 Not Sure About That Particular Rendered
#1 posted by nitin [180.149.192.133] on 2015/04/01 06:36:42
but I would recommend installing the unofficial 227 patch from OldUnreal.com :
http://oldunreal.com/oldunrealpatches.html
That patch has a D3D8 and 9 rendered but I much prefer the OpenGL rendered (which used to be previously called the UTGLR renderer).
#2 posted by necros [99.227.108.31] on 2015/04/01 06:39:51
oh wow?? i had no idea there was a modified unreal engine?? might be worth replaying some old unreal engine games!
#3 posted by necros [99.227.108.31] on 2015/04/01 06:41:03
ohh ok, i see, it's just the renderer portion, not the entire engine. still, maybe this will fix some weird graphical glitches I see when I run those older games.
 Necros
#4 posted by nitin [180.149.192.133] on 2015/04/01 06:42:18
UT has one as well, which combined with the Oldskool mod means you can play Unreal maps in UT too (SP that is).
As for other games, I couldnt install WoT on Windows7 so never got to try if it works with that. Pretty sure it worked with Rune but cant remember 100%.
 And Yeah
#5 posted by nitin [180.149.192.133] on 2015/04/01 06:43:10
the original game renderers do funky things with modern day graphics cards, plus generally dont scale to them either.
#6 posted by necros [99.227.108.31] on 2015/04/01 07:04:41
so it's actually been a while since i messed with unreal... turns out I already had a dx10 driver in there, but selecting it in the advanced settings results in an error... i'm not even sure, maybe this is the UT engine?? gods below, i can't remember it's been so long.
i'll have to mess with this tomorrow when i'm not drowsy...
#7 posted by arkngt [80.216.177.13] on 2015/04/01 08:33:45
I'll check that out nitin. The D3D10 renderer doesn't work with the unofficial patch, but I'll try it and its renderer.
I briefly tested running RTNP:UE for UT, but had missing enemies, plus I didn't notice any advantages compared to the Unreal engine (albeit, it was a brief test as said).
Also, the S3TC HD textures do sort of work with the D3D10 renderer, but there are issues - for one thing the reflections seem to be gone.
#8 posted by arkngt [80.216.177.13] on 2015/04/01 08:48:36
Yes, the OpenGL renderer that comes with the Unofficial 227 patch is nice and works fine with the S3TC textures as well. I think I'll go with it. :)
 227 Patch
#9 posted by Kinn [86.191.154.147] on 2015/04/01 11:22:41
+1 for the 227 patch. Ok it means you can now play the game on a modern computer, but also, it has a mutator for the single player game that restores the original weapon sounds.
Remember how at some point Epic "patched" the game to change the weapon sounds into these obnoxious overly loud atrocities that drowned out everything else in the game?
Well now you can play all those wonderful hours of obscure "Oh god what did that button do? Should I press it again?" level design from the 90s, but now with the proper, atmospheric sounds that you remember from the good old days, lovingly restored, and it is very cool.
 Yeah
#10 posted by nitin [220.244.163.153] on 2015/04/01 15:09:27
I remember the sound changes, wasnt it around the time they tried to make it sound like UT?
arkngt, the main advantage of playing UT with the oldskool mod is to be able to play some of the very finest SP packs that took advantage of UT features :
Operation Na Pali
7 Bullets
Xidia
Project Zephon
Gryphon Revisited
 Yeah UT Sounds That Was It
#11 posted by Kinn [86.191.154.147] on 2015/04/01 15:22:25
Unreal was pretty ambient and chillax, with all the game's sounds perfectly balanced. UT was exxxtreeeme m-m-m-monster-kill excess, with loud bombastic weapon sounds.
Putting the UT weapon sounds into Unreal was an artistic misfire on a par with those terrible quake mods that add all those weird "updated" weapon noises no doubt sampled at 256-bit, 12 million kHz or whatever the fuck.
 B-but
#12 posted by onetruepurple [93.105.177.20] on 2015/04/01 15:28:27
They have more kHZ's, they are objectively better! No more "woof woof" DBS!
#13 posted by JneeraZ [199.255.40.36] on 2015/04/01 15:31:42
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.
So replacing the sounds was an attempt to rectify that.
#14 posted by JneeraZ [199.255.40.36] on 2015/04/01 15:32:01
Weapon SOUNDS, I mean. Not speaking to the designs or whatever.
#15 posted by [94.234.170.60] on 2015/04/01 15:49:36
Right, thanks, Nitin, I'll keep both installs so I can play Oldskool UT-mods.
#16 posted by [94.234.170.60] on 2015/04/01 15:50:55
And thanks for the info on weapon sounds. I'll compare at some point but I chose Classic sounds.
#17 posted by Kinn [86.191.154.147] on 2015/04/01 16:18:28
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.
So replacing the sounds was an attempt to rectify that.
Thing is, the weapons were very weak and enemies always took tons of hits before they went down, so having massive booms rattling your speakers continuously as you slowly chip away at Skaarj Number 2853 gets old very quickly.
#18 posted by arkngt [80.216.177.13] on 2015/04/03 21:49:31
I have to say that the game still looks rather nice. This is with the OpenGL renderer and Unreal Extreme End texture replacers:
http://i.imgur.com/jLoNqu4.jpg
http://i.imgur.com/mqRIem8.jpg
 The Game Looks Nice
#19 posted by nitin [220.244.163.153] on 2015/04/04 15:33:22
with standard textures too IMHO, especially with 'deatil textures' turned on. That was always a nifty feature IMHO.
#20 posted by arkngt [80.216.177.13] on 2015/04/04 18:31:50
Sort of, but there's a big difference IMO. And it's a nice texture replacer, sticking close to vanilla while being much sharper and more detailed.
#21 posted by Kinn [86.191.154.147] on 2015/04/04 19:02:52
http://i.imgur.com/mqRIem8.jpg
Pffft, looks just as bad as those crappy "programmer art" hi-res textures for quake
#22 posted by arkngt [80.216.177.13] on 2015/04/04 19:16:57
Pointless to argue about taste, but I don't agree. I think it looks very close to vanilla, but much better. Here's a comparison shot with vanilla textures:
http://i.imgur.com/Hs4zLU6.jpg
#23 posted by JneeraZ [174.109.106.46] on 2015/04/04 19:41:00
Adding perlin noise to a texture doesn't add detail or make it higher res. Just my 2 cents. :)
#24 posted by Kinn [86.191.154.147] on 2015/04/04 20:01:29
Thanks for reinforcing my point by posting the far superior original.
#25 posted by arkngt [80.216.177.13] on 2015/04/04 20:11:01
Exactly how are the original textures "far superior"?
I mean, they can be technically nicely done, but they are simply too small to look good in 1920x1080 IMO.
#26 posted by FifthElephant [82.24.73.240] on 2015/04/04 20:13:29
I prefer the originals in that instance. Although to be honest it's a really terrible texture in general. I used to map for Unreal and it's one of the worst textures in the game.
#27 posted by arkngt [80.216.177.13] on 2015/04/04 20:14:34
Note: I DO have the original game somewhere, but the current install is from a torrent, so it's the compressed vanilla textures in the screenshot rather than the uncompressed ones that also come with the game IIRC. So they might look better - can't say.
#28 posted by arkngt [80.216.177.13] on 2015/04/04 20:59:10
Also, I do see your point, Kinn, and I agree with you regarding certain textures, but some of the replacers are quite good - and the ones in the screens are one example IMO.
 Hmmm
#29 posted by necros [99.227.108.31] on 2015/04/04 21:59:43
i feel they are both shit.
is there a way to run unreal with nearest neighbour instead of linear/bilinear filtering?
 Necros
#30 posted by FifthElephant [82.24.73.240] on 2015/04/04 22:04:22
Yes there is. Press TAB to get the command line up and type in "preferences" and it will bring up an advanced menu where you can make all kinds of tweaks. Here you should be able to disable filtering on textures (amongst a shit load of other things).
 Texture Filtering In Unreal
#31 posted by Kinn [86.191.154.147] on 2015/04/04 22:14:46
let me know if you find a way to use different texture filtering settings for the lightmaps vs other textures.
#32 posted by Lunaran [99.112.162.57] on 2015/04/04 23:28:15
equating "high res" with "good" without qualification or exception is a disease
 To Be Fair
#33 posted by nitin [220.244.163.153] on 2015/04/05 01:03:23
in that shot, the original textures arent exactly great to start off with and I would tend to agree the replacement is as 'good' if not better.
It's certainly very different to some of the quake hi res textures that get shown.
 Also
#34 posted by nitin [220.244.163.153] on 2015/04/05 01:04:21
pretty sure Unreal was not meant to be run without texture filtering, mainly because the 'detail texture' setting meant that you dont get the blurriness when up close.
 Original Unreal Textures
#35 posted by starbuck [146.199.147.3] on 2015/04/05 13:42:47
Look fine, or even good in that shot. I mean at least they have a bit of shading, and a bit of detail (scratches, chips in the rock). The replacements look like "noise filter; draw some black lines".
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