1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Chris' OpenGLDrv for Linux

Discussion in 'Original Unreal Tournament' started by G-Lite, Jul 5, 2005.

  1. G-Lite

    G-Lite ftw

    Joined:
    Jul 25, 2000
    Messages:
    1,777
    Likes Received:
    0
    If anyone is still around here... ;)
    I managed to compile Chris Dohnal's OpenGLDrv for Linux.

    I unfortunatly had to disable SSE support, UT for linux is compiled with and older version of gcc that doesn't support it, so I had to stick to that.

    Besides that, I disabled some debugging code, which probably won't concern any of you. Basically all the problems Chris describes at the bottom of his page.

    You can find it here.

    For reference, my OpenGLDrv section looks like this:
    (You can find a description for these also at Chris' settings page)
    Code:
    [OpenGLDrv.OpenGLRenderDevice]
    UseGammaExtension=True
    UseModulatedGamma=True
    MinDepthBits=16
    ShareLists=False
    Translucency=True
    VolumetricLighting=True
    ShinySurfaces=True
    Coronas=True
    HighDetailActors=True
    UseTrilinear=True
    AlwaysMipmap=False
    AutoGenerateMipmaps=False
    NoFiltering=False
    MaxAnisotropy=8
    UseS3TC=True
    NoMaskedS3TC=False
    Use16BitTextures=False
    UseBGRATextures=True
    LODBias=0.000000
    UseTNT=False
    TexDXT1ToDXT3=False
    UseMultiTexture=True
    UsePrecache=True
    MaxTMUnits=0
    UsePalette=True
    UseAlphaPalette=True
    MaskedTextureHack=True
    GammaOffset=0.500000
    GammaCorrectScreenshots=True
    GammaOffsetRed=0.000000
    GammaOffsetGreen=0.000000
    GammaOffsetBlue=0.000000
    OneXBlending=False
    RequestHighResolutionZ=True
    RefreshRate=0
    SwapInterval=1
    FrameRateLimit=0
    UseAA=True
    NumAASamples=4
    AAFilterHint=0
    UseZTrick=False
    MaxLogUOverV=8
    MaxLogVOverU=8
    MinLogTextureSize=0
    MaxLogTextureSize=8
    UseCVA=False
    UseMultidrawArrays=True
    BufferClippedActorTris=True
    BufferTileQuads=False
    UseSSE=True
    UseVertexProgram=False
    UseTexIdPool=True
    UseTexPool=True
    DynamicTexIdRecycleLevel=100
    DetailTextures=True
    UseDetailAlpha=True
    DetailClipping=True
    DetailMax=2
    SinglePassDetail=False
    SinglePassFog=False
    ColorizeDetailTextures=False
    [edit] "BufferTileQuads=True" - seems to cause artifacts all over the place here, just FYI; switched it off above. :)
     
    Last edited: Jul 5, 2005
  2. FieldMedic

    FieldMedic Less good UT Player ever

    Joined:
    Aug 30, 2001
    Messages:
    1,134
    Likes Received:
    0
    That's great for people playing under Linux !

    I have posted this message in the Infiltration forum
    http://forums.beyondunreal.com/forumdisplay.php?f=19

    Some people playing the Infiltration conversion of UT were hoping for such Linux version of Chris OpenGL for a long time, and may not visit the UT forum enoug to learn this great new.

    Good job [​IMG]
     
  3. PsychoMoggieBagpuss

    PsychoMoggieBagpuss Gone.

    Joined:
    Mar 6, 2000
    Messages:
    4,687
    Likes Received:
    1
    Is this the version 30 one?
     
  4. G-Lite

    G-Lite ftw

    Joined:
    Jul 25, 2000
    Messages:
    1,777
    Likes Received:
    0
  5. PsychoMoggieBagpuss

    PsychoMoggieBagpuss Gone.

    Joined:
    Mar 6, 2000
    Messages:
    4,687
    Likes Received:
    1
    Running AMD64 gentoo here, I want my SSE damn it!
     
  6. G-Lite

    G-Lite ftw

    Joined:
    Jul 25, 2000
    Messages:
    1,777
    Likes Received:
    0
    I don't think it really makes that much of a difference on newer machines. But it's not really possible anyways. :(

    Unless UTPG is using gcc 3+, but that'd require quite a bit of effort on their part... and I'd still need their headers for it to work in that case.

    But I doubt it. :p
     
  7. PsychoMoggieBagpuss

    PsychoMoggieBagpuss Gone.

    Joined:
    Mar 6, 2000
    Messages:
    4,687
    Likes Received:
    1
    Can you post what you've got under the engine setting and sdl parts - for some reason its not using opengl instead its using SDLGl :(
     
  8. PsychoMoggieBagpuss

    PsychoMoggieBagpuss Gone.

    Joined:
    Mar 6, 2000
    Messages:
    4,687
    Likes Received:
    1
    doh, fixed it
     
  9. ~V~

    ~V~ New Member

    Joined:
    Nov 7, 2004
    Messages:
    9
    Likes Received:
    0
    Old post, but does anyone know where to get this? The DL link is dead and I'd like to try it out.
     
  10. dr.flay

    dr.flay Dr.Flay™

    Joined:
    Sep 19, 2011
    Messages:
    382
    Likes Received:
    3
  11. ~V~

    ~V~ New Member

    Joined:
    Nov 7, 2004
    Messages:
    9
    Likes Received:
    0
    Thanks Dr Flay
     

Share This Page