Patch 3369 contains several important fixes, but Linux users might be most excited about the availability of render-to-texture support (detailed shadows, motion blur, headlights, the DM-Morpheus scoreboard, etc).
This also means we get license plates on the Hellbender, which is arguably the whole point of the game!
For those that are experimenting with the new render-to-texture support, here’re my updated notes from before:
Some things this fixes:
- The scoreboard in DM-Morpheus3.
- Motion blur in Red Orchestra and UnWheel, etc.
- Realistic player shadows.
- The Hellbender license plate.
- Vehicle headlights, mostly.
- Other things.
Some notes, first:
- On Linux and Win64, you MUST have Nvidia’s latest drivers, or this WILL NOT WORK (although it will probably work like it does now, no render targets). ATI’s drivers, or anyone else’s, will probably work if they support the OpenGL extension GL_EXT_framebuffer_object (which I hear they do now).
- You MUST set “UseRenderTargets=True” in the “[OpenGLDrv.OpenGLRenderDevice]” section of your UT2004.ini, or it WILL NOT WORK.
- To get realistic shadows, you also have to set “bPlayerShadows=True” and “bBlobShadow=False” in the “[UnrealGame.UnrealPawn]” section of your User.ini…the GUI config will not let you set this, because I screwed this up in my GUI patch. You can also enable vehicle shadows in User.ini (on by default?).
- The DM-Morpheus3 scoreboard renders strangely in Windows too; this is not an OpenGL renderer bug, it matches the behaviour of the Direct3D renderer.
- Red Orchestra’s motion blur now works (and, unrelated, their splash screen got fixed, too), but the sniper scope is still broken; use the “texture” setting and not “model” for the sniper scope in the options. This is my bug, to be considered later.
- Please send bug reports to https://bugzilla.icculus.org/, not my inbox.