first texture, since the second texture layer is done with a second pass.) On a faster, more modern card (If you can run UT2004 with any sort of detail, this means you) it should make no difference, since the pipes on modern cards should be more then big enough to eat the thing in one pass. (Plus there's more pipelines, as well.)

madscientist327
18th Jul 2005, 01:31 PM
I see. Well I have a Geforce FX 5200. Is that powerful enough? If you are correct, maybe I should enable it.

madscientist327
20th Jul 2005, 03:11 PM
I am going to set singlepassdetail to true for now unless somebody else can prove Dark Pulse wrong.

Dark Pulse
20th Jul 2005, 03:27 PM
I see. Well I have a Geforce FX 5200. Is that powerful enough? If you are correct, maybe I should enable it.
I used to have that, and UT shouldn't cause any sort of performance hit with multipassing (Though if the level designer sucked at zoning, it might tank a tad in huge levels.)

For maximum Detail, it should be off and DetailMax set to two. Setting SinglePassDetail to true nullifies DetailMax's 2, plus it also will, at most, render only one texture, so it's bad for cards that can handle it. Since this is about the BEST Graphics, that's not what you want. :p

madscientist327
21st Jul 2005, 01:40 PM
So... If I understand this correctly, I should set it to false. But what if I had a very powerful card like a 6800 for example? Should I still set it to false or should I set it to true?

Dark Pulse
22nd Jul 2005, 01:38 PM
So... If I understand this correctly, I should set it to false. But what if I had a very powerful card like a 6800 for example? Should I still set it to false or should I set it to true? It should always be set to False and DetailMax to 2 unless you have an ancient card, like GeForce 2 or lower. Anything higher should run it with no major frame hits at all.

madscientist327
22nd Jul 2005, 03:11 PM
Oh okay. Thanks for clearing that up! :)

Edit: What about the singlepassfog? Is it the same for that as well?

Dark Pulse
23rd Jul 2005, 03:00 PM
Truth be told, I'm not sure. I don't notice a difference with it on or off.

Tleilax
23rd Jul 2005, 04:50 PM
Anyone yet found a place to hold the S3TC Textures :( i am so sad about this :mad: (well theres no sad emoticon) I would love to get those textures, even if someone sent them to me. I have an idea, if any of you has those textures, and can split them into 5 or 6 sperate RAR formats then you can use this host

www.savefile.com/filehost.

Im sure its not that bad and if not can someone get megaupload link fixed please :( i would appreciate this a lot.

madscientist327
23rd Jul 2005, 05:54 PM
What is wrong with the link?

Tleilax
23rd Jul 2005, 07:42 PM
When i try to download from Megauploads in your Tutorial type thing. It gives me an internal server error, so thats the problem. Is it fixed yet or something?

Dark Pulse
23rd Jul 2005, 08:06 PM
Might be site related.

An idea would be to make a torrent of the textures and then someone either host it or put it on a Torrent Tracker. I'd name names, but since those could potentially lead to warez I won't, to save my skin.

madscientist327
24th Jul 2005, 02:37 AM
When i try to download from Megauploads in your Tutorial type thing. It gives me an internal server error, so thats the problem. Is it fixed yet or something?

The download works for me... Maybe you have to turn off your download manager if you are using one. That worked for me. Now... About the torrent thing. I have used torrent files before but I have no clue how to set it up hosting stuff. I really don't have time to find out how to do it, anyway. If anybody wants to volunteer and make a torrent, please do. I am sure many people would appreciate it. I simply do not have the time or resources to do it.

madscientist327
11th Aug 2005, 03:35 PM
Oh no.... Megaupload decreased the max file size from 500 mb to 250 mb. That makes the S3TC textures unavailable for download unless you have a premium account. OMG This sucks!!!!!!! :mad: What do I do now???!!!!!!!!!!!!!

Zur
11th Aug 2005, 04:27 PM
Split the files using Winrar ?

Zur
11th Aug 2005, 04:40 PM
An idea would be to make a torrent of the textures and then someone either host it or put it on a Torrent Tracker. I'd name names, but since those could potentially lead to warez I won't, to save my skin.

Our site has a tracker on it. If you want to create a torrent and run it off there then contact me.

madscientist327
16th Aug 2005, 03:26 PM
Could someone make a torrent please? :) I don't know how to... :(

Da Spadger
16th Aug 2005, 04:48 PM
I had quite some problems with my combination of OGL and UT99. Even if most is solved, people could get an answer. Bleh. Just sharing.

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=485271

madscientist327
16th Aug 2005, 10:35 PM
I can't register to the forums because I don't have a email address from the isp thing. :hmm:

"Sorry. Due to the overwhelming spam attacks we have experienced we now require an email address that your ISP assigned you. Example: gamer@pacbell.net. We no longer can allow registration from free mail services (hotmail, yahoo, etc). We are sorry, and hope that you understand this allows us to keep a better handle on the quality of the posts inside the forum."

If you would kindly post in that thread and tell them to go to this thread, I can help solve many of the issues. And if I can't don't know the solution, then there might be people in this forum that can.

madscientist327
16th Aug 2005, 10:53 PM
"I had two other issues with Unreal levels and S3TC textures. I had two other issues with Unreal levels and S3TC textures. Some parts of the sky is black..."

SkyBox.utx, City.utx, and ShaneSky.utx are not masked properly and screw up the sky. Replace the S3TC textures with the original ones.


"I can't change the brightness."

In the settings, find GammaOffset=0.000000 and enter positive values to brighten and negative values to darken.


"The deemer overlaps the HUD."

In the settings, find ZRangeHack= and set it to true.


"Those aretifacts are showing up on my HUD too, if anyone got a soultion, PLEASE let me know."

Those "aretifacts" happen because of the antialiasing. If it is set to higher than 2, then they appear. The solution is to either set antialiasing to 2, turn it off completely, or just get used to it. (I got used to it. It isn't that annoying and it only happens in the menu. Just don't set antialiasing to 8 or it is extremely visible.)

Hope this helps. :)

P.S. It isn't hard to find out what the settings do. Most of the settings are documented at http://cwdohnal.home.mindspring.com/utglr/ and http://www.oldunreal.com/

Edit: Update #15! Added some more stuff to the S3TC Textures section.

madscientist327
23rd Sep 2005, 12:10 AM
Could somebody please create a torrent? It would be most appreciated. :)

asylum
29th Sep 2005, 10:16 AM
yay! im a mirror for the s3fix.exe! lol

madscientist327
29th Sep 2005, 09:31 PM
I don't remember where i found the link. :) It's okay with you, right?

Dark Pulse
30th Sep 2005, 03:01 PM
I'd be more than happy to create a torrent of the S3TC Texes, but I have no tracker to put them on. If someone can donate a tracker, I'll be more than happy to get those on it.

madscientist327
30th Sep 2005, 06:20 PM
Our site has a tracker on it. If you want to create a torrent and run it off there then contact me.

I think Azura said something about that. :hmm:

madscientist327
16th Oct 2005, 03:09 PM
So... How's the progress on the torrent if you don't mind me asking? :)

madscientist327
22nd Oct 2005, 06:38 PM
Hello?

Dark Pulse
22nd Oct 2005, 09:14 PM
Sorry.

I've got the torrent made, I'd like to just PM the .torrent. file to Azura, since email for me is a pain in the ass. (Mostly because I have no good outgoing SMTP...)

madscientist327
22nd Oct 2005, 10:34 PM
Awesome!:cheers:

Zur
22nd Oct 2005, 10:43 PM
Hi,

To make things easier I can open an FTP account or you could upload the file to a service like yousendit. Btw, it might be a good idea to post the torrent on several public sites so there are more peers.

madscientist327 : I'd like a summary of what the best graphics settings are as I'm about to start making a UT movie.

madscientist327
22nd Oct 2005, 11:40 PM
Basically the best graphic settings I could get are already up there. Just make sure you are using the latest OpenGl and you have the S3TC textures.

By the way, what kind of movie is it?

FieldMedic
22nd Oct 2005, 11:59 PM
I put this again on this S3TC subject.
filefront offer (http://freespace.filefront.com/1)

I suggest this again to you if you are always interested in finding a good free hosting solution for the files that is not using torrent concept (as usualy after 3/4 month a private torrent is made working you don't find any seeds).

Out of UT, i am a part of an Operation Flashpoint mod team, and recently we released a lot of additional content for the community of this game.
As we had no possibility to host ourself these free additions to the game and survive the bandwidth attack ;) , we used the filefront free service.

since that we have been able to find more mirrors for our works in the case filefront decided it was too much, but for a free service filefront is incredible : our works has been downloaded from Filefront enough time to "eat" 68.44 GB of filefront bandwidth as you can see there (http://hosted.filefront.com/dmamodteam) .
And the files are always present and downloadable from their servers.

So you should strongly consider to use filefront to host your files, just broke the download in several part and it should be ok.

Zur
23rd Oct 2005, 12:32 AM
By the way, what kind of movie is it?

It will be a clan movie, but with a difference.

madscientist327
23rd Oct 2005, 01:37 AM
I put this again on this S3TC subject.


I suggest this again to you if you are always interested in finding a good free hosting solution for the files that is not using torrent concept (as usualy after 3/4 month a private torrent is made working you don't find any seeds).

Out of UT, i am a part of an Operation Flashpoint mod team, and recently we released a lot of additional content for the community of this game.
As we had no possibility to host ourself these free additions to the game and survive the bandwidth attack ;) , we used the filefront free service.

since that we have been able to find more mirrors for our works in the case filefront decided it was too much, but for a free service filefront is incredible : our works has been downloaded from Filefront enough time to "eat" 68.44 GB of filefront bandwidth as you can see there (http://hosted.filefront.com/dmamodteam) .
And the files are always present and downloadable from their servers.

So you should strongly consider to use filefront to host your files, just broke the download in several part and it should be ok.

I thought that it was decided that since none of us own the textures we can't upload them to there. If you think that it is okay, please upload it yourself since my connection is slow and has become unstable lately.

Dark Pulse
23rd Oct 2005, 02:47 AM
I wrote up a setting guide in the Torrent File. I'll post it here for convenience.

[OpenGLDrv.OpenGLRenderDevice]
TruFormMinVertices=0 <- ATI TruForm cards only. Disabled in Renderer.
TruFormTessellation=3 <- ATI TruForm cards only. Disabled in Renderer.
UseTruForm=False <- ATI TruForm cards only. Disabled in Renderer.
ZRangeHack=True <- Apparently something to do with Z Buffers. If it causes problems, try setting it to False to fix.
AAFilterHint=2 <- Set this to 0 unless you have a nvidia card (Quincunx AA)
NumAASamples=0 <- Antialiasing. Usually a Power of 2 - 2, 4, 8, etc. Using Numbers your card can't do is a bad idea.
UseAA=True <-- Toggles Antialiasing. True means it's on, False means it's off.
RequestHighResolutionZ=False <- Set this to true if you're in 16 bit color, False if you're in 32 Bit Color
MaskedTextureHack=False <- Should be False.
FrameRateLimit=0 <- If the game is Too Fast when you're moving towards walls, Change this to another value. 200 will work.
SwapInterval=0 <- Set to 0 for no vsync, 1 to enable it. -1 for Autodetect.
UseVertexProgram=False <- Keep this False.
UseCVA=False <- Set this to true if your card is VERY old, without Hardware T&L. Keep False if your card has Hardware T&L.
UseMultiDrawArrays=True <- Enables the use of the GL_EXT_multi_draw_arrays extension.
TexDXT1ToDXT3=False <-Set to True for Older (GeForce 1-4) NVIDIA cards, otherwise, keep False.
DynamicTexIdRecycleLevel=100 <-- Keep at 100.
CacheStaticMaps=False <- Unknown. Keep False.
UseTexPool=True <- Keep True.
UseTexIdPool=True <- Keep True.
UseSSE=True <- Nearly all CPUs, and all since 1999 or so, will have SSE. Keep True unless your system is Ancient.
BufferTileQuads=True <- Enables buffering in the DrawTile path. May improve text rendering performance.
BufferClippedActorTris=False <- Shouldn't be worth turning to True, but if you got odd clipping issues, try it.
SinglePassDetail=False <- Attempts to Render textures in one pass. Won't work if DetailMax is higher than 1.
SinglePassFog=True <- Enables High-Quality Fog. Needs GL_ATI_texture_env_combine3 extension or GL_NV_texture_env_combine4.
ColorizeDetailTextures=False <- Keep False.
DetailClipping=False <- Should be fine False, but it might speed things up on fillrate-crippled machines.
UseDetailAlpha=True <- Must be True for Detail Textures to work.
DetailMax=2 <- 0 for none, 1 for One Layer of Detail, 2 for Two Layers. Any more isn't noticeable and will slow the game.
RefreshRate=0 <-Set to highest refresh rate your monitor supports (ex: 85) Default if set to 0.
MaxTMUnits=0 <- Debug Option. Keep at 0.
NoFiltering=False <- Debug Option. Keep False.
NoMaskedS3TC=False <- Keep False unless you want to see how a S3TC texture looks on older hardware.
MaxAnisotropy=0 <-Set to Anistropy Level. 0 to Disable, 2, 4, 8, 16 to use higher levels of AF.
UseTNT=False <- True if you have a old TNT or TNT2 Card.
Use16BitTextures=False <- Less Colorful, but Smaller Textures. Keep False in most cases.
UseS3TC=True <- Set to true if you use the S3TC textures.
UseAlphaPalette=True <- Keep True unless you have old, Buggy GeForce Drivers.
AutoGenerateMipmaps=False <- Generate Mipmaps for textures lacking them, but might slow things down. Keep False.
UseTrilinear=True <- Enable Trilinear Filtering. False to Disable.
UsePrecache=True <- Precache Textures. True will reduce stutters in-game, but increase load times.
AlwaysMipmap=False <- Disabled in Game Code, Keep False.
ShareLists=False <- Unknown, keep False.
UsePalette=True <- Enables Paletted Txtures if your card can do them. Set to False if you get problems.
UseMultiTexture=True <- Keep True for Renderer to work properly.
UseBGRATextures=True <- Enables slightly faster uploads if your card can upload in BGRA Format.
UseZTrick=False <- True may solve problems like the Redeemer clipping the Status Bar and the like.
MaxLogTextureSize=8 <- Leave as-is.
MinLogTextureSize=0 <- Leave as-is.
MaxLogVOverU=8 <- Leave as-is.
MaxLogUOverV=8 <- Leave as-is.
OneXBlending=False <- Emulates Direct3D Lighting Mode if True. Most people will keep this False.
GammaCorrectScreenshots=True <- Screenshots might be too dark if False, but if they're too bright, set it to False
GammaOffsetBlue=0.000000 <- Leave as-is.
GammaOffsetGreen=0.000000 <- Leave as-is.
GammaOffsetRed=0.000000 <- Leave as-is.
GammaOffset=0.000000 <- Leave as-is.
LODBias=0.000000 <- Negative values to sharpen textures. (ex: -1.5) Looks bad with S3TC on, keep at 0 if you're using them.
DetailTextures=True <- Enables Detail Textures, like Fine Grain on Wood. Keep True for more realism.
DescFlags=0 <- Leave at 0.
Description=NVIDIA GeForce FX 7800 <- Put your graphics card's name here if you want to
HighDetailActors=True <- Should always be True
Coronas=True <- True to turn them on, False to turn them off
ShinySurfaces=True <- True for reflective Surfaces (Like the Mirror in DM-Oblivion), False for no Reflections.
VolumetricLighting=True <- True for more realistic lighting.

I'll post the Torrent File itself here. PLEASE NOTE THIS IS JUST THE TORRENT FILE.

madscientist327
23rd Oct 2005, 03:38 PM
I was planning to do that with the settings (explain all of them and everything but I haven't had time. Do you think I can use some of what you wrote for the settings add them to the first post?

And thanks for the torrent! :) I'm going to add it now! The torrent will have to be posted in many public places for it to survive though.

FieldMedic
23rd Oct 2005, 06:21 PM
I thought that it was decided that since none of us own the textures we can't upload them to there.
But if it is not "okay" to upload such textures to filefront , why is it "okay" to mention even a torrent or the possibility of it on BUF ?
So far, in my opinion, those textures are not "warez", as it was supposed to be a part of UT , it is only a bit unfair that because Epic decided to add mods (that could have been downloaded too otherwise) the GOTY owners has no hires textures for them, despite having paid the same price.

If you think that it is okay, please upload it yourself since my connection is slow and has become unstable lately.
As you wish, i think you were looking so much for a reliable place that it would potentially interest you.
My connection will certainly not allow me to upload a whole 600mo of hires textures sorry, my DSL connection is a basic one and it would take me a whole day connecting, that i can't do.

Good luck with making this torrent survive.

But, in the end, wouldn't it better if you try to contact Epic to clear the issue and make the hires texture available without any problem to everyone ?

After all those years, i think Epic (noticing all the free content they delivered to the UT community with all their bonus packs) would certainly be willing to make it "fair" for GOTY owners, who unlike me, UT buyer of the first batches of retail UT have been spoiled of the hires textures.
Maybe they would be willing to give as a gift the hires textures to be available to UT GOTY owners .
Epic is not the money hungry monsters some other dev/publishers are, they proved it already with all the free content they released for all their games.

Sometime just asking can get unsuspected good results.

madscientist327
23rd Oct 2005, 07:20 PM
The reason I thought that it was not okay to upload the textures to filefront was because it says on the site that we have to own the rights to the content. "You are solely responsible for all materials, whether publicly posted or privately transmitted, that you upload, post, email, transmit or otherwise make available on our sites ("Your Content"). You certify that you own all intellectual property rights in Your Content. You hereby grant us, our affiliates, and our partners a worldwide, irrevocable, royalty-free, nonexclusive, sub-licensable license to use, modify, copy, reproduce, create derivative works of, distribute, publicly perform, publicly display, transfer, sell, transmit, distribute and publish Your Content and subsequent versions of Your Content for the purposes of (i) displaying Your Content on our sites, (ii) distributing Your Content, either electronically or via other media, to users seeking to download or otherwise acquire it, and/or (iii) storing Your Content in a remote database accessible by end users, for a charge. This license shall apply to the distribution and the storage of Your Content in any form, medium, or technology now known or later developed. The foregoing grants shall include the right to exploit any proprietary rights in such communication, including but not limited to rights under copyright, trademark, service mark or patent laws under any relevant jurisdiction." I don't think it is "warez" or something to make a torrent to the textures but filefront is not an option because none of us "own all intellectual property rights" to the textures.

I think that asking Epic is worth a shot but I don't think that I'm old enough or respected enough in this UT community to ask. Maybe someone else can ask? It sure would make things a lot easier if the textures were made available to all users. So who's going to do it?

FieldMedic
23rd Oct 2005, 10:17 PM
I think that asking Epic is worth a shot but I don't think that I'm old enough or respected enough in this UT community to ask. Maybe someone else can ask? It sure would make things a lot easier if the textures were made available to all users. So who's going to do it?
For a request of that importance, it can't be just "average joe" , whatever old or young he can be, sending a mail to some random guy from Epic.

But if such mail was made by the community, it would express something more global than "average joe" opinion and hope for the hires textures.

So i guess to achieve such goal, posting where what is left from the UT community can read could be interesting.

Maybe even contacting the BUF head folks , that are certainly more respected than "average joe" by both Epic and the whole community to help the communication process could be even more interesting to get things started in a mature and intelligent way.

Despite i have the original hires textures from my original UT 2nd CD , i think it can be interesting both ways : for the UT community that has begin with UT late with the GOTY edition and for Epic reputation that can benefit of making such gesture even after all those years.

So, to begin with something, is there really an interest in such request to Epic from the people visiting this thread or not ?
As i will not even bother trying something or participating in any ways if mostly none or few people care here.

If too few care, i will not care myself anymore on this subject.

Dark Pulse
24th Oct 2005, 12:05 AM
Be advised the Torrent will probably not work until Azura adds it to Clan Smiley's Tracker.

Derdak2rot
24th Oct 2005, 08:05 AM
if someone dont have noticed it before , but i would suggest to replace the GenFX.utx package too . because the gradient textures looks weird with S3TC . for see , play a skaarj map with those green beams and you will see .

madscientist327
24th Oct 2005, 06:55 PM
Hm... I got to check that out.

Zur
24th Oct 2005, 07:15 PM
Adding the torrent now. Will post back after testing.

Edit : Torrent seems to be active but there is no downloading obviously. Dark Pulse, I suggest you leave your torrent client open on a set day so this can be tested.

Edit : I left it on a few minutes and it started downloading @ 20 odd K. Enjoy ;) .

Dark Pulse
25th Oct 2005, 01:17 AM
Adding the torrent now. Will post back after testing.

Edit : Torrent seems to be active but there is no downloading obviously. Dark Pulse, I suggest you leave your torrent client open on a set day so this can be tested.

Edit : I left it on a few minutes and it started downloading @ 20 odd K. Enjoy ;) .
Yeah, I had that in mind. Seeing as I'm the only one with this particular config ATM, I have to. :p

If you're going to download this package, please help me seed - I try to keep my system running, but this thing simply goes down sometimes.

madscientist327
25th Oct 2005, 01:31 AM
We need more people. This will probably have to be posted somewhere very public imo.

Zur
25th Oct 2005, 02:22 AM
Take your pick :
http://www.google.be/search?hl=fr&q=upload+a+torrent&meta=

madscientist327
25th Oct 2005, 02:31 AM
How about all of them? ;) Jk As much as possible I guess.

madscientist327
25th Oct 2005, 06:34 PM
if someone dont have noticed it before , but i would suggest to replace the GenFX.utx package too . because the gradient textures looks weird with S3TC . for see , play a skaarj map with those green beams and you will see .

I can't find what's wrong. Could you name a few maps that have this problem? Also, could you take screenshots to compare? Thanks.

Derdak2rot
25th Oct 2005, 07:57 PM
it happen when i choose them in a map im working on , see :

maybe its a problem with my opengl config , but i used the one in this thread so it must not appears , maybe im wrong . :confused:

madscientist327
25th Oct 2005, 08:06 PM
Hm.. I wouldn't even notice that usually. It's not very conspicous. I would have thought it was supposed to be like that.

Is that green thing all that GenFX contains?

Derdak2rot
25th Oct 2005, 08:11 PM
it contains all the gradient textures like this one with different colors and motifs ( its a french word , lol ) and , more important , all the masked textures like green vines , spider webs , chains , ect ... used often in all maps of all kind , but i dont remember seing something wrong with them .

madscientist327
25th Oct 2005, 08:33 PM
Are those vines, webs, chains, etc. higher res? If they are, is it worth losing all of them for a green thingy?

Derdak2rot
25th Oct 2005, 08:42 PM
i dont know , i have to test that for see .. but i dont remember any changes on the S3TC ones . anyway , will check that and give you a answer .

Zur
25th Oct 2005, 10:26 PM
There are some hi-res textures that look slightly different than the normal ones. For example, a series of girders appear on DM-Phobos. I prefer the original look but it isn't that bad.

Dark Pulse
25th Oct 2005, 11:19 PM
S3TC Textures do have masking support, so most of them are OK. The Sky textures, however, weren't encoded properly, and so they won't work - and unless we can figure out how to reverse-engineer them, there's no way to fix them.

There's two people in the torrent and I can't connect to either of them for some reason... grr. :(

Zur
26th Oct 2005, 05:17 AM
There's two people in the torrent and I can't connect to either of them for some reason... grr. :(

If you're using Azureus, maybe they got autobanned for using a shady client. Either that or they don't know how to open their firewall.

nuttella
26th Oct 2005, 09:07 AM
S3TC Textures do have masking support, so most of them are OK. The Sky textures, however, weren't encoded properly, and so they won't work - and unless we can figure out how to reverse-engineer them, there's no way to fix them.

Specifically, Skybox.utx textures aren't masked properly, so you should leave in the old version. Some other packages have masking problems too, but they're less of an issue. You may still see some unmasked textures, certain trees and gibs in particular, but these can be fixed by setting "maskedtexturehack=true" in the UTGLR OpenGL settings. (Assuming that wasn't just older versions of the driver.)

Dark Pulse
26th Oct 2005, 01:06 PM
Skybox, ShaneSky, and City are wacky, actually, I think.

I think Azura was the one pulling 20k; whoever else is on there is like... 512 BYTES a second. Goddamn 56kers.

Zur
26th Oct 2005, 07:54 PM
Dark Pulse, I just tried those settings you posted and I found UT back the way it was meant to be. I mean, for some reason, OpenGL has been stuttering a little, especially online, which makes snipering difficult (Direct3D still has that mouse lag problem). Maybe it's that framerate cap setting that's doing the trick.

madscientist327
30th Oct 2005, 02:16 PM
So... Dark Pulse... may I use some of the descriptions you gave for the settings? :) The way you described CacheSizeMegs= was much better then what I did.

Dark Pulse
1st Nov 2005, 06:00 AM
Go for it.

Also, I've seen ONE person come in and get this, besides one other person who somehow only gets about 512 bytes/second off of me. PLEASE help seed the torrent if you're going to download, or at least see if someone can get this guy the stuff he'd like faster.

Defeat
8th Nov 2005, 12:49 AM
>I'll be able to seed it from 1:30PM to at least 3:00PM(central USA time) but usually until 5:00PM with a T1 connection. I'll see if I can get it working tomarrow. Hope it helps.

nuttella
16th Nov 2005, 06:24 AM
When I run the s3fix app, it says the following:

Ancient.utx --- SKIPPED: No patching is needed!
female1skins.utx ---

...and closes. As far as I can tell, nothing is fixed, there's still the same behavior online on certain servers (and certain maps, it's never been a consistent thing). I don't think it's that the fixes aren't working, but rather the app isn't running properly. Ideas?

Dark Pulse
16th Nov 2005, 09:29 AM
When I run the s3fix app, it says the following:

Ancient.utx --- SKIPPED: No patching is needed!
female1skins.utx ---

...and closes. As far as I can tell, nothing is fixed, there's still the same behavior online on certain servers (and certain maps, it's never been a consistent thing). I don't think it's that the fixes aren't working, but rather the app isn't running properly. Ideas?
It still happens on some levels. I get weirdness in CTF-EternalCaves as well as DM-Pyramid, and probably others I can't think of quite yet.

Not much you can do except either avoid those maps or don't use S3TC. Or nag at the server to use the S3TC textures, which will fix it. :)

nuttella
17th Nov 2005, 06:45 AM
Pyramid, and Face is another. Once a "bad" map comes up, all subsequent maps are screwed even if they weren't before. It happens on all MonsterHunt maps, so I assume the fix only works with player skins.

That's assuming the fix even worked. When you run it, does it only log those two files and close?

Gauwde
17th Nov 2005, 08:43 AM
madscientest, you had OpenGL settings set to highest in your first post, and I pasted those into my UT.ini file and my game went slower than it usually did, yet I failed to see any graphical upgrade, except for the fog in the City Intro and the S3TC textures I was already using...I just played Gothic, noticed it was going slower and simply stopped.

Is it supposed to look better?

Derdak2rot
17th Nov 2005, 09:14 AM
nutt , you need to have all the s3tc tex pack in the texture folder before fix it .
once all the files are fixed , you can replace the one which have problem , like city.utx and skybox.utx . ( dont remember the other , isnt that shanesky ? )

edit : i think you also need to remove the
Female1Skins.utx
Female2Skins.utx
Male1Skins.utx
Male2Skins.utx
Male3Skins.utx
SkTrooperSkins.utx
dont remove them exactly , just put them in another location of your hd , because the fix will stop if he find them while the check .and put them back once its fixed .

madscientist327
17th Nov 2005, 03:53 PM
edit : i think you also need to remove the
Female1Skins.utx
Female2Skins.utx
Male1Skins.utx
Male2Skins.utx
Male3Skins.utx
SkTrooperSkins.utx
dont remove them exactly , just put them in another location of your hd , because the fix will stop if he find them while the check .and put them back once its fixed .

The skin textures have to be removed before s3fix is run? I didn't know that.



And Gauwde does your DM-Codex look like this? (http://forums.beyondunreal.com/attachment.php?attachmentid=89161&d=1114894635) This is the best I think it can look. UT can only look so good I'm afraid.

nuttella
18th Nov 2005, 06:52 AM
nutt , you need to have all the s3tc tex pack in the texture folder before fix it .
once all the files are fixed , you can replace the one which have problem , like city.utx and skybox.utx . ( dont remember the other , isnt that shanesky ? )

edit : i think you also need to remove the
Female1Skins.utx
Female2Skins.utx
Male1Skins.utx
Male2Skins.utx
Male3Skins.utx
SkTrooperSkins.utx
dont remove them exactly , just put them in another location of your hd , because the fix will stop if he find them while the check .and put them back once its fixed .

Ok, that appears to have worked. (Not that there was any way I would have known you had to move the UnrealI player skins files). It looks like the fix is just for UnrealI textures, so those must be what cause the problems.

Edit: Players still slide on Face, but monsters were animating on Chico's MH server, so it seems to have done something at least.

Derdak2rot
20th Nov 2005, 07:53 AM
dunno why we need to remove the skins textures before load the fix .

the fix dont worked for me at first , and a guy on server told me to remove permanently the skins textures before proceding , it worked .

i did not have problem running S3TC texs under MH or coop so far , didnt try DM or CTF because i dont like playing them online .

madscientist327
20th Nov 2005, 03:11 PM
If everyone agrees that the skin textures have to be removed before patching it I will add that information to the guide thing.

Edit:So.... Does everyone agree?

Edit2: And a little off topic but do people prefer having <- or // after the settings. (I have about half of it done on each and I need to decide soon.)

nuttella
20th Nov 2005, 06:55 PM
1. Well, it definitely didn't work before I moved the skins, and it definitely worked after, so I vote yes.

2. How about semicolons, so people can just paste it?

Derdak2rot
20th Nov 2005, 07:01 PM
i vote yes too !!

madscientist327
20th Nov 2005, 07:34 PM
How about semicolons, so people can just paste it?

Do you mean like this? Then it will work if people just paste it? LODBias=0.000000 ; Negative values to sharpen textures. (ex: -1.5) Looks bad with S3TC on, keep at 0 if you're using them.

I will add the the texture skin part soon. I just want to be completely clear on it though.

So after people have installed the S3TC textures, they remove these S3TC skins (Only Female1Skins.utx, Female2Skins.utx, Male1Skins.utx, Male, Skins.utx, Male3Skins.utx, SkTrooperSkins.utx and nothing else)
and put them in another folder. Then they put s3fix in the textures folder run it (when it runs it has some textures which is says it patches but it says it skips the skin textures because they could not be found) and let it finish. After that drag the S3TC skins back in the textures folder and you are done.

I underlined some stuff for extra emphasis.

Derdak2rot
20th Nov 2005, 11:05 PM
yes , its what they should do . but for me , textures xkins was not s3tc , i havent them installed for skin , only the map textures .
so , it must work with both i think .

madscientist327
24th Nov 2005, 02:13 AM
Oops i just looked at the skins on the cds... there are no S3TC skins... my bad...

Edit: Oh, and nutella could you explain what you said about those semicolons?

Edit2: I added that skin texture thing info.

ChampionHyena
24th Nov 2005, 11:32 PM
While I'm thinking about it, what's the difference between OpenAL and FMod for me as an end user? Like, which sounds better or is better used in UT?

Zur
25th Nov 2005, 12:54 AM
Also, have you investigated the use of EAX ? I've tried it but I get some loud echo as if I was in a cavern and it doesn't make the game very realistic.

nuttella
25th Nov 2005, 09:46 AM
Oops i just looked at the skins on the cds... there are no S3TC skins... my bad...

Edit: Oh, and nutella could you explain what you said about those semicolons?


It's the comment delineator, so you could have entries like this:

LODBias=0.000000 ;; Negative values to sharpen textures. (ex: -1.5)
;;;;; Looks bad with S3TC on, keep at 0 if you're using them.

and people could just paste the whole thing into their .ini without deleting the comments. Doesn't look that great, but it's convenient.

Derdak2rot
26th Nov 2005, 01:51 AM
i tested Deathmatch online with s3tc enabled and the slide effect is still visible , i can move ect.. , but others players looks they slide on the floor .
apparently the fix dont work for DM in the retail maps .

Zur
27th Nov 2005, 10:21 AM
I just noticed that the moon on DM-Phobos has some dark rings around it. It would seem that these hi-res textures do enhance walls and stuff but have a side-effect on some scenery.

ChampionHyena
7th Dec 2005, 01:31 PM
Do these tweaks work on the original Unreal as well?

madscientist327
7th Dec 2005, 08:32 PM
I have no clue as I don't have the original Unreal.

Hermskii
7th Dec 2005, 11:51 PM
When this gets all figured out by you UT masters, please put a quick summary out for the rest of us. I already use the high res and have little if any probs with it. I think it looks good. Not great or awesome or anything but better for sure. Didn't I read somewhere that all of this was going into a manual?

nuttella
8th Dec 2005, 12:25 AM
Do these tweaks work on the original Unreal as well?

You can get OpenGL and OpenAL drivers for Unreal at www.oldunreal.com. It's not the same, obviously. I haven't seen the .ini, but there's bound to be some overlap.

madscientist327
11th Dec 2005, 07:58 PM
I have been planning on updating this guide thing for awhile but I am currently too busy...finals and stuff.... it might take a couple of weeks until I get around to it....so...um...yeah.... just for everyone's information....

PhoenixArisen
11th Dec 2005, 08:52 PM
Firstly, I would like to thank everyone in this thread for making my UT look so much nicer :P been playing it for about four years online now (I'm a true instagibber :).

However, I still have a slight problem. Since this weekend I have a new pc: AMD 64 X2 3800 with a GeForce 6800GT and this caused my UT some problems. It runs like crap: it runs for a second, seems to stop and then goes on again at an increased speed, stops again etc. I tried a million things before even coming here, finally concluded that it did the same even in software mode, which made me think about the dual core thing. So I forced it on one core and voila, everything worked all of a sudden. Is there any way that anyone knows of to fix this problem, or just have it run on one core permanently? (its quite annoying to have to force it every time it starts again). Any help would be greatly appreciated, I would love to be able to play the game properly again with all these cool graphics enhancements :P

Dark Pulse
12th Dec 2005, 02:33 AM
Firstly, I would like to thank everyone in this thread for making my UT look so much nicer :P been playing it for about four years online now (I'm a true instagibber :).

However, I still have a slight problem. Since this weekend I have a new pc: AMD 64 X2 3800 with a GeForce 6800GT and this caused my UT some problems. It runs like crap: it runs for a second, seems to stop and then goes on again at an increased speed, stops again etc. I tried a million things before even coming here, finally concluded that it did the same even in software mode, which made me think about the dual core thing. So I forced it on one core and voila, everything worked all of a sudden. Is there any way that anyone knows of to fix this problem, or just have it run on one core permanently? (its quite annoying to have to force it every time it starts again). Any help would be greatly appreciated, I would love to be able to play the game properly again with all these cool graphics enhancements :P A lot of older games have that problem, just disable one core for the game.

madscientist327
25th Dec 2005, 05:17 PM
Hmm... Did anyone play DM-Fade (http://nalicity.beyondunreal.com/map_hub.php?mid=8932) using FMOD or OpenAL? Seems as though FMOD and OpenAL have a problem and the game crashes but not the original Galaxy sounddriver. Anyone else having this problem?

VisceraLicker
13th Jan 2006, 08:32 AM
Hello everyone! (1st post)

A old UT-fanatic needs your help.

UT v.436, OpenGL OldUnreal driver
Graphic card: Nvidia 6800GTI, newest driver
CPU: 4,5ghz dual core

Problem: Speed of the game, sometimes the game is super-slow or two times faster than normal,this is really annoying.

I turned V-Sync on (both graphic card AND ut ogl driver) but this doesnt help at all, I dont know what to do. :(

Some one said that I can disable on core for the game, but how? Iam not a great computer expert.

I am sure you can help me.

Thank you.

Dark Pulse
13th Jan 2006, 10:23 AM
When UT's Framerate gets too high, it will do that.

Start up the game, type preferences in the console, hit enter.

You're looking for a value called FrameRateLimit in your renderer, which in this case, is OpenGL. Set this to about 200 and you should be good.

VisceraLicker
13th Jan 2006, 01:08 PM
I set the framerate to 200.....now its extreme buggy.
And I have to set the game speed to 135% to have 100%. It works, but it isnt a very good solution.

Anyway, thank you for help.:)

Dark Pulse
13th Jan 2006, 03:18 PM
Hmm, if it's too slow, there's not much I can do about it, but that will set your upper cap.

Try this: Same thing as above, but look for a setting called SwapInterval and set it to 0.

VisceraLicker
14th Jan 2006, 11:44 AM
Very strange, everytime the game speed is different; somtimes 50% and the next time 150%. :con:

Nothing helps....

I changed the swap interval, from -1 to 1 but nothing happened. :(

Dark Pulse
14th Jan 2006, 06:09 PM
No, not to 1, change it to 0.

-1 is Autodetect, which is basically the same as 1 for most machines; that is, it will use VSync if it has capability (which virtually all monitors do.)

0 means always off. This can increase framerates beyond your monitor's refresh rate, but it will introduce a issue called "tearing" where you will be able to tell it's partially rendering different frames if the framerate is sufficiently slow.

1 means always on. See above the above. :p

Also, make SURE your Refresh Rate matches your monitor's rate! If your monitor can do, say, 85Hz at 1024x768, you need to tell the renderer that too (Under the RefreshRate property, I believe.)

FieldMedic
15th Jan 2006, 01:03 PM
Your problem reminds me of threads like this one (http://forums.beyondunreal.com/showthread.php?t=131400)

Do you play UT on a laptop ?

Anyways, try the solution located in the thread i link up there.

madscientist327
15th Jan 2006, 11:47 PM
http://cwdohnal.home.mindspring.com/utglr/utglr32.zip

Version 3.2 released! :)

As for updating this guide thing with explanations and stuff, I probably won't get to it for a month at least. Too many things are comming up. Real life. Oh well. Sorry.

Edit: It appears that two new options are available added in this version. SmoothMaskedTextures and UseSSE2. I know that UseSSE2 should be left at its default of true, but what about SmoothMaskedTextures? Its default is false. It sounds beneficial though. Any clue?

VisceraLicker
16th Jan 2006, 09:37 AM
No, I dont play UT on a laptop.

Changed swap interval to 0, nothing changed.

My monitor is able to have 60hz with 1600x1200 resolution, so I have to change the framerate to 60 with this resolution?

I tried it, nothing happened.:(

madscientist327
16th Jan 2006, 03:37 PM
Hmm....I have my desktop at 1600x1200 with a refresh rate of 85 hertz. I run UT at 1024x768 with a refresh rate of 144 hertz. I don't think a refresh rate of 60 hertz is good for your eyes. As for your problem VisceraLicker, I have not clue what it is. You said that you have the dual core thing. Ask one of the other people how to disable one and see if it works. That's the only thing I can think of. :hmm:

madscientist327
16th Jan 2006, 04:13 PM
Hmm.... It has come to my attention that the torrent is dead.... We must find some sort of permanent hosting...

FieldMedic
16th Jan 2006, 05:02 PM
No, I dont play UT on a laptop.

Changed swap interval to 0, nothing changed.

My monitor is able to have 60hz with 1600x1200 resolution, so I have to change the framerate to 60 with this resolution?

I tried it, nothing happened.:(

Even if you don't play UT on laptop, have you tried the -CPUSPEED solution given in the thread i linked ?

In your case (CPU: 4,5ghz dual core) , replace the value 1700 found in the thread by 4500 and see if it works.

VisceraLicker
17th Jan 2006, 02:52 AM
Even if you don't play UT on laptop, have you tried the -CPUSPEED solution given in the thread i linked ?

In your case (CPU: 4,5ghz dual core) , replace the value 1700 found in the thread by 4500 and see if it works.


Yes it works! :D

I set the cpu speed to 2200 (one core) and it works.

Thank you all for your great help.

Problem solved.

Dark Pulse
17th Jan 2006, 05:53 AM
CPUSpeed would have been my last ditch solution.

Then again, not everyone needs it; My system is 2.2 GHz (Athlon XP 3000+) and I've never needed to use CPUSpeed, just limit the Framerates. :)

FieldMedic
17th Jan 2006, 08:17 AM
I think it is because of the dual core that the CPUSPEED was needed, not because the CPU is powerful.
the UT code seems to be puzzled by dual core, exactly the same it is puzzled by those laptop energy management that adjust CPU speed.

Dark Pulse
17th Jan 2006, 06:50 PM
Could be a good explanation. Would certainly make sense, too.

Neon_Dragon
26th Feb 2006, 03:32 PM
Hmm.... It has come to my attention that the torrent is dead.... We must find some sort of permanent hosting...

Any news on a new download? I`m dying to get those textures as my UT Goty only has 1 disc.

madscientist327
26th Feb 2006, 06:28 PM
Any news on a new download? I`m dying to get those textures as my UT Goty only has 1 disc.

Sorry. Nothing. :( Apparently nobody has been able to find a place to upload that will stay for a long time without getting in trouble with the law and nobody has offered to host the files (understandable, the filesize is huge).

Neon_Dragon
26th Feb 2006, 06:59 PM
Ah well I`ll see if I can buy it again somewhere online this time with a 2nd disc, thanks anyway.

Defeat
26th Feb 2006, 07:31 PM
>I can transfer them to you through IRC or Xfire probably. Would that work?

Neon_Dragon
26th Feb 2006, 08:46 PM
It would take a while so you`d have to leave your pc on for quite a time.
I have a 512Kb connection Btw.
My Xfire username is neondragonx if anyone wants to try.

DynastY^
17th Mar 2006, 06:42 AM
Hey aren't the direct links from Oldunreal.com not the textures your looking for?

http://www.oldunreal.com/textures/Unreal_S3TC_Textures_01_V_01_01_2006.zip

http://www.oldunreal.com/textures/Unreal_S3TC_Textures_02_V_01_01_2006.zip

dont know if im helping with this but ok :O

madscientist327
19th Mar 2006, 05:10 PM
I'm not sure. Are they from URP - the Unreal Retexturing Project or are those the textures from the second cd?

Neon_Dragon
19th Mar 2006, 05:46 PM
I think there from the Unreal Retexturing Project, but they do replace some textures in the game not all of them, but the ones that are replaced are Uber nice.
I think I might have a dig around at the game shops see if I can find UT, or have a look online.
Thanks for the help.

FragUPlenty
19th Mar 2006, 09:17 PM
can someone write an optimization guide for people playing on their laptop. Like a laptop in the 800 - 1200 dollar range.

Dark Pulse
19th Mar 2006, 11:42 PM
It depends on the stuff inside the system, though in all honesty, you probably won't need to change very much, unless you're using mostly onboard audio/video.

FragUPlenty
20th Mar 2006, 09:19 PM
its got an Intel Pentium M 1.5ghz, 1gb DDR RAM, intel integrated Extreme 2 video, intel integrated sound.

Dark Pulse
20th Mar 2006, 11:20 PM
Well, Onboard stuff mostly sucks, but you should still be able to run the game at max settings. Just don't try anything fancy like AA/AF.

FragUPlenty
20th Mar 2006, 11:27 PM
yea I can my desktop is very fast I was just wondering because I use my mobile alot. Thanks Mad scientist.

Mike
13th Apr 2006, 02:48 PM
Quick question, for the S3Fix thing do I only need to remove the skins specified (as suggested) and none of the other ones (e.g. ones I've got of the various servers I've gone on?). Maybe you could just make it a tiny bit clearer in the post.

Anyway, thanks for all your help - my lag is now right down and it really has upped my playing 'skillz'.

madscientist327
14th Apr 2006, 01:20 AM
Quick question, for the S3Fix thing do I only need to remove the skins specified (as suggested) and none of the other ones (e.g. ones I've got of the various servers I've gone on?). Maybe you could just make it a tiny bit clearer in the post.

Only the skins mentioned. I fixed that section a little. I hope it is more clear now. :)

Hermskii
14th Apr 2006, 01:33 AM
I'm very curious here. You mention that the sites that have hosted the 2nd CD textures have all shut down but it sounds like you are speculating somewhat that they went down due to legal issues.

Based on the fact that no official updates have come to pass in years now for UT and the fact that nothing but good could come from people enjoying UT more than usual and spreading the word, I'm tempted to host the textures from the 2nd CD for the S3TC option of the game which as mentioned earlier should only be benificial to those who actually own a copy of the game.

My original CD 1 is cracked and no good but the 2nd CD is perfect still. What exact legal action has been taken against people sharing these particular textures? Don't speculate. Tell me what you know for sure.

Until then, here is the best set of instructions for using the S3TC textures from the 2nd CD. I made these myself and I still have a 100% record of happy direction followers with this set of instructions. Here is a link to the thread that has what you want not including the actual textures:

http://forums.beyondunreal.com/showthread.php?t=169643

All I can say at this point is to follow the directions perfectly and you will enjoy your S3TC Textures (2nd CD Textures, High Resolution Textures) on the first try!

There is also a how to manual on my forum at www.Hermskii.com. It will answer many of your tweaking questions there and has a downloadable manual. I have not updated this S3TC section that I give you here (link above) yet to my manual. Maybe I'll do that now...

madscientist327
14th Apr 2006, 03:32 AM
Actually, the download links disappeared because nobody downloaded for 30 days... That's the drawback of temporary file hosting...

Supremeone
16th Apr 2006, 06:09 PM
:\ I'd really like to have them.. Never tried s3tc textures in the 6 years I've been playing.

Dark Pulse
17th Apr 2006, 12:33 AM
I still have the torrent and it's still on Clan Smiley's Tracker. There's just nobody else seeding it.

As I've restated, IF YOU ARE GOING TO DOWNLOAD THESE, PLEASE HELP ME SEED THEM. Otherwise, there's no point in doing it.

I'll leave my connection open, but keep in mind, I can't keep this computer on all the time - it goes down sometimes (Though I do leave it on 24/7.)

If it's down and you really want them, either get a hold of me on our IRC channels or some sort of IM service - I'm usually never too far away.

Zur
17th Apr 2006, 08:09 AM
Hi, sorry to hear the torrent isn't doing well. I suggest uploading the torrent file to some big sites. Btw, I'm using some of the settings suggested in this thread for an upcoming movie ;) .

Hermskii
17th Apr 2006, 09:47 PM
This is a manual that will talk you through setting up your installation to successfully run the S3TC Textures that come on the UT CD #2:

http://hermskii.com/Files/S3TC_Texture_Fix.zip

Finally, here is a link to the all 74 of the S3TC textures that come on UT CD #2:

http://hermskii.com/Files/UTCD2Textures.zip

Neon_Dragon
18th Apr 2006, 08:52 AM
Nice one Hermskii :tup:

madscientist327
18th Apr 2006, 02:12 PM
Hermskii, if you don't mind I will add that link to the guide. :)

Hermskii
18th Apr 2006, 02:30 PM
No problem MadScientist327. It will be good (the link) until I hear something bad from some big-wig somewhere but I doubt that will happen being they give the textures away for free in bonus packs and every texture in the world is available somewhere on the internet already.

iSenSe
23rd Jan 2008, 01:16 AM
the torrent file has no seeders anymore :p after 8 years, kinda understandable :P

SkaarjMaster
7th Feb 2008, 12:25 AM
I have a question on the MaxAnisotropy command. I have AF forced at 4X in my ATI control panel for OpenGL with S3TC textures in UT, but am now confused as to what to set this command to. I had it at 1 and now I'm thinking 4 would be better.

The UT2004 equivalent command is LevelOfAnisotropy and, apparently, I need to leave this at 1 to get 4X AF in UT2004 because the ATI control panel setting (for D3D this time) and this command are additive (or multiplicative if you like) and if 4X in ATI CP and 4 in UT2004.ini, then the level played in UT2004 is 16.

I'm just wondering if it's the same for UT or it's fine to set MaxAnisotropy to 4 in my case because the commands are not multiplicative for UT.

Raynor.Z
7th Feb 2008, 12:45 AM
In UT for example set MaxAnisotropy=16 to get level 16 of AF, 8 for eight etc.

iSenSe
7th Feb 2008, 01:46 AM
i dont even know what it is :o

Raynor.Z
7th Feb 2008, 06:36 AM
i dont even know what it is :o

http://en.wikipedia.org/wiki/Anisotropic_filtering

$hagratH
7th Feb 2008, 10:21 AM
Is there any other thing I can fix or something? I need feedback... :(

well hello m8
to start with,,to make this very easy for ME for example,,why dnt u just upload ur ini`s ?? so ppl like me can dl them and try them out,instead of all thoose changings we need to do,im sorry to say this,but i really dont have the time to sit there and make theese changes:D
so how about that??
very grateful for a answer,,and i think ur doing one hellawa good job and its very nice ov u to share this work with us
cheerz
Marduk

SkaarjMaster
7th Feb 2008, 12:47 PM
In UT for example set MaxAnisotropy=16 to get level 16 of AF, 8 for eight etc.

Thanks Raynor.Z! Looks like UT is different as I suspected.:) I'm revisiting the INI files for UT and UT2004 and once I'm settled on the UT one, I plan to post at least the OpenGL section here.

K
9th Feb 2008, 02:41 AM
I have been checking this thread now and then , but just last week installed the textures on the second disk.
The graphics are amazing now!
I still need to adjust some stuff though cause i am seeing some problems:
Some textures flashing green when i shoot and when i minimize the only thing i can see is the gun.
Also , i have turned the brightness almost all the way up but it is still a little to dark. :(
Is there a updated version of the .ini section for this point in the thread?
The one posted doesn't agree with my UT :(

SkaarjMaster
9th Feb 2008, 04:57 PM
you have checked this, right?
http://cwdohnal.home.mindspring.com/utglr/

K
9th Feb 2008, 09:49 PM
umm, yeah that is the same version i have i think.

Earlier in this thread there was a post containing the section of the UT.ini pertaining to this subject. The ini section has notes next to each line explaining why it was set that way and what it is for. Well my question reworded for those of you who. . .
Are there any updates to that post? I tried using those settings and it stops UT from booting with an error. Any new news on the subject? or / Do i have to go through each setting one by one and change from default?:con:

Hermskii
9th Feb 2008, 10:25 PM
Kort, what type of video card do you use? I hope it isn't ATI but if it is, there is a patch for the darkness issue. I have the patch somewhere too I think. Take this up on another favorite forum you know. Later!

Raynor.Z
10th Feb 2008, 06:38 AM
Try both latest Direct3D8 and OpenGL, it's very individual which one works best for you.

K
10th Feb 2008, 10:04 PM
Excluding Hermskii , nobody is reading the post.

I have already tried diff, renderer's and have found OGL works the best.
Can someone post something to do with my question?
This thread is about tweaking it to the max. I want to tweak my GL Raynor. Kapeesh?

SkaarjMaster
12th Feb 2008, 03:07 PM
What's your video card? I have an ATI 9800Pro 256MB right now (Sapphire version). If my internet is working tonight, I'll go ahead and post my OpenGL settings (and the Windows ones as well). That UT OpenGL web site has explanations for each of those commands, so see if that helps you out at all but you might have already been through that. My settings (when posted) will be for AA2X and AF4X.

EDIT: I'm using NGO 6.6 drivers for my ATI card with 2GB RAM and P4 3.2 CPU. Here is the section of Unrealtournament.ini that I have (updated 3-17-08):

[WinDrv.WindowsClient]
WindowedViewportX=1024
WindowedViewportY=768
WindowedColorBits=32
FullscreenViewportX=1280
FullscreenViewportY=960
FullscreenColorBits=32
Brightness=0.600000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True <<<ran FPS test and barely any difference
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=30.000000
Decals=True
NoDynamicLights=False
UseDirectInput=False
SkinDetail=High
TextureDetail=High
ParticleDensity=0
NoFractalAnim=False

[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000

[Galaxy.GalaxyAudioSubsystem]
UseDirectSound=True
UseFilter=True
UseSurround=True
UseStereo=True
UseCDMusic=False
UseDigitalMusic=True
UseSpatial=False
UseReverb=True
Use3dHardware=True
LowSoundQuality=False
ReverseStereo=False
Latency=40
OutputRate=44100Hz
EffectsChannels=32
DopplerSpeed=9000.000000
MusicVolume=160
SoundVolume=192
AmbientFactor=0.700000

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=85
UseGammaExtension=True
UseModulatedGamma=False
GammaOffset=0.000000
GammaCorrectScreenshots=True
UseS3TC=True
UseTNT=False
MaxLogUOverV=8
MaxLogVOverU=8
MaxLogTextureSize=8
MinLogTextureSize=0
MaxTMUnits=0
LODBias=0 <<<changed from -1 to 0 after reading this thread
TexDXT1ToDXT3=False
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=True
MaskedTextureHack=False
SmoothMaskedTextures=False <<<decided to add it per iSenSe
ShareLists=False
AlwaysMipmap=False <<<changed after reading this thread
AutoGenerateMipmaps=False
UsePrecache=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseDetailAlpha=True
DetailClipping=False
DetailMax=2 <<<added after reading this thread
SinglePassDetail=False
SinglePassFog=True <<<changed after reading this thread
ColorizeDetailTextures=False
ZRangeHack=True
UseTrilinear=True
OneXBlending=False
RequestHighResolutionZ=False
SwapInterval=0
FrameRateLimit=0
UseAA=True
NumAASamples=2
AAFilterHint=0
NoAATiles=True <<<added based on info later in thread
MaxAnisotropy=4
UseTruForm=False
NoFiltering=False
Use16BitTextures=False
Use4444Textures=False
UseBGRATextures=True
UseFilterSGIS=True
UseVertexSpecular=False
UseVertexProgram=False
UseZTrick=False
UseCVA=True <<<changed because both my cards don't have hardware T&L
UseMultidrawArrays=True <<<changed after more research
BufferClippedActorTris=False
BufferTileQuads=True
UseSSE=True
UseSSE2=True <<<added after reading this thread
UseTexIdPool=True
UseTexPool=True
DynamicTexIdRecycleLevel=100
DisableSpecialDT=False
SupportsLazyTextures=False
DescFlags=0 <<<added after reminded in this thread
Description=ATI Sapphire 9800Pro 256MB <<<as above

That should do it. Let us know how it goes this time!:)

Also, it looks like the list you're talking about is showing for me on pg. 3 of this thread and it was posted by Dark Pulse. I'm not sure if I checked that list yet, but I will. Definitely read the comments in the Enhanced OpenGL link though. If it still doesn't work, I'd read this whole thread again and make sure you didn't miss anything. I'll let you know when I've finalized these settings and I'll update this post and try to indicate which ones I changed and why. Good Luck!:cool:

I found this link as well that might explain a few things as well:
http://www.ut99clans4fun.opweb.nl/modules.php?name=UTbible&page=2

K
13th Feb 2008, 01:55 AM
thnx.
That site has some useful things on it. I am downloading the UT99ctfbible it is supposed to be a compile of many good tuts on graphics tweaking. Maybe it will help a little too.

My card is a GeFoerce FX 5200 ,128
Looks like i will be altering the settings one by one then. This is going to take forever.

Does the patch you speak of work for my card Herm?

SkaarjMaster
13th Feb 2008, 08:42 PM
After reading this thread, the UTGLR article again, and searching for info on each of the settings I'm not sure about (including the ones not listed in my OpenGL section), I would like to post some comments and questions. I'll try to post them in the order they appear in my file above and also make some more changes to my settings above based on this. Also, please excuse me if I restate some comments already mentioned in this thread.

[WinDrv.WindowsClient]
CurvesSurfaces - Inoxx said this is an experimental command and should be False; other online comments say it results in much better looking models (player skins) with large performance hit and the model difference is fairly unnoticeable; I did an FPS test and there was barely any difference, so I'll make it True for now.

SlowVideoBuffering - Inoxx says it should be False except under software rendering; other online comments say set it to False all the time unless you have problems and you're positive this is the source.

UseDirectInput (also main menu settings) - Keep on true for minor performance increases but if problems with input device then set to false. I believe I have it set to False because of past input device problems that may or may not have been resolved with my newer system.

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate - set to highest refresh rate your monitor supports (usually whatever your desktop is set to).

UseGammaExtension - setting it to True will allow you to make any gamma adjustments before loading UT; set it to False if you have no such issues. I guess mine is set to True because of gamma issues with OpenGL.

UseModulatedGamma - setting it to True will modulate a white texture on everything once the screen is rendered; this can improve game brightness, but can result in washed out textures. I would keep it set to False and adjust brightness other ways if needed.

GammaOffset - changes the default gamma level for the game; setting it too high and everything will seem washed out and setting it too low will be too dark, I just leave mine at 0.000000.

GammaOffset (specific color commands) - Why do we need the specific color commands for this? I don't even have them listed in my file. UTGLR says that this is for fine tuning and allowing a different offset for each color, but they are never applied when gamma correcting screenshots.

GammaCorrectScreenshots - if trouble with screenshots, then adjust to True (if too dark) or False (if too bright).

MaxLogTextureSize/MinLogTextureSize - the largest and smallest size a logarithmic texture can be. If you set the max size to less than 1024 and a texture is larger than this, then it will shrink to whatever size you enter and not display the whole thing. If you make the min size to larger than 0, then a 0 size logarithmic texture will be stretched out to whatever you put. Basically, changing the setting from anything but 1024 max and 0 min is not very useful. But generally log textures have not been used in the Unreal Engine, so setting these to anything will probably work....just don't set them equal or the max less than the min. There is no textures in UT larger than 1024, except for maybe an Angelheart map. Seems that Sir_Brizz is suggesting optimal settings of 1024 and 0, respectively, for these two commands, but UTGLR suggests 8 and 0. Seems either setting should be fine and anyone that discovers otherwise please report here!

LODBias - (LevelOfDetail Bias) I changed mine back to 0 as a lot of sources suggest anything else and it looks bad with the S3TC textures. You get more jagginess on edges the higher the number, but this is software AA so it isn't possible to reduce jaggies by more than -0.25%. Using hardware AA will disable this option or make it barely noticeable.

TexDXT1ToDXT3 - converts all DXT1 textures to DXT3 textures; a workaround for poor DXT1 S3TC image quality on Nvidia GeForce1 through GeForce4 cards. Set to True for these cards, otherwise set to False. I set it to False for my ATI 9800Pro card (XP) game and True for my GeF4 card (98SE) game.

MaskedTextureHack - Dark Pulse says leave this at False and others online mostly agree with him; if true it can result in incorrect textures sometimes although it may fix a minor texture problem. Does this fix rings around moon in DM-Phobos?

AlwaysMipmap - I had this to true for the longest time, but I guess it's disabled in the game code so we should just keep it at False.

AutoGenerateMipmaps - set this to true to autogenerate mipmaps for textures lacking them, but could slow things down; UTGLR recommends False because of slow and unstable drivers.

UsePrecache - can set it to true to reduce stutters in-game, but increases load times. I have it set to False for UT and True for UT2004, but still not sure why. Sir_Brizz says on faster cards (and 3dfx cards), this is generally a waste of time as the buffer's and processing speeds are fast enough to be done on their own. I'm guessing I need to set it to False for all UT-type games on both my systems.

DetailClipping - UTGLR says this is an experimental detail texture mode that may improve performance in fill-rate limited situations at the cost of more CPU time; I have it at False in my file.

DetailMax - I added the command to my file and set it to 2 after reading this thread; this allows two levels of detail for certain textures (SinglePassDetail must be False for this to work).

SinglePassDetail - obviously I have this set to False as above; setting it to true possibly improves detail texture quality. Although, I read somewhere that you should change all SinglePass commands to true if you have one of the latest video cards.

SinglePassFog - setting to true you get a performance boost and the fog looks good; this was changed from my original setting after reading this thread.

ColorizeDetailTextures - a debug option for detail textures, but if set to True will add a green tint to detail textures so set it to False.

ZRangeHack - an experimental option that can make the z-buffer work better for far away objects that might have unexpected problems, but fixes decals flickering and "redeemer covering up part of the HUD" problem.

OneXBlending - emulates Direct3D lighting mode; since we're using OpenGL, then I set this to False.

RequestHighResolutionZ - this should be False and only set to true if you have 16-bit colors enabled instead of 32-bit.

SwapInterval - set to -1 for default buffer swapping method (or autodetect); set to 0 to disable vsync; set to 1 to enable vsync.

FrameRateLimit - CPU controlled frame rate limiter in FPS; set to 0 to disable, set to whatever to limit your frame rates.

AAFilterHint - set to 2 to enable this Quincunx AA mode for Nvidia cards; set to 0 if you have an ATI card.

MaxAnisotropy - anisotropic filtering setting, set it to as high as your video card can take and as much of a FPS hit you are willing to take. Here's some comments by FieldMedic:
MaxAnisotropy=0 just disable it for maximum framerate
MaxAnisotropy=1 very old generation of cards (TNT or less i think) should keep good performance
MaxAnisotropy=2 anything higher than a TNT or a Geforce 1 should have no problem with that.

UseTruForm - I have this set to False and deleted all other TruForm-related commands from my file. UTGLR said the support for TruForm was broken (3-16-05) and he removed TruForm from the code in OGL 3.4 (3-11-07). I believe ATI drivers stopped supporting this command as well.

NoFiltering - a debug option to disable filtering on all textures, so set it to False for now.

Use4444Textures - set to True for 16-bit textures and set to False for 32-bit textures.

UseBGRATextures - allows BGRA format textures instead of RGBA format textures and can improve texture upload performance; leave True unless you know this is the command causing you problems.

UseFilterSGIS - if set to True (like my file) it gives graphics improvement with multitexturing enabled with no hit to performance; not sure why Dark Pulse has this set to false. SGIS multisample allows probe combination using separate screen super-samples instead of alpha blending. So, alphablending on with SGIS is defeating the purpose. Not sure exactly what these last 2 sentences mean and I have no idea if alphablending is enabled with any of these commands, but I guess if you have problems and you know it is this command, then set it to False instead.

UseVertexSpecular - setting to true may increase frame rates, but I have it set to False for some reason (possibly outdated command?). This is a different form of lighting technique used instead of the pixel shading for lights used today. It is a way of diffusing light, so that they don't take up as much processing time and can be seen especially with light shining on the ground. Sir_Brizz says leave this at False.

UseVertexProgram - for the same above reasons, I would leave this at False as well.

UseZTrick - can avoid some z-buffer clears at the expense of cutting z-buffer precision in half; it can improve performance on some video cards, but if you have z-buffer optimization hardware on your video card then it will reduce performance; I have this set to False. Earlier in the thread there is a mixup with another command and I believe Dark Pulse mixed up this command with ZRangeHack on page 3 of this thread. I believe I have it set to False because it may reduce performance on my video card.

UseCVA - enables the use of the compiled vertex array extension; I set to True because both my present video cards (9800Pro256MB, GF4Ti4400) don't have hardware T&L (translation & lighting). For cards without this, setting it to True might help.

UseMultidrawArrays - apparently this results in faster drawing of some stuff and someone has this set to True in their highest graphics settings and highest performance settings file, so I'm not sure why I have it set at false. I guess I wasn't sure if I had that OGL extension available or something; I'll change this one to True.

BufferClippedActorTris - right now I have it set to False, but it is suggested to set this to true if you have clipping problems; in the HUD my Skaarj player shows the head and feet slightly cut-off, I wonder if setting to True would fix this (nope, didn't fix it).

BufferTileQuads - enables buffering in the DrawTile path; this should be set to True to improve text rendering performance.

UseSSE/UseSSE2 - set to True if your CPU supports these sets of commands or False if not.

DisableSpecialDT - it disables the detail textures that are different than the normal textures if the same texture but different detail is detected; I set it to False to see more detail.

SupportsLazyTextures - a form of texture blurring to increase performance; set to true to reduce memory overhead, but I have plenty of memory everywhere in my system so I set this one to False.

DescFlags - any feature that your video card supports in case the engine also supports them; this is a binary number that consists of on and off for each feature; most video cards have a standard set of features which can be enumerated automatically, so you should never have to change this. I deleted this one from my file a few years ago and just added it back with a value of 0, but I'm not sure why. I've heard that video cards are supposed to automatically generate this and that they assign a value to it based on the type of video card installed, but I'm not so sure about that. It seems I've seen people with ATI cards showing this with a value of 0 and people with Nvidia cards showing this with a value of 1 for some odd reason; also OpenGL more shows 0 and Nvidia more shows 1. Anyone want to clarifiy WTF value this should be and why (because even though I wrote more stuff above it's still clear as mud)?

Description - I added this back as well.

[now for some stuff not listed in my OpenGL section and some more questions]
CacheStaticMaps - in this thread, this is supposed to be False for reasons unknown. Anyone know what this does and if it's worth adding to my file at all?

SmoothMaskedTextures - this was released with UTGLR version 3.2 and almost every English-speaking google hit has it set to False but no one gives a good reason why. Anyone know if this is worth adding at all? iSenSe, says he gets clipping in Deck16 with this on so let's leave it off/False.

FastTranslucency - not in my file, but if slowvideobuffering is false this should be True (same setting suggested by Dark Pulse). Any ideas if this is worth adding?

VertexLighting - not in my file, but Dark Pulse sets it to False. I believe I read it should be set to true for low-memory video cards. I guess if the other Vertex commands are False, then this one should be as well or just left out. Anyone know if this is worth adding?

NoMaskedS3TC - not in my file, but UTGLR says this is a debug option and should be False. If it is set to true, then it will prevent showing masked S3TC textures and is more for older hardware and S3TC. Is this worth adding?

Questions:
1. Anyone know what the "OpenGL hacks to fix the odd (fixable) masking error" is all about? Is it a combo of commands already mentioned or something completely different?

2. I have the 3 files of S3TC textures that need to be replaced with the original files from CD2, but I'm not sure if I did it already (did it and I had none of the original ones and replaced all 3 and the cityintro looks a lot better). Some may have come from downloaded files. Do I just need to compare that dates and sizes of the files on CD2 with what I have? Are there any that might work fine, but just have stuff added to them (i.e. - a file from a map zip)?

3. I heard there may be artifacts in the HUD if you set AA any higher than 2.

4. I was wondering about the combination of these settings:
DetailMax=2
SinglePassDetail=False
SinglePassFog=True
Anyone know what are good maps to visualize these changes and where in the maps to see them?

5. anyone know how to implement the multicore CPU command to enable only one core for UT? Apparently, the command is -CPUSPEED, but I have no idea where it goes and what CPU speed to set it to. I don't have my new system yet, but ran across this and thought I'd ask.

I believe that should do it for now! Except to say if you leave out a line, then it takes the value shown in your Default.ini file; but for OpenGL all mine in there are set to True above and there are very few listed. See Ya!

K
14th Feb 2008, 05:41 AM
SkaarjMaster You are amazing!

TY. ;)

iSenSe
14th Feb 2008, 12:59 PM
wow, a really gj mate u checked all of this out :fluffle:

SmoothMaskedTextures - i setted it to True and i had a bit of clipping in deck16 while i started a SP game, when i jumped, and moved left and right it did show some blocks

really nice job man !!

SkaarjMaster
14th Feb 2008, 10:35 PM
Here's a thread I found that I started in 2004 that talks about the gamma-brightness problem, but I believe it was fixed with a new Enhanced UT OpenGL driver and new ATI drivers.
http://forums.beyondunreal.com/showthread.php?t=148615

K
15th Feb 2008, 09:30 AM
I am using the enhanced driver and i am getting the same problem , it's to dark. But we can address this later. I am going through one by one and i am stuck on MaxAnisotropy=.
I am not sure how to find out what my card can do? GeForce FX 5200.

SkaarjMaster
15th Feb 2008, 09:49 AM
According to this article.....
http://www.bjorn3d.com/read.php?cID=279
.....you may have to take a greater than 20 FPS performance hit with 2XAA and 2XAF (well, that's UT2003 anyway). I have a Ti4400 on my other system (default clocks are similar) and I didn't enable any AA or AF on it. I would just leave these settings alone unless you get a better card.

For no AA or AF, use these settings:
UseAA=False
NumAASamples=0
MaxAnisotropy=0

FieldMedic
15th Feb 2008, 08:44 PM
I am using the enhanced driver and i am getting the same problem , it's to dark. But we can address this later. I am going through one by one and i am stuck on MaxAnisotropy=.
I am not sure how to find out what my card can do? GeForce FX 5200.

From past reading,
MaxAnisotropy=0 just disable it for maximum framerate
MaxAnisotropy=1 very old generation of cards (TNT or less i think) should keep good performance
MaxAnisotropy=2 anything higher than a TNT or a Geforce 1 should have no problem with that.

So with your Geforce FX , you should be able to start with 2 and probably a bit more without noticing a framerate drop.

SkaarjMaster
15th Feb 2008, 09:49 PM
I replaced the S3TC textures (SkyBox.utx, city.utx and ShaneSky.utx) with the original ones from Disc1 and now the CityIntro no longer has the box around the sky. I must have missed this before. I also made a backup of Disc2-Extras. I tried to make a backup of Disc1 and Nero told me I had a bunch of unrecoverable errors, so I stopped the burn, cleaned the disc, tried again with the same result. Good thing my brother got me the GOTY edition for when I build me new computer. I still would like to make a backup of Disc1.......anyone know how I can do it? Will EAC or Imgburn work or are those only for music and DVDs, respectively?

Um, nevermind, I found my backup of Disc1 I made a while ago. But it has a label on it, so I'll have to burn it again. Um, aaaah, that one didn't work either. Any ideas?

Also, changed UseCVA to True because both my present video cards don't have hardware T&L (translation & lighting). For cards without this, setting it to True might help.

SkaarjMaster
16th Feb 2008, 10:41 PM
I was going through some old notes tonight and will be modifying that list above over the next day or two. I found some stuff Sir_Brizz (and UberLord from driverheaven.net forum) said back in July/August 2002 that may be relevant and I'll add what people said after that post. I belief the thread is was in is lost, so I'll add it back here.

EDIT: Also, I added some more stuff from the UTGLR settings link.:)

K
17th Feb 2008, 12:29 AM
I know that if you install UT and move it to another drive it still works fine. So with that logic i don't see why you couldn't do a minimal install and just turn it into an iso or something.

SkaarjMaster
17th Feb 2008, 03:08 PM
Just ran the cityintro timedemo with CurvedSurfaces False and True and here's the results:

CurvedSurfaces=False
min. FPS >> 84.20
max. FPS >> 262.82
avg. FPS >> 137.30 (UTbench - 68.45)

CurvedSurfaces=True
min. FPS >> 84.15
max. FPS >> 263.75
avg. FPS >> 136.87 (UTbench - 67.55)

Looks like there's barely a 1 FPS hit with CurvedSurfaces True on my XP system, so I'll leave it True for it and keep it False on my Win98SE system. Um, I just realized something. This setting is for player models and the models don't appear until the very end of cityintro, so maybe this isn't the best test. I guess I'm going to have to run UTbench.......I'll be back.:)

Similar results with UTbench; I modified the above to show the averages.

K
17th Feb 2008, 05:59 PM
This is becoming to fun. :D
I will try some more runs on the ini myself and see what i can do.

SkaarjMaster
20th Feb 2008, 11:17 PM
K, are you all set now? Did you get rid of your problems?

BlackCheetah
21st Feb 2008, 01:05 PM
someone post picks of their ut so i can see if i am missing something.

Derdak2rot
21st Feb 2008, 06:19 PM
standard :
http://i25.photobucket.com/albums/c85/Derdak2rot/s3tcoffd3d.jpg

enhanced opengl :

http://i25.photobucket.com/albums/c85/Derdak2rot/s3tconopengl.jpg

:D

SkaarjMaster
22nd Feb 2008, 11:49 PM
There's an old article by utclans.org that explains and illustrates the differences very well, but I can't find it on the net anymore. It's called "How to use the S3TC detailed textures on the 2nd UT CD" by Danny Diplo. Cool pics above that illustrate the floor texture differences, but this article also showed the human form differences.

iSenSe
25th Feb 2008, 04:27 PM
found this ;)
worth to check it out
http://www.ut99clans4fun.opweb.nl/modules.php?name=UTbible&page=2

http://img220.imageshack.us/img220/3157/shot0003zu7.th.jpg (http://img220.imageshack.us/my.php?image=shot0003zu7.jpg)

Raynor.Z
25th Feb 2008, 04:48 PM
With higher resolutions, 6x AA and 16 AF it looks even better. UT3 can't compete :lol:

SkaarjMaster
25th Feb 2008, 11:44 PM
iSenSe, yes I found that as well.

Raynor.Z, I'm playing at 2xAA and 4XAF and it's forced for all my games that will take it, but I don't want to go any higher............now the new system will be a different story.;)

iSenSe
26th Feb 2008, 03:45 AM
oke, heres my rig ;)

i use;
openGL 3.4 with all the settings from this thread.
The High-Resolution Textures that hermskii has on his site.

1024x768
could i get this any better ?
think not though

with all these tweaks UT is looking soo good, so much different than from the original. whaha love the guys that invented this :D


works like a charm :)

iSenSe
26th Feb 2008, 04:01 AM
this really is handy !
http://www.ut99clans4fun.opweb.nl/modules.php?name=UTbible&page=2

all of the commands in the ini are perfectly explained there :D

BlackCheetah
26th Feb 2008, 04:14 AM
isense i keep looking at your signature. is that a butt on there.

iSenSe
26th Feb 2008, 04:52 AM
hahahha BC

theire is allot of stuff in it
it randomly generates one.
got it from a guy that had the same, check the website which is in the right corner:lol:

GreatEmerald
26th Feb 2008, 10:40 AM
http://www.unrealtexture.com/UT/UT.htm

More S3TCs.
That Bible is nice...
But I don't agree to most of the writer's preferences. It's set to turbo online fragging, but that guy misses half of what the game has to offer. Like, no music? UT music is not too good, but duh, it's better than silence and Unreal maps have cool music, as well as when playing SP, it's a must have!
Other settings as well, no weapon = WTH? That's the worst option ever! Weapon display pwns!

iSenSe
27th Feb 2008, 03:59 AM
indeed Greatemerald, i have it off cause i am an instagibber ;)

but i think he has it hidden, cause he has hotkeys to select the weapon he wants.
for example;
1=minigun
2=sniper
3=flak

and so on, i like all the descriptions he putted into the bible, cause half of the ini is one weird sh*t to me :P

UT is good enough for me when i use the enhanced opengl3.4
and the High Res Textures and some modifications in teh ini that are showed in the tut here. .. its a helluva difference with the original.
a mate of mine knows UT for a quite long time, but he wont play it cause the gfx sux he says, then they other day i tweaked his UT like mine with the opengl3.4, and the high res textures. and he loves it :D

SkaarjMaster
27th Feb 2008, 08:21 AM
Yes, some of the settings are there for performance and others don't need them and then others all of us should set it that way for OpenGL. Personally (for those of you that don't know by now), I love the music and like it for all maps. Every now and then, I'll play some maps (that have good ambient sounds) without it just to hear the ambient sounds a little better. Also, I never got into the noshowweapons thing and really don't care to try it; I really need to know what weapon I'm carrying at the time and I use the buttons as well to change weapons, although, I really need to start learning to use the mouse wheel for that.

nodbone
27th Feb 2008, 08:59 AM
http://www.unrealtexture.com/UT/UT.htm

More S3TCs.
That Bible is nice...
But I don't agree to most of the writer's preferences. It's set to turbo online fragging, but that guy misses half of what the game has to offer. Like, no music? UT music is not too good, but duh, it's better than silence and Unreal maps have cool music, as well as when playing SP, it's a must have!
Other settings as well, no weapon = WTH? That's the worst option ever! Weapon display pwns!

No music allows you to hear other peoples steps... so you can know theres someone arround the corner.

GreatEmerald
27th Feb 2008, 10:44 AM
It does, but you miss the music and it's quite unfair, bots can't listen.
I think that the original UT music isn't too good as it is somewhat repetitive (exceptions: Into The Darkness, Botpack#9 (hey, I'm listening to it now!), Foregone Destruction, Hyperblast, and of course UT menu!). I prefer the original Unreal music, all of those tracks are totally cool! Like Bluff Eversmoking Tense Theme, WarGate, Chizra... The original Unreal maps didn't have music, so I converted the weapons to UT and added the music, and it has improved a lot! Really, try adding Bounds of Foundry to Healpod][ and you will feel the difference!

iSenSe
27th Feb 2008, 01:32 PM
some music is good indeed.
but cause iam an instagibber, we run at eachother, pure aiming skills
so i need to head footsteps and stuff.
but oh well.. when i played all the hardstyle i usually listen to
i sometimes sneak some Bluff eversmoking into the WIndows Media Player ;)

love the UT menu music from ut2k3 though

GreatEmerald
27th Feb 2008, 03:44 PM
Hmm, is that one the one with the trumpets? Not sure if the UT2003-Menu in UT2004 is the real UT2003 menu music :) But UT2004 Menu is really cool, I like it more than the original!
I have all Unreal, Unreal Beta, Unreal 2, Unreal Tournament, Unreal Tournament 2004, a few Unreal Tournament 3 and Unreal Remix tracks in MP3 :)

iSenSe
27th Feb 2008, 04:24 PM
yea indeed, the oldschool melody only then a bit '' Milleniumised '' haha

SkaarjMaster
27th Feb 2008, 06:27 PM
GreatEmerald, if you download UT custom maps then a lot of those use original Unreal music.

GreatEmerald
28th Feb 2008, 10:24 AM
Umm, SkaarjMaster, that's exactly what I said.
Unreal maps have cool music, as well as when playing SP, it's a must have!

SkaarjMaster
28th Feb 2008, 12:53 PM
Not exactly. What I'm saying is if you like playing UT (original version) with custom maps, then a lot come with Unreal (first game) music as the music file in the zip package. That way you can hear Unreal music files in the UT game.

Probably not something we want to continue talking about in this thread, but if you PM me (or start a new thread) and let me know what Unreal music files you are interested in playing with in custom maps, then I'll let you know which custom maps are coded to play each one of those files out of the 1,000 plus UT custom maps I still have installed. Then again, maybe UT now has the ability to play any music file for any map, but I never really explored that option (maybe that's only UT2003 or UT2004).:)

EDIT: actually not as far off-topic as I originally thought. I seemed to have missed the word "sound" in the thread title.:)

GreatEmerald
28th Feb 2008, 02:02 PM
Yeap, gone far off-topic. But I know how to hear it, I do create maps and own UnrealGold... Plus OldSkool lets you play almost any music.

Raynor.Z
3rd Mar 2008, 12:28 PM
If someone doesn't know yet that latest Direct3D9 renderer is out then here it is :)

Finished a D3D9 renderer. Its feature set is very similar to the most recent OpenGL renderer. Like the D3D8 renderer, it doesn't support selection in the editor.

- Fixed a minor bug with masked texture blending and OneXBlending disabled that's present in the latest D3D8 renderer.
- All pixel shader 2.0 (if UseFragmentProgram enabled). Many could easily be done with 1.x, but also wouldn't offer much over fixed function if not using the most complicated pixel shaders.
- Added SceneNodeHack to all builds and set to enabled by default.
- Picks up SinglePassDetail paths for base texture only plus detail texture. Latest OpenGL renderer has this, but latest D3D8 renderer does not.

http://cwdohnal.home.mindspring.com/utglr/

SkaarjMaster
5th Mar 2008, 10:58 PM
Anyone know WTF this means?

"Changes in version 3.4:
- Added the new NoAATiles option to avoid HUD corruption with antialiasing enabled.
Enabling NoAATiles should eliminate the HUD corruption that can occur when antialiasing is enabled. As the name implies, it disables antialiasing when drawing tiles. Note that corruption with antialiasing enabled can still occur on the logo background if using Entry.unr on startup. This background isn't made of tiles (when talking about it from the renderer perspective). There may be some hardware/drivers where NoAATiles won't work if they don't support the feature it uses."

I guess this means if I notice any HUD corruption to add this command?
NoAATiles=True

brdempsey69
7th Mar 2008, 06:44 PM
If someone doesn't know yet that latest Direct3D9 renderer is out then here it is :)



http://cwdohnal.home.mindspring.com/utglr/

Tried and tested this Direct3D9 renderer with Windows Vista and it works fantastic. I have GeForce 8800GTX.

So if anybody picks up a Vista machine and wants to play UT, then this renderer is definitely for them.

Overall, I'm amazed at the work Chris Dohnal has done for Unreal Engine 1 games and that he is still keeping at it. Let me tell you, we really owe him one hell of a lot of thanks.

Raynor.Z
8th Mar 2008, 07:19 PM
Anyone know WTF this means?

"Changes in version 3.4:
- Added the new NoAATiles option to avoid HUD corruption with antialiasing enabled.
Enabling NoAATiles should eliminate the HUD corruption that can occur when antialiasing is enabled. As the name implies, it disables antialiasing when drawing tiles. Note that corruption with antialiasing enabled can still occur on the logo background if using Entry.unr on startup. This background isn't made of tiles (when talking about it from the renderer perspective). There may be some hardware/drivers where NoAATiles won't work if they don't support the feature it uses."

I guess this means if I notice any HUD corruption to add this command?
NoAATiles=True

No, this means when it's set TRUE it will eliminate HUD corruption when AA is enabled, works very well btw.

Raynor.Z
8th Mar 2008, 07:32 PM
Tried and tested this Direct3D9 renderer with Windows Vista and it works fantastic. I have GeForce 8800GTX.

So if anybody picks up a Vista machine and wants to play UT, then this renderer is definitely for them.

Overall, I'm amazed at the work Chris Dohnal has done for Unreal Engine 1 games and that he is still keeping at it. Let me tell you, we really owe him one hell of a lot of thanks.

Also ran perfectly with Vista x64 (I had a lucky chance to try this out on killer rig - Intel QX6850, 8 GB RAM and dual 8800GTX's, looked godlike at 1920x1200) :eek:

SkaarjMaster
8th Mar 2008, 09:54 PM
No, this means when it's set TRUE it will eliminate HUD corruption when AA is enabled, works very well btw.

the only thing I really noticed as far as HUD corruption is my player is cutoff a bit on the top and bottom. Is there anything else I should be looking for?
EDIT: nevermind, I think you mean "HUD corruption" in the game not in the menus. So what kind of corruption should I be looking for?

brdempsey69
8th Mar 2008, 11:45 PM
Also ran perfectly with Vista x64 (I had a lucky chance to try this out on killer rig - Intel QX6850, 8 GB RAM and dual 8800GTX's, looked godlike at 1920x1200) :eek:

That is a killer rig indeed. Would like to see some 1900X1200 screenies from that rig.

I find it ironic and hilarious at the same time that the original UT has better support for Vista right now than any of the other UT series games, because UT3 doesn't run as well on Vista as it does on XP ( at least not on my rig and I have XP/Vista dual boot, AMD 6000+, 4 GB RAM, 8800GTX ) and UT2004 runs like sh1t on Vista.

And thanks for the NoAATiles tip also.

Gothik
9th Mar 2008, 04:27 AM
the only thing I really noticed as far as HUD corruption is my player is cutoff a bit on the top and bottom. Is there anything else I should be looking for?
EDIT: nevermind, I think you mean "HUD corruption" in the game not in the menus. So what kind of corruption should I be looking for?

The NoAATiles option only affects the main menu AFAIK, on my PC with the option set to off and AA on, the entire menu looks like it has a grid overlay. With the option on, the menu looks as it should. It may have affected the ingame hud in the same way (ie the grill effect), but I don't remember.

I also get the character models being slightly cutoff in the menu (and the Xan models look hilarious, like he's been crushed from above). No idea what causes this one, unless it's because the game is being run at a far higher resolution than was expected and the models have been scaled up, like the crosshair or the hud in Deus Ex if you run the game over 1024 x 768.

Raynor.Z
9th Mar 2008, 08:32 AM
the only thing I really noticed as far as HUD corruption is my player is cutoff a bit on the top and bottom. Is there anything else I should be looking for?
EDIT: nevermind, I think you mean "HUD corruption" in the game not in the menus. So what kind of corruption should I be looking for?
Most commonly HUD edges get slightly disordered, that's all. Nothing big, but still noticeable and NoAATiles=True will fix that.




That is a killer rig indeed. Would like to see some 1900X1200 screenies from that rig.


Unfortunately this wasn't my machine and I don't know if I can play with it anytime soon, but I make sure I'll grab some screenies if I get another chance.

brdempsey69
9th Mar 2008, 01:55 PM
Now that we have a video renderer for Vista for UT, let's look at the audio side of things for Vista. For those using Creative Audigy or X-Fi and 5.1 speaker setups then you will want the Creative Alchemy utility to restore EAX and DirectSound effects to UT. Otherwise all you'll get is stereo sound. Here's the link to get this utility: http://www.soundblaster.com/alchemy/

You can get Vista drivers for Creative sound cards here: http://www.soundblaster.com/language.asp?sDestUrl=/support/downloads

SkaarjMaster
9th Mar 2008, 10:33 PM
All right Raynor.Z and Gothik, I'll go ahead and add that command and turn it on then.:)

stephen_wq
13th Mar 2008, 04:47 AM
SkaarjMaster i see you posted your ini a few pages back, is that the most updated and best config, and OpenGL looks the best?

So if i copy your config and get the latest OpenGL as well as S3TC textures i can get mine working like

enhanced opengl :

http://i25.photobucket.com/albums/c85/Derdak2rot/s3tconopengl.jpg

:D

Last time i tried S3TC there were model problems on almost every BT map where players would lie down when dodging, slide along and pretty much all player animations were wrong. Does this still happen?

Also whats the deal with http://www.unrealtexture.com/UT/UT.htm? It sounds like they are pretty high detailed, would those work fine? Anyone tested them? If you only used the high end master files will you only get half being S3TC and the rest standard?

iSenSe
13th Mar 2008, 06:50 AM
i think those are the same that are on the tutorial.
same as the highres textures from cd2

GreatEmerald
13th Mar 2008, 11:09 AM
No. Those are additional, and fixed.
I'd recommend waiting for full net support of those S3TCs though, and use only for playing, not mapping!

Diehard
13th Mar 2008, 11:57 PM
Also whats the deal with http://www.unrealtexture.com/UT/UT.htm? It sounds like they are pretty high detailed, would those work fine? Anyone tested them? If you only used the high end master files will you only get half being S3TC and the rest standard?



Yep, its a brandnew project in the sense its starting for UT for the first time. All the new packages will be netcompatible, and all together they contain some 1000 Mb :eek: of new textures compared to the S3TC textures on the 2nd UT cd.

The UT clock only has one day left, but i am behind in my work on the site which is a horrible amount of work. But yeah, all packages will be netcompatible, and the remaining problem has everything to do with the skating player glitch. I am franticly working to find a good solution for that, either in the form of a new patch for unreal or otherwise.

But on itself, yeah the packages for download on the new site offer tons more quality than you will be used to. And as for the mix normal/S3TC textures theres no difference with the 2nd CD textures. If an S3TC texture is present it will use that, if not it will use the low resolution texture available.

But i keep working on updates :) , both for Unreal as well as UT. And i will make an official anouncement on Beyond Unreal on these forums when everything is ready, it might be this weekend, but personally i count on the weekend after that....


As for the High End or Low End S3TC textures, you can try the High End, if this creates videolag than switch to the Low End textures, after all you dont wanna ruin your playing. The Low End S3TC textures are smaller in size on areas where its likelly they will cause videolag, but they are still super, super duper high quality S3TC textures ;)

256mb and 512mb videocard users can use High End, 128Mb you still can try(got 128Mb myself), but its adviced to close as much tasks running in the background as possible.

32 and 64 Mb videocard users theres no point, you have to use the Low End versions or the normal textures. But the Low End S3TC textures were mainly added for people only having a 64 or 128Mb videocard.
.
.
.

iSenSe
14th Mar 2008, 04:05 AM
Nice project diehard !! really

look forward to see the quality of those
but i always thought that the S3TC textures on cd2 are the highest as possible ?

stephen_wq
14th Mar 2008, 06:26 AM
Diehard - card is a 7900GT 256mb on one comp, on the other an ATI 9600XT 256mb. High shud be fine on both?

iSenSe
14th Mar 2008, 06:47 AM
ye mate, i know u asked diehard for this ;)
only he visites the forums once in a while.

ure cards are powerfull enough to handle the High textures ;)

Diehard
14th Mar 2008, 09:02 AM
Diehard - card is a 7900GT 256mb on one comp, on the other an ATI 9600XT 256mb. High shud be fine on both?


Yeah that should run just fine with High End textures.

look forward to see the quality of those
but i always thought that the S3TC textures on cd2 are the highest as possible ?

No, nowadays those are concidered relative low resolution, on averidge they are 1024 x1024 and the maximum size is 1024 x 2048 for certain walls. The High End packages have as averidge 2048 x 2048 while maximum size is 4096 x 4096. That means on averidge the textures are 4 times bigger.

The sizes on the 2nd CD are pretty much the same specs as for the Low End S3TC packages(which is purely coincidental btw)


Theoretically we could go one step higher and make all textures 4096 x 4096 on averidge :D But you would need a monster of a videocard for that lol. And i would need even more bigger hardrives i got now :rolleyes: to be able to store the project.


Effectively there's no game worldwide, and there wont be any game for yeaaaars to come that beats the resolution Unreal and UT have with the current S3TC textures. And that includes brandnew games like UT2004, Crysis, UT3, COD4, comparably those are considered low resolution games.
.
.
.

iSenSe
14th Mar 2008, 09:09 AM
Yeah that should run just fine with High End textures.



No, nowadays those are concidered relative low resolution, on averidge they are 1024 x1024 and the maximum size is 1024 x 2048 for certain walls. The High End packages have as averidge 2048 x 2048 while maximum size is 4096 x 4096. That means on averidge the textures are 4 times bigger.

The sizes on the 2nd CD are pretty much the same specs as for the Low End S3TC packages(which is purely coincidental btw)


Theoretically we could go one step higher and make all textures 4096 x 4096 on averidge :D But you would need a monster of a videocard for that lol. And i would need even more bigger hardrives i got now :rolleyes: to be able to store the project.


Effectively there's no game worldwide, and there wont be any game for yeaaaars to come that beats the resolution Unreal and UT have with the current S3TC textures. And that includes brandnew games like UT2004, Crysis, UT3, COD4, comparably those are considered low resolution games.
.
.
.


u would indeed need a huge gfx card for that whehe
and a big screen o_O like 30 inch and 8800gtx ultra edition xD

would love to see the textures online already :P
thanks for your info man ;)



kerel, bedankt hea ;)

Raynor.Z
14th Mar 2008, 10:05 AM
It will be a reason to upgrade the rig ;)

brdempsey69
14th Mar 2008, 01:04 PM
^^^

I had already upgraded mine for UT3, but it seems like poetic justice that the original UT is going to be the biggest beneficiary -- I love it.

Thanks for the site and the work, Diehard. Looking forward to this.