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Use OpenGL overrides for CLI-launched UT2k4 mods Apps
The ATI OpenGL overrides ability is great, but there's a problem when it comes to Unreal Tournament 2004 (UT2k4) and mods. When loading a mod from the Terminal/X11, you invoke the ut2004-bin binary within the "Unreal Tournament 2004" application package. For example:
/Applications/Unreal\ Tournament\ 2004.app/System/ut2004-bin -mod=FragOps
However, because this binary sits inside the application package, the ATI Displays app only allows you to select the outer application for the overrides, and not the internal binary. Therefore when invoking ut2004-bin instead of Unreal Tournament 2004 for mods, the overrides won't take effect.

You can get around this by renaming the app "Unreal Tournament 2004.app" to the same name, but without the .app at the end. Now the package will change from an app to a folder, and you can access the ut2004-bin binary in the enclosed "System" folder. However, ATI Displays won't let you select it until you change the file's properties. Use the SetFile program (XCode/Developer Tools required; the app lives in /Developer/Tools), and do the following to allow ATI Displays to see it as an application (assuming you are in that enclosed System folder already):
/Developer/Tools/SetFile -t APPL ut2004-bin
After you select the ut2004-bin app and apply your override settings, if you wish you can rename the package back to include .app (the folder will change to an application again), and the ATI Displays panel will still be able to apply any changes you make. Yes, you could also launch mods via the commumity menu after starting UT2k4, but this feature seems to be broken at the moment.
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