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Author Topic: HD Alpha Test Released  (Read 5211 times)

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Offline KD197

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Re: HD Alpha Test Released
« Reply #15 on: December 25, 2010, 08:55:09 PM »
Yeah the skins don't look all that great, I mean, those boots don't look tactical at all :P The map looks no different to me. P90 sounds more like a pea shooter, the magnum texture is not as good as the AK or UMP (it was a different person who done those, and a fine job they did) as it looks plasticy, not metallic at all. I also reckon it sounds like a DE.

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Re: HD Alpha Test Released
« Reply #16 on: December 25, 2010, 09:29:59 PM »
no build for linux yet

Offline RonaldLee[1up]

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Re: HD Alpha Test Released
« Reply #17 on: December 25, 2010, 09:39:33 PM »
Just played it. This seems like at least another 30 days worth of bugs and problems. It has alot of new little problems to work out. It seems as though no work has been done to improve bots.

Offline Dougy

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Re: HD Alpha Test Released
« Reply #18 on: December 25, 2010, 10:11:42 PM »
Ron im working on ut4_frostbite which will also be ut42_frostbite and ZT_Frostbite if needed :D
if the ZTPak_000 needs to be made, im your man, if the client startup needs making im also a handy one for that lol........

Offline oK|Yahoo

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Re: HD Alpha Test Released
« Reply #19 on: December 26, 2010, 12:24:21 AM »
use this config if your having troubles

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Offline SnKQuaKe

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Re: HD Alpha Test Released
« Reply #20 on: December 26, 2010, 12:31:22 AM »
seed that s*** :)


I stayed up till like 3am waiting for HD to release. I gave up and now this post. Argh..

Im getting about 700K/sec Down on the torrent so far.
« Last Edit: December 26, 2010, 12:34:41 AM by SNKQuaKe[1up] »
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Offline Flame[1up]

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Re: HD Alpha Test Released
« Reply #21 on: December 26, 2010, 02:11:52 AM »
UTHD 1.00 win-x86 Dec 25 2010
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\UrbanTerrorHD\UrbanTerrorHD\urthdalpha1\zpak000_maps_com.pk3 (1992 files)
C:\Program Files (x86)\UrbanTerrorHD\UrbanTerrorHD\urthdalpha1\zpak000_assets.pk3 (10547 files)
C:\Program Files (x86)\UrbanTerrorHD\UrbanTerrorHD\urthdalpha1\zpak000.pk3 (129 files)
C:\Program Files (x86)\UrbanTerrorHD\UrbanTerrorHD/urthdalpha1

----------------------
12668 files in pk3 files
execing default.cfg
"MINUS" isn't a valid key
"PLUS" isn't a valid key
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III

------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Client Initialization Complete -----
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode -1: 800 600 W
...registered window class
...created window@560,140 (806x628)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...41 PFDs found
...hardware acceleration found
...PIXELFORMAT 6 selected
...creating GL context: succeeded
...making context current: succeeded
...using WGL_EXT_swap_control
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex_wireframe.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_wireframe.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_vertex_light_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_terrain_alpha_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/vs_md5_basic8.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_md5_basic.cfg...
R_LoadFragmentPrograms: Loading glsl/vs_md5_basic8.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_md5_playermodel.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/row3_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/combine2_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/bloom_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/bloom_fog_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/hdrcull_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_radbump.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex_offset.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_radbump_offset.cfg...
********************
ERROR: R_LoadFragmentPrograms:glsl/world_vertex_offset.cfg glsl/fs_fragment_radbump_offset.cfg LinkStatus Number of Fragment Texture Units  exceeds HW limits.
Number of combined Texture Units exceeds HW limits.


********************
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----
Cmd_AddCommand: glslinfo already defined
Cmd_AddCommand: textureaudit already defined
Cmd_AddCommand: whatpak already defined
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex_wireframe.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_wireframe.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_vertex_light_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_terrain_alpha_cheap.cfg...
R_LoadFragmentPrograms: Loading glsl/vs_md5_basic8.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_md5_basic.cfg...
R_LoadFragmentPrograms: Loading glsl/vs_md5_basic8.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_md5_playermodel.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/row3_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/combine2_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/bloom_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/bloom_fog_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/pass_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/hdrcull_fragment.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_radbump.cfg...
R_LoadFragmentPrograms: Loading glsl/world_vertex_offset.cfg...
R_LoadFragmentPrograms: Loading glsl/fs_fragment_radbump_offset.cfg...
recursive error after: R_LoadFragmentPrograms:glsl/world_vertex_offset.cfg glsl/fs_fragment_radbump_offset.cfg LinkStatus Number of Fragment Texture Units  exceeds HW limits.
Number of combined Texture Units exceeds HW limits.


cant get it to work, even with killer's config

Offline Tesla[1up]

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Re: HD Alpha Test Released
« Reply #22 on: December 26, 2010, 03:15:03 AM »
Freezes at the map loading screen for me. Didn't expect much and got exactly what I expected.

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Offline SnKQuaKe

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Re: HD Alpha Test Released
« Reply #23 on: December 26, 2010, 03:23:38 AM »
Got it running, Couldnt see players except their helmets and guns floating around.. Fixed that with this command

/r_md5accel 0
/vid_restart

Once you get through all crap. It felt pretty good. At the very least, go into your old Urt directory and writeconfig example Then open it up and only leave the bind section. Then drop it in HD and exec example so you have your controls. I was playing on someones home server im sure but the hits were pretty good. Im sure its the same old though. :)


Overall unstable as hell. Missing features i want like /minimize
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Offline Zhalix[1up]

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Re: HD Alpha Test Released
« Reply #24 on: December 26, 2010, 05:35:37 AM »
Looks amazing.  Dropping your normal UrT config in HD doesn't work completely, you still need to manually set the textures to be high quality and to use the special effects.  I'm literally drooling at the new Uptown.



marvsta

Re: HD Alpha Test Released
« Reply #25 on: December 26, 2010, 05:42:05 AM »
i was clever i left it download all night.. lol :P ::)

Offline inka

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Re: HD Alpha Test Released
« Reply #26 on: December 26, 2010, 07:37:38 AM »
ok downloading now will play it tomorrow night.
Flame you has windows 7 yeah I'm a massive stalker.

Goodnight

By Inka[1up]

Offline inka

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Re: HD Alpha Test Released
« Reply #27 on: December 26, 2010, 07:59:42 AM »
Just watched those vids and weapon I was most excited about is messed up.

The poor magnum.

He sounds like a D-E. He has teleportation abilities.

D:  >:( >:(

By Inka[1up]

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Re: HD Alpha Test Released
« Reply #28 on: December 26, 2010, 08:27:34 AM »
Inka i expected higher of it but it will be better later when they fix it, the spas is way different, uptown is the bomb with graphics, P90 is pretty good.

Offline KD197

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Re: HD Alpha Test Released
« Reply #29 on: December 26, 2010, 08:38:12 AM »
ERROR: R_LoadFragmentPrograms:glsl/world_vertex_offset.cfg glsl/fs_fragment_radbump_offset.cfg LinkStatus Number of Fragment Texture Units  exceeds HW limits.
Number of combined Texture Units exceeds HW limits.
I believe this is your problem Flame - looks to me like UrTHD is trying to draw more things than your computer can handle. You either need to dive in to the config and see if you can turn down settings to minimum, or your PC simply isn't powerful enough for UrTHD in it's current form. Of course, this is supposed to be an alpha, so don't worry too much yet. There's plenty of people out there that are playing on low-powered computers, and I'm sure plenty of people will find out the optimised settings once the beta and gold versions are out.

Sit tight for now buddy, seems like you ain't missing much. :P

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