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unrealtournamentpatches's Introduction

OldUnreal Patch Repository for Unreal Tournament (99)

This is the public repository for OldUnreal's Unreal Tournament 99 patches. OldUnreal took over maintenance of the Unreal Tournament code base after reaching an agreement with Epic Games in 2019.

Our patches fix hundreds of stability, security and performance problems in the game client, the server, and in Unreal Editor. They also add support for modern platforms and operating systems (such as macOS Catalina), and add new 3d renderers, audio drivers and minor features (such as raw input and high-resolution font/GUI scaling) to better leverage the capabilities of modern gaming systems.

Patch releases hosted here are considered stable enough for widespread use, but they are by no means a finished product. We still release updates on a regular basis.

Legal Disclaimer: This project was approved by Epic Games, but it is not an official Epic project, nor has it been reviewed or tested by Epic.

Installation

This repository contains development snapshots as well as official releases.

Development Snapshots

If you are a modder or beta tester and you would like to test our latest changes, then simply use git to check out this repository. Note, however, that development snapshots may be less stable than the official releases.

Official Releases

Our official patch releases can be found on the Releases Page. If you are a regular player or if you want to play online, then please use official releases only.

Important

If you want to test out our patches, but maintain the possibility to uninstall them, we strongly urge you to create a backup of your entire UT folder before installing the patch.

Windows Installation

Windows 7 or later

We distribute our patches for modern Windows systems in multiple formats. We recommend that you run the exe installer to patch your game.

However, you can also simply unpack the zip package on top of an existing installation of Unreal Tournament. No other actions are needed to install the patch.

Windows XP and Vista

The legacy Windows version of our patch is only available as a zip package. You can install this patch by unpacking the zip file on top of an existing installation of Unreal Tournament. No other actions are needed to install the patch.

Note

  • Some features may be unavailable for Windows XP and Vista systems.
  • The patch for Windows XP and Vista is experimental and (mostly) untested.
  • Windows XP and Vista support will be removed from future patches.

Linux Installation

The Linux version of our patch is only available as a tarball. To install, unpack the tarball on top of an existing installation of Unreal Tournament.

Alternatively, to spare you the pain of using Wine to install the Windows version, you can unpack our patch into an empty directory, which we will refer to as the game directory. You can then install the rest of the game as follows:

Note

The directory names below are Case Sensitive!

  1. Mount the UT (GOTY) cd/image or unpack the GOG distribution with the innoextract tool. We will refer to the root directory of your game cd/image or GOG distribution as the distribution directory.
  2. Copy the Music and Sounds directories from the distribution directory into the game directory.
  3. Copy the contents of the Textures directory from the distribution directory into the existing Textures directory within your game directory WITHOUT REPLACING the existing files.

Caution

Make sure you do not overwrite the Texture files that came with the patch, otherwise the in-game text will render incorrectly.

  1. Create a Maps directory within the game directory and copy over the unpacked Maps (i.e., map files with a .unr extension) from the distribution directory.
  2. Extract all compressed maps (i.e., maps with a .uz extension) into your game's Maps directory as follows. If there are no compressed maps in your game distribution folder, you may ignore this step.
for i in <path-to-distribution-directory>/Maps/*.uz; do <path-to-game-directory>/System/ucc-bin decompress $i; done
mv ~/.utpg/System/*.unr <path-to-game-directory>/Maps/

Caution

Please ensure that you do NOT copy the contents of the System directory in your cd/GoG image into the game directory, otherwise the game will not launch!

At this point you're all set.

To install the content from the GOTY cd 2 or bonus packs:

  1. Repeat the procedure above with the Maps, Sounds, and Textures directories.
  2. Copy the .u and .int files to the game's System directory.

Note

Our patch includes several 3rd party libraries, including SDL2 and OpenAL-Soft. These libraries were built and tested on Debian-based systems. However, if you run a non-Debian-based distribution and if you run into any trouble (e.g., audio not working), we highly recommend that you delete libSDL2 and libopenal from your UnrealTournament/System folder and install your distribution's version of SDL2 and OpenAL-Soft instead. Please contact your distro maintainer for instructions.

No other actions are needed to install the patch.

macOS Installation

The macOS version of our patch comes as an application bundle. You should drag this bundle into your applications library. If you're installing our macOS patch for the first time, you will also need to copy the data files from an existing UT installation into your Application Support Library. To install the data files, you need to do the following:

  1. Open a new Finder window
  2. Press โ‡งโŒ˜G to bring up the "Go to folder:" dialog
  3. Enter "~/Library/Application Support/" (without the quotes!) in the edit box and click ok
  4. Within the ~/Library/Application Support/ folder, create a new folder called "Unreal Tournament" (without the quotes!)
  5. Copy the Maps, Sounds, Textures, and Music folders from your existing UT installation into the folder you've just created
  6. Go into the Textures folder and delete the LadderFonts.utx and UWindowFonts.utx files

Caution

Please ensure that you do NOT copy the contents of the original game's System directory into ~/Library/Application Support/, otherwise the game will not launch!

After installing the data files, you should be able to launch the UnrealTournament app!

This YouTube clip shows you what the installation procedure is supposed to look like on macOS.

System Requirements

Windows and Linux systems will need a CPU with SSE2 instruction set support. In practice, this means all 64-bit x86 CPUs, all Intel CPUs since (and including) the Pentium 4, and all AMD CPUs since (and including) the Athlon 64 are supported.

Windows systems will need to run Windows 7 or later, although a custom stripped-down patch is available for Windows XP and Vista.

Linux systems will need GNU libc 2.19 or later.

macOS systems will need a 64-bit x86 or Apple Silicon CPU and Mac OS X Mavericks (10.9) or later. Some rendering features may be unavailable on macOS.

Features

Besides fixing hundreds of bugs, the OldUnreal UT patches also add features such as:

  • Raw input support and full mouse smoothing control
  • OldUnreal's latest OpenGL 4-based 3D renderer (XOpenGLDrv)
  • OldUnreal's latest OpenAL-based audio driver (ALAudio)
  • Han's latest FMOD-based audio driver (Cluster)
  • SDL2-based window management for the Linux and macOS clients
  • The latest Demo Manager
  • Unreal 227's Unreal Editor 2.2 (with many UT-specific enhancements)
  • PNG support for screenshots
  • Scaling control for in-game fonts and the game menu
  • UTF-8 support for game ini, int, and log files
  • Faster server downloads (even without redirect servers)
  • Mouse wheel scrolling support for the game menu
  • High-DPI awareness for the game and Unreal Editor
  • Updated versions of Chris Dohnal's UTGLR OpenGLDrv and D3D9Drv renderers
  • An updated in-game server browser with lots of quality-of-life improvements

A full list of patch features and changes is available in the Release Notes.

Compatibility

While the OldUnreal patches preserve compatibility with the original game as well as most mods made for the original game, there are a couple of compatibility issues people should be aware of.

For Players

All UnrealScript mods for UT v451b or lower will continue to work in OldUnreal's v469 or later. The following native (C++) mods for older UT versions will not work in v469:

  • XC_Engine v24 or below: v469-compatible versions of XC_Engine are available here
  • Demo Manager 3.4 or below: Our patches include an updated Demo Manager so there is no need to downgrade to an older version
  • D3D8Drv: D3D8Drv will crash in v469. We are not planning to fix this
  • D3D10Drv: D3D10Drv has some rendering glitches and does not work in Unreal Editor 2.2
  • D3D11Drv: There are three different Direct3D 11-based renderers for UT: dpJudas' D3D11Drv, Metallicafan212's ICBINDx11Drv, and Darknovismc's D3D11Drv (available on moddb). The former two specifically target UT v469 and will come bundled with the 469e patch. The latter one targets older versions of UT, but works fine in-game in UT v469 nonetheless. It will crash in Unreal Editor, however.

For Server Admins

Most UnrealScript mods for UT v451b or lower will continue to work on OldUnreal's v469 or later servers. Some old anti-cheat mods such as CSHP4 and AnthChecker will reject v469 clients, however.

The following native (C++) server mods will not work in v469:

  • ServerCrashFix: there is no need to install this mods as all of its fixes have been integrated into the OldUnreal patches
  • ACE v1.1f or below: will continue to work on Windows servers but not on Linux servers. Server admins who wish to run ACE on their Linux servers must upgrade to ACE v1.2 or later
  • XC_Engine v24 or below: Most of the bug fixes in XC_Engine have been integrated into the OldUnreal patches. Server admins who rely on XC_Engine for its advanced features must upgrade to XC_Engine v25 or later. You can download the latest XC_Engine here

For Developers

OldUnreal's patches add some new UnrealScript features which should not be used in mods that target compatibility with UT v451b or below. We are working on a document that lists the new features and that describes best practices for developers.

Native mod developers may want to use our updated UT SDK, which will be hosted in this repository.

Malware Warnings

Important

Our Windows and macOS binaries are digitally signed, but malware/virus scanners may occasionally still flag them as potential malware because our signing certificate is still building up reputation. Additional information can be found here.

Donations

Note

We are all volunteers who work on Unreal and Unreal Tournament in our spare time. If you like our work, then please consider making a small donation here. Please make sure to mention Unreal Tournament in your donation note!

Other Contributions

We are more than happy to accept other contributions too. Some of the things we could use help with are:

  • Installers: The Linux and Mac versions of the patch currently lack an installer script/program. We would gladly accept 3rd party installers contributed by community members.
  • Missing localizations: the new patches include several new in-game menu options as well as new 3D renderers and audio drivers. The text displayed by these new components is currently available in 11 out of 16 planned languages (new languages marked with (*)): English, German (*), French, Spanish, Italian, Russian (*), Polish (*), Portuguese (*), Catalan (*), Dutch (*) and Greek (*). While we tried to do the best job as possible with these localizations, the new languages as well as the new lines in the existing languages must be reviewed by native speakers. If you want to contribute to these localizations as well as working on the other WIP localizations, you can lend us a hand in our Localization Project.
  • Hardware: If you have any decent hardware that you want to donate, then please send a direct message to Smirftsch or anth through the OldUnreal forum. We are especially looking for more macOS development systems.

Bug Reports

You can use our issue tracker to file bug reports. Reasonable feature requests for Unreal Editor can also be posted there. Please do not ask for new features in the game itself as these are out of the scope of our project.

Important

Before filing a bug report, please use the GitHub search function to see if someone else has already reported the same issue. If you find an issue that looks similar to yours, then please submit a comment in the existing issue report. When filing a bug report, please include relevant details about your setup (i.e., your operating system and version, your UT version and build date, mods you are using) and describe how we can reproduce the problem.

Credits

The primary developers for OldUnreal's Unreal Tournament patches are: AnthraX, Higor, Buggie, Dots, and Smirftsch.

We also want to recognize the hard work of the many beta testers and contributors in our community:

  • Chamberly, Casey: for the many internal bug reports and mental support
  • Ooper: for catching a lot of the early bugs
  • Feralidragon, Berserker, Che, Sizzl: for extensive testing and feedback on Unreal Editor
  • Lightning: for the new HD UMenu textures
  • Sizzl, batonix, ue, Zim: for extensive testing and feedback on the game server
  • uZi, batonix, zkyp, and the members of the UTCTF.pug community: for helping us debug the invisible weapon/flag problem
  • Sp0ngeb0b, proasm, Deepu: for extensive testing and feedback on UnrealScript-related issues
  • Eternity: for helping us solve the FCollisionHash problem
  • Dizzy and NuLL: for helping us solve the invisible collision problem
  • Deaod: for feedback on our movement updates and various bug fixes
  • Metallicafan212 and dpJudas: for bug reports, fixes, and productive discussions on various rendering issues
  • Masterkent: for the widescreen fov fix
  • rX and Metallicafan212: for donating testing/debugging hardware for XOpenGLDrv

Localization credits:

  • Epic Games/Digital Extremes/Legend Entertainment: Original English/German/French/Spanish/Italian localizations
  • Smirftsch: Initial project coordination.
  • Victor Delacroix: Early project coordination.
  • Hellkeeper: Early project coordination.
  • Neon_Knight: Current project coordination.
  • Buggie: Localization templates for all 15 languages.
  • German: Smirftsch, Jan "eGo" Urbansky, ividyon and Sly. (review and contributions), hosterholz (additional contributions)
  • French: Hellkeeper (review), Rackover/Louvenarde (additional contributions)
  • Spanish: Neon_Knight (review), rarsonic (additional contributions)
  • Italian: Alby1987 (review), UBerserker, BBG-(DOG)-, Lowenz and TaglesMalsto (additional contributions)
  • Russian: u.HighPriest (original Unreal localization), Lynx (original UT localization), Reborn (reviews) Skaarj ZR, FLAK, ArchGrey and Sergei (additional contributions)
  • Polish: Victor Delacroix (original Unreal localization), yrex. (additional contributions)
  • Portuguese: Nahand (original Unreal localization), BIr4 (review), Naruto_9 (additional contributions)
  • Catalan: rarsonic (additional contributions)
  • Dutch: Rubie (review), bennytrt and Hyper (additional contributions)
  • Greek: LDinos (author)

Finally, we want to express our sincerest gratitude to the following people:

  • Stacey Conley (aka "Flak"): this project would not have happened without her. Thank you Stacey, you are amazing!
  • Ryan C. Gordon (aka "icculus"): for his hard work on UT over the years and for SDL2. If you like Ryan's work, then please consider supporting him.
  • Chris Dohnal: for contributing the UTGLR OpenGL and Direct3D 9 renderers.

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unrealtournamentpatches's Issues

[469a][guix] No available video device / segfault

I'm trying to package Unreal Tournament for Guix.
I tried two strategies: either reuse the embedded libraries or use the Guix ones
(SDL2, SDL2-ttf, openal, libxmp).

By the way, libfreetype is not included with the game, so I had to include
Guix' freetype as a dependency in all cases.

I can't start the game for now.

  • Using UT embedded SDL library:
WARNING: using preference directory: /home/ambrevar/.utpg/System/
WARNING: Using system ini file: /home/ambrevar/.utpg/System/UnrealTournament.ini
WARNING: Using user ini file: /home/ambrevar/.utpg/System/User.ini
Couldn't initialize SDL: No available video device


History: main

Exiting due to error
  • It I use Guix' SDL library, I get the splash screen, but then it fails with:
WARNING: using preference directory: /home/ambrevar/.utpg/System/
WARNING: Using system ini file: /home/ambrevar/.utpg/System/UnrealTournament.ini
WARNING: Using user ini file: /home/ambrevar/.utpg/System/User.ini

Developer Backtrace:
[ 1]  /UnrealTournament/System/./Core.so(_Z12HandleSignali+0x208) [0xf7a29d08]
[ 2]  linux-gate.so.1(__kernel_sigreturn+0) [0xf7fc3580]
[ 3]  /UnrealTournament/System/./SDLDrv.so(_ZN12USDLViewport14ResizeViewportEjiii+0x19d) [0xf01a142d]
[ 4]  /UnrealTournament/System/./SDLDrv.so(_ZN12USDLViewport11UpdateInputEi+0x7da) [0xf01a085a]
[ 5]  /UnrealTournament/System/./Engine.so(_ZN6UInput10ResetInputEv+0x297) [0xf7d18de7]
[ 6]  /UnrealTournament/System/./Engine.so(_ZN6UInput4InitEP9UViewport+0x52) [0xf7d17a62]
[ 7]  /UnrealTournament/System/./Engine.so(_ZN11UGameEngine4InitEv+0x711) [0xf7d062a1]
[ 8]  ./ut-bin-x86(main+0xb06) [0x804e656]
[ 9]  /gnu/store/9728x9zhj8d3zlyzsjpz342jpccrgkgd-glibc-2.31/lib/libc.so.6(__libc_start_main+0x106) [0xf731a936]
[10]  ./ut-bin-x86() [0x804d8bf]
Signal: SIGSEGV [segmentation fault]
Aborting.

Signal: SIGSEGV [segmentation fault]

History: USDLViewport::ResizeViewport <- USDLViewport::UpdateInput <- UInput::ResetInput <- UInput::Init <- UGameEngine::Init <- InitEngine <- main

Exiting due to error

Any clue what could be happening?

Note that Guix is a non-FHS distribution. This may explain why in the first
case the embedded SDL fails to find the video device because it's looking for
drivers in places that don't exist with Guix.

[469a] TacticalOps - Scoreboard and buy window misaligned.

Scoreboard and buy window misaligned.
Mouse out of sync in buy and voting menu meaning object such as map or gun is highlighted when mouse cursor isn't on top of it.
These issues do not occur with every client.

Attached screenshot showing the issue
Shot00003

[469a] Add fullscreen button in menu

I simply see no button to force full screen on Linux/Ubuntu 18.04 I was able to force it with the following config change:

I edited UnrealTournament.ini section [SDLDrv.SDLClient] with the following settings:

StartupFullscreen=True
FullscreenColorBits=32
FullscreenViewportY=1080
FullscreenViewportX=1920

This solved the issue for me but average user might struggle with this.

System: Ubuntu 18.04 LTS x64
Theme: Default
Video: 1920x1080 on nVidia Quadro M2200 4GB, driver version 390.138
Four monitors 1920x1080 each. Expanded desktop.

UCC Make Hangs

Steps to reproduce:

  1. Navigate to your UT99 installation folder in a command line window (please make sure the path does not contain spaces for now)
  2. git clone https://github.com/Deaod/InstaGibPlus.git InstaGibPlus5
  3. cd InstaGibPlus5 & git checkout v469-compat
  4. build (will invoke ucc make -ini=<YourPath>\InstaGibPlus5\make.ini)

Heres a partial log that UCC spits out (incomplete, process doesnt terminate): UCC.log

[469a] Relics look strange

The Relics of Strength and Regeneration have some strange graphical issues, no matter which renderer I use -- they look like they have "holes" in them or something.
94089300-766f7280-fdd8-11ea-93fd-2cc25b6d42aa
94089320-7ec7ad80-fdd8-11ea-87d5-222068a84e6a

Version 451 has also given me this problem in the past, where I was also having this problem with a couple of other relics, and the "Nali WarCow" player model. I did not have this problem with 436.

Again, this happens with all renderers (they all work fine for the most part otherwise!). I am using version 469a, but I have also encountered this problem on version 451.

You may also take a look at my game's .ini file -- it may help: Beemo'sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

Tournament progress not saved

First of all, thank you for this amazing effort! I have so many fond memories of this game, and I'm thrilled to see it still going strong.

Whenever I restart the game, my progress in the single-player tournament is reset. All preferences are kept, though. I tried running the game through terminal, but unfortunately no error messages there.

OS: Fedora 32

[469a] D3D9 render crash

The DM-FoT-Arken map crashes with the following error:

Critical: appError called:
Critical: CreateTexture failed
Critical: Windows GetLastError: Not enough memory resources are available to process this command. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: UD3D9RenderDevice::SetTexture
Critical: UD3D9RenderDevice::RenderPassesExec
Critical: UD3D9RenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop

On 436 with D3D9, no error occurs. The new XOpenGL doesn't have this problem either.

[469b-Preview-20201231] NexGen?

I frequently go to a custom Monster Hunt server whenever I can and whenever I feel like it. This particular server uses a mutator that makes the whole HUD and interface different -- I believe it is called "NexGen." For some reason, the scoreboard is really big even when there isn't a lot of players, only a few names will appear on the scoreboard, and then no other names will appear on the scoreboard even after someone else joins the server. This happens on all renderers. This did not occur in 436 or 451.
94090331-ee3e9c80-fdda-11ea-8df0-d0098d6cbf0a
94090318-e8e15200-fdda-11ea-8311-cd6ac767eed6

Notice in the two screenshots how the game said a new player had joined, but the scoreboard hasn't been updated.

My .ini: Beemo'sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

Issues I've found so far

  • 1.) The FOV resets itself to the default value (90) when spectating with bots. This happens in every game type, with or without mutators. This does not happen online with real players. JSYK, the FOV that I use is a value of 105, or to be more precise, 106.25, which is the equivalent to 90 in a 16:9 resolution (1920x1080 is my resolution).

  • 2.) I've noticed that when using the alternate fire of the Sniper Rifle (zoom in), the sniper's crosshair is of a bit higher quality in OpenGL and XOpenGL than of Direct3D 9 or Direct3D 11. Direct3D 11 also has blurry text in the menu and ingame, among a few other graphical issues. The first image is Direct3D 9/D3D 11, and the second image is OpenGL/XOpenGL.
    20200923192103_1
    20200923192140_1

  • 3.) The Relics of Strength and Regeneration have some strange graphical issues, no matter which renderer I use -- they look like they have "holes" in them or something. Version 451 has also given me this problem in the past. When I was using version 451, I was also seeing these "holes" in a few other relics and in the "Nali WarCow" player model.
    20200923193338_1
    20200923193419_1

  • 4.) Some things, such as the Translocator module, gibs, or balls of acid from the Slith's ranged attack, appear brighter than usual.
    20200923202004_1

  • 5.) I frequently go to this certain Monster Hunt server whenever I can and feel like it. The server uses some sort of mutator to make the HUD and whole interface look different (I believe it is called NexGen?), including the scoreboard. For some reason, only a few names will appear on the scoreboard, and then no other names will appear on the scoreboard, even after someone else joins the server. 436 and 451 did not give me this problem. Notice in the two screenshots below how the game said a new player had joined, but the scoreboard hasn't been updated.
    20200923151533_1
    20200923152003_1

  • 6.) On the same server, there is a mutator that enables a radar. The radar is surrounded by a bright purple square in XOpenGL. GitHub won't let me upload the damn picture, so, sorry -- no picture.

  • 6.) XOpenGL also makes the drop-down options in the menu look somewhat weird.
    20200923192233_1

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

[469a] Changes made to the game settings while UnrealEd is open are reverted when UnrealEd is closed

It appears that when you launch the game while UnrealEd is open and make changes to the settings, then these changes are kept as long as UnrealEd remains open, but they are all reverted once you close UnrealEd.

I just did a little test by changing the following settings in-game while the editor was open:

  • brightness
  • volume
  • selected gametype in "start practice session"
  • selected mutators

All those changes were reverted when closing the editor.

I am not 100% sure if this is a new issue, because I do remember having the same/similar issue years ago on v436. But at some point the problem disappeared, but I don't know why exactly. It may have been related to upgrading to windows 10, because I saw in the release notes that windows 10 had a crash on UnrealEd shutdown.

Some information that may be relevant:
OS: windows 10
UT version: v469a (release)

[win][469a] XOpenGL text render glitches if coronas render on screen

Reproduce:

  1. Start UT.
  2. Start Practice mode on Deck16.
  3. Not start match. Just fly on level.

Expected result: Main white text on screen center is properly rendered in any place.
Actual result: Main white text on screen center partially rendered if any coronas visible. Even if it fade after hide with wall.
scr_1601012599
scr_1601012615

On windowed mode glitch appear too.

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

[469a] No sound in menu or game [Ubuntu 18.04]

Hello Team

Thank you for putting together this awesome release.

Unfortunately for me when running the release OldUnreal-UTPatch469a-Linux on my Ubuntu 18.04 machine I get absolutely no sound (no music either) (not in game, not in menu). Everything else seems to be working fine - I started the match and there seemed to be no issues. In Options-Preferences-Audio it lists as Audio Driver "Cluster 3D Audio".

Tested on Unreal Tournament GOTY version installed via Steam (clean download on 2020-09-23). I put the contents of the package OldUnreal-UTPatch469a-Linux.tar.bz2 on top of the Steam installation overwriting everything there as per instructions. I started the game with: $ ./ut-bin

I only got couple of warnings:

WARNING: using preference directory: /home/ut99fan/.utpg/System/
WARNING: Using system ini file: /mnt/data/SteamLibrary/steamapps/common/Unreal Tournament/System/UnrealTournament.ini
WARNING: Using user ini file: /mnt/data/SteamLibrary/steamapps/common/Unreal Tournament/System/User.ini

On exit there were no errors.

Happy to debug this any way I can but I need some hand holding here... Thank you very much in advance.

[469a] "about" menu just opened a terminal with an error message

Hello,
if I choose "About Epic Games" in menu, I just obtained a terminal with an error message:
/usr/bin/xterm/: Can't execvp links : no file or folder found
Same result for "Technical support".
Perhaps just deactivate them?

config: Ubuntu 20.04, NVidia

[win][469a] XOpenGL VSync option not checked in Preferences UWindow

Reproduce:

  1. Start UT with XOpenGL render.
  2. Menu - Options - Preferences.
  3. Check VSync checkbox.
  4. Close Preferences dialog.
  5. Menu - Options - Preferences.
  6. Restart UT.
  7. Menu - Options - Preferences.

Expected result: After step 5 and 7 see checked checkbox VSync.
Actual result: After step 5 and 7 see unchecked checkbox VSync.

D3D9: no issue.

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

[win][469a] XOpenGL render weapon in Canvas.DrawPortal

Reproduce:

  1. Install attached UTMenu.u in System with replace (do not forget backup original file).
    UTMenu.zip
    This need because no easy point where you can test Canvas.DrawPortal in original UT.
  2. Start Practice mode on DM-Deck16][.
  3. Run to teleporter to Redeemer close enough.
  4. You can see portal view for teleport. You can rotate camera for move it any place on screen.

Expected result: Portal draw without your weapon.
Actual result: Portal draw with your weapon. Either windowed or fullscreen mode.
scr_1601010212
scr_1601010231

D3D9: no issue.

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

[win][469a] XOpenGL on Fullscreen not render in window header area

  1. Here fullscreen 1920x1080:
    scr_1601006609
  2. Here windowed 1280x720:
    scr_1601006653
  3. Here fullscreen 1920x1080:
    scr_1601007444

(1) appear after switch render or after return from window mode.
(3) appear only on fresh start UT with XOpenGL render.

Look like black area use old video buffer cache and not refresh by render.

D3D9: No issue.

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

title bar name bug

Hello,
like you can see on this picture, the name on the title bar is not correct.

Capture dโ€™รฉcran de 2020-09-25 10-41-41

Ubuntu 20.04
Desktop Environment: Gnome 3

[469a] Another D3D9 Crash

Hi,
First of all, great job getting this patch released. It's amazing that 20+ years later people are still playing this game and working on development!

All was basically running smooth with only 1 crash.
image

I tried restarting, but I got this one next before even getting into the GUI:
image

Eventually I got a windows firewall popup that needed to be clicked off. After that, all was well again. Not sure if this is fixable or not, but thought I should pass it on.

[469a] ucc issues: batchexport crash and powershell behaviour

Attempting to dump 469a UScript headers for modding reference, and I am greeted with this when doing so:

D:\SteamLibrary\steamapps\common\Unreal Tournament\System>ucc batchexport Engine class uc ..\Engine\Classes
=======================================
ucc.exe: UnrealOS execution environment
Copyright 1999 Epic Games Inc
=======================================

Loading package Engine...
Exported Class Engine.Engine to ..\Engine\Classes\Engine.uc
Assertion failed: Class->ScriptText [File:UnEdExp.cpp] [Line: 1080]

History:

Exiting due to error

I get this with Engine and Core. Works with Botpack, maybe related to packages or objects with native components?
Also yields different behaviour in powershell (probably an issue with argument parsing):

PS D:\SteamLibrary\steamapps\common\Unreal Tournament\System> ./ucc batchexport Engine class uc ..\Engine\Classes
=======================================
ucc.exe: UnrealOS execution environment
Copyright 1999 Epic Games Inc
=======================================

Loading package batchexport...
Failed loading package: Can't find file 'batchexport'

History:

Exiting due to error

Issues found so far Font - Lack of movement on sniper zoom - Skins

Running Directx9 on a Windows 10, RTX 2070, i5-9600k 16gb ddr4.

  1. Font is not smooth for me, looks bugged. I can get around this by setting res to 4k and changing scale of font... but defaults are not clear. I have a 1080p monitor. Pic added.
    Shot00010
    Shot00009

  2. Custom weapon issues. - When zooming in on a custom sniper server you can not precisely change your aim. Moving the mouse slowly will not move your cross hair on map. This becomes an issue when you have zoomed anywhere between 4x and 100x .... the standard sniper rifle does not have this issue and goes to 8x. I have tried this on multiple sniper servers (Camping in the extreme, [EST] Sniper Server, [SV] Sniper Server, -]NBK[- Sniper Server) I have tried every setting for mouse input and mouse smoothness and the same issue remains. It feels like when zooming in there is artificial mouse acceleration which stops you from moving your mouse without pushing it fast.

EDIT: I've just tried this on version 436....... and it does the same thing, I guess I just never looked out for it before. This is not a patch issue but game engine issue..... still would be amazing if it could be fixed but yeah,

Text breakup over bright textures
Shot00013
Shot00014

full screen
Shot00013
Shot00014

[469a] config file errata and updates

There are a few missing default.ini entries for the renderers.
DX9 defaults are missing.
D3D7 and OpenGL have the old shorter defaults for the original renderers.
As you can see they have more settings for users to mess up.
Vrenderers
Compressed and AGP texture options should be enabled whenever possible, as nobody today uses GFX cards without support.

ALAudio.int problem
The OpenAL renderer is mounting in the root audio branch.
It should be a subsection like the others.
ALaudio

I know that Galaxy is deprecated but it may still be worth upgrading the defaults from their current half values.
It would be worth bumping the Galaxy and generic renderer sections to 44kHz and 32 channels, and enabling 3D Hardware and reverb. It is unlikely in the extreme that anyone will be using such an old sound card it cannot handle 44kHz, and 32 channels is as high as they go.

Startup.int could do with support for other renderers so they will be able to be chosen with a useful description in the start window (Cluster and XOpenGL are missing).
The section I have in my old install is adapted from the original but contains most of the renderers I found. May be useful for reference;

[Descriptions]
SoftDrv.SoftwareRenderDevice=Unreal Tournament's built-in software renderer. Compatible with all video cards.
GlideDrv.GlideRenderDevice=3dfx Glide support, the optimal choice for 3dfx owners. 3dfx card required.
D3DDrv.D3DRenderDevice=Use Direct3D hardware rendering. Compatible with Win9x era video cards, like the Riva TNT, ATI Rage 128, Matrox G400, and S3 Savage4. Not recommended for use with earlier video cards--use the Software Renderer if you have an ATI Rage Pro, Riva 128, Intel i740, or Rendition V2200.
D3D8Drv.D3D8RenderDevice=Use DirectX 8 hardware rendering. Compatible with Win9x/ME/2000 era video cards. High resolution S3TC texture support. - Compatible with ENB bloom mod.
D3D9Drv.D3D9RenderDevice=Use DirectX 9 hardware rendering. Compatible with most video cards. High resolution S3TC texture support - Compatible with ENB bloom mod.
D3D10Drv.D3D10RenderDevice=Use DirectX 10 hardware rendering. Compatible with Windows Vista and upwards with newer video cards. High resolution S3TC texture support.
D3D11Drv.D3D11RenderDevice=Use DirectX 11 hardware rendering. Compatible with newest video cards and Windows Seven upwards. High resolution S3TC texture support.
OpenGLDrv.OpenGLRenderDevice=Use advanced OpenGL support. Provides best performance and support for most high-end grafix cards (ATI and intel cards may perform better with the D3D renderers). High resolution S3TC texture support.
sdkOpenGLDrv.OpenGLRenderDevice=Experimental SDK OpenGL support. This is provided for testing and experimentation, High resolution S3TC texture support.
MetalDrv.MetalRenderDevice=For users with S3 Savage4 video cards.

I suggest an extra config entry which server admin should like.
We can have all the game mode settings available for quick configuration with this line;
Preferences=(Caption="Game Types",Parent="Advanced Options")
I chose to put it in my botpack.int as that lists the game types.
Many things can be exposed for configuration in the advanced options window.
The advantage of using this window to change many of the settings is they can be done live while a game is playing.
Some things will update immediately like GFX and others the next time the config is referenced.

[Ubuntu18.04][469a] XOpenGL Vsync cannot be turned off

Reproduce:

  1. Start UT with XOpenGL render.
  2. Menu - Options - Preferences.
  3. UnCheck VSync checkbox.
  4. Close Preferences dialog.
  5. Restart UT.
  6. Enable TimeDemo stats
  7. Play game.

Expected result: I expected the Vsync to be actually disabled but does not seem to work
Actual result: Vsync is on or FPS are capped at 60 (not sure how to check)

I also tried to edit UnrealTournament.ini section [SDLDrv.SDLClient] with the following settings:

VSync=False
FPSLimit=200
FrameRateLimit=0.000000
MinDesiredFrameRate=0.000000    

Without any luck

System: Ubuntu 18.04 LTS x64
Theme: Default
Video: 1920x1080 on nVidia Quadro M2200 4GB, driver version 390.138
Four monitors 1920x1080 each. Expanded desktop.

[469a] Masterserver info updates/errata

I am thoroughly regretting not contributing sooner

  1. Current config still uses fallback mode so it only uses 1 master at a time, moving onto the next if failed (this is intended for modem users)
    FallbackFactories=False will allow all masters to be queried at the same time so the full list is available (intended for broadband users).
    As 333networks includes the results from epic, when used in fallback mode a 333NW master should be used first, so all servers can be found. Epic does not include the results from uplinks only made to 333NW.

  2. Wrong port number in the down-link entry for 333networks. It is missing a 0.
    (Current config, if epic fails 333NW will be used as the final backup, but obviously wont work anyway).

Lacking uplinks to Qtracker and Telefragged/GameRanger (Mac client)
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.qtracker.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.telefragged.com MasterServerPort=27500
(Uplinks only as they provide server lists via a desktop client)

  1. mplayer is of doubtful use for up or down links. The domain is registered to IGN but they no longer provide masterserver services or a client.
    Test for yourself. Using only mplayer for a server list will fail

  2. OldUnreal or master.errorist.tk master should be in the config as the fallback for occasions when 333networks is offline

[469a] Progress messages disappear when the voice menu is open

As you can see from these two attached screenshots, the progress message (the message which in this case is yellow and states "You have the flag, return to base!") disappears when the player opens the voice menu.
pm_visible_no_voice_menu
pm_hidden_voice_menu

I believe the issue is related to unrealscript. The issue is there in patch versions 469 and 436, not sure about the other ones. I was using D3D12 when those screenshots were taken.

[469a] FOV resets itself spectating offline with bots

The FOV resets itself to the default value (90) when spectating with bots. This happens in every game type, with or without mutators. This does not happen online with real players. JSYK, the FOV that I use is a value of 105, or to be more precise, 106.25. I did not have this problem in 436 or 451.

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

[win][469a] XOpenGL blue artefact when switch weapons

Reproduce:

  1. Start UT.
  2. Start Practice mode on Deck16.
  3. Start game.
  4. Console - loaded - enter
  5. Switch to Flak.
  6. Alt fire.
  7. Switch to Enforcer.

Expected result: no blue flashes.
Actual result: Blue flashes when weapon model switched to enforcer.
ezgif-3-75f5dfa14b8b
utb1 mp4_snapshot_00 03
utb1 mp4_snapshot_00 03_

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

libcurl.dll in OldUnreal-UTPatch469a-Windows.zip triggers BitDefender AV

Extracting the OldUnreal-UTPatch469a-Windows.zip release triggers BitDefender AV with this message:

The file C:\Users\William\Downloads\OldUnreal-UTPatch469a-Windows\System\libcurl.dll is infected with Trojan.GenericKD.43825591 and was moved to quarantine. It is recommended that you run a System Scan to make sure your system is clean.

Probably a false positive, but worth looking into.

[469a] Menus with duplicate entries

Heyo,

This new patch is an absolute godsend, and I've yet to run into any game-breaking issues yet, but there is a slight quirk that's baffling me, in the form of duplicate items in various menus such as player settings, match setup and mutator selection.

A few examples I've found are below:
Screenshot_2020-09-24_16-47-46
Screenshot_2020-09-24_16-48-08
Screenshot_2020-09-24_16-48-42
Screenshot_2020-09-24_16-50-02

I'm using Debian Stretch and, of course, the Linux x64 version of the patch, if that helps. It's also a fresh install, extracted from the GOG GOTY installer before I dropped the patch in.

Again, nothing game-breaking, as far as I can tell, just a bit weird. ๐Ÿค”

[469a] Software Rendering Fault

Launching game with Software Render will not work

UT software rendering

Windows 10 Home
Version 2004
OS Build 19041.508
64 bit
UT 469a

Of the three certified devices only XOpenGl Support works so far for me

[win][469a] Failed import: Palette Palette UnrealShare.Skins.Palette634 (file ../System/UnrealShare.u)

Failed enter to map MH-SkyTownAK3.
scr_1601155554

DevNet: PendingLevel received: WELCOME LEVEL=MH-SkyTownAK3 LONE=0
DevNet: Welcomed by server: LEVEL=MH-SkyTownAK3 LONE=0
Log: LoadMap: 81.169.240.101/MH-SkyTownAK3?Name=Buggie?Class=Botpack.TFemale1?Team=0?skin=FCommandoSkins_NeoCop.copi?Face=FCommandoSkins_NeoCop.Ashley?Voice=BotPack.VoiceFemaleTwo?OverrideClass=?UEFID=?Checksum=NoChecksum
Log: Failed import: Palette Palette UnrealShare.Skins.Palette634 (file ../System/UnrealShare.u)
NetComeGo: Close TcpipConnection3 09/27/20 00:25:47
Exit: WinSock shut down

Same if I try start it via practice session.
mh-skytownak3.zip
v436 load this map fine.

[win][469a] XOpenGL black screen after switch to windowed mode and back

Reproduce:

  1. Start UT.
  2. Start Practice mode on Deck16.
  3. Start game.
  4. Press Alt+Enter to switch to windowed mode.
  5. Press Alt+Enter to switch to fullscreen mode.

Expected result: Game rendered.
Actual result: Entire black screen. On step 4 render be fine. But now in windowed mode too black screen.

Part of log:

Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
DevMusic: ALAudio: Transiting to Music Godown.Godown, SongSection 0 with MTRAN 3
DevMusic: RegisterMusic Music Godown.Godown
Log: ALAudio: playing Godown Go Down (Impulse Tracker 2.14v5 IT 1.00)
Log: EndFullscreen
Dev: XOpenGL: SetRes
Log: Viewport WindowsViewport0: WM_DisplayChange
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: AttemptFullscreen
Exit: XOpenGL: Exit
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Dev: UnMapping Buffers
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Log: XOpenGL: RegisterClassEx failed!
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16

Strange parts:

Exit: XOpenGL: Exit
Log: XOpenGL: RegisterClassEx failed!

Issue not happen if I start UT and press Alt+Enter before Esc.

System: Window 7 x64.
Windows Theme: Standard.
Video: 1920x1080 Intel HD Graphics 4000.
Two monitors 1920x1080 each. Expanded desktop.

XOpenGL related entries in the UT.log:

Log: Bound to XOpenGLDrv.dll
Dev: XOpenGL: SetRes
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 16
Init: GL_VENDOR     : Intel
Init: GL_RENDERER   : Intel(R) HD Graphics 4000
Init: GL_VERSION    : 3.3.0 - Build 10.18.10.4226
Init: GL_SHADING_LANGUAGE_VERSION    : 3.30 - Build 10.18.10.4226
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: OpenGL debugging disabled.
Log: XOpenGL: WGL_EXT_swap_control found.
Log: XOpenGL: WGL_EXT_swap_control_tear found.
Log: XOpenGL: MaxTextureImageUnits: 16
Log: XOpenGL: MaxImageUnits: 0
Warning: OpenGL debugging extension not found!
Log: XOpenGL: MaxCombinedTextureImageUnits: 96
Log: XOpenGL: MaxElementsVertices: 1048576
Log: XOpenGL: MaxUniformBufferBindings: 70
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (4.000000/16.000000)
Log: XOpenGL: NumAASamples: (4/8)
Log: XOpenGL: GL_NUM_EXTENSIONS found: 187
Log: XOpenGL: GL_MAX_CLIP_DISTANCES found: 8
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: No compiler messages for xopengl/DrawTile.geo
Log: XOpenGL: No compiler messages for xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.geo
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.frag
Log: XOpenGL: No linker messages for DrawSimpleProg
Log: XOpenGL: No linker messages for DrawTileProg
Log: XOpenGL: No linker messages for DrawComplexProg
Log: XOpenGL: No linker messages for DrawGouraudProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) DistanceFogParams in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) StaticLightInfo in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawSimpleProg
Dev: XOpenGL: invalid or unused shader var (UniformBlockIndex) GlobalCoords in DrawTileProg
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexCoords in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) HitDrawColor in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawTile
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) DrawColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogColor in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogStart in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogEnd in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogDensity in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogParams.FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) FogMode in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) TexNum in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawComplexSinglePass
Dev: XOpenGL: invalid or unused shader var (UniformLocation) RendMap in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) bHitTesting in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) LightPos in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture4 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture5 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture6 in DrawGouraud
Dev: XOpenGL: invalid or unused shader var (UniformLocation) Texture7 in DrawGouraud

[469a] Cage in Dark Arena looks "cut off"

20200924191623_1
I was playing online earlier when I came across this in MH-DKdark, which is a MH conversion of the Dark Arena map from the original Unreal. It fixed itself when I moved the lever and lowered the cage into the lava, and then when I began switching renderers to test it again, it went back to normal. I was using Direct3D 9 at the time it first happened, version 469a.

.INI: https://github.com/OldUnreal/UnrealTournamentPatches/files/5279802/Beemo.sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

[469a] Strange effects in XOpenGL

XOpenGL makes the drop-down options in menus look somewhat weird.
94090382-10381f00-fddb-11ea-95fc-af49f15ba041

I also went to a custom Monster Hunt server with the XOpenGL renderer -- this certain server has a mutator that enables a radar, and XOpenGL makes a bright purple square appear around this radar. This only happens on XOpenGL.
20200923201901_1

My .ini: Beemo'sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

[469a] Crosshair misaligned

The Crosshair is misaligned on weapon model shown left/right. On center or weapon model hidden its aligned correctly.
Ok I guess its already in the old patch, never noticed it like that.

[469a] OpenAL - TriggerLights with sound cause sound distortion

I was playing an old map of mine using OpenAL as audio renderer, when I suddenly noticed some strange sound distortion in one place of the map. Occasionally I would hear a loud, "crackling" buzz, mostly when moving around.

I tried tracking down the cause by extracting parts of the map and removing unnecessary stuff, and I think it may be caused by sounds added to TriggerLights. This is a technique where the sound is only emitted when the TriggerLight is on, so it is a nice way to turn a light and sound effect on/off at the same time, for example when creating something like lasers.

I created a small example map that shows this behavior when flying around:
sound-distortion.zip

It only happens with OpenAL, Cluster and Galaxy are fine.

Some other information that may be relevant:

OS: Windows 10
UT version: 469a (release)
Soundcard: Realtek ALC892 (on motherboard)

[469a] Music randomly stops

On Deck16][ the music on some rare occasion randomly stops and doesn't resume.
Here's all the log shows:
Log: ALAudio: playing Godown Go Down (Impulse Tracker 2.14v5 IT 1.00)
Warning: ALAudio: Musicbuffer error: Invalid Value
Dev: ALAudio: UpdateBufferThread terminated

Windown version installed on top of Ubuntu 18.04 version - unable to start [can't find SDLDrv]

Hello Community,

I wanted to have a version that works on both - Linux/Ubuntu 18.04 and Windows 7 sharing the configuration (UnrealTournament.ini) etc so I tried updating/overwriting all dlls&exe files in /System from the zip file OldUnreal-UTPatch469a-Windows.zip

The game would not start and only giving the following error:
ut99_win

Later out of desperation I overwrote the entire UT99 folder with the contents of OldUnreal-UTPatch469a-Windows.zip and the Windows version would still not start.

Even after this the game still works fine from the Ubuntu 18.04 environment.

Any tips on what is missing in the Windows 7 environment?
Is it even possible to have single folder version that works on both systems? Or is it better to keep it in separate folders ie. UT99-windows and UT99-linux?

Thank you very much in advance.

System: Windows 7 x64 Pro / Ubuntu 18.04 LTS x64
Theme: Default both
Video: 1920x1080 on nVidia Quadro M2200 4GB
Four monitors 1920x1080 each. Expanded desktop.

[469a] Some things are brighter than usual

I know it might sound kinda nitpicky, but I've noticed that some things are brighter than usual, such as gibs, the Translocator module, the Slith's balls of acid, shell casings, etc. This happens on all renderers on version 469.
94090287-dbc46300-fdda-11ea-9ae9-0b29b2a02e7c

My .ini: Beemo'sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

[469a] Hidden windows.

Sometimes you want to work with a window that is already open, but completely hidden behind others.
I think it would be helpful if a click on the button for "Add Special Brush" would bring the window to the front.
And maybe a fast double-click on a actor could bring the properties window to the front..
wind

[469a] Coronas are visible through walls

image

The issue seems to be related to volumetric lightning, since I can't seem to reproduce it with the option set to False.
Also when having volumetric lightning activated, colours seem to be a bit off.

This is on Fedora 32 with the default OpenGL renderer (XOpenGL doesn't render coronas at all on my system).

[469a] Unreal Editor keyboard shortcuts have been changed

Keyboard shortcuts within Unreal Editor have been changed. This breaks the workflow of mappers who have been used to using the default keys for years. Please provide an option to change the key mapping back to default, or provide custom key mapping.

The "Select All Actors" command, for example, has been changed from Shift+A to Ctrl+A. While this reflects today's de facto standards for keyboard shortcuts in other programs, it now results in a poor user experience for the reason mentioned above.

New effects don't appear on some renderers

I've noticed that when using the alternate fire of the Sniper Rifle (zooming in), the sniper's crosshair is a bit of a higher quality in OpenGL and XOpenGL than of Direct3D 9 or Direct3D 11. I assume this is supposed to be a new feature, but it seems to be bugged. The first image is the sniper crosshair in OpenGL/XOpenGL, and the second image is in Direct3D 9/Direct3D 11.
94089285-6c4d7400-fdd8-11ea-9681-b2fc2e5002ef
94089279-6788c000-fdd8-11ea-8321-8e9eb318816c

My .ini: Beemo'sINI.zip

Windows 10 Home Edition, Version 2004
Intel Core i5-9300H @ 2.40 GHz
Intel UHD Graphics 630
NVIDIA GeForce GTX 1650

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