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UE1 - UT Beta testers wanted for new Renderers.

Discussion in 'Recruitment' started by dr.flay, Mar 10, 2013.

  1. dr.flay

    dr.flay Dr.Flay™

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    Oldunreal Media Pack - OMP 0.99b

    Smirftsch has not forgotten his UT loving cousins \o/
    Anyone wanting to test the new DirectX, OpenGL and audio renderers should head over to OldUnreal and grab a copy.
    http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1131878615

    Feedback on the tweaks suggested in the forum, and especially on the NEW "SwFMod" audio renderer, are most welcome.
    Questions and feedback should be done at Oldunreal, so Smirftsch will see them.
    Please don't ask questions here unless you have to.

    These may become the new UT99 standard renderers, so please contribute if you find any problems.

    It is worth testing your sound chip for EAX compatability before trying the OpenAL with the official viewer utility. http://connect.creativelabs.com/openal/default.aspx
    If you have no hardware support then you may need to upgrade the sound driver. Still no HW support then use software mode.

    I've been using the OMP 0.2 pack for years, and recently the newer ones in Unreal 227i
    My general take on tinkering with the new renderers follows.

    Unfortunately it's more of an art than a science.
    The renderers can behave differently depending on your drivers.
    Hardware and software mode tend to differ in volumes.

    The main switches that affect the way you hear sounds at a distance are
    UseOriginalUnreal and AmbientFactor

    These new renderers have features such as bRayTraceReverb, bSoundAttenuate and bOcclusion.
    They make sounds change in various ways depending on the room or environment you are in.
    Most of my info is from the wiki (where it explains what the new switches do)
    http://www.oldunreal.com/wiki/index.php?title=OpenAL

    I'm testing the new SwFMOD as It has lots of new options to play with.
    So far the bullet-sounds whizzing past my ears, with the Chaos mod in v451 are very cool.

    Not sure if the footsteps and such count as ambient sounds, but try dropping the ambient volume low and see how much difference it makes.
    UseOriginalUnreal will affect how you hear distant sounds, but I'd recommend swapping between HW and SW modes first, then try the others.

    Quickest way to change the settings is by pressing TAB then typing "preferences".
    If you have the Oldskool mod installed, it adds an "Advanced Options" to the UT menu.
    If you don't have UT open, it can be quicker to access the "Advanced Options" from the view menu in UEd.

    You can make immediate changes to the video renderers like this, but not the audio. Unfortunately UT needs a restart to try any changes.
     
    Last edited: Mar 10, 2013

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