DirectX9 render + S3TC works + question

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Untouchable2K

" Untouchable "
Mar 27, 2005
44
0
6
Hollywood, CA
I am playing unreal gold, have everything install correctly, with the high res textures and wow they work together. I thought its only suppose to work when you have opengl render in use.

Just thought i would tell everyone lol Looks pretty good too, at 1280x1024 high settings, 30-80fps. If i set the render to direct8 tho, i get 50-175fps, but i keep it at direct9x, because i want to record video using fraps. For some reason recording with directx8 is choppy.

My question:

When i open up the music player, it says only one track is found, and the rest of the music files won't play. I have the music files in unreal gold folder, but in game they don't seem to play.

Nevermind, i found it
 
Last edited:

Untouchable2K

" Untouchable "
Mar 27, 2005
44
0
6
Hollywood, CA
By the way, the Music Player is from 227 or from third party?
It seems to be from the 277 pack.

Do you get any black masking around transparencies (eg. between leaves of Nali palm trees, between birds feathers)?

I gave up on S3TC textures because the Open GL Renderer did that sort of thing, and I couldn't resolve it.

Yea in openGL i get those black masking or whatever mess, seems to appear in the levels. Just use directx8 or direct9x. I have notice you get more fps in directx8, but when using fraps if you want to record use directx9, lower fps, but still perfect.

Example on my end: Directx8 = between 40-157fps
Directx9 = 30-90fps.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Yea, there is the infamous Masking Bug, but there are also ways to solve those bugs. Usually that includes simply setting a keybind. If you downloaded OdUnreal Multimedia Patch, in the manual you would find the fix described. I'm not sure, but I think 227 also includes that manual.
 

Celestemmcknight

New Member
Jun 6, 2009
1
0
0
DirectX9 render S3TC works question

This should fix the RED X problem:

catch Microsoft.DirectX.Direct3D.InvalidCallE xception

try

AttemptRecovery;

// Our surface was lost, force re-render
Render;

m_Device3d.Present;

catch DirectXException

// Ignore a 2nd failure