#Vampire: The Masquerade - Bloodlines (DX9)

9477 messages ยท Page 10 of 10 (latest)

robust jewel
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My game is in gog launcher

left grove
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let me refresh my memory on how it's done for gog launcher

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Settings button -> Configure -> Launch parameters GreenTick
then set them to what I sent

robust jewel
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I'll try and write

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Thank you very much for your effort.

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โ™ฅ๏ธ โ™ฅ๏ธ

left grove
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good luck!

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commented my findings on the bug you raised. I narrowed it down, it's dxvk. It was first introduced on #788, the one prior to it works as expected #766.
Maybe use that one if it's currently blocking you, someone else will have to take a look at it

robust jewel
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I did it. Is there a way to make the game full screen?

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This is extremely beautiful

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It works as if it were a small screen, as if it were working in a tab

left grove
robust jewel
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I got it done, thank you

left grove
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nice

robust jewel
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Will there be a problem if I install a language patch?

left grove
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shouldn't make a difference, it should work

amber atlas
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I had just updated to the most recetn action build, but I'm not sure if it started happening before that. I am going to poke around the commit logs and look for candidates and try some action builds to narrow it down.

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oh wait

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caught upt

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@spice hemlock ! @left grove narrowed it down to being introduced in #788

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Thanks for tracking that down, Catto!

left grove
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No problem, the few things I can help with ๐Ÿ˜„

amber atlas
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I woke up this morning tired just thinking of trying to track it down ๐Ÿ˜„

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Very much appreciated

left grove
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My pleasure, it was relatively simple, thought it would take longer too

spice hemlock
spice hemlock
left grove
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should I find one for main?

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but anything older than 3 months is gone

spice hemlock
ornate karma
left grove
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Thanks!

left grove
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As instructed on the issue, I tried the latest nightly #859 and it's fixed. Thank you!

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@amber atlas good news for you ๐Ÿ‘

amber atlas
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Woo! Thanks too @spice hemlock , @ornate karma and @left grove for running this down, I'll download that after work today and confirm fix, then close the ticket if someone hasn't already!

left grove
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and thanks that was quite a quick turn around time pacha

amber atlas
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@ornate karma Fix confirmed! Not only that, it fixed a similar issue that I was going to report as well that's been around for a while where the player's mesh would hang around after a third person cutscene, on a hunch I tested that too and it's also fixed! Two birds with one stone!

Thanks again for the fast turn around on this!

left grove
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otherwise is there anything I can help with @amber atlas?

amber atlas
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I'm just trying to get back in the groove of things, I've been getting slammed by IRL stuff and re-setting up the project and all that!
Feels like forever since I've actually got to work against my asset list D:

left grove
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Understandable, that's fine, sometimes IRL gets in the way like that

amber atlas
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Really wish it wouldn'tttttt~~~

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I've got assets to remake over here! XD

odd cove
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I don't think the headless bug is completely fixed. ๐Ÿ˜ฌ I downloaded the latest build #862 and it's still happening for me. It's odd though. I take a screenshot so you can see it... but the second the screenshot is taken, the issue is fixed. I can run around, head attached. I hit z to go back into first-person mode, then z again for third-person mode, and the issue is back (fixable by taking a screenshot...)

ornate karma
amber atlas
odd cove
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possibly in the rtx.conf, though my settings should be identical to your mod. also launch options -game Unofficial_Patch -dxlevel 70 -mat_dxlevel 70 -window +r_frustumcullworld 0 +mat_softwarelighting 0 r_3dsky 1 +mat_picmip 0 -novid

amber atlas
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yeah those are the launch args im on as well

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you are running the custom quality preset as well? the presets will override the rtx.conf settings

odd cove
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oh interesting, I thought the whole alt+x menu was stored in rtx.conf. I'll play with that.

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In any case, I spent my time today trying to see what's causing the geometry hashes to change. lighting is still pretty wonky in some areas, hard to do lighting/texture replacements when some things are still on the fritz

amber atlas
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My theory on the light flickering is due more to a few different factors (I think, I could be wrong)

There's a couple of things VTMB's source does that can't be turned off with console commands:

Frustum culling - the console command only disables SOME frustum culling

Triangle culling - it automatically stops drawing some brush faces when they are occluded, Remix has no effect on this as far as I can tell other than being able to make that MORE aggressive

Light Hashes - so far I think the light hashing is stable? I haven't noticed the lights changing hashes, I think the last reason they flicker is that they are culled based on some values in the original light entities in the editor.
Some cull lots more than others, I think it's based on some perceived falloff from the original settings.

odd cove
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just tried, but still getting detached head syndrome. it's really weird, if I alt-tab to something else for a second, my head re-attaches. it doesn't detach again until I hit z to go first-person, then z again to go third

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FWIW, the odd lighting issues happen for me in deus ex as well, which is the other game I'm playing around with improving. I did a bunch of work to replace lights. but it's like only a certain number of lights are used to draw the current frame, and it's a bit hasty to ignore light sources I don't have in view.

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like here. santa monica hub. in the second picture, I'm looking a few pixels to the left. the doorframe light creeps out of view, and suddenly turns off.

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not all lights do this. but I can't tell what's causing it.

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aight, family time. will continue messing with this later

broken scaffold
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Spawn an NPC or put some object in that area, see if that light turns off when you stop looking

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Can be ANY entity so long as it accepts lighting, props NPC ,etc

odd cove
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good thought, I tested it. but I don't think that's it. screenshots, I dropped a bat. you can see it's lit by the blue light. turn to the left a few pixels, light turns off even though bat is visible

amber atlas
# broken scaffold In source, some types of lights turn off if there is no entity nearby to calcula...

Can confirm this does happen in VTMB with specific lights. There are some floor lights that have such a small range on them that they only turn on when a patrolling NPC gets near them.
I think the long term fix would be to change their values in Hammer and recompile to make those falloffs much larger.

If I add lights, in Remix, I have to anchor to the largest lightsource I can find, so I usually turn off anti culling and find the light source that seems to stay on no matter what I do and then anchor stuff to that. It's so jank XD

The blue light example here @odd cove I think is a case of frustum culling interacting with the light settings in the original un remixed version of the light from compile time. This happens even if you noclip around the cutscene trigger and glitch it so Mercurio is still under that light I believe.

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The thing I was going to look into for this AND the part where the original lead engineers particle system auto atlases different active particles basically forcing unstable hashes for all particle textures, was going to be and try to make a dll patch that short circuits these features and use the Unofficial Patches mod loader to hotload that dll.

So I've been reading up about that D:

Definitely out of my depth but hey, always nice to try and learn new stuff.

unborn tusk
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awesome work

radiant aurora
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The only thing I would've taken offense to competition-wise would've been if Vampire wasn't awarded so it was nice to see it win lesGO

vocal glade
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@amber atlas Gratz!!

amber atlas
# vocal glade <@184080029817241600> Gratz!!

Thank you! I almost didn't submit it, but then I pulled an all nighter and put together the update (build/files), the trailer, and the posts all in one night. Was dead tired, but I'm really glad I did!

left grove
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hey congrats @amber atlas! Your hard work payed off ๐Ÿ˜„

jagged moon
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Safemilk did a ton of incredible work!

unborn tusk
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sure did!

amber atlas
shadow moth
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Remix version and this are the perfect combo: https://youtu.be/a0CbiNnaHcw?si=BFDvaBzuNiM8-FJy

IGN

Vampire: The Masquerade -- Bloodlines 2 gets a new trailer and a release date announcement, as revealed during Opening Night Live (ONL) at gamescom 2025. Check out the latest brutal Vampire: The Masquerade -- Bloodlines 2 for this upcoming RPG to see bloody gameplay and more from this sequel. Vampire: The Masquerade -- Bloodlines 2 will be avail...

โ–ถ Play video
lost hare
craggy marlin
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They admit it won't be a RPG so they shouldn't have named it bloodlines. I'll get it when it's fully patched and 70% off

spice oriole
whole helm
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anyone have any luck getting the game to load on linux with this?

whole helm
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i have managed to get it working. issue was with me being dumb more or less

whole helm
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7900XTX on Linux

whole helm
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@amber atlas May I make a suggestion of noting that there is a hidden folder in the archive that needs to be copied over as well? I imagine that's the source of some of the issues of people saying it crashes. Since most file browsers hide .XXXXX folder by default and people tend to right click extract rather than open an archive to inspect the contents to observe such a folder exists.

amber atlas
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Have you noticed better stability after copying the hidden folder over?

whole helm
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well that folder is where the runtime itself lives. so without it the game just crashes. took me all day to finally observe that folder exists lol. after pouring over remix instructions etc.

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it started working after I copied it over thus I'm finally able to report that the mod indeed works on AMD GPUs on Linux. should also work on windows too. but not personally tested

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It seems to run better when running AMDVLK driver in Linux so that's also worth noting for Linux users as well.

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AMDs proprietary driver over Mesas RADV.

midnight coral
whole helm
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fsr getting implemented would be nice as well

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anyone working on that?

midnight coral
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i gave my hand at it before xess, the developer SDK isnt very intuitive

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also XeSS 2.1 looks far better than FSR 3.1 anyway

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and there is no vulkan FSR4 in sight

whole helm
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actually don't need to I think. proton can upgrade fsr3 to 4

midnight coral
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for d3d12 games

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there is no vulkan fsr4 implementation by AMD, nor has anyone gotten that to work on proton or windows

whole helm
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rip

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how's the performance of xess 2.1?

midnight coral
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its a tad slower than TAA-U on RDNA4, but im not sure how previous generations handle it

whole helm
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I have to run the game in ultra performance mode for it to be playable with taau

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granted there's probably some rt improvements that could be made and stuff in remix in general

midnight coral
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from what i have discovered with @shadow moth RT performance on linux, even with amdvlk, is very poor

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also RDNA 3 and lower have a very hard time with remix in general, even on windows

whole helm
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well here's hoping rDNA 5 is real good for us lol

midnight coral
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RDNA4 is probably the first generation where RT performance is very strong

midnight coral
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remix is pretty well optimzied all things considered, its just the hardware isnt exactly optimized for it

shadow moth
shadow moth
midnight coral
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recently?

shadow moth
# midnight coral recently?

Seems like the most recent Remix been running worse
Might need to do a performance test again like with 0.3.0 and 0.5.0

whole helm
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i take it .5 was awful?

midnight coral
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i think remix is just getting slightly heavier as it becomes more robust lol

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so i personally dont think its a regression

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especially since other hardware (RDNA 4, all nvidia GPUs) arent affected

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if anything RDNA 4 got faster

shadow moth
whole helm
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interesting. wonder if thats worth giving a shot with this mod

shadow moth
whole helm
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though there are bugs

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Anyways @amber atlas just wanted to say, I love what I see so far and look forward to its continued progress.

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For AMD Linux users it should be recommended at least for now that they use their distros AMDVLK package and add this to the games launch arguments
VK_ICD_FILENAMES=/opt/amdgpu-pro/etc/vulkan/icd.d/amd_icd64.json
^this directory is likely to vary between distributions but thats the general idea

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so in my case the full arguments in steams command box
VK_ICD_FILENAMES=/opt/amdgpu-pro/etc/vulkan/icd.d/amd_icd64.json WINEDLLOVERRIDES="d3d9=n,b" %command% -game Unofficial_Patch -dxlevel 70 -mat_dxlevel 70 +r_frustumcullworld 0 +mat_softwarelighting 0 r_3dsky 1 +mat_picmip 0 -fullscreen -novid

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though the novid arugment doesnt seem to work

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i had someone else on windows who had issues with it crashing check what i suggested and they got it working on their 9070XT. so seems to be a pain point of that hidden folder for peoples crashing issues

amber atlas
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This is awesome info, I'll make sure to update install/troubleshooting instructions, and add a Linux section.

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novid hasn't been working for me either unfortunately. I left it in in case one of the Unofficialy Patch updates fixes that. Recently they fixed alt-f4 not closing bloodlines so I figured it could be possible they might address that as well someday (on a whim)

whole helm
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ah ok i thought it might be some linux thing

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good to know

amber atlas
whole helm
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cool. i followed you on twitter since u seem to like posting teases over there about it ๐Ÿ˜›

amber atlas
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Yeah I tend to post on there and the moddb more since that's where most moddb people have been following along with it etc.

whole helm
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i was gonna ask if u had ur own server for the project

amber atlas
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i don't, not sure if i necessarily am going to, though i had thought about it

whole helm
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i thought it might be cool, people who love the game can gather as well as those there for the mod.

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ive never played it before actually

amber atlas
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most people who are really into bloodlines are on the planet vampire discord, or the bloodlines 2 discord which has bloodlines 1 and bl1 modding channels, and depending on which you go to, some are more/less responsive to the rtx remaster

whole helm
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im guessing the latter is more friendly about it lol

amber atlas
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the planet vampire folks are all mostly involved with the unofficial patch and are some pretty talented people, wesp and them are pretty active there, but i don't think they are as interested in the rtx remaster, though they are very courteous to me when i have questions :3

whole helm
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interesting. its not like we are gonna get a good or faithful remake if at all so this seems like the best possible thing we can get at this point. imo

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perhaps its the hardware requirements that turn people off or nvidias branding even though it does work on other gpus

amber atlas
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the modding channel in the other one is cool, but sometimes people get sucked into hating on bl2, so I tend to not to post there either, VonAether often signal boosts my posts (they did the labels/logos images I used on my packaging retextures)

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yeah the hardware requirements are a tough sell for sure

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i also think that rtx changes the lighting to a degree that makes die hard fans feel like the look/feel changes too much

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which i totally get

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But yeah I feel like a lot of times Discord communities around mods take a lot of effort to keep from devolving into weird/toxic spaces, my friend has a discord for his skyrim mod and it gets.... rough in there XD

whole helm
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i can see that. but this seems like the only way to get the best of both worlds. the remix offers this cool way of upgrading this game specifically that other methods dont explicitly allow for and adding all this detail u cant really add with just textures.

amber atlas
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yeah, if the people working on Unofficial patch crack a few 20 year old problems with the sdk (prop/character/facial expressions) then we will see a renaissance of mods content again, which I would be thrilled for, it would also make my life easier with the remaster XD

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they are doing some really cool stuff over there pushing the envelope, but remix def covers a base they won't be able to (lighting/materials etc.)

whole helm
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true. more people contributing assets u sorely need to take full advantage of remix would help speed things up

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other downside of this game being a cult favorite and not widely known so limited exposure of this mod. though perhaps the sequel will help a bit but idk

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well not so much a sequel as a continuation given its not an rpg

amber atlas
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yeah, i think people are definitely talking more about bloodlines lately and it's coming up a lot more, which is really cool, the competition was very cool because it raised that exposure as well which was nice

whole helm
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yeah that was impressive getting runner up. i feel like this deserved first place though but alas

amber atlas
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thanks! I was very honored. I wasn't really sure if I met the criteria but at the last second I cut the trailer did a test build and sent it to VonAether to test, set up the page/update etc, was up till like 4:30am XD

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had been waffling on if i had done enough since the competition started to meet the requirements, but i put an asset list together and it was pretty big

whole helm
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i feel that. ive been up that late before at work. having been at work for 20 hours lol

amber atlas
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there's definitely a bit of a high when you are crunching XD

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i hadn't done an all nighter since art school so that was kind of fun, wouldn't want to do it regularly

whole helm
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no indeed

jagged moon
amber atlas
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Yeah, I think the modding channel and the BL1 channel are pretty positive and fun, and they try to keep the BL2 stuff clear of it which is nice!

warped fog
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i love the rtx 2.0 remix work from moddb (if this is the same one),
runs fine even if there is some wonky lighting and a few artifacts (especially terminals like to go very dark and unlit often)
made me start a full replay even! ^^

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turning it off and on really shows how much improved it all is!

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(was sooo long ago since i last played bloodlines so needed a reminder)

jagged moon
warped fog
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Yes thats the one then! ^^

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Looks nice even if its not complete.
Runs alright too, using unnoficial patch and + mod, on win 11.
dlss performance (transformer model) (up to native 1440p) ^^

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Latency is a bit high, but can't be helped at this point,
also doesnt matter too much in the semi-pace bloodlines has ^^

warped fog
jagged moon
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Glad you're enjoying it!

warped fog
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mhm for sure ^^

amber atlas
# warped fog Yes thats the one then! ^^

Really glad to hear it's running well for you! DLSS transformer is definitely the way to go!
I put this release together at the 11th hour for the competition so I'm always relieved to hear it's running well for most people!

warped fog
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yeah! takes some tweaking but works alright apart from some current glitches - but very promising! ^^

amber atlas
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Also on the twitter, but here's a bit of testing on the Hippodrome in SM_Pier_1

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found some real life photos and tried to inject a bit of how it looks in real life in, windows with the radial bars and the correct lightbulb styles etc

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still a lot i want to do with it overall, curtains/emissives as well as plaster texture needs a lot of work

tame shard
whole helm
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lol the lights used to just be ball of white, now they are distinct

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though my ocd is screaming at their placement

amber atlas
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yeah i can probably offset them just a bit in the model, not in the instance, so they would be slightly backed away from their pivot

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but no one would know except us...

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im also thinking about making the bulbs clear and putting the fillament in, but in real life they are kind of frosted, and the glass shader in remix doesn't really do frosted super well

amber atlas
amber atlas
# whole helm for now

yeah totally possible they upgrade the glass shader to do more stuff, it's so on the right track, also if i knew more about hand writing shaders, i'd do it myself, but unfortunately i'm one of those shader babies that uses node editors ๐Ÿ™

whole helm
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is there another material similar to frosted glass u could use that would be a similar effect?

amber atlas
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they only have a couple, transluscent and the regular one are the two main, i know some people have extended it a bit in other projects (i think)

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they are very fully featured so they cover a lot of bases

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if the transluscent shader handled transmission just a bit better, and allowed for roughness maps, and then blurred the background based on the roughness (like blender/toolbag 5) then it would cover pretty much every base for glass i'd need, i think

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heck i might through those up there as a feature request, im sure it would be lowwww priority, but it could be a long term thing

whole helm
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In the meantime, normal maps can help achieve such an appearance. In general, this is how I would make frosted glass if I wanted for it to look realistic up close. For static images, it works pretty well. For animations, it is quite unstable.

Two different normal map examples in Real-Time:

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i guess they never got around to adding it even though considered high priority?

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interesting

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that was 3 years ago

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i asusme this should work though since remix is just using omniverse under the hood

amber atlas
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Odd... I did end up trying that, but it creates such a high noise feel to it, and it can't simulate something like a shiny bulb covered in dust or dirt etc.

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in toolbag i can convolve the distortion based on the roughness map

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which is real nice

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but in remix it's just, this thing refracts, and it has an IOR value

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that shader doesn't support roughness etc, but it does support transmission

whole helm
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interesting

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can you make it so one side is rough and the other smooth like real frosted glass?

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if both sides are rough thats probably why its so noisy

amber atlas
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if i unwrape it that way, absolutely, which this one is, i just dont have material id's for both sides, its' all one side

whole helm
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u cant make 2 materials for the same id and layer them?

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thinkin outside the box here so idk lol

amber atlas
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the only hurdle there would be how remix handles transluscent sorting etc, i imagine since it's raytraced it would handle it somewhat well, but toolbag 5 is real made at it right now XD

whole helm
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lol

unborn tusk
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i love the way you're remastering the assets, and the art direction you've taken with them

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they're beautiful. i'm actually waiting for this mod to be complete to play through this game the first time ๐Ÿ˜†

whole helm
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same dude

left grove
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You can tell how much Safemilk loves this game by all the work he puts into it, it's crazy how far passion can take you

tame shard
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got the itch around Gamescom when I was demoing it to press (considering squeezing in a playthrough between demos), but decided to wait until the good times can roll all the way through

amber atlas
left grove
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It's ok, you can talk to us about it all. Always happy to talk v:tm bloodlines

amber atlas
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Integrating @jagged moon 's logo work into the decal replacements tonight!
Modeling them out just like I do everything else and baking them down, then adding the up rezzed logos into the albedo layer!

jagged moon
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Hey guys do you think I uprezzed these enough

warped fog
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almost like it waits to get dirtied ^^

amber atlas
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๐Ÿ˜‰

warped fog
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I hope no one is distracted by some silky game and its all 110% vtmb modding! ^^ grins

jagged moon
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Me: Silksong
My autocorrect: Did you mean

warped fog
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lol! that seems a great 'song' too, performed by a band of malkavians and a toreadour? ^^

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(I havent tried any of the other vampire the masquerade pc games, yet besides bloodlines, so dunno how they are for real^^)

jagged moon
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Swansong has three PCs that you switch between: Galeb, a Ventrue; Laysha, a Malkavian; and Emem (seen above), a Toreador. It's by the same people who made The Council, and plays sort of the same way. Like a Telltale game (The Walking Dead, etc). It's pretty fun.

warped fog
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Oh, what scared me from telltale games was having timers in dialogue choices - stresses me out so much!

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so never played those either just because of that sadly

whole helm
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u can usually pause im pretty sure

warped fog
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was no such thing in any telltale game back then atleast, tho topic is a bit OT here i guess ^^

warped fog
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again, when i tried it many many many years ago, think it was walking dead - there wasnt, as much as i tried. it all seemed to be a point to have quick QTE-decisions, like that was the actual design around the game - no waiting while on a dialogue choice.

and again, this was solely to explain why i - way back then - did not like that style, is all. theres no hurt to be fixed, solved or settled. Context was vtmtb, that was a tiiiny sidetrack. VTMB.

whole helm
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yeah just the first season doesn't the rest of them do

left grove
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we made it! ๐Ÿ™Œ

whole helm
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noice

jagged moon
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Per Safemilk, all the decals in the Red Spot are now complete.

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(These flyers were a bear to pull off)

bleak barn
# jagged moon

I'm a bit confused. Is it "Kelowna Chamber Music Society" or "The Kelowna Chamber Music Society"?

jagged moon
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That's a question you should put forth to the Kelowna Chamber Music Society. ๐Ÿ™‚ Original texture zoomed in:

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I'm just doing my best to replicate the originals.

river summit
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how do you play this ?

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it looks so sick

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also, does it work with the gog version ?

jagged moon
river summit
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so, how much of the game is playable ?

jagged moon
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Are you new to RTX Remix?

river summit
river summit
jagged moon
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Okay, so

Normally what happens is the game runs, the engine sends the information for what the game's supposed to look like (textures, models, lighting) to the video card, and then the video card puts all that together and shows it on your monitor.

RTX Remix hijacks that process at the video card, and replaces the texture, model, and lighting information.

As far as the game (in this case Bloodlines) is concerned, nothing has changed. Under the hood it's still the same game.

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So the whole game is playable, because the mod isn't affecting the game.

river summit
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i am not familiar with it because I have never installed it

river summit
jagged moon
river summit
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thank you

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but question is, does it work with unofficial patch ?

jagged moon
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You can't run Bloodlines without the Unofficial Patch so it would be silly of us to design it without the patch in mind.

cosmic spear
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Generally speaking, Remix itself is not inherently incompatible with most mods or patches - at least in the sense that having said mods installed would cause instability, crashes, Remix to flat out not hook, etc.

That being said, I would advise not having any texture/model mods on the game side while using Remix if you are using a Remix mod (such as the fantastic mod being developed by SafeMilk that VonAether just linked), as this can cause certain objects to not have replacements.

The reason for this being that Remix's own replacements depend on it replacing textures/models that have specific hashes.
It doesn't know what each texture or model is called - it knows them only as a hash.

For example, if a game's own "brick1" texture has a hash of "0x592843491" and a game-side mod has its own "brick1" texture that overrides the stock one, it will have a completely different hash and therefore Remix won't realize that it is meant to replace that with the Remix mod's own set of PBR textures, as it only knows to replace a texture that has a hash of "0x592843491".

river summit
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haha, I got it working, this looks fenomenal, thank you

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one more thing... any way to make it full screen , it starts in windowed mode and ALT + Enter doesn't do anything

jagged moon
#

If you're using these launch parameters, change -window to -fullscreen

warped fog
#

It works with any of the old unnoficial patches, plus mod and so on - just need to make sure the launching file/desktop shorcut has all the args/commandline options needed for them aswell as for remix.

Im half through the game, remix works, but input latency can be quite high, so have to get used to that is all.

I might wait until more assets are done before i finish it tho, and the smol remix glitches like for grass objects and some random 'vertex lines' now and then. the new assets really adds the icing tho, together with the fancy lights-colours and bloom ^^

river summit
#

one more question...

#

does the main character not show up in reflections because he's a vampire, or is that just an rtx remix limitation

jagged moon
#

You'll show up in reflections in third person. In first person, you don't have a character model.

worthy bobcat
river summit
#

hooly shit, this screen shot is soo good

digital viper
jagged moon
snow osprey
#

It seems the Safe Milk Regiment has more volunteers. ๐Ÿ”ฅ

jagged moon
#

If you mean me, Safemilk mentioned my involvement way back in February here #1095817237631348736 message, I just didn't join the server myself until relatively recently. ๐Ÿ™‚

tame shard
jagged moon
balmy sandal
#

The logo should be a bit more desatured i think

jagged moon
#

The original billboards all have the lighting from three under lights baked in as part of the texture. Dance Bunny as an obvious example:

#

So the desaturated appearance is partly because it's in darkness/being blasted by a spotlight. But now we can create real lighting, so I made a billboard with a normal appearance. Can always tweak it if it doesn't look right.

jagged moon
jagged moon
jagged moon
#

Thanks, Kim!

warped fog
#

Great stuff! ^^

broken scaffold
#

game studio level assets

amber atlas
broken scaffold
#

Also since VonAether has helped with the unofficial patch, maybe we can finally close off this skinned mesh stuff

#

@jagged moon do you know what the struct is for the VTMB models? Let me paste 1 sec

#
{
    unsigned short hardwareID;
    unsigned short newBoneID;
};

struct Vertex_t
{

    unsigned short unknown1;

    // these index into the mesh's vert[origMeshVertID]'s bones
    short boneIndex[MAX_NUM_BONES_PER_VERT - 1];

    unsigned short unknown2;

    unsigned short origMeshVertID;
};

enum StripHeaderFlags_t {
    STRIP_IS_TRILIST = 0x01,
    STRIP_IS_TRISTRIP = 0x02
};

#
// (and potentially tristrips if we remove some degenerates.)
struct StripHeader_t
{
    // indexOffset offsets into the mesh's index array.
    unsigned short numIndices; // Correct
    unsigned short indexOffset; // Correct

    // vertexOffset offsets into the mesh's vert array.
    unsigned short numVerts;
    unsigned short vertOffset;

    unsigned char numBones; // Correct
    unsigned char flags; // Correct


    unsigned short numBoneStateChanges; // Correct
    int boneStateChangeOffset; // Correct

    inline BoneStateChangeHeader_t *pBoneStateChange(int i) const
    {
        return (BoneStateChangeHeader_t *)(((byte *)this) + boneStateChangeOffset) + i;
    };
};

struct StripGroupHeader_t
{

    // These are the arrays of all verts and indices for this mesh.  strips index into this.
    unsigned short numVerts; // Confirmed
    unsigned short numIndices; // Confirmed
    unsigned short numStrips;

    unsigned char flags; // Confirmed
    unsigned char unknown;

    int vertOffset; // Confirmed
    inline Vertex_t *pVertex(int i) const
    {
        return (Vertex_t *)(((byte *)this) + vertOffset) + i;
    };

    int indexOffset;
    inline unsigned short *pIndex(int i) const
    {
        return (unsigned short *)(((byte *)this) + indexOffset) + i;
    };

    int stripOffset;
    inline StripHeader_t *pStrip(int i) const
    {
        return (StripHeader_t *)(((byte *)this) + stripOffset) + i;
    };

};```
#
struct studiomeshgroup_t
{
    void*    m_pMesh; // Correct
    void*    m_pColorMesh; // Correct
    int    m_NumStrips; // Correct
    int    m_Flags; // Correct
    StripHeader_t*    m_pStripData; // Correct


    unsigned short*            m_pGroupIndexToMeshIndex; // Confirmed, probably ptr so it's 4 size
    int    m_NumVertices; // Confirmed // 24

    int*    m_pUniqueTris; // 28
    unsigned short*    m_pIndices; //32

    bool    m_MeshNeedsRestore; // 36 Confirmed
    bool    m_MysteryBool; // 37

    short    m_ColorMeshID; // This somehow lands on 38, clearly need to do something, Confirmed

    inline unsigned short MeshIndex(int i) const { return m_pGroupIndexToMeshIndex[m_pIndices[i]]; }
};

// studio model data
struct studiomeshdata_t
{
    int                    m_NumGroup;
    studiomeshgroup_t*    m_pMeshGroup;
};

struct studioloddata_t
{
    // not needed - this is really the same as studiohwdata_t.m_NumStudioMeshes
    //int            m_NumMeshes; 
    studiomeshdata_t    *m_pMeshData; // there are studiohwdata_t.m_NumStudioMeshes of these.
    float            m_SwitchPoint;
    // one of these for each lod since we can switch to simpler materials on lower lods.
    int            numMaterials;
    void        **ppMaterials; /* will have studiohdr_t.numtextures elements allocated */
    // hack - this needs to go away.
    int            *pMaterialFlags; /* will have studiohdr_t.numtextures elements allocated */
};

struct studiohwdata_t
{
    int            m_NumLODs;
    studioloddata_t        *m_pLODs;
    int            m_NumStudioMeshes;
};

struct MeshHeader_t
{
    int numStripGroups;
    int stripGroupHeaderOffset;
    inline StripGroupHeader_t *pStripGroup(int i) const
    {
        StripGroupHeader_t *pDebug = (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i;
        return pDebug;
    };
    unsigned char flags;
};
//
//typedef unsigned int VertexFormat_t;```
#

So these are the stuff I need verified

jagged moon
#

Unfortunately most of what I've done with the UP was what I'm doing here for Safemilk: textures, with the occasional bit of writing for loading screen tips. I've tinkered with some of the map python and dialog files for my own mod, but I haven't touched models, sorry.

broken scaffold
#

Ugh alright

jagged moon
#

Wish I could help, but it's out of my wheelhouse.

amber atlas
#

@broken scaffold maybe I could reach out to the lead engineer on Bloodlines, we ended up connecting a while back but I hadn't tried to bother him just yet.

broken scaffold
#

That would be great, I will assemble a list of questions and DM them later. Do you know if they still have code access or am I just going off vibes here

#

I don't want to point them to a header for a struct and then oops it's not there

amber atlas
#

Allegedly he might still have his old project, just can't do anything with it due to legal issues. But he might be able to offer advice like this

#

Build that list and I'll start reaching out.

left grove
#

Good luck!

broken scaffold
#

"Is it similar to this, how different" is basically all I need to know

amber atlas
#

sounds good, i'll try reaching out today or tomorrow

broken scaffold
#

..... soon . . . ..

#

The hardware part of it is working perfectly

#

But this dude has two meshes

#

I actually think I sorta figured it out, it's almost like index 0 is entirely a SW styled mesh

#

Theoretically you could just well

#

DISABLE that mesh

left grove
#

Looking promising, good luck!

amber atlas
# broken scaffold ..... soon . . . ..

nice progress, as far as blendshapes/visemes, where are those stored currently?
what is the likelyhood of being able to capture and replace that information?

#

or is that something that might need some back end knowledge we don't have (meggs might?)

broken scaffold
#

But the fact that there are multiple meshes, some of which DO have the correct bone structures and then others that are chopped into pieces

#

is something I really am not sure about

#

I'm still using the rtx showcase map, and when i press the button to spawn the vampire girl her skeleton isn't complete

#

so it's not JUST that the SW styled mesh is in the first mesh

#

I'm likely just getting lucky on the player model because the ending vertex for that specifc mesh indexes a higher number bone

#

and I still don't have an explanation for the pieces

#

Why ARE there two "body" meshes?

amber atlas
#

yeah, hopefully we'll hear back soon, i'll link us together when i do

#

@left grove I noticed a weird issue that started happeningin remix a while back but i don't know which build it started in

#

but essentially, the skybox is now visible in the level

#

have you noticed that as well?

#

i put a bug report out for it but hadn't yet identified which build it started happening

left grove
#

I went back in a few weeks ago and it was ok, although I think I just used your mod

amber atlas
#

it happened around the time that i upgraded the project to 1.2

left grove
#

I can have a look and try to determine when it started happening if you'd like

#

All I can offer at the moment doge

amber atlas
#

i mention it because you tracked down the face detaching bug like incredibly well

#

and thought you might have a procedure or approach

left grove
#

oh yes, just a classic git bisect. Effectively a binary chop... You just go back and fourth until you narrow it down

#

I got some time now so I can definitely take a look at this for you

#

Just need to refresh my memory on the easiest way to download and swap versions. I recall I just went to their github actions last time

left grove
#

I couldn't seem to replicate so far. Downloaded your mod version 0.2 -> I went for latest runtime and latest dxvk-remix. No sky box issues (appart from that building I look at)

#

I'll have to try it out tomorrow, that was all the time I had today

#

and not sure why I recorded it first person, I tried both 3rd and 1st and was the same

jagged moon
#

I'm getting a little of the Santa Monica skybox; it's far enough away and at steep enough an angle that it's easy to miss unless you're looking for it.

#

Downtown's a different story; the sewers are stored above the streets, so you can see them hovering in the sky.

left grove
#

Oh I see, I'll have another attempt tomorrow. Worth mentioning for the binaries of the dxvk and such they only store it for 3 months. I saw on the issue that safemilk experienced this as far as June and July

grave flower
#

Maybe one day We'll get our share of hardware skinning

broken scaffold
#

When it's active the PVS is rendering everything at once

#

So you can see things through the sky

#

This is particular a problem when there is no geometry between it and the sky obv

#

I had to do a detour in Dark Messiah to prevent it from rendering IF we are not currently rendering the sky / are in the same area as it

amber atlas
#

ah! you're right, i think i enabled no vis because it fixed this issue:

#

no vis off i was getting vertex colors or something bleeding in, when no vis is on they seemed to sort correctly but then the sky appears

#

it didn't seem to present at first or i just missed it until i updated to 1.2 so it looks like i misdiagnosed?!?

jagged moon
#

The solution is obvious

#

No vis on, and every map now has a blimp added that conveniently blocks your view of any sewers or skybox

amber atlas
#

lol it's so simple!

jagged moon
#

This is why you pay me the big bucks

left grove
#

glad to help, I have no idea how to even enable no vis doge

amber atlas
#

oh it's just a console command
it's in the args as +r_novis 1

in console it's just r_novis 1 or 0

#

It fixes the vertex color bleed issue but i sure don't like the entire level being rendered + skybox

left grove
#

I tried a few variations but not sure I tried r_novis. Thanks

amber atlas
#

I think the bug report I had from before about the vertex colors bleeding in is probably still relevant, I might revive/re-open the ticket, I should close the other bug for the sky however since that's not remix's fault but r_novis :/

broken scaffold
#

this shot right here

#

this is beatiful

worthy bobcat
#

great job, well done โค๏ธ

balmy sandal
#

Personally i think its too much

smoky fiber
tight salmon
#

amazing project. do you guys need some help ?

jagged moon
#

More updates from @amber atlas and I:

jagged moon
worthy bobcat
#

Again a Nice job ^^

somber sundial
#

You guys are awesome โค๏ธ

quiet ether
#

It look awesome

broken scaffold
#

Dude how did you source the original comic in that first pic

#

Amazing

jagged moon
#

The Chick tract?

#

Most of what I call "asset archaeology" is done through a lot of recursive/alternating uses of TinEye's reverse image lookup and Google Image Search, with the occasional Bing Image Search thrown in for good measure

#

Find a good result in TinEye, throw that result back into TinEye, throw that result into GIS... just a few rounds of back-and-forth to get the best versions of an image that I can.

jagged moon
#

Stone floor

balmy sandal
#

I love the stones, but it feels like there should be more pointing(grouting?) Between them

warped fog
#

i like it a bit more 'hollow' tho, it 3d-shape vibes more somehow, feels less flatlike?

balmy sandal
tight salmon
#

any news ?

jagged moon
#

Safemilk's neck-deep in his day job right now, but the next release should be coming very soon.

jagged moon
#

To whet your appetite, I've got a thread on bsky where I've slowly been posting comparison shots between original textures, and upgraded textures I've been able to deliver, with the caveat that not all of them are implemented yet.

snow osprey
#

You have golden hands and an iron will, ๐Ÿค I would have broken after the fifth texture with the poster ๐Ÿ˜…

jagged moon
#

What can I say, I'm dedicated. ๐Ÿ˜„

tight salmon
#

And that's for the update

jagged moon
orchid ivy
#

hi, would you guys say a full playthrough of this is feasible?

jagged moon
#

Sure. There's been a basic lighting pass on the whole game. Water doesn't work properly, so a few areas (sewers, the ocean around the Dane) might be too bright and you might want to turn off RTX for those sections, but otherwise it's fully playable, even if we haven't gotten around to replacing models and textures yet.

tight salmon
#

This is a rtx remix bug ?

jagged moon
#

As far as I know.

#

Since the version of the engine that Troika got was incomplete, they had a lot of hacky solutions to things, and Remix doesn't always know what to do with it.

stoic leaf
#

One thing that's been holding me back is, I know some of the assets have been remastered. I imagine having a mix of new and old models and textures would feel kinda inconsistent, and I know that you can disable upgraded assets in the remix graphics options but would that also affect the PBR materials for old assets if they have been added in? And how rough does the game look if they haven't been

tight salmon
warped fog
#

vtmb uses a modified source (hl2 era'ish) engine right?, or do i remember it wrong?

tight salmon
orchid ivy
jagged moon
#

Yes, we're assuming people are using it with the latest UP.

river summit
#

just a question, I don't know much about this but...

#

can't you use the auto pbr solution they used for gta4 rtx remix ?

#

and do a pre pass for all the materials already exiting in the game ?

left grove
#

I am pretty sure the talented and passionate individuals working on this would rather take the time and care for each and every asset to ensure its quality

jagged moon
tight salmon
#

Amazing progress

jagged moon
jagged moon
tight salmon
#

Love it

#

Do we a plan for a new release ?

jagged moon
#

It's coming soon, I just don't know how soon that is.

left grove
#

Ah the stop sign ๐Ÿ˜‚

tight salmon
worthy bobcat
coarse pivot
#

how do i fix this? I already put the launch args and removed the dgVoodooCpl.exe files as I have plus patch extras

jagged moon
jagged moon
stoic leaf
#

wow this looks so incredible

orchid ivy
#

can't wait to play this shiiii when it's finished

broken scaffold
#

You can play the demo and drool already

jagged moon
warped fog
#

Awesome work as usual! ^^

jagged moon
#

It's all @amber atlas

warped fog
#

Ah, All great whoever of you doing it! ^^

#

extra stark difference in this image in particular ^^

#

how could we even see that was a wall before?! ^^ :p

amber atlas
coarse pivot
amber atlas
#

From what I've been seeing the rx 7600 card you're using supports Vulkan rendering, so it SHOULD be able to do Remix rendering (since it's based on DVKX which is just converts directx calls into vulkan api calls)
I do know of an issue where if you do it in this order: Install Bloodlines > Install Unofficial Patch > Install RTX Remaster > run Bloodlines > Deleted DGVoodoo, then it's too late, and DGVoodoo has already replaced a file.

#

As long as you didn't do it in that order, and deleted DGVoodoo before running it, then it should work. You can just drag the remaster files back into the main folder again to overwrite and fix it if that happened.

coarse pivot
#

alr ill try that ty!

shadow moth
amber atlas
shadow moth
#

The only GPUs that have issues right now are RX 6000 and Intel ARC due to an ongoing Shader Compiler issue

amber atlas
#

amd seems to just need vulkan support and after that it's okay, just down to performance i think, right? other than the 6000 issue you mentioned ofc

shadow moth
#

Performance is being investigated