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Optimized builds of Urt 4.2 client Rate Topic: ***** 4 Votes

#21 User is offline   R0LEX Icon

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Posted 09 October 2012 - 01:03 PM

hi , first of all im not used with optimized builds of urban terror the only optimized build that i used ( if i can call it that ) is sacc on 4.1.1 so i have downloaded this optimized build for 4.2 but i get a smoke layer on casa and tohunga ( glossy walls also here ) its not that noticeable on screenshots but i certanly notice it , turnpike seems good i was wondering how do i turn this off cause it makes distant enemyes hard to spot .

#22 User is offline   Tizz Icon

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Posted 09 October 2012 - 01:55 PM

View PostR0LEX, on 09 October 2012 - 01:03 PM, said:

hi , first of all im not used with optimized builds of urban terror the only optimized build that i used ( if i can call it that ) is sacc on 4.1.1 so i have downloaded this optimized build for 4.2 but i get a smoke layer on casa and tohunga ( glossy walls also here ) its not that noticeable on screenshots but i certanly notice it , turnpike seems good i was wondering how do i turn this off cause it makes distant enemyes hard to spot .

It's just the reversed wallhack feature.


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#23 User is offline   r00t Icon

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Posted 09 October 2012 - 02:40 PM

Glossy walls are mostly caused by r_autobump, set to 0 to disable.
Autobump creates fake bump-maps for textures and usually looks ugly. Some maps
provide proper bump map textures and these looks better.
But you can disable all new rendering features like this using r_simpleshaders 1 (needs vid_restart). This should get rid of any fog or haze rendering as well.

This post has been edited by r00t: 09 October 2012 - 02:41 PM


#24 User is offline   R0LEX Icon

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Posted 09 October 2012 - 03:01 PM

View Postr00t, on 09 October 2012 - 02:40 PM, said:

Glossy walls are mostly caused by r_autobump, set to 0 to disable.
Autobump creates fake bump-maps for textures and usually looks ugly. Some maps
provide proper bump map textures and these looks better.
But you can disable all new rendering features like this using r_simpleshaders 1 (needs vid_restart). This should get rid of any fog or haze rendering as well.


r_autobump was aready on 0 and r_simpleshaders dosent make no difference either on 1 or 0 here are some pics

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#25 User is offline   r00t Icon

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Posted 09 October 2012 - 03:51 PM

Can you try loading it with devmap and changing r_fogdensity, if it changes or not ?
But it's weird it's still enabled when r_simpleshaders are 1. This should disable
all vertext shaders processing (or try r_ext_vertex_shader 0). There is no other
fog code than this GLSL shader.
Something isn't right with this fog rendering, because no matter what I do,
I can't get it to render fog for me. But bloom, that is done by same shader,
works properly.

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#26 User is offline   R0LEX Icon

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Posted 09 October 2012 - 04:14 PM

The problem has been fixed by setting r_ext_vertex_shader 0 , fog/mist/smoke has gone thanks a lot

#27 User is offline   lebbra Icon

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Posted 09 October 2012 - 08:54 PM

View Postr00t, on 08 October 2012 - 12:43 PM, said:

To all Linux users: try downloading ioq3-r00t-v0.31-src.tar.bz2
Code base is same, but used .tar.bz2 this time, so hope it will fix
the timestamp issue.
Also added options to ignore some of the warnings and fixed some others,
so it should now compile without pages full of warnings... And also
included GLSL shaders.


I still have the same error:

Quote

ioQ3 for linux x86_64 (Oct 9 2012 21:48:51)
running for 0days 0h 0m and 43s
* VBO Initialized
********************
ERROR: R_LoadFragmentPrograms: Vertex shader program not found.
********************
----- Client Shutdown (recursive error after: R_LoadFragmentPrograms: Vertex shader program not found.) -----
-----------------------
recursive error after: R_LoadFragmentPrograms: Vertex shader program not found.


Did I missed something?
aka Dead f.S. - aka |CoN|-=V0l3ur=-, Playing UrT from 2001 - RedCap bot Developer

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#28 User is offline   r00t Icon

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Posted 09 October 2012 - 11:01 PM

View Postlebbra, on 09 October 2012 - 08:54 PM, said:

I still have the same error:
Did I missed something?

Have you copied contents of Q3UT4 dir in .tar.bz2 to your Q3UT4 game directory?
This error means client can't load GLSL shaders.

#29 User is offline   lebbra Icon

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Posted 10 October 2012 - 07:50 AM

Hi, I changed in makefile:
COPYDIR="/usr/local/games/quake3"
with my UrT homepath:
COPYDIR="/home/ale/UT42"


and after compiling I run make copyfiles. Isn't it the right procedure?
Anyway I'll try your suggestion this evening

This post has been edited by lebbra: 10 October 2012 - 07:51 AM

aka Dead f.S. - aka |CoN|-=V0l3ur=-, Playing UrT from 2001 - RedCap bot Developer

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#30 User is offline   Knightork Icon

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Posted 11 October 2012 - 12:06 AM

I started compare the Original and the optimized Version and I miss 4 Commands in the optimized Version...

4.2.002 has the Commands: banClient, banUser, midiinfo and snd_restart
the Ban Commands in your Version are: banaddr and bandel

This post has been edited by Knightork: 11 October 2012 - 12:07 AM


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