Not at the present time.
It is currently necessary to download the Linux binaries from Epic, apply binary patches to the current version using xdelta, and then compile the OpenUT binaries from source and copy them over the installed versions.
A proper installer for OpenUT is in the works.
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It depends slightly, partly on what features you want. Assuming you want all the good stuff (music, etc.):
OpenUT source | http://sourceforge.net/project/?group_id=975 | |
gcc 2.95.2 | http://egcs.cygnus.com | |
xdelta | http://www.xcf.berkeley.edu/~jmacd/xdelta.html | |
SDL >= 1.1.1 | http://www.devolution.com/~slouken/SDL/ | |
SDL mixer >=1.0.5 | http://www.devolution.com/~slouken/SDL/projects/SDL_mixer | |
libMikMod 3.1.9 | http://mikmod.darkorb.net | |
xpm-devel | (for /usr/X11R6/include/X11/xpm.h) | |
MesaGL or Glide | (for /usr/include/GL/gl.h and glx.h) | |
utah-glx | http://utah-glx.sourceforge.net (for GLX systems) |
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Sure, OK then... (courtesy of Avatar ;)
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It should NOT matter. UT is known to work with both the stable 2.2.x kernels (the FAQ maintainer runs it under 2.2.12, for example), and also with the newer 2.3.x development series.
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There are plenty of reports of people running OpenUT on SMP machines (dual Celerons seem to be favourites!).
There are no known issues with multiple processors and OpenUT. However, please note that while there are no known problems, multiple processors also do not give OpenUT much of a performance boost, either.
(thanks to John Fulmer)
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Make sure you specify --prefix=/usr/
when you compile GLX. If this still
fails, create a symbolic link from /usr/local/include/GL
(or /usr/include/GL, depending on your distribution) pointing to
/usr/src/Mesa/include/GL, then rebuild UT.
Example: ln -s /usr/src/Mesa/include/GL /usr/local/include/GL
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The original Linux binaries released by Epic did not work with the Enlightenment window manager, for some reason. The screen would simply go black. This problem was fixed with the 402B patch for Linux. OpenUT does not suffer from this issue.
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The simple reason for this is that Epic have not released the source for the software renderer. Apparently the task of porting it would be extremely complex, as there is a lot of Windows/MSVC-specific code in there.
Don't expect software rendering any time soon - i.e. probably never!
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Launch UT with -defaultres
on the command line. You should only need to do
this once.
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When launching UT, run the binary with -log > filename.log
to create a
logfile which is not cached. This will ensure that you get the full information
out of the logging routines.
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Try -nosplash -nosound
on the command line.
Try running as root.
Use -log > filename.log
on the command line to try and see what is going wrong.
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Did the patch install correctly? Did you mount the CD-ROM when you applied the patch? The patch process does not automatically mount the CD, and it will not warn you that the CD is not mounted, so it is possible that it has not gone through correctly. You should try repatching.
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First of all, ensure you have libMikMod installed at the correct version.
Edit OpenUT/System/UnrealTournament.ini and change UseDigitalMusic=FALSE
to
UseDigialMusic=TRUE
(section Audio.GenericAudioSubsystem
).
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This error is actually not Voodoo-specific, although it sometimes appears when using the Dev3dfx kernel module. The message is a status report from the X server, and it is usually safe to ignore it.
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Yes, it should work just fine with DRI with the SDL OpenGL renderer.
Note that at present there is no support for Glide applications to use DRI in XFree86 4.0. UT should work with the SDLGL renderer instead (only more slowly!)
(thanks to Adam Kirchhoff)
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SDL support was added as a result of work by the OpenUT developers, and only made it into the main Linux UT client with the 413 patch.
In order to make use of the SDL driver, you will need to make updates to the UnrealTournament.ini file in the System directory of the UT installation. The version supplied with UT will not contain the SDLDrv section by default.
You can download an example UnrealTournament.ini file with the SDL features included from the OpenUT website. Alternatively, you can use UTCP to modify the settings in the existing file.
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As a general rule of thumb:
3dfx (Voodoo) | = | GlideDrv |
all others (GLX-based) | = | SDLGLDrv |
In both cases the SDLDrv.SDLClient should be the chosen ViewportManager.
Some people report that Voodoo cards (particularly the Voodoo 3) do not work when SDLDrv is selected as viewport manager. In these cases it may be necessary to revert to XDrv.XClient instead - however, some people have reported hangs on exiting UT when using XDrv.
If you are using a Voodoo card, ensure that you have the latest version of Glide installed and working correctly (http://linux.3dfx.com)
The OpenUT team considers XMesaGLDrv to be an orphaned branch of development. SDLGLDrv is the recommended driver.
See the Utah-GLX project page for more information for non-3dfx cards.
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This seems to be a bug with SDL and DGA. Several people have reported problems with this combination. Try one of the following solutions:
SDL_VIDEO_X11_DGAMOUSE=0
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At the present time utah-glx does not fully support nVidia cards, so features such as DMA are not used, and the performance is limited. You could try using nVidia's own GLX driver instead.
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Yes and yes. There should be an impressive performance increase.
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Linux version 400A patched to 402B. The current source release is 402B, therefore OpenUT will only work with that version.
At present, OpenUT compiled from CVS will not work with the 413 / 413a patch.
(thanks to Ted Johnson)
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Yes, it is. You'll need SDLAudio compiled from CVS. Change the audio settings in UnrealTournament.ini to read:
AudioDevice=SDLAudio.SDLAudioSubsystem
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