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I'm trying to run the first game, Unreal Gold on my Dell mini9 netbook. It has the Atom CPU which has a Hyperthreading core (think that's the right term) so it looks like a dual core CPU. I'm running Win 7 vs Vista but this is the only GOG.com game I have which doesn't work.
I installed the OMP-UGOLD-V2 patch from the stickie but that didn't help at all.
I edited the unreal.ini file to turn off directsound or whatever the fix was, that didn't help.
No matter which renderer option I pick at startup I get a black screen then about a minute later I'm told unreal.exe stopped workling.
Here is the unreal.log if that provides any useful info and yes it stops midline.
Log: Log file open, 09/01/09 14:50:42
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 5.1 (Build: 2600)
Init: Version: 226
Init: Compiled: Aug 15 2000 14:16:34
Init: Command line:
Init: Base directory: C:\Program Files\GOG.com\Unreal Gold\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: DELLMINI9
Init: User: BrianScottOplinger
Init: Memory total: Phys=1048575K Pagef=2097151K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=1596.037935 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Loading: Package Engine
Log: Loading: Package Core
Log: Bound to Galaxy.dll
Init: Galaxy is using WinMM
Init: Galaxy initialized
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Loading: Package Entry
Log: Loading: Package PlayrShp
Log: Loading: Package Detail
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package UnrealI
Log: Loading: Package UnrealShare
Log: Game class is 'EntryGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is Entry.Mutator0
DevAudio: Galaxy SetViewport: NULL
Log: Browse: Unreal.unr?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
Log: LoadMap: Unreal.unr?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
Log: Loading: Package Unreal
Log: Loading: Package NaliCast
Log: Loading: Package GenEarth
Log: Loading: Package GenFluid
Log: Loading: Package NALIFX
Log: Loading: Package GenIn
Log: Loading: Package GenFX
Log: Loading: Package Ambancient
Log: Loading: Package Amboutside
Log: Loading: Package DoorsAnc
Log: Loading: Package Liquids
Log: Loading: Package flyby
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Game class is 'Intro'
Log: Bringing Level Unreal.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is Unreal.Mutator1
Init: Initialized moving brush tracker for Level Unreal.MyLevel
DevAudio: Galaxy SetViewport: NULL
Log: Bound to UPak.dll
Log: Loading: Package UPak
Log: Loading: Package marine
Log: Loading: Package UDSDemo
Log: Loading: Package UPakFonts
Log: Loading: Package UWindow
Log: Loading: Package UMenu
Log: Loading: Package UBrowser
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
ScriptLog: Team 255
ScriptLog: Login: Player
Log: Loading: Package Female1Skins
Log: Possessed PlayerPawn: UPakFemaleOne Unreal.UPakFemaleOne0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 6
Init: GL_VENDOR : Intel
Init: GL_RENDERER : Intel 945GM
Init: GL_VERSION : 1.4.0 - Build 8.15.10.1825
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_compiled_vertex_array
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
In
No posts in this topic were marked as the solution yet. If you can help, add your reply
Does the game come with a settings you can access via the start menu? If so try changing the game from open_gl to direct3d or even software mode to see if that lets it at least start up.
Not sure if I can be much help here but there are a few things you can try.
There are some unofficial renderers on the net. OpenGL, DX9, the usual. You could try them and see if they help. You can probably get them from BeyondUnreal.
You can also try setting single core affinity (if that's an option as I've not used a hyperthreading CPU, only a true dual core, but I have noticed in your log file that it says Processors=2). Some people have had speed issues on laptops with multi-core systems, though it doesn't seem to affect desktops.
I can tell you that Unreal Gold works in Vista Ultimate x64, so I wouldn't have thought that there would be any major issues with Windows 7.
Finally, you could raise a support ticket with GOG if you've not already done so.
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korell: Not sure if I can be much help here but there are a few things you can try.
There are some unofficial renderers on the net. OpenGL, DX9, the usual. You could try them and see if they help. You can probably get them from BeyondUnreal.
You can also try setting single core affinity (if that's an option as I've not used a hyperthreading CPU, only a true dual core, but I have noticed in your log file that it says Processors=2). Some people have had speed issues on laptops with multi-core systems, though it doesn't seem to affect desktops.
I can tell you that Unreal Gold works in Vista Ultimate x64, so I wouldn't have thought that there would be any major issues with Windows 7.
Finally, you could raise a support ticket with GOG if you've not already done so.

OK, In order:
1) I did use the unofficial OpenGL patch which is recommended in the stickie on the first page about Unreal Gold. But I have the exact same result when choosing software rendering.
2) setting single core affinity... Sounds interesting but I have no idea what that means, as in How do I set that?
3) Support ticket, again good idea, how does one do that?
Thanks
Brian
Log from a software rendering run. I tried going back to original setup, without running it in compatability mode, didn't help
Log: Log file open, 09/01/09 22:50:16
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7100)
Init: Version: 226
Init: Compiled: Aug 15 2000 14:16:34
Init: Command line:
Init: Base directory: C:\Program Files\GOG.com\Unreal Gold\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: DELLMINI9
Init: User: BrianScottOplinger
Init: Memory total: Phys=2087352K Pagef=2292152K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=1596.120519 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Loading: Package Engine
Log: Loading: Package Core
Log: Bound to Galaxy.dll
Init: Galaxy is using WinMM
Init: Galaxy initialized
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Loading: Package Entry
Log: Loading: Package PlayrShp
Log: Loading: Package Detail
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package UnrealI
Log: Loading: Package UnrealShare
Log: Game class is 'EntryGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is Entry.Mutator0
DevAudio: Galaxy SetViewport: NULL
Log: Browse: UPack.unr?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
Log: LoadMap: UPack.unr?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
Log: Loading: Package UPack
Log: Loading: Package NaliCast
Log: Loading: Package GenIn
Log: Loading: Package NaliFX
Log: Loading: Package GenFluid
Log: Loading: Package GenFX
Log: Loading: Package GenEarth
Log: Loading: Package AmbAncient
Log: Loading: Package SKYBox
Log: Loading: Package AmbOutside
Log: Loading: Package DoorsAnc
Log: Loading: Package shanesky
Log: Loading: Package shaneDAY
Log: Loading: Package Liquids
Log: Loading: Package flyby
Log: Bound to UPak.dll
Log: Loading: Package UPak
Log: Loading: Package marine
Log: Loading: Package UDSDemo
Log: Loading: Package UPakFonts
Log: Loading: Package UWindow
Log: Loading: Package UMenu
Log: Loading: Package UBrowser
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Game class is 'UPakIntro'
Log: Bringing Level UPack.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=UPak.UPakFemaleOne?Skin=Female1Skins.Gina?Team=255
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is UPack.Mutator1
Init: Initialized moving brush tracker for Level UPack.MyLevel
DevAudio: Galaxy SetViewport: NULL
ScriptLog: Team 255
ScriptLog: Login: Player
Log: Loading: Package Female1Skins
Log: Possessed PlayerPawn: UPakFemaleOne UPack.UPakFemaleOne0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to SoftDrv.dll
Log: Setting 640x480x16
Log: DirectDraw: Triple buffer, 640x480, Stride=0
Log: DirectDraw: Rate=0
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 6.346024 seconds
DevMusic: Load music: Music flyby.flyby
Critical: UFireTexture::ConstantTimeTick
Critical: UTexture::Tick
Critical: (FireTexture NaliFX.flames1)
Critical: UTexture::Update
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Post edited September 01, 2009 by bsoplinger
avatar
bsoplinger: <snip>

Hi,
You can send a ticket to support here
Post edited September 01, 2009 by Namur
avatar
bsoplinger: <snip>
avatar
Namur: Hi,
You can send a ticket to support here

They may not yet support Windows 7. I doubt it has changed much, but in these cases, you can never tell.
avatar
gbarules2999: They may not yet support Windows 7. I doubt it has changed much, but in these cases, you can never tell.

I also don't know, but a ticket to support can't hurt. Maybe bsoplinger's problem isn't OS related and the guys can help him fix the issue even if win7 is still not oficially supported...
If you log into your GOG account and then go to the support page (link at the top of the GOG home page but also here for reference)
http://www.gog.com/en/support/
Then at the right hand side of the support page there is a "contact us" button. Use this to fill in the online form and a ticket is submitted to GOG support. In the "My Account" part of the site you can then view your tickets, past and present. When they reply they also send the reply to the email address you registered with.
As for single core affinity (again, I don't know if this applies for hyperthreading CPUs as I've only used a true dual core one myself) I know that once an app is running you can switch out to the task manager and view the processes. Right-clicking on the relevant process name should give the option for setting core affinity to the number of cores you wish to use. On my Vista the option is Set Affinity and then I can allocate for each process both Core 0 and Core 1 for the two cores in my CPU. By default each process uses all cores.
If the app won't even start up to give a stable process then I don't know how you'd set core affinity but I'm sure it's possible. Maybe creating a batch file that calls the executable if you can specify the number of cores to use? I'm guessing there, though, as it's not something I've ever had to do.
I'm fairly sure it not running has something to do with your intel 945 graphics chipset. In software mode it tryed to run in 640x480x16 can you change the resolution in the settings? You want something with x32 with a screen resolution that your netbook also supports.
As for getting it to run using direct3d, go to this site and download 3d analyze. I know for a fact that the intel 945 chipset has trouble with tnl, I'm not sure if unreal gold needs it but it can't hurt to try it out.
[url=]http://www.3dfxzone.it/dir/tools/3d_analyze/download/[/url]
The english writing is under the french and the download link is the little floppy image above the french writing.
As for getting it to run on a single core without running the game its possible but a little complicated, try these out first and if they don't work we can try that.
Got a reply 2 weeks ago, works in Vista ;) Win 7 not supported. So I'll just wait a month and ask for support again since it'll be after the street date of Win 7, nevermind I got a laptop delivered this week (not this netbook) with Win 7 on it.
Went looking around on the web, see if other folks had any issues running with Win 7 vs XP or Vista. Didn't find too much except for some x64 issues but those got me to thinking. I installed a newer version of OpenGL as part of applying the patches/mods mentioned in the stickie, what if I wasn't using that newer version.
Sure enough, there was an OpenGLDrv.dll in the System folder for Unreal. Renaming that to OpenGLDrv.dll.old solved all my problems. Edited the unreal.ini file to set version to 0 to make it redo the renderer dialog, choose OpenGL, all worked!
Regardless, thanks all for your efforts to help. It was appreciated.
PS: I wanted to mark this as the solution, in case anyone else had the same problems but it isn't a choice, for me to mark my own post as a solution :(
Post edited October 02, 2009 by bsoplinger
A member of GOG can mark your post as the solution. As for not being able to mark your own post as a solution I think its like that to stop people abusing the system.