ut99 direct x setup

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ut99 direct x setup

Post by reddragon » Wed Jul 23, 2014 1:56 am

Does anyone know how to install the directx files for ut99
drx10 or drx9
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Re: ut99 direct x setup

Post by papercoffee » Wed Jul 23, 2014 3:04 am

Why is this off-topic?



Re: ut99 direct x setup

Post by UT99.org » Wed Jul 23, 2014 3:14 am

billybill wrote:paste the correct files in the correct dirs. run in safe mode, go all devices, choose. If you get an error message paste screenshot or tell us what it is. There is some runtime files you might need, a google search of the error is what people would normally do before coming here but it would be nice to put a note next to whereever the files are available of what runtimes you require

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Re: ut99 direct x setup

Post by RocketJedi » Wed Jul 23, 2014 1:52 pm


Installation and settings
1.Unzip the files for the game you're playing to that game's 'system' directory. Examples of this are 'C:\Deus Ex\System' and 'D:\Steam\steamapps\common\Deus Ex\System'. You should end up with a 'd3d10drv.dll' file in said System directory, and a 'd3d10drv' subdirectory with various other files.
2.Start the game, go into its video options, and click the the renderer selection button. The game should restart and allow the Direct3D 10 renderer to be picked (make sure to select "Show all devices").
3.That should be all; read on for more settings.

Renderer selection window
The renderer selection window.

To change the various advanced settings the renderer offers you need to conjure up the advanced preferences dialog:
•Unreal: choose 'advanced options' in the options menu.
•Unreal Gold and Unreal Tournament: choose 'tools->system console' in the main menu bar, enter "preferences" and hit enter.
•Deus Ex: while there's no menus on the screen, hit the 't' key, remove the "say" text, type "preferences" and hit enter.
•Rune: choose 'advanced options' in the 'game' options menu.

Preferences: UnrealPreferences: UTPreferences: DXPreferences: Rune
Getting to the preferences dialog in various games.

Preferences window (screenshot might not be up to date)
Direct3D 10 renderer settings.

The dialog shown above should pop up, browse to 'rendering->Direct3D 10 support'. The renderer offers these settings:
Alpha to coverageSmoothens the edges of 'masked' textures such as grates and leaves. Unfortunately, this does lead to artifacts where the textures don't tile (example). Requires at least 4x anti aliasing enabled to take effect. Valid settings: true/false. Default: false. Note: on some hardware this setting seems to result in black backgrounds around HUD icons, etc. I suspect this is a driver issue.AnisotropyAnisotropic filtering, makes textures look less blurry at a distance. Valid settings: 0 to 16. Default: 8.Anti aliasingGreatly improves visual quality by filtering jagged lines. Valid settings: depends on video card. 1 and lower is off. 16 is the absolute maximum. If an unsupported setting is selected the renderer falls back on the next lowest supported one.Auto FOVAutomatically sets the field of view depending on the window/screen size. Might want to turn this off if you want to set an extra-wide FOV for multiplayer games. Valid settings: true/false. Default: true.Classic lightingWith this enabled, the lighting matches that of the original renderers. Otherwise, D3D10 renderers before version 18 use a more vibrant lighting scheme; after version 18 HDR is used (in which case reverting to classic lighting improves performance). Valid settings: true/false. Default: true.FPS limitPrevents the games from running too fast even with vsync disabled, by limiting the maximum frames per second drawn. The games seem to appreciably start to speed up above ~200 FPS. Valid settings: 0 to whatever. Default: 100. Think twice before completely disabling this, as wrong timing information will be fed to the shaders (resulting in too-fast HDR for instance).LOD biasSetting this to a negative values makes the game use larger mipmaps (textures) than it'd normally do. Theoretically improves quality but far-off textures tend to look too 'busy'. Valid settings: -10 to 10. Default: 0.Parallax occlusion mapping (POM)Gives surfaces 3D relief. Pretty GPU intensive, and you might not like the way it looks. Will use an external height map texture if present, otherwise the detail texture is used. Valid settings: true/false. Default: false.Simulate multi-pass texturingGreatly improves the look of various skies and alters the look of reflective surfaces and some windows. This matches the look used by early versions of Unreal running on 3Dfx hardware; later versions of that renderer seem to have switched to single-pass multitexturing. This setting can be turned off for the look most people will be used to. Valid settings: true/false. Default: true.PrecacheMakes the game preload textures, which can lead to smoother gameplay. However, it does increase (un)loadtimes. Valid settings: true/false. Default: false.VSyncSynchronizes the game's frame redraws with monitor updates, reducing visual tearing. However, some people seem to experience input lag with this enabled (in other games as well). Valid settings: true/false. Default: true.Bump mappingCan be ignored unless you've got special textures installed. Attempts to fake bump mapping if textures have normal maps present. Requires a normal map to be either present in the texture's bump map slot, or provided as an extra external texture. Valid settings: true/false. Default: false.Unlimited view distanceSets view distance to the maximum supported map size. By request. No reason to touch this.
For most of these to take effect, the renderer needs to be restarted. Switching to full screen (and back again if desired) accomplishes this.

Simulate multi-pass texturing disabled screenshot
Simulate multi-pass texturing enabled
Alpha to coverage disabled screenshot
Alpha to coverage enabled screenshot
Classic lighting disabled: HDR
Classic lighting enabled screenshot
Standard textures, no bump and POM screenshot
POM using detail textures
Diffuse and detail loaded from file screenshot
Bump map loaded too screenshot
POM using external height map

Known issues
•Print Screen button does not work. Please use the game's built-in screenshot function instead (F9 for most).
•Various multi monitor + full screen mode issues, such as the secondary monitor going black or odd performance when trying to play on the secondary monitor. I've looked into this but it seems there's little I can do. If any of these issues crop up, it's best to play in a desktop-sized window.

Known non-issues

Testing the renderer, some issues cropped up which were found out to actually be due to the games/API itself and visible on all renderers tried. Some might still be able to be fixed in a renderer though. Also, be sure to check page for Deus Ex issues.
•Disappearing geometry. In some places patches of geometry can disappear, this is probably over-agressive visibility culling. Example.
•Black boxes around skybox hills when playing UT with S3TC textures. This is a problem with these textures.
•Unreal Tournament: Muzzle flashes displacing depending on field of view.
•Deus Ex resizes the window when going into the options screen. This happens because the game switches to a listed, full-screen resolution.
•Deus Ex: flickering reflected walls in some freezers (Lucky Money club, Old China Hand). 'Simulate multi-pass texturing' fixes this.

Pre-emptive FAQ
Why Direct3D 10?Multiple reasons. It's bound to be the most future proof; the newer the API the less problematic with modern hardware it's bound to be; it's a clear baseline from a hardware standpoint; it makes most sense for me to work with this API at this time. Some effects are plain not supported on earlier APIs, for example the geometry shader is used to calculate world geometry tangent space. Why doesn't the renderer support [game]?Unfortunately, adding support for a game requires that its developers released a native modding SDK. I don't know of any games for which that applies other than the currently supported ones. Will the renderer work with [game] anyway?There's no harm in trying, but it will probaby not work. Perhaps one of the renderers will work with one specific version of a game. I have tried Undying, Wheel of Time, Klingon Honour Guard and DS9 The Fallen; none of them worked.
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Re: ut99 direct x setup

Post by reddragon » Wed Jul 23, 2014 3:13 pm

thank you man :)
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Re: ut99 direct x setup

Post by Dr.Flay » Wed Jul 23, 2014 5:20 pm

At the top of this site, at any time and from any page, you can click on the link
"Tweak Your UT Graphics To The Maximum!"
This contains all the help you need, and every question you may want to ask is already answered there.

In simple terms, you just put the new files in your UT system folder, then swap to the new renderer in the UT prefs.
When you open the UT prefs you should be looking at the video options first.
Just click on the button that says "Change".
You now get to choose the new renderer with its default settings.

DX10 and 11 are much slower than DX9, and nobody has finished a DX10+ only mod for UT, so only use them if you need to.
The official UT renderer forum is http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?board=2

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Re: ut99 direct x setup

Post by reddragon » Thu Jul 24, 2014 2:05 pm

ok thanks
I got 3dx1o in, just testing t to see if it runs ok
thanks again
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Re: ut99 direct x setup

Post by UT99.org » Fri Jul 25, 2014 2:56 am

billybill wrote:Also Nvidia's 3d mode will only work with any D3d under D3d10