Need some continous in Editor testing of an OpenGLDrv
Posted: Wed Nov 25, 2015 5:03 pm
As the topic already states in need some continous in Editor testing of an OpenGLDrv I'm working on. For those who care a bit about it's history: This OpenGLDrv is build on top of ut436-opengldrv-src-090602 and it basically started with me building it for Nerf Arena Blast while working on headers for that particular game. I was quite suprised how well that source worked out of the box ingame, however this was not true for the Editor, so Rajade kept nudging me fixing this little sucker up for use in Editor...
Download:
OpenGLDrv-DeusEx-1112f-20151125.zip
Install:
[Backup your old OpenGLDrv.dll/OpenGLDrv.int files in System directory.] Place the content of the zip file into your System\ directory. Open up your DeusEx.ini, change under [Engine.Engine] WindowedRenderDevice to WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice . I recommend removing the old [OpenGLDrv.OpenGLRenderDevice] section in your DeusEx.ini and Default.ini file, so my OpenGLDrv can set it's proper default values by it's own.
Reminder:
I put out an editor fix some time ago which addresses the most common crash issues for UnrealEd. See: deusexedfix-20150809.zip
Known issues:
- Selection for sprites is not per pixel, but instead the square of the sprite texture.
- Popping of vertex edges when zooming in ortho view (although SoftDrv doesn't handle this different).
Known non issues:
- Coronas block selection. Basically coronas were not drawn for span based renderdevices (e.g. SoftDrv), so this issue didn't appear before. I suggest grabbing the above editor fix and disabling coronas in editor in RenderExt (or use "REND EDC" command to toggle them).
- Grid is drawn inside the map. The editor wants it to rendered that way, this seems to have been changed in later engine versions. However this can be worked around in a custom editor engine by overriding DrawWireBackground() and introducing a ClearZ there.
- When Show Backdrop is unchecked background outside map's bsp area is fucked up. Editor doesn't request clearing of color buffer before rendering again.
Thats it for now. Oh and it is kinda nice that the paths display is now depth cued. Suggestions, etc. are welcome.
p.s. This is for DeusEx NOT Unreal Tournament, though I could make some build too.
Download:
OpenGLDrv-DeusEx-1112f-20151125.zip
Install:
[Backup your old OpenGLDrv.dll/OpenGLDrv.int files in System directory.] Place the content of the zip file into your System\ directory. Open up your DeusEx.ini, change under [Engine.Engine] WindowedRenderDevice to WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice . I recommend removing the old [OpenGLDrv.OpenGLRenderDevice] section in your DeusEx.ini and Default.ini file, so my OpenGLDrv can set it's proper default values by it's own.
Reminder:
I put out an editor fix some time ago which addresses the most common crash issues for UnrealEd. See: deusexedfix-20150809.zip
Known issues:
- Selection for sprites is not per pixel, but instead the square of the sprite texture.
- Popping of vertex edges when zooming in ortho view (although SoftDrv doesn't handle this different).
Known non issues:
- Coronas block selection. Basically coronas were not drawn for span based renderdevices (e.g. SoftDrv), so this issue didn't appear before. I suggest grabbing the above editor fix and disabling coronas in editor in RenderExt (or use "REND EDC" command to toggle them).
- Grid is drawn inside the map. The editor wants it to rendered that way, this seems to have been changed in later engine versions. However this can be worked around in a custom editor engine by overriding DrawWireBackground() and introducing a ClearZ there.
- When Show Backdrop is unchecked background outside map's bsp area is fucked up. Editor doesn't request clearing of color buffer before rendering again.
Thats it for now. Oh and it is kinda nice that the paths display is now depth cued. Suggestions, etc. are welcome.
p.s. This is for DeusEx NOT Unreal Tournament, though I could make some build too.