
04/29/09        Jeffrey Jacobson      jeff@publicvr.org

        
               Combined Distribution & Installer
                             for
                 CaveUT.2.5.8, VrpnUT.2.5.4, 
                 Logger.2.5.1 and VRGL 2.5.0
                overall minor version number 1


This installation packages combines the above versions of CaveUT,
VrpnUT, and VRGL. The minor version number refers to changes in the
documentation, packaging, a few of the configuration settings for the
three packages above. The result is minor configuration differences
from stand-alone distributions.

The following instructions are intentionally "bare bones" and presumes
a general knowledge of CaveUT 1.2.  Our official CaveUT, VrpnUT and
VRGL releases will have much better documentation.  Please direct all
questions and comments to:

      http://forum.publicvr.info/viewforum.php?f=13   
      or jeff@planetjeff.net or 617-435-0517     


REQUIREMENTS

    UT2004 Editor's Choice Edition.  Other editions will probably
    work, but we do not guarantee them.  The most important thing is
    to make sure the installation comes with the 3369 version of the
    UE 2.5 engine, or run the 3369 patch to upgrade it.  DO NOT run
    the 3369 patch on the Editor's Choice Edition!  Bad things will
    happen.
    
    WindowsXP or Win 7 with the latest patches, etc.  (Not tested 
    Vista, but it probably would work.)  Intel Core 2, 2ghz,
    or the equivalent.  1 gig RAM geForce 7000 series video card or
    equivalent
    
    Slower machines will often work fine, but we offer no guarantees.


RECOMMENDED DESIGNATIONS

    Name one PC, "Server" (for the dedicated server).  The unified
    package uses a Listen Server, because Logger does not work with
    the Dedicated Server.
    
    Name another PC:  CavePlayerClient (for the player that all
    spectators focus on)

    Several PCs:  Front, Left, Right, Down, Up, etc., one for each
    screen of the display in a way that makes sense.  It will help you
    a lot if you keep these machines identical to each other, so you
    can trade them around if you need to.  It's also someone helpful
    if the server machines is  identical to the display machines.  

    It is also possible to use the player-view for one of the walls of
    of your immersive display, depending on your design. Because the
    player view governs the game controls, this works best if your
    display has a central screen. Contact me (jeff@planetjeff.net) and
    I'll help you figure it out. 


ON ALL MACHINES

    Buy one copy of UT2004 for each PC where you install UT2004.

    Start with a fresh install of UT2004, and make sure it uses
    the 3369 version of the UT 2.5 engine.  We use "Unreal
    Tournament 2004, Editor's Choice & Mega Bonus Pack".  It will
    put the installation in "C:/Program Files/Unreal Tournament/".
    Keep it there and don't mess with it.  

    DO NOT run the 3369 engine patch, unless you are stuck with and
    old old copy of UT2004.  It is not needed with the Editor's choice
    edition.  

    Copy the entire contents of "C:/Program Files/Unreal Tournament/"
    to "C:/UT2004". This will be your working copy.  You can always
    restore it in part or in full from the original. 

    Make sure the Server PC has a static IP for the UT2004 to use. 
    There are several ways to do this, but the easiest is to just
    set the properties on your ethernet device to static, not DHCP.

    The simplest way to create a local LAN for your CaveUT display
    connect several PCs via ethernet cable to a simple ethernet
    "switch", assign them all unique IP addresses, and make sure they
    all use the same Net Mask. That should be all you need.  Above
    all, don't bother Windows' workgroup, domain, etc. network
    nonsense.


TEST UT2004  MULTIPLAYER GAME

    Start a UT2004 Listen Server on the Server machine.  You might
    have to tell your firewall to allow the program to communicate
    with the other PCs.  The server wants to communicate
    with the master server at EpicGames, which you can safely allow or
    disallow.  The CaveUT installation shuts that off.

    Launch UT2004 on each of the client computer and have them join as
    spectators then fixate on the lone player. Keep in mind that it
    takes a short but non-zero amount of time for the player to
    appear, and the spectators cannot attach one until he does.

    Have the player run around a bit using the standard game controls
    to make sure everything is working. All the client machines should
    show roughly the same view of the player. 


INSTALL CaveUT/VrpnUT/VRGL/Logger

    DELETE THIS FILE! --> C:/UT2004/System/ut2004.ini ...from your
    server and each client PC.  The next time you run UT2004 it will
    generate a new ut2004.ini from the Default.ini file we provide.

    Open CaveUT_VrpnUT_VRGL_Installer_8_5_0_1_1.zip and copy "System"
    folder to the C:/UT2004 on all of the PCs.  Let Windows overwrite 
    what it wants to. 

    Be aware that this installation turns on OpenGL rendering, just
    like the old CaveUT 1.2 installation did.  You can always switch
    it to some non-VRGL option, but VRGL will not do anything.

    Set the log interval you want in Logger.ini.

    To test, launch CaveUT_VrpnUT_Logger_ListenServerPlayer.bat on the
    server machine, wait for the player to spawn, then drive around a
    bit.  Hit the "p" key a few times to jump to different spawn
    points. It's a little jarring the way the scene changes, but it
    works. Test with your VrpnUT tester program. Exit, and see the new
    log file in UserLogs.

    Repeat the test, this time with all the spectators connected.
    Change the IP address in c:/ut2004/System/CaveUT_Spectator.bat to
    equal the IP address on the Server machine on each client.

    Launch c:/ut2004/System/Spectator.bat on each client to connect
    it to the server. 
    
    After UT2004 has launched for the first time on this machine, you 
    will probably have to hit the escape key to get rid of a big
    dialog box in the middle of the screen.  Do so.

ON ALL

    Every player or client should have started in full screen mode.
    It is only important that the clients be in full screen mode --
    you can put the cave player view in a window, if you prefer. 

    At this point, each spectator should duplicate the single player's
    view.  Run around a bit and make sure this is working correctly.

    Calculate the basic view rotations you need for each screen, based
    on your cavelike design. For a guide on how to do this see:
    http://publicvr.org/ut/CUT4Install4.html and
    http://publicvr.org/ut/CUT4Install5.html If you are NOT using
    VRGL, use FOV to define each screen's view frustum.  If you are
    using VRGL, see the section on it, below. 

ON EACH SPECTATOR

    Press "H" to call up the CaveUT Settings Menu. Enter your view
    rotation offsets here.  Fine-tune the rotations by incrementing
    the settings directly, or use the keyboard fine-tune adjustments
    described in http://publicvr.org/ut/CUT4Install5.html As before,
    pressing ctrl-h calls up debug information which shows the
    absolute values of those rotations.
    
    Warning: Never use the FOV adjustment or the location offsets to
    make the screens match up. Always use rotation. If you can't match
    the screens with rotations, then you have not calculated the view
    frustum correctly. 

FOR USERS FAMILLIAR WITH CaveUT 1.2

    The names are little different but the basic parameters
    work the same way:

      In the new CaveUT.ini       In the old CaveUT.ini

        RollOffset <--------------- CaveRoll
        PitchOffset <-------------- CavePitch
        YawOffset <---------------- CaveYaw
        
        RotationIncrement <-------- RotateIncrement

        FOV <---------------------- CaveFOV
        FovIncrement <------------- FOVIncrement

    UNLIKE the old CaveUT 1.2, the location offset parameters actually
    work in 2.5!  Just set them in CaveUT.ini or interactively with
    the CaveUT settings menu.

        XOffset <------------------ CaveOffsetX
        YOffset <------------------ CaveOffsetY
        ZOffset <------------------ CaveOffsetZ

    You can adjust the eyeheight in the scene, by simply adjusting
    the YOffset, either by entering a value in the CaveUT settings
    menu or by using the keyboard.

    Do NOT try to adjust the offsets by changing values in CaveUT.ini.
    In this installation, those offsets are stored in unreal units in
    CaveUTBasicExample.ini in Just enter the values in the interactive
    menu and let the software save the values for you.

VRGL and OFF-AXIS PROJECTION

    For general information on (CaveUT 1.2) off-axis projection, see
    http://publicvr.org/ut/CUT4Install6.html

    VRGL 2.5.0 is than the one we distributed with CaveUT 1.2.  Most
    of this is support for multi-projector dome displays and edge
    blending, which we will not address here.  For a standard flat
    walled display, you will notice is better performance and
    compatibility with wider range of video cards.

    VRGL still has it's parameters in the CaveUT.ini file.  (In the
    final release, VRGL will have its own vrgl.ini file.)  The most
    important, and their default values are:

        [VRGL.SimpleOffAxis]
        OffAxis=No
        FOVleft=-45.000000
        FOVright=45.000000
        FOVtop=38.6
        FOVbottom=-38.6

    The first one is a simple toggle to turn the off-axis effect on or
    off. When OffAxis=Yes, the other default values produce a 3 x 4
    aspect ratio image with no scrunching or strecthing. The result
    should be no apparent difference if you are running UT2004 at the
    default 1024x768 resolution on a monitor with a 3 x 4 aspect
    ratio. 

    The rest of the VRGL parameters govern VRGL's spherical (dome)
    correction, color correction, edge blending, and a debug function.
    In this installation they are all switched off.  I have some
    documentation for all of them, avilable on request.

FOR ALL

    Once the spectators attach to the single player, you can navigate
    with the standard game controls, as always.  Currently, they are 
    set for navigation with a Gyromouse:

        RightMouse=MoveForward
        LeftMouse=MoveBackward
        MiddleMouse=Fire

    CaveUT also has  parameters for the cross-screen cursor, which I 
    will document, later.  

VrpnUT

        If you want to use VrpnUT 2.5.4, launch the dedicated server with

            C:/ut2004/System/CaveUT_VrpnUT_DedicatedServer.bat 
    
        which will activate the VrpnUT mutator.  

        Refer to VrpnUT.pdf for full instructions.  

CALL ME
    At 617-435-0517 or post questions at 
    http://forum.publicvr.info/viewtopic.php?f=13&t=40
  

    


    
    
