#Max Payne: Remix

1 messages · Page 3 of 1

opal knot
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Just not MUCH smaler

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Fun fact: your logo looks more complicated than mine

Look who's talking

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Mine: Text + Text
Your: Text + some feature with text on it

rare glade
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yes

velvet flint
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Honestly, guys, the best option is still this one

opal knot
rare glade
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that logo might be even better without the extra rtx with green background text on it 🙂

muted tinsel
opal knot
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Fix

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while I pack my luggage to leave.

muted tinsel
merry zealot
opal knot
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о нет

tribal oracle
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guys i put the remis files into max payne folder and it's not working at all .. what's the solution to make the remix working on max payne 1 ?

radiant iris
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No no, there's no reason to fight boys. Let us express our artistic freedoms together. This isn't a contest. The logo may undergo several iterations and design variations until we are satisfied.

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To some degree I agree with this. A bit too much "in your face" We want a stylish and clean design for this. Logowise the green Remixed text works better. But for the red main menu background, the yellow one works better.

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@opal knot Could you try design the same logo but in metallic red tone? And make the red a little darker, like closer to blood. And the Remixed text in metallic gold. Let's see how it shines

radiant iris
radiant iris
blissful moat
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nah paini

blissful moat
radiant iris
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Privet @blissful moat Good morning!

blissful moat
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Good morning from Russia heh

radiant iris
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I'm submitting bugs to help with the development of Tookit, if anyone is curious

daring plinth
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Love this one

radiant iris
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Me too man, it's nice!

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Neo's stuff ingame. Gonna talk with Giygas today to get those models to Neo

daring plinth
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Used rasmaker to unpack all level.ras files

radiant iris
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WHAT

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You changed nick agannnnnn? 😩

daring plinth
radiant iris
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Is it down to a daily basis now dear?

daring plinth
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seems like it

daring plinth
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but anyways Im working on the model conversion I suppose, hopefully it works now

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Updating Maya atm

radiant iris
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Attaboy my man!

peak sand
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Layout looks good

radiant iris
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Not always

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In English, it's sometimes down to case by case scenario

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You don't say, for example, An unicorn. But A unicorn. But we do say An apple, not A apple

peak sand
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Yeh

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Make sense

radiant iris
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I think it's because An RTX...Project, rolls much better of off the tongue than A RTX....Project

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But we would use A rabbit remix project... Not An rabbit remix project

radiant iris
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LOL English language is weird 😛

peak sand
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😂

radiant iris
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Another funny curiosity is, they say: Give me the scissors. When it's actually one item. But the item has two moving parts, thereful it's plural haha

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Same with, stairs. It's plural because it's a set of stairs. You don't have a name for a single stair. So they use "step" instead

daring plinth
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"an" comes when the first syllable of the word sounds similar to a vowel sound

peak sand
peak sand
daring plinth
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so example R (aar-) has strong vowel sound in it so it could use an in it

radiant iris
daring plinth
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Realizing I didn't need to nerd out on a language

radiant iris
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Doesn't explain the unicorn scenario though 😒

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A Unicorn...An Unusual day

peak sand
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English is sometimes weird like you said

radiant iris
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Damn that confused fugly man started to become too much after a while, so I had him removed xD

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Giygas, are your nicknames procedurally generated? 😆

peak sand
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xD

teal thorn
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Redid the metal beams, I think the roughness map is a bit too dark

radiant iris
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We haven't even started working on Roscoe yet. If you're talking about the textues used in my demo, they are not tuned what so ever. Batch processed and slapped on. And they don't have any roughness maps. They are globally set to 0.8, that means every single texture in the level 😅

teal thorn
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Lol, no these are my textures Although i still prefer your version

radiant iris
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@teal thorn If you're determined to manually adjust every texture in the game, I will be adding a link to your textures as a separate download in the download section. Just be aware that there are well over 3000 textures for this game

teal thorn
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I haven't tried your version yet, I've only seen it on the IGN vid

radiant iris
teal thorn
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Ok, What did you use for the rust on the lockers?

radiant iris
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All textures you saw in the demo were albedo+normals, and a fixed roughness @ 0.8, and metallic to 0.3

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@daring plinthProgress report

daring plinth
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doesn't throw me an error anymore just says modulenotfound

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Holy fucking shit

radiant iris
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Discuss the issue with GPT please

daring plinth
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i did it!

radiant iris
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Damn "E" is bugged and won't insert 😤

daring plinth
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ok

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moment of truth

radiant iris
daring plinth
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hmm

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im trying to navigate

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this is very confusing

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@radiant iris can i just import the whole level?

radiant iris
daring plinth
radiant iris
daring plinth
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trying to ask for help from GPT

radiant iris
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Good thinking!

daring plinth
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ah finally, can look around like a normal person

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complete noob rn on how to move the camera around but atleast it lets me select models

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if anyone knows Maya please help me kekw

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ig the only concern here is getting accurate models here

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@radiant iris come in DM

radiant iris
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Huh

radiant iris
steel carbon
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guys, where can i find the latest dxvk-remix build, since the remix-downloader is bugged out?

radiant iris
radiant iris
# steel carbon guys, where can i find the latest dxvk-remix build, since the remix-downloader i...
GitHub

Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.

GitHub

This is the NVIDIA RTX Remix Runtime Bridge repository - Workflow runs · NVIDIAGameWorks/bridge-remix

steel carbon
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thanks a lot!

teal thorn
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I'm trying to add muzzle flash to the guns with the use of emissives but I can't get a capture that contains it

radiant iris
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Muzzleflashes are bugged, you must tag textures as I have in my demo for them to work.

daring plinth
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Did we ever discuss why muzzle flashes get clipped through meshes?

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With the Nvidia developers

tulip prawn
radiant iris
radiant iris
daring plinth
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i figured it out, the whole world is fused together because only interactable objects get seperate model

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and what are these cubes and arrows

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never seen them before

radiant iris
daring plinth
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some levels are very large

radiant iris
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It's a good idea actually, to scout ahead and check the scope of things. Perhaps some levels aren't divided up in parts that suit our workflow, in that case we have to rely on manually capping meshes using remix.

daring plinth
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aha i also learned how to select faces and seperate

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that means i can export individual models

radiant iris
daring plinth
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from now on

radiant iris
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Cool or neeh?

teal thorn
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Did you just mark it to add light?

daring plinth
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notice how there's no baked in lights here

radiant iris
radiant iris
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I'm kinda out of gas for today guys. Carry on the torch please! Helping nvidia takes a toll on ya 🥱

vapid chasm
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Looking forward to following the project as it goes along.

daring plinth
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What's the final decision tho

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what logo is good?

velvet flint
opal knot
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final decision is under Slask's opinion i think

velvet flint
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Why not? Last time we voted for lighting art design, there's nothing stopping us from doing it now.

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The only thing left to do is to make it noticeable, so that my emoticons with big text and other things, but I can't do this

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@radiant iris your turn

shrewd kernel
rare glade
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cutscene max positions yes?

daring plinth
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Wasn't he near the bed when crying in front of her dead wife? There's no cube there tho

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I wonder what these arrows and cubes are

rare glade
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big pink arrow at lupino sshot was propably player/camera position and or facing direction?

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seemed similar to that scene

daring plinth
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It must be related to cutscene camera then

rare glade
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maybe pink arrow was max himself and then these pink boxes maybe cutscene camera pos and smaller box where it is looking at possibly?

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maxed might have additional info on those

daring plinth
opal knot
radiant iris
radiant iris
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This is looking 🔥 Yosuke, now we're talking! Some variations of this, try getting the metal properties a bit different, and see how it will look. Good job sir!

radiant iris
radiant iris
# velvet flint Why not? Last time we voted for lighting art design, there's nothing stopping us...

Stop trying to make decisions without me being involved @velvet flint. That kind of behaviour will not be tolerated for this project! 😼 We had a vote for the lighting yes, but it was futile. Because I decided to let YOUR WISH get through by making two versions of the mod. The final decision the logo will be mine and Yosukes, but I will take into account peoples opinions, suggestions or ideas regarding the logo and its development as well.

radiant iris
radiant iris
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How can i sticky peoples posts guys?

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@modern star + @wet tangle The interest has dropped boys? The highly anticipated ToolKit" didn't deliver enough amazingness and ease-of-use as ya'll thought? So interest and will to mod MP plummeted? 🥲

red charm
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"Remixed" should be green, or grey

red charm
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👍

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What about gold?

opal knot
opal knot
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Christ..

red charm
opal knot
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Not my problem mate

red charm
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looks horrible

opal knot
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@radiant iris your opinion

red charm
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It's a yellow, not a golden

radiant iris
radiant iris
daring plinth
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we haven't even made the mod yet and we're fighting over logos

radiant iris
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Abradox isn't wrong, the hue should be changed a little more towards red

radiant iris
daring plinth
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can we settle on one logo in the meantime, there's just too many posted here in one day

radiant iris
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There will be a hondred variations to the Max Payne Remixed logo before we are finished with the project! 🙂 And when we are nearing release. We will pick out a beautiful logo!

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I just wish I knew how to sticky posts! Grrrrrr. I wanna sticky all good Logo submissions, and other useful stuff too. But can't! Do I have to be OP for that?

red charm
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@radiant iris

radiant iris
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Hm.... 🤔

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not a fan of the Crylics tho

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Making me think of Putin. And that makes my blood boil

red charm
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not my screenshot

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takes it here

red charm
radiant iris
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Aaaahhh 😌

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I gotta hand it to ya, that looks pretty dope

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I'm playing with an idea to have the "Max Payne" part 100% VANILLA and have the "Remixed" part brand spankingly new and shiny, golden and metallic AF

red charm
opal knot
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Well...my job is over, i can leave

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This time really for good

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Use my work as you want, redo it as you want, im done

red charm
opal knot
red charm
radiant iris
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For fans of this logo, I'm sorry. It just looks too "Nvidia-fied" for my taste. Like it was some Official somethingsomething, made by Nvidia or... I dunno.

radiant iris
# opal knot Well...my job is over, i can leave

Ha ha ha, Stop it Yosuke. Your designs has always been nice. We shouldn't disregard or disrespect design ideas and suggestions from others. We will together make an effort to find a nice looking Logo. Getting inspiration from others can be a nice way to "Steer" the design progression of the logo in a direction that is progressive and beneficial. Use these ideas to improve upon your own work and please don't be bitter sir!

radiant iris
# velvet flint As you wish

Thank you for complying my friend. The logo discussion has been controversal for sure. Many different opinions and wants stretching in different directions. In the end, I want it to be @opal knot who makes the final design, but the design have to respect the ideas, contributions and suggestions of the others (to some degree at least)

daring plinth
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@radiant iris please take a look at the prologue level, make a list of stuff that needs to be remodelled so that we focus on stuff that's important

radiant iris
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Giygas, of course sir! 🫡

opal knot
west badger
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When will the new upgrade to version 0.5 be available on moddb.com ?
/ Autodownloader is Fix by Kim /
remix version is work in 0.4.0 ? ( upadate cofing to 0,4,0 in moddb.com)

opal knot
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looks gold to me

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goldified

radiant iris
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Brilliant mate!

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Can we try silver as well please?

opal knot
opal knot
radiant iris
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Looking stellar Yosuke! Make the silver a tad darker please.

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That's an improvement already, but keep the highlight up, like in the first version. But get the mid to low tones down a tad

opal knot
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@radiant iris so?

radiant iris
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It's still too bright overall. Should we try more towards a titanium direction perhaps?

opal knot
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now its too dark?

radiant iris
muted tinsel
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There you go

radiant iris
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I was thinking something in the lines of:

muted tinsel
radiant iris
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Looks like paper 😬

radiant iris
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There's no ongoing voting. We're just experimenting with different designs for now

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I mean silver is cleaner, a lot cleaner than gold. Also, gold is a little childish isn't it?

opal knot
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you asked for it

daring plinth
radiant iris
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Yeap, true. We gotta have to stay lore friendly on this one I'm afraid

chilly beacon
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Hello first time user of mods need some help with downloading max Payne remix mod

winged gale
# muted tinsel

Would it be alright if I tried my hand at editing this version?

sterile quest
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Hey Gang, downloaded some of the files here off Moddb. I'm not sure if the Def Edition is requied but I don't get a level select and most lights sourced show dark halos. No updated textures. What am I doing wrong?

red charm
opal knot
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well freaking amazing

red charm
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almost perfect

opal knot
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you're welcome

red charm
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🤔

red charm
radiant iris
radiant iris
radiant iris
radiant iris
radiant iris
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I still haven't gotten my brushed titanium version guys. Gold has kind of shrinked on me a bit 🫠

chilly beacon
opal knot
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Every time im getting more done

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Let the Abradox continue do logos and stuff, he's now got the stuff, he knows the font, he has my logos as a reference and etc. There is literally no need in me

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I'm just wasting my time and my nerves.

velvet flint
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Instead of whining endlessly, you should have recognised a long time ago that there are people who can do a better job than you

opal knot
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No shit sherlock

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And thats why i want to leave

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there is no need in me when there is better people already

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yet Slask for some reason keeps asking me to stay

rare glade
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It's obvious there's always someone that is better at what you are doing but also doesn't mean you're doing a bad job. Logo is looking good and colors/style is getting there. Better if ppl pitch in, it's not all going to be gold but y'all get there eventually 🙂

velvet flint
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Well, get your balls in a knuckle and get on your way, don't play the tragedy

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You can always try your hand at something else

opal knot
opal knot
safe pulsar
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for what it's worth, i'm still partial to your logos 🙂

velvet flint
radiant iris
radiant iris
radiant iris
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You know what. I changed my mind. @velvet flint you're out! Yesterday should've been your final warning, after what you did. I had it with you. I don't need you impulsiveness and negativity for this project. I won't stand for the kind of behavior you're pulling off

🥾

velvet flint
# radiant iris Shut up s0crates, we don't talk like that to each other here. We show each other...

I respect him as much as he deserves. I'm not saying his work is terrible and should be consigned to oblivion. I'm just somewhat amused by his rather lengthy threats to leave (how long has he been threatening to leave? 3 days? a week?). And so I offer him options to save face. And I see them several, the first is the coolest - to draw such a logo, which would be the envy of Artemy Lebedev, but not to whine about leaving is worth only to hear the edits and see the work of other guys, the second - to try yourself in something else, not necessarily dwell on the same, well, and the most boring option, which even I do not like - to leave in the English style, saving face

velvet flint
radiant iris
# velvet flint I respect him as much as he deserves. I'm not saying his work is terrible and sh...

Nothing about Yosuke's behavior has bothered me the slightest. I actually like his style, because he's doing him. And he never was disrespectful or rude towards another person.

You on the other hand, have stretched my patience a few times too many. The problem is your bad attitude, and your disregard for the structure of the mod team. And I explained that part to you quite thoroughly in DM earlier.

You're out, and nothing changes that.

'THE project' is actually my project believe it or not. I initiated it, I put a team together, I chose a name for it. Marketed it. And I'm here every day to work on it. So yes, I have certain benefits and privileges as project leader. But also responsibilities.

velvet flint
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What commercial? Post an alpha version on modbd and accidentally get on hypterain?

radiant iris
#

You have no idea what you're talking about buddy. But be my guest, keep being disrespectful and see how far that'll get you.

This conversation is over!

velvet flint
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Well, "over" and "over." Anyway, the github is still open for you to read and write, my developments are still available to anyone who wants them

daring plinth
rare glade
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not bad

daring plinth
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Credit goes to my friend btw, not my work

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I asked him if he could give his own idea for a logo

radiant iris
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Nice stuff Giygas, thanks for sharing! Your friend has a nice idea. We will add it to our pipeline 👌

daring plinth
red charm
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I thought about it. This is good for cover design, but not for a logo.

radiant iris
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I agree with his words, simple yet elegant. Not too invasive like he said.

red charm
daring plinth
#

thanks, credit goes to HeroTK (he's not here but he made it)

radiant iris
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@teal thorn Would you like to be an official member on the mod team? We're kinda one man short now.

teal thorn
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Sure i'd love that

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who left?

radiant iris
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s0crates had to go, unfortunately

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I'm glad you wanna participate! Thank you sir!

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@red charm Abradox, do you have any skills except 2D artwork?

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@rare glade Skillz?

teal thorn
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Unfortunately my toolkit is broken though 😦

rare glade
red charm
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I can't test something with RTX

radiant iris
#

Dang it, I don't like bad news boys! But I'm still glad ya'll are here and cheering on the project! Thanks ❤️

radiant iris
teal thorn
#

Well I've put the issue here #1201109063438700595 message

But it just closes after the launch screen, and it still persists after reinstalling it

radiant iris
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GPU?

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I sent you a friend request by the way 🙂

teal thorn
radiant iris
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@teal thornLet's talk privately about your issues, I'm sure we can solve them 👍

opal knot
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killerpain team

radiant iris
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Welcome back Yosuke, I'm glad to see you 🥰

opal knot
opal knot
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golden splat

opal knot
radiant iris
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Dat is some hot stuff Yosuke! Love it. The name is also fitting! When we release the mod on Moddb, can we use that name and a logo for it? Right now it's Slasks Psykbunker, which I really only made up real quick when I created the my demo page. But I want a proper one for the mod itself when it's done.

vivid drum
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The game freezes when you press ALT+x ?

velvet flint
radiant iris
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Grapes almighty Yosuke! That gave me goosebumps! 🤩

red charm
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@opal knot I have an idea: pill or tablet through text 'Killerpain'.

rigid plinth
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Hay are skinned meshes stable?

red charm
daring plinth
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was looking forward to having high poly characters as well

rigid plinth
daring plinth
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We have this USD from the capture as well

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how to sculpt his shit eating grim face kekw

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Basically we want the rough edges to look round

velvet flint
rigid plinth
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Ah

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Rip

opal knot
radiant iris
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Disaster struck, SSD died mid work 😔 No backup of mod files. I guess we're starting from scratch again people. Just gonna scrape together enough for a new hard drive. I have a feeling my GPU is next in line. It has been acting up lately, crashing apps when Vram ceiling is reached, even crashing Explorer when it goes.

rigid plinth
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damn

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rip

opal knot
radiant iris
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I'm working on that part. So far no bites on the modder recruitment.

velvet flint
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There's 0.4 in the Noir branch, it's the last thing I downloaded from gdrive.

daring plinth
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@radiant iris we should give s0crates another chance

velvet flint
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I've already switched to toolkit and started drawing all the necessary maps for pbr in photoshop. Replacing geometry doesn't work yet unfortunately

daring plinth
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Why not

radiant iris
rigid plinth
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Drama

daring plinth
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I had no part in this kekw

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As a community we should respect each other

radiant iris
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As soon as I've figured out the right workflow, we can get up to speed. But replacing assets one by one Is beyond our current capabilites. I'm working on a few ideas. Don't worry, soon everything will be a lot clearer.

daring plinth
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@rigid plinth do you guys replace assets one by one?

rigid plinth
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yes

daring plinth
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Understandable

rigid plinth
daring plinth
velvet flint
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There's no other way to do it. If you want something done well, do it yourself.

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And generally speaking, it doesn't happen as scary as it sounds. I've replaced half the materials for the first floor of the prologue last night

radiant iris
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The complex and rich environments of the levels in MP makes for a lot of work. There's over 450 meshes just for the House in the prologue. But I have an idea of how to do it much faster, without having to do objects one by one.

daring plinth
daring plinth
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Wait.... I heard there's a fix to that

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nvm

rigid plinth
daring plinth
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it is

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You are correct

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it's divided into much smaller meshes

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It's probably much less if I could each asset myself

rigid plinth
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exactly

daring plinth
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The 450 meshes are actually small parts of a larger model. I was scratching my head figuring what goes where without a proper way to categorize them

radiant iris
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Just a quick test. Vanilla chair replaced by custom one. Didn't move it an inch. Works perfectly. It can all be done in code.

daring plinth
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That's great and all but what's that paper like stuff on it

radiant iris
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Just edited geometry

daring plinth
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got it

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and this code will replace every single mesh once we have made them all separately and the scale would be similar

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Yeah?

radiant iris
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I'll explain it in the other channel 👌

opal knot
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just wanted to do something while doing nothing

velvet flint
#

I remember some of you wanted to make a capture with muzzle flash. My advice: change shot to any button on your keyboard, go to capture tab in runtime menu, press alt+del and then press shot, then the capture will definitely have shot.

velvet flint
#

before

red charm
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too old max

daring plinth
velvet flint
rigid plinth
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I highly doubt rockstar are gonna reply

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Remedy is just built different

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Maybe write to sam

velvet flint
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Your bets on the answer, gentlemen

rigid plinth
#

Either he'll say rockstar has him by the balls, or he'll give them to you.

radiant iris
#

We really shouldn't alert Rockstar about our "remastering" stuff. I've seen them take down mods many times before. And it wasn't even long ago. Or perhaps they are already aware of it but don't care/can't care?

daring plinth
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Max Payne legit has matrix mods

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Warner Brothers don't care as well

teal thorn
#

Thing is though Rockstar are supposedly working on a Max Payne remaster

radiant iris
#

Hm... true. Still though. I would be cautious

daring plinth
#

stay low ig...

teal thorn
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Well the project has reached a handfull of news outlets

radiant iris
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Yeah they prolly already know. Just pray they aren't gonna sink their teeth into it.

daring plinth
#

hence not a mod

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its a remix

radiant iris
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But we are, aren't we?

teal thorn
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There isn't really anything they can do about it

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besides from resusing their assets

daring plinth
velvet flint
#

Time to buy servers in countries that don't dance to the tune of the united states, and sit at your computer in some kali linux

radiant iris
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Wile it's true, we don't actually change the original files. We just hide them by putting remix visuals over them. Cleaver

radiant iris
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Can be remastered, no need for texture change IMO

rigid plinth
#

how

radiant iris
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Multiple layers of AI assisted upscaling. Mixing models, working in sections of the photo. Using high contrast sharpening filters, etc

daring plinth
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they won't be perfect

rigid plinth
#

oh

velvet flint
rigid plinth
#

Hey lets be respectful

velvet flint
rigid plinth
rigid plinth
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Let him cook

daring plinth
#

Slask lost one of his SSD which had the project files

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he has to start from scratch again

velvet flint
radiant iris
flint ember
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and thats a high res pic

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you are upscaling a super tiny pic

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youll face a LOT of artifacts

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im just telling you its not worth the effort

radiant iris
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Just because you don't know of a way, doesn't mean it's not possible 😉

flint ember
#

honestly id rather replace it with a joke pic lol

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like the modding team noses pics or something idk

radiant iris
#

It's just pixels, arrenged in a specific order. If you know how to manipulate them pixels, you can achieve unbelievable stuff.

radiant iris
velvet flint
daring plinth
rigid plinth
daring plinth
#

bro doesn't know anything 💀

velvet flint
#

They also call me a toxic person

daring plinth
#

this one is quite old but you get the idea

#

Kim probably knows even newer ones

#

only drawback is that it really changes how a person looks

#

from a glance it does look like its the same person but the minor details are self added by this model

rigid plinth
#

hmm

opal knot
daring plinth
opal knot
#

Thats pretty much the reason why they publishing it

#

and sponsoring

daring plinth
#

Remedy couldn't even think of making another max payne game without Rockstar/T2 permission

opal knot
#

Yes, exactly

#

Thats why Alan Wake has Alex Casey

rigid plinth
#

Yes, exactly

radiant iris
#

These guys don't know much about this topic 😅 So funny watching their sceptical confused faces.

Anyone with a little deeper insight knows that AI upscaling is just one part in the process of repairing photos. There are many other techniques that can be used. One such technique is facial reconstruction. And that can be done in multiple ways. Another one is surface material reconstruction. Another one for geometry, another for contrast and color.

It's all just about bending pixels to your will. Someone who's been doing that kind of stuff for a very long time, knows the inns and outs of it 🙂

rigid plinth
#

hmm

#

Interesting

radiant iris
#

I worked in law enforcement, I'm also a photographer and digital artist. So I've been acquiring certain sets of skills when it comes to digital image manipulation.

rigid plinth
radiant iris
#

You're all be able to marvel at my creations once we get the mod finished up! ✌️ Including the framed family photos standing on Max's cupboard.

daring plinth
#

gonna need a source collection like this

safe pulsar
#

on low res images, it often doesn't look natural enough. and when it comes to faces, manually repairing images like that requires pretty great skills to make it look natural

daring plinth
#

i heard codeformer is better on AI faces but not that great

#

works best on compressed pictures

safe pulsar
#

i bounce between GFPGAN 1.3 and Codeformer myself

#

there's also RestoreFormer

daring plinth
#

the image we're dealing with is a compressed low resolution game texture

#

how the hell are we ever going to get a use out of that

safe pulsar
#

you'll get a usable result, but it won't look good with what we have currently. depending on how long this project goes on, that may have to be done last

daring plinth
#

the dude in the picture is Vinnie Gognitti

safe pulsar
#

if you track down the original actors and somehow get higher res pics of them, then map it to the required texture, that might work. i think that's what you're getting at?

#

i'm really not sure if this gets into any messy legal stuff though

daring plinth
safe pulsar
#

yeah. there's a lot of things in regards to Remix that i wish i had a lawyer for 😛

daring plinth
#

for example uploading game captures to ModDB 💀

safe pulsar
#

yes. i'll never support or advocate for that

safe pulsar
daring plinth
#

only if there was a way to let Remedy know we're gonna replace 90% of the stuff inside with high quality assets

radiant iris
radiant iris
#

Good news everybody. I fixed the hard drive problem and everything's fine now. All files are intact 😌

nova meadow
rigid plinth
#

what

nova meadow
rigid plinth
#

hmm

nova meadow
#

It was a miracle he even answered

velvet flint
rigid plinth
#

Give him some time

#

He's probably busy doing mocap for the official remake

velvet flint
#

By the way, I wonder what appearance will be taken as a basis - from the first, second or third part? Or will they end up using Aidan Gillen?😁

rigid plinth
#

I really hope it's Sam

#

But regardless, it's gonna be good

#

I 110% trust remedy make it perfect

velvet flint
#

And Courtney Hope as Mona Sax

rigid plinth
#

The old lady right?

#

Been a while since I played

velvet flint
rigid plinth
#

Was she that in the original?

#

Nahhh

#

Couldn't be

velvet flint
rigid plinth
#

Wait

#

What

#

Huh

#

Can you post an image

velvet flint
rigid plinth
#

Uhhh

#

I'm having a hard time seeing Courtney in this

#

I believe ya

#

I guess she's older than I thought she was

velvet flint
#

Well...

rigid plinth
#

Yeah that's her

opal knot
#

Courtney as Mona....sounds like a quite not bad idea

opal knot
safe pulsar
opal knot
#

He imaging her for remake, heck thats why he joked about Aidan Gillen as Max Payne

safe pulsar
#

i take this as a discussion of the original game actress?

opal knot
#

I guess he understood question wrong

rigid plinth
rigid plinth
velvet flint
#

I was answering the question "was Mona Sax in the original game?", not "was Courtney Hope in the first Max Payne?".

rigid plinth
#

Well that's what I meant lol

daring plinth
#

Yeah she wasn't in the first game

#

Due to low budget

rigid plinth
#

I'm talking about courtney hope being in Max Payne

#

She wasn't

#

She would be 12 years old when max payne came out

daring plinth
#

Deceased dialogue channel

opal knot
#

Dialogue be like:

daring plinth
#

Caught slacking

opal knot
#

hmm

#

khm-khm

#

pain

opal knot
#

worked instantly with no problems during instalment, menu is not visible (in-game the menu appears for couple second then disappears), i used DLSS Quality plus Reflex, most of the time it was 20-24 or just slightly more FPS, playable, pretty much enjoyable, i didn't configured anything else as i think most of things done alright

#

door

teal thorn
#

Is this the demo mod?

opal knot
#

Well of course it is

opal knot
radiant iris
#

Hi Yosuke! I've missed you

#

I'm delighted to see that you wanna try my demo 🙂 The reason why you don't see the menu is that you need to set Texture Color Depth to 32bit in the game's settings (the launcher that pops up before launching the game)

#

@opal knot Blyatiful screenshots my friend! I think they are well framed and setup. You know what, we should invite you to our inner circle. I have just forgotten about it 💚

opal knot
radiant iris
#

Ok, might be a missmatch with my rtx.conf and the new updated Remix versions... To get rid of this problem, you need to "Tag" all the 2D background images under UI Textures. Do that with the Remix menu. I'll show you where

#

Important that you set the check-boxes like I did, then simple click on the 2D menu art/backgrounds. And they will show up correctly 😉

opal knot
#

i'll keep that in mind

#

don't forget to invite me to "inner circle"

rare glade
rare glade
#

#remix-updates message

radiant iris
remote raft
#

I actually hate the what now feeling at the end of a dev cycle more lol.

remote raft
#

indeed

radiant iris
#

@remote raftThanks for the optimism and encouragement man! You're right, it's kinda beautiful 😗

remote raft
#

Maybe you guys can use the remastered tracks. I'm 100% going to use the first person mod when you guys finish this.

remote raft
#

Back, good guys can win still. Lmk if you’re looking for any content help. I love Max Payne. I’ve only played part 1 and 2 though.

daring plinth
remote raft
daring plinth
#

well what are you good at? We got people for texturing but we really need some 3d artists

remote raft
#

I’ve been really inspired by tadpoles projects on here. It would be nice work on some of the level content, like furniture and such

remote raft
hard tapir
#

been trying too get this game working for couple hours now with remix and i finally got remix too load but its a very dark screen but the game is running. is there a thing i can do too solved it? I know supertuxkart i first had this but it was due too the sky box which needed checked.

hard tapir
#

thanks 🙂 will save that incase somethinng goes wrong again 🤪 but got it working following your steps from 1/13 which did the trick 🙂 lol......

radiant iris
#

@hard tapirI'm glad you got it working! But House level is not yet Remixed. Config is for Roscoe level

#

But you really should turn off fallback lighting and tag the UI textures properly instead 😉

lethal hull
#

Anyone know how to stop the camera from zooming in/out every now and then?

daring plinth
#

Why is it zooming

velvet flint
rare glade
#

🤣

tulip prawn
daring plinth
velvet flint
# daring plinth what did you replace overall?

Of meshes replaced cabinet with drawer, houseplants, whiskey glasses, 1 painting and table lamp. Of the materials replaced parquet, wallpaper, floor tiles, brickwork of the fireplace

ember kettle
#

Hi guys.

I would be interested in joining your team to designate participation in a project for portfolio.

About myself: 3d modeler with skills in Stable Defusion.
Experience as a freelancer for 6 years
Software: 3ds max, RizomUV, Substanse Painter, Zbrush

radiant iris
# ember kettle Hi guys. I would be interested in joining your team to designate participation ...

Hello Dawg! Nice to hear that you're interested in joining the effort. We're always looking for new talent to help shape Max Payne Remixed into a thing of beauty and technical wonder. So you're very welcome on board sir! I will direct you to our lair and inner circle via PM.

To everyone else anticipated and eager for updates: When we have something significant to share, we will publish it here in this thread. For various reasons we can't use this thread for constant small updates and development progress. Sorry about that. We're about halfway done with the prologue level, after that the pace will pick up for the later levels. The biggest time thief is the learning process, in combination with having a very small team working on this. Stay tuned for news everybody! This project is far from dead, it's just slow.

velvet flint
#

I'll tell you more- there are two of these projects

#

I think once I finish a prologue that demonstrates a shared vision, I can think about recruiting a team (or even swapping assets)

swift axle
#

Learning the whole RTX remix thing, really want to contribute to this. I'm a generalist so I can model, improve textures, light scenes and a bunch of stuff. Project is looking good so far!

rigid plinth
#

@radiant iris

lethal hull
#

I'm playing max payne for the first time with rtx on - and it works amazingly well, I"m gunna be able to get through the game forsure

#

In areas, remix is 100% better than the vanilla

#

Here's my rtx.conf - it's pretty fleshed out, but does anyone have a A+ one? 🙂

radiant iris
lethal hull
#

I’m so excited peepoBlushReallyHappyDank

radiant iris
#

@near shore The release notes for the Toolkit beta (Remix app) mentioned improved/reworked culling if I remember correctly. Also, some months ago Nvidia specifically asked me for my Max Payne mod project files. Which I shared with them, but I haven't heard back from them whatever became of it. I wanted to ask you if you know if any progress was/is being made to the culling issues specific for Max Payne? Thank you for your time 🙏

near shore
# radiant iris <@617500777191047168> The release notes for the Toolkit beta (Remix app) mention...

The mod files you gave us were probably used for testing internally, and might be incorporated into some of our automatic testing - not really sure, though I could try to chase that down if you can tell me who precisely you sent the assets to.

in regards to culling... You should probably just test it. We've taken several passes trying to improve culling, but beyond hearing about them in status update meetings I haven't really been tracking what specific titles they've focused on there.

radiant iris
# near shore The mod files you gave us were probably used for testing internally, and might b...

Thank you so much for taking opon yourself to chase this down, I tried to ask the guy I gave it to whatever became of it, after some couple of months had passed. He did tell me that they were gonna use it for "internal testing" but couldn't give any more information than that. It was Kralich (David) who asked me on behalf of Nvidia for the files.

Oh okay, well Max Payne as a particularly painful culling, it literally loads only two rooms at a time, and lights are culled even more aggressively, and the current anti-light culling system doesn't entirely work for it. At least for now. I'll try to be keen on this matter and test every new update to see if some improvements were made. In case there was, I will post here and tell everyone about it! 🙂

Appreciate your time and help, as always! 💚

near shore
#

From digging around, I don't see any replacement assets for Max Payne in our test suite, so I don't think they're being used currently. I suspect a dev may have used it for testing while developing some specific feature, but not added it to the standardized testing suite.

radiant iris
#

Interesting, thanks Mark! I'll check it out. Ok, well whatever happens with the mod files, I'm glad if someone found it useful, or will use them to improve Remix in the future.

radiant iris
#

@near shore Hi Mark. I have a very particular and complicated problem that I wish you could shine some light on:

Whenever I make a scene capture in MP, all the meshes captured has an offset transform baked into the vertices, by a few meters. Once I import the scene as a sublayer in Composer the meshes are loaded then hidden by default. The meshes are positioned in a total mess, and not placed in the positions according to the level layout. However there are instance meshes created within Composer that are visible/inherited and they are all placed in their correct positions. I was looking a little deeper into the code of the instances and noticed that they have something called a "visual_correction" Xform applied to them.

Our problem is that whenever we make a new reference, to our custom 3d asset, for a selected parent mesh in Composer, our new mesh spawn offset to the location of the instances/level specific positions. This means we are forced to manually move each and every new 3d asset by hand to their right positions. We are looking for a way to make the new asset automatically take the same position as its parents instance.

Is there any way to capture scenes with Remix where the captured meshes doesn't get any transform/position baked into its vertices? Of if we can somehow copy or transfer that positional info onto our new custom meshes in a quick and simple way? Thanks in advance for your time and help. Our development is kinda stuck before we can get this part sorted out.

near shore
#

the vertex positions captured for mesh_HASH prims should be exactly the vertices the game is sending us

#

Are you saying that you see multiple copies of the same mesh, where the only difference is that their vertices are displaced? if so, the game may be baking the positions into the meshes before sending them to the GPU

#

Are you applying replacements in USD Composer, or in the Remix toolkit?

The toolkit should automatically handle transforms correctly, so that you can just select the instance, move it, and the transform is correctly applied to the mesh.

#

If you're doing it in USD Composer, then I'd recommend hiding all mesh_HASH prims but the one you're working on, bringing in your replacement mesh, positioning it relative to the original mesh, then deleting the reference to the original mesh. That's roughly the workflow we used when developing Portal.

#

as far as I can tell from the code, the "visual_correct" transform is for dealing with inverted axes and left handed / right handed conversions. Without that, the capture would be flipped or mirrored from the original game.

#

(It's possiblle I'm misunderstanding what you're asking - I'm not entirely sure what's going wrong based on your question)

radiant iris
# near shore Are you saying that you see multiple copies of the same mesh, where the only dif...

No, I don't see multiple copies of the same mesh (other than possible instances). The meshes captured by remix seem to have positional information baked straight into the vertices, as you can see in the screenshot I attached, that's one of the vanilla game meshes captured by remix, a rubbish bin. The information seem to be baked into the mesh, but the instances of each meshes are ending up in a different location than their mesh twin. But I can see no specific transforms information for either of them, they are both using the Matrix4d xforms like this:

radiant iris
radiant iris
# near shore If you're doing it in USD Composer, then I'd recommend hiding all mesh_HASH prim...

Yes but it's the "positioning it relative to the original mesh" part we are looking to skip, and have our custom replacement meshes automatically take the same position as the instances. For now, adding any custom mesh to a selected mesh_hash parent will spawn the object NOT where the instance was. The original mesh instance disappears, and gets replaced by a newly created instance of our custom object. The problem is its position not being correct. And we want to avoid manually moving it into the right place.

near shore
# radiant iris Yes but it's the "positioning it relative to the original mesh" part we are look...

so, lets just be clear on some terms here.

If the USD contains this:

meshes
  mesh_HASH
    mesh
    new_replacement_mesh
instances
  inst_HASH_0
    mesh
    new_replacement_mesh
  inst_HASH_1
    mesh
    new_replacement_mesh

the copy of new_replacement_mesh inside of mesh_HASH is the only one you should change, The others are just references to the one inside mesh_HASH, and changes to them will not be read by the runtime.

#

the runtime does not read anything inside the instances prim. it only reads the stuff inside the meshes prim.

#

the mesh_HASH prim is intended to be an asset, placed at the origin. the inst_HASH prims are copies of that asset, placed according to however the game placed them at capture time.

#

Remix only supports replacing mesh assets, it does not support replacing mesh instances.

radiant iris
#

I am very well aware of this Mark, but thanks for making sure!

near shore
#

If you transform mesh_HASH/new_replacement_mesh into the same place as mesh_HASH/mesh, and then observe that inst_HASH_0/new_replacement_mesh is not in the same place as inst_HASH_0/mesh, then something is bugged. You can try going to the layers tab, expanding your mod layer, and deleting instances and everything under that.

#

inst_HASH_0/new_replacement_mesh is still not in the same place as inst_HASH_0/mesh even when there are no overrides to anything in instances/, then something is likely bugged about how we're handling inverted and/or mirrored coordinate systems. I would definitely be interested in knowing more details if that is the case.

radiant iris
#

@near shoreI will investigate what you just said, and report back as soon as I have time. I'm glad you're willing to investigate this. Because it's super frustrating.

near shore
#

I dug into the capture that was shared on general, and as far as I can tell stuff is working properly - max payne is just sending kinda nonsense geometry sometimes. Some objects, like these pictures, have transforms exactly how I'd expect

#

similarly, all of these plates and cups have reasonable transforms:

#

I suspect whatever engine MP is using, those things are 'props'

#

Other objects, however... seem to have no rhyme or reason to where their origin is vs where the actual mesh is. i.e. this shelf unit

I suspect these are modeled as part of the level geometry or something

#

It'd probably be possible to introduce a new feature to Remix that would move the mesh origin to the centroid or something, but that'd be really annoying with meshes that are supposed to have 0 = floor or stuff like that. And we'd have to develop it, which would take time away from other things.

I recommend a workflow fix - when creating a replacement mesh, open up the original mesh in blender and model the replacement to occupy the same space as the original.

radiant iris
# near shore I dug into the capture that was shared on general, and as far as I can tell stuf...

Thanks Mark, for looking into this. But I'm afraid you still don't understand the problem here. There's nothing wrong with the instances, they all show up where they are supposed to according to original game layout. It's the actual mesh_HASH items that are problematic. If you unhide them all inside Composer, you'll notice that they are all clumped up together in a beautiful mess.

Now, once we select any of these mesh_HASH items, and make a new reference, to use our custom 3d assets, the assets will then spawn roughly 5-6 meters AWAY from that mesh_HASH. Forcing us to manually move it to the exact same position as its parent mesh. Which we can't afford, due to having a too small of a team. We need to be able to mass replace every OG asset with our custom remastered ones. Because we already have all remastered 3d assets done and dusted, we just need a convenient way to automate their insertion/asset-replacement into our mod layer. We could have done this via a simple script and the 'over' function.

But since all captured meshes of our game is offset by a few meters, due to positional code that Remix baked into its vertices, that's not gonna happen and we have to fall back to manual labor. And before you ask, yes this issue is also present in Remix app/toolkit.

near shore
#

Because we already have all remastered 3d assets done and dusted, we just need a convenient way to automate their insertion/asset-replacement into our mod layer

Ah, so you're not actually making new assets for this, but re-using existing assets.

the mesh_HASH prims being all clumped together is intentional - they're just supposed to be sitting at the origin, afterall.

I'm fairly certain Remix is not responsible for baking these transforms into the vertices - the replacement meshes are rendered relative to the transform the game sends us for that draw call.

I see two ways you could feasibly solve this issue without just fixing them manually:

  1. Figure out why the game is baking some transforms and prevent it from doing so. Then redo your captures, since that will change the mesh hashes.
    or
  2. Write a script that calculates the bounding box for the original and replacement meshes, and sets a transform to minimize that difference. Then run that script over all your problematic replacements. This script would be relatively straightforward to write in USD Composer's script editor, but will definitely require knowledge of Python and the USD python API (or willingness to learn them).
daring plinth
#

the new assets are already made(like they were pre-made by our 3d modeller), we just have to place them and also scale them as well because they aren't one-to-one match yet

radiant iris
# near shore > Because we already have all remastered 3d assets done and dusted, we just nee...

No we are making new assets for this, continuously. We were just lucky to get a head-start as all assets for the first level was already made when we started this project, courtesy of one of our members. They still need to be inserted and replace the original game assets.

How can Remix not be responsible for this issue? As I see it, it must be due to compatibility issues with this particular game. Remix captures the meshes and somehow positional/transform information is baked into each and every vertices for all objects. You suggested me to find out what is baking these transforms and prevent it from doing so, but isn't that the Remix developer's job? I can't even begin to imagine where to start looking for what's causing this phenomenon. And unfortunately we don't have anyone experienced in coding on our team, be it python, usd, flowgraphs or anything like that. So I guess all we can do is to kindly ask the Remix team to investigate this, and possibly come up with a fix.

near shore
#

I'm not as familiar with the capture flow as I am with the loading-and-rendering-replacements flow. When we load a replacement mesh and replace a draw call with it, we just combine the draw call's transform with the mesh_HASH to replacement mesh prim's transform. Nothing about the captured mesh's vertices or transform has any impact on how the replacement mesh is rendered.

radiant iris
#

Nothing about the captured mesh's vertices or transform has any impact on how the replacement mesh is rendered. Yeah, and that's the main problem right there. The OG meshes are all offset, and any new mesh, or light sources added in that is not made by Remix from the game, will all have their positions zeroed. Thus they will always end up in the wrong position.

near shore
#

As far as I can tell, those offsets are being applied by the game

#

If there is a game setting or console variable that you could tweak (or some other game mod you can apply) to disable this behavior, then that will make your job easier.

#

It wouldn't be unreasonable to request a feature from the tools team to automatically transform a replacement mesh to fit into the original mesh's bounding box - but like any feature request, implementing and adding that feature would come down the prioritization and scheduling. Aside from that, there isn't really anything I can think of that we could do on the Remix side to fix this.

radiant iris
#

I understand

#

Well, there are many console variables in this game, i've seen it. There's also OG engine tools laying around. We just lack the skills to use any of it. And that goes for Max Payne modding as well. But I will take your suggestion and look if this can be solved via scripts. Or if I can find someone who can help is make such a script. After all, there's plenty of experienced and helpful people in this community. I was also thinking that we might be able to read/borrow the vertices offsets and transfer that positional info onto our custom 3d assets using .usda coding, because that's something we do understand. But to avoid tons of manual labor on that part, it would have to be done via scripting and/or a tool as well.

near shore
#

I do also recommend writing up a feature request for a "move and scale replacement to match original AABB" feature, though I can't make any promises about if or when that would actually get added.

#

and for future replacement assets, it's definitely better to develop the replacement model to fit the captured model's bounding box.

#

If you do decide to try to write up a script in USD Composer, you could use the old triangulation script I shared as a starting point:
#1096847508002590760 message

#

(mostly as an example of how to get a prim and access values in it)

radiant iris
#

Thanks a lot Mark, for helping with this issue. And for your continuous support. It's very appreciated! 💚

blazing cargo
#

Hi @near shore, I've been looking at this with @radiant iris.

  1. My guess is that you are right that the reason that the vertex data is not near (in fact significantly far from) the local origin is just how it's coming out of the game. The curious thing is that the visual_correction transform is there. It does actually bring the mesh perfectly to the origin when viewing the asset's USD file on it's own (i.e. when the visual_correction transform is in-scope and applied). So if Remix is placing the visual_correction transform there, it seems that Remix must be aware of the original delocalized position of the mesh.

  2. Secondly, we can see that instance references to the assets are made directly to the mesh_HASH prim, making the visual_correction transform (it's parent prim) is out of scope. Therefore, the transform for each instance is calculated from the uncorrected position of the asset mesh.

  3. It looks like the trouble is that when the new assets are imported, since they are, correctly, around their local origin, they appear out of place due to (2). I'm wondering whether there isn't some disconnect here between (1) and (2)

As a workaround for this project, I am planning to make them a script (better a kit extension) which adds a transform op, being the inverse of the visual_correction transform, either on the updated asset USD or maybe on the instancing prim. We tried this on the USD file of a new asset and it seems to work.

I missed your note about your triangulation script. I'll check that out. But it was relatively easy in python to add the necessary inverse. (NB that this also needs to take into account that Blender defaults to exporting with Y-UP)

#

Also, I jsut want to say that I have not used Remix so I am working "form the outside" here. I could be missing something completely obvious...

near shore
#

I'm not 100% sure about the visual correction transform (the code in that area is confusing and the dev is out on paternity leave), but there was a desire to have all mesh_HASH prims close to the origin when selected, so that when you open the file they aren't just way off in the distance somewhere.

To achieve that, I believe we're setting visual correction by calculating the average position of all vertices (the centroid), and then moving the mesh so that the centroid is at the origin.

So it's not that we actually know the game's transform, it's that we are creating a transform to move the mesh close to the origin.

#

visual_correction was added as a convenience, but I can see that in this case it's causing confusion.

If you construct your replacement mesh as a child or the visual_correction transform, then the vertices should wind up in the right place. I believe you can also just reparent a mesh underneath it in blender then bake the transforms somehow? or at least you can do that in Maya.

If you have a large number of existing meshes than it'll probably be faster to hack together a script to fix them all. Going forward I'd recommend finding a modelling workflow that doesn't require that script

blazing cargo
blazing cargo
#

visual_correction was added as a convenience

I guessed that might be the intention and it makes sense 👍

If you construct your replacement mesh as a child or the visual_correction transform, then the vertices should wind up in the right place.

Basically the inverse of that correction will put a new asset (being near it’s origin) in more or less the right place. The “issue” in this case was that the correction is not automatically applied when new assets are swapped out.

Whether or not adding this this override to the USD for replacement assets is an option I am not sure, but it would be another convenient feature 💡 (for this case I will make an extension for the team)

#

I believe you can also just reparent a mesh underneath it in blender then bake the transforms somehow? or at least you can do that in Maya.

One issue is that Blender is not yet USD native and transforms cannot easily be turned on/off.

If you have a large number of existing meshes than it'll probably be faster to hack together a script to fix them all. Going forward I'd recommend finding a modelling workflow that doesn't require that script

For now I will write an extension which will automatically apply the inverse of the transform in a convenient way (hopefully to the parent stage) which only needs to be done once after generation and also allows the modelers to work around their origin uninterrupted. Small set-dressing errors can be fixed later.

(Just FYI Blender also does not support live sessions but a set-dressing pass round the level to adjust things is unavoidable in any case)

near shore
blazing cargo
near shore
#

👍 seems you have a solution that works for yall, so I say go for it.

If you want to put together a feature request for the toolkit, make sure to be very clear about what you want. it's very easy to get confused about this

blazing cargo
radiant iris
radiant iris
#

@near shore Hi Mark! I noticed this in the latest runtime build, is THIS what you were talking about earlier? Did the madlads actually fix this for us?

radiant iris
#

Upon further testing, it doesn't seem to work, at least not for MP 🥺

near shore
# radiant iris <@617500777191047168> Hi Mark! I noticed this in the latest runtime build, is TH...

That was actually added by a github PR:
https://github.com/NVIDIAGameWorks/dxvk-remix/pull/67

It should only be improving instance tracking in the runtime tho - I don't think it will have any effect on the captured transforms

GitHub

The changes in this PR try to improve instance matching by using its AABB instead of just its world position.
This leads to more stable instances and thus in less visual artifacting -> motionblu...

radiant iris
near shore
radiant iris
#

Yeap! And do you know if it's possible to use these extensions also in Toolkit somehow? Or kit extensions are exclusive to OV/Composer?

#

It's really great seeing you back again by the way! 😊

near shore
#

ummm... it should be possible, the toolkit is still on OV. @remote turret Do we expose a way for end users to activate kit extensions in Remix toolkit?

bronze nest
#

You can runlightspeed.app.trex_dev.bat, click on "Window -> extensions" , "import extension"

radiant iris
bronze nest
#

If you want to automate that and have your extension always discovered, you can click on settings, add the folder of where your custom extension is

#

After you can enable your extension, click autoload. It should always load when you run your app.

radiant iris
#

@near shore Sorry to bother you with another request but, right now we have to work with our scenes mirrored in composer/kit to have the lights point in the correct direction and stay syncred with the game.

For example this rect-light in the screenshot. If my scene wasn't mirrored, then the light would appear to point in the opposite direction compared to ingame. Is there a way around this? To have our scenes non-mirrored but have it synced with the direction of the game anyway? Thanks in advance!

near shore
#

Does it work correctly in the remix toolkit?

radiant iris
#

No, it's plauged by the same phenomenon

#

Ingame, looks fine and lights align

#

Stage tab, instances with forced tranforms = X Scale set to minus, in order for this to work

#

Left-handed capturing isn't working right now, and I've filed as much detailed as I could about it in a bug report to Github. But that's really beside the point here. Cuz I've used this workaround mentioned above.

#

The question here really is: Do we alwas have to work mirrored in MP to have things aligned and synced correctly?

near shore
#

To me that sounds like the inverse scale being applied to instances isn't being applied to lights (which makes sense, since that inverse isn't supposed to be applied to the replacements that the runtime reads)... but may point out a fundamental flaw with how we're handling the axes inversion stuff

radiant iris
#

Hm.. I mean even if the scene was captured correctly with the left-handed feature working, it would just mean that we wouldn't have to manually set X scale to negative values, and that Remix would do that for us. But it would still give us a mirrored layout for our levels. But I'd honestly have mirrored level layouts than lights (and possible other stuff) being rendered opposite to what we see in our modded game.

#

Regarding Negative X Scale values btw: That's just how it needs to be setup right now (probably to counter some 4matrix transforms already applied) Because in dxvk 265, when capping left-handed, it automatically adds a negative scale value to "Z" instead... 🤔

near shore
#

I'll admit I haven't done a deep dive on how the transforms work since the last major refactor of the code. Can you add a summary of this stuff to the github ticket for fixing left handed support? That's where the dev who investigates this will be looking to figure out what needs to be fixed

#

oh, right, that was you

#

so yeah, please add more info about what problems you're actually running into from this

#

like "all the lights are facing the wrong direction" and "I have to manually apply a bunch of negative scales to fix _______".

radiant iris
#

Alright, Will do sir! I'll add as much useful info to the report as I can. Thanks for your assistance! Hope it will be looked into soon by the right people 🙏

near shore
#

The exact words of one of the engineers when he looked over your original ticket:

yeah, they don't mention that the capture is actually wrong
just that the option doesn't do anything for captures, which is expected

keep in mind that we have no idea what you're actually experiencing and seeing, so just saying "this option does nothing to captures" doesn't tell us why you would want it to do anything to captures

radiant iris
#

I can see how he responded that way. I will add more details sir!

radiant iris
near shore
radiant iris
frank wing
tulip prawn
#

I confirm(from Max Payne 2) the directional lights (rect, Sphere with lower angle and so on) are 180grades opposite in the toolkit.
(tho its weird that RARELY, they appear the same ingame as the toolkit/no im not mixing this with regular sphere(180deg) or cylinder lights)

#

Not only i cant see the light profile/direction in the toolkit ..i have to acount for being 180 in the opposite direction on some axis...😑

radiant iris
#

@tulip prawnYeah, it's pretty much how it's always been with MP... I used to solve this before by capturing left-handed... But since March they reworked how the left-handed cap system works, and it no longer affects our captured scenes. I recently found a workaround for this, by adding a minus to the X scale transform for the Instances main parent under the Stage tab (this requires Composer) That will make directional lights shine the same as ingame, not mirrored.

When it comes to Toolkit, it's horrible working with lights at the moment. So many features lacking, Because of this, I have added about 10 bug reports/feature requests just for lights alone, to the issues section of Remix Github. Hopefully they will implement improvements soon.

radiant iris
#

I think I broke something 🫢

lethal hull
#

@wooden sleet
To get max payne running with remix

1.) I applied this multi-fix patch/mod pack to the basegame (You won't need to do this if you're already able to open the game/have no issues.

2.) In #1055002970091176006 message under DirectX 8 to 9, the first blue link that says Dxwrapper, extract all of those files and place into main Max Payne directory

3.) Launch game, open Remix menu with Alt+X

#

That step 2 is likely the fix and why it wasn't working - the new default dx8to9 file that comes with Remix now didn't work for me to make remix hook

#

And optional, place this in the main game directory as well - this is my rtx.conf file, this is used to tag textures, UI textures, make the game "Download and play" ready 🙂

wooden sleet
#

Thank you very much! I'm gonna test it now

#

@lethal hull If I press Alt+X and nothing happens then I assume im missing something :\

lethal hull
#

Hmm, what gpu do you have?

wooden sleet
#

An RTX 3070

#

if we are talking about the nvidia overly then its Alt + Z for me

lethal hull
#

What's your max payne folder look like?

wooden sleet
#

Can I pm you?

lethal hull
#

Sure thing!

knotty canyon
#

her

rigid plinth
#

true

lethal hull
#

Is anyone able to play in 2K? I can get 1920x1080 working, but 2560x1440 I can't get past the loading screen sadjuice

velvet flint
lethal hull
radiant iris
lethal hull
#

Thanks PapaSlask! I wonder what's happening on my end, but I'm getting this error. Anyone encountered this one before?

radiant iris
# lethal hull Thanks PapaSlask! I wonder what's happening on my end, but I'm getting this erro...

Sorry about your troubles man, I'd suggest checking out the troubleshooting guide that I wrote over here: https://www.moddb.com/mods/max-payne-rtx-on-demo-level/news/installation-instructions10

Furthermore one guy on our team reported issues with the latest version of dxvk/bridge, you might wanna try downgrade em if you updated em in the past 10 days.

Also check my installation guide again; and make sure to use the same game graphics setting as i did.

ModDB

RTX ON!!!RTX ON!!!RTX ON!!!RTX ON!!!RTX ON!!!RTX ON!!!RTX ON!!!RTX ON!!!

lethal hull
#

Thanks Papaflask! That fixed the directx8 issue - but for some reason the 2k resolution wouldn't let me load in. But, I've found a fix! I'm not sure if it will effect anything else but, the "testapp.exe" I'm able to launch the game in 2k, and load into games!

#

Very bizzare - I was kinda having fun digging into why the maxpayne.exe wouldn't let me go full resolution. Not sure what testapp is, but it works peepoShrug

opal knot
#

Fun fact: testapp is an original exe with DRM and stuff, currentt maxpayne exe is exe with pirate crack as Rockstar apparently didn't had source code or something to remove DRM, same treatment goes to GTA 3, VC, SA, Max Payne 2, Manhunt, and as far as i remember to Bully and Midnight Club 2 as well

radiant iris
# lethal hull Thanks Papaflask! That fixed the directx8 issue - but for some reason the 2k res...

No probs mate, I suggest consulting pcgamingwiki.com page for MP related stuff. Full-screen can be toggled by a shortcut launch option, you can also try the fullscreen checkbox inside the launch settings for the game (you know that little window that pops up before you launch the game)

Remix UI also has a setting to force "full-screen exclusive" might be worth checking out. And also, in the .exe's compatibility properties, you can try disable or enable "full-screen optimizations"

At the end of the day, full screen 2k, 4k, etc should work fine.

You can also check the NVidia control panel for screen scaling options and play around with that, you can try switching from screen scaling to GPU scaling, full-screen or aspect ratio options.

Here's a snippet from pcgamingwiki.com:

#

Oh and by the way, it just struck me: The dx8 to dx9 wrapper that comes with Remix is faulty, you might want to replace it with crosire's wrapper instead!!

orchid tinsel
#

How's the progress on this? considering making a Steam Deck and AMD mod for it so I just wanted to check where it is right now

radiant iris
velvet flint
orchid tinsel
velvet flint
#

It's more of a performance issue, but, sorry, what company - such and products (more or less ok only in rasterization).

orchid tinsel
silent pumice
#

How many people have you guys got working on this atm?

daring plinth
silent pumice
#

I just posted in the team requests thread (hadn't seen it yet) but I have some applicable skills and would be willing to help you guys fill any gaps in your progress

daring plinth
#

That's great! what kind of experience do you have that could help with this project

silent pumice
#

I've been bouncing around roles in gamedev since 2017, little bit of everything, primarily (at least with regards to what's useful here) I can do hard surface modeling, texturing/material authoring, and scene lighting and setup

daring plinth
#

Wait I've seen your message in the mod-request channel

silent pumice
#

Nowadays I mostly get shuffled to programming tasks since that's where my teams are usually most shorthanded, so it'd be nice to get some practice in on modeling and texturing again lmao

daring plinth
#

Currently we need a person that can use remix to capture, remake assets, place lights and replace it in the game.

#

If you're interested I can discuss with you in DMs about details. You are certainly welcome to contribute to the project

silent pumice
#

That sounds like something I can figure out, I have remix installed to my copy of MP1 already, I just need to install Omniverse and such

I have some experience taking low poly models and turning them into much more detailed models, rather efficiently

#

Feel free to shoot me a dm with any questions or info you've got

velvet flint
gaunt delta
#

how the freak do i download this bull crap

gaunt delta
rigid plinth
#

Oh...

#

Search for max Payne remix on Google. There should be a moddb page

daring plinth
rigid plinth
daring plinth
#

This is so bad, design wise

#

It should be besides the settings not inside it

rigid plinth
#

I know

river adder
#

in pins i can see only photos

daring plinth
#

You should go on moddb.com where the demo version of the mod is available

#

That has included instructions on how to run it with remix too

lapis hare
#

has there been any dev updates since the demo?

radiant iris
#

@lapis hare #1100576149895131246 message

radiant iris
#

We need more members to our team, so we're recruiting people with skills in the following fields:

- 2D artist/photoshop

- 3D artist/modeling

- Code/programming/Python

- Oldschool Max Payne modding

Feel free to reach out if you want to contribute! 💪

wet tangle
rigid plinth
wet tangle
rigid plinth
#

I was stalking a bunch of the regulars from there the other day and a few of them have landed industry jobs

green isle
#

how do i install the mod

radiant iris
glossy whale
#

this is amazing

#

the game even without rtx is fire

#

but damn

#

is someone able to show me how to get it

#

because there are only outdated tutorials

glossy whale
#

ok i managed to get it working but

#

it sometimes twitches

radiant iris
radiant iris
#

Christ people, stop using my ancient rtx.conf file from last year, it has issues xD I suggest making ur own from scratch. OK OK I will update it and fix the problems lol 😅

glossy whale
#

when will we get a full rtx version of max payne

radiant iris
#

It depends on how much help we can get

radiant iris
flint ember
radiant iris
#

@flint ember Heh, you're right they don't. But I'm too lazy for that 😆 I'll do it when we release Demo 2.0 though

rigid plinth
#

Are the screenshots updated?

daring plinth
#

is there a way to force V-sync?

opal knot
#

i think i'll try to recreate your original screenshots that you did for mod posting

radiant iris
rigid plinth
#

Ah yeah. I was wondering why you hadn't gotten rid of the ai textures

radiant iris
radiant iris
daring plinth
#

Fuck

#

No wonder I was getting 460fps

radiant iris
rigid plinth
daring plinth
#

Pick your poison

rigid plinth
#

Hand made any day

radiant iris
rigid plinth
#

Fair enough

radiant iris
#

Now that I came to think of if, there's actually 3 versions in the making, cuz s0crates (guy I kicked from the team very early on) is making his own thing too xD

nova meadow
radiant iris
#

Yeap, they're cranked to 1.4 ^^ The denoiser and DLSS removes quite a bit of detail, so had to crank em' up. But ironically, thanks to the effectiveness of DLSS, we can afford to push good old normal maps quite high, since DLSS is so effective at removing shader-aliasing 🙂 Nowadays we're using a very different approach to materials though, where normals play a very small role.

nova meadow
#

Happysufigee is doing it correct. Take a notes from him
#asset-creation message

radiant iris
radiant iris
nova meadow
daring plinth
#

Damn. Lmao

#

It's okay, I try to make things out of passion and it takes time to develop

nova meadow
#

Textures can be upscaled but materials must be handmade

radiant iris
#

@nova meadow You're confused, I see that. And I understand the frustration. It's my fault for not updating the media on the mod page... Sorry I just CBA 🙃 Therefore I suggest that you download the demo instead of looking at those old screenshots that are keeping you confused

radiant iris
arctic scroll
light marlin
#

Hi I managed to get it to work but as soon as I press resume game it crashes

daring plinth
#

oh lol

radiant iris
radiant iris
light marlin
#

And I managed to get it to work but simply if I close the game and enter it again it just crashes

radiant iris
#

@light marlin You mean, if you alt+tab out to windows, then back into the game, it crashes?

light marlin
daring plinth
#

oh

light marlin
#

oh wait now i tried to load the game and it didn't crash

#

nevermind its still crash

radiant iris
# light marlin For example, I installed the mod and entered the game, after about an hour I com...

There's a weird bug when the game doesn't properly close when you exit it, even though the game's icon disappeared from the task bar. If one instance of the game is already running, and you try to launch another one, I believe it could cause a crash.

You need to look at the processes in task manager and make sure the game is properly terminated. I usually put "Max" in the search bar above processes to filter out everything else, and then have a quick look in there each time I exit the game.

Lemme know if this helped!

radiant iris
radiant iris
light marlin
radiant iris
#

@light marlin So the game did run, and RTX raytracing, and my updated textures were working at first? And now the game crashes when you try to load back into the game? Is that it?

#

Also, please do check out that troubleshooting section as well sir 👍

radiant iris
#

Hm... 🤔 Never heard of anyone having this particular issue before...

#

@light marlin Did you check and make sure that there weren't any instance of the game running in the background, in the list of processes in Task Manager, before trying to run the game again?

light marlin
#

I'll try when I'm home and tell you

radiant iris
#

One more question: When did you last update your graphics drivers?

light marlin
#

If I'm not mistaken two days ago

radiant iris
#

Ok, so it's not due to an incompatible driver then

#

Try the Task Manager thing, if that's not it. The next step is to reset the rtx.conf to default. Hit me up when you get back home 👍

light marlin
#

I can't find anything related to the game here @radiant iris

light marlin
#

I also found out as soon as I do ctrl alt delete (because it's the only option to exit the window) the game crashes

radiant iris
#

@light marlin Hm... The fact that you're taking a photo of the screen with your phone, instead of taking a screenshot, suggests rather low technical computer skills, with little knowledge in Windows usage. So it makes me wonder if you have installed Remix correctly? And the mod correctly? Did you follow all steps in the installation guide to the point?

There's also a chance that your version of windows is corrupt.

Also, would you mind posting your d3d9.log file, as well as your MaxPayne_d3d9.log from the e2driver folder. And I'll have a looksie

rigid plinth
#

The assumption is crazy 💀

light marlin
#

I am 100 percent sure that I installed the mod according to the instructions, otherwise it would not have worked at all

radiant iris
# light marlin Um it won't let me take a screenshot in the task manager for some reason so I ha...

Oh I see, I'm sorry for the assumption I made earlier. I just tested it myself and you're right, the screenshot overlay doesn't come up for some reason when you have the task manager window open and active. The Win+Printscr key combo does work though, and will cap the whole screen. Another workaround is to open task manager and resize the window to leave a gap to your desktop on the side, then simply click on the desktop to make task manager a non-active window.

#

@light marlin I will take a good look at those logs sir, I'll let you know if I find something out of the ordinary!

daring plinth
#

new rock material

opal knot
#

quite good, different type of rock, but really good

daring plinth
#

I've been looking at close matches

#

This one just felt like it could look good

#

But right after I took the screenshot, I feel like it got rotated 90 degrees in game, lines should go horizontal

radiant iris
#

@light marlin Sorry for the delay Ofek, I've been looking through your logs, and there are a few problems that I noticed:

In the d3d9.log, I see the following:

[00:06:22.352] info:  Setting display mode: 3840x2160@120
[00:06:22.675] info:  Client window became inactive, disabling timeouts for bridge client...
[00:06:22.841] info:  About to unload bridge client.```

Are you running a 4K display? Or are you trying to run the game/remix in 4K? What's your display's native res? What's your resolution set to in Windows? Also, do you have multiple monitors connected?

Then, looking at the MaxPayne_d3d9.log, I noticed the following:

```[23:22:03.535] info:  [RTX] Opacity Micromap: enabled```
```[23:22:05.607] warn:  A suboptimal replacement texture detected: d:\Max Payne\e2driver\rtx-remix\mods\gameReadyAssets\tex\AD2083F6B1EAF004_diffuse.dds! Please make sure all replacement textures have mip-maps```
```[23:22:17.964] info:  [RTX Opacity Micromap] Instance requires more texel taps to resolve opacity than allowed.
[23:22:48.932] warn:  [RTX] InstanceManager: detected unsupported quad index layout for billboard creation
[23:24:40.981] info:  [RTX Opacity Micromap] Out of memory budget. Requested: 296468 bytes. Free: 105268 bytes, Budget: 1610612736 bytes```
```[23:24:51.791] info:  [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera.```

Now, I know that some of the newer Nvidia GPU series are are handing Opacity differently compared to older ones, but I don't know the specifics. I made this demo on a first generation RTX 3070. And you're rocking a 3080 Ti, which is newer. I dunno if there's a compatibility issues here. Have to ask NV_Mark.
Secondly, I believe I didn't make any mipmaps for the textures (for some reason), it might be a problem for some users?
Third, Looks like you ran out of memory budget for micromap! We need to ask an expert about this. Also no valid camera?
radiant iris
daring plinth
#

to carve out the subway lines

light marlin
#

I have another screen but I don't use it at the same time

daring plinth
#

some progress on materials, some are handmade

radiant iris
#

@light marlin Here's what I suggest, try these following things in the order I present them:

  1. Rename the rtx.conf file to rtx.conf_Backup (it's located in the e2driver folder), then run the game and try load into a level. If it's working, let me know and we'll start dissecting the config.
  2. Rename the rtx.conf AND the autopbr.usda with the same _Backup suffix, autopbr is located in \e2driver\rtx-remix\mods\gameReadyAssets, if it works lemme know.
spiral wagon
#

Lowkey exited to see this mod finished

radiant iris
#

@daring plinth Some feedback based on my personal opinion: Materials are nice and crisp. But they're too crisp, too sterile, looks like the subway station came straight from the factory, brand spankingly new. You need to ground it better, and make the scene "fuse". Adjust materials to have a worn, aged look. Various amounts of grime and imperfections would help. Microdetail and/or color variations in the albedo can help too. A lot can also be done via the normals to help with this. Other than that, looks great mate 🙂

daring plinth
#

if this is about the tiles then i haven't touched them in weeks

#

that specific tile doesn't even have the right color cuz it looks grey

#

other than that im taking in feedback, you're welcome to throw in suggestions and i will make it come true

radiant iris
# daring plinth https://streamable.com/qppiih testing animated water for intro sequence

Awesome stuff for initial testing, I better get back to testing water too, I was on the brink of a breakthrough last time. Anyway, some feedback: Try to find a way to get the water moving sideways, it's a river after all. Also movement is too calm, there's supposed to be a severe storm taking place. Try tampering with the scale for the material, adjust speed, and also: Leverage a displacement map to get more depth 👍

radiant iris
# spiral wagon Lowkey exited to see this mod finished

Implementing only material and light replacements, I could have the full game done in 3 weeks. But the scope of Max Payne Remixed is bigger than that. So It'll take longer. I might release the mod in sections. Like 3-4 levels at a time. Kinda like how them modern devs nowadays does it 😅 with their "early access" and "DLC's" and "season passes" and "micro transactions" and all that bullcrabs 😆

radiant iris
daring plinth
spiral wagon
radiant iris
# daring plinth how about not using AI materials 🤦‍♂️

How about hiring a team of developers to hand-paint all the textures? Sure, if you're paying! 🤣 Jokes aside, let's address your concern more directly:
You haven't seen the materials I'm working on right now, using updated tools and a new methodology and framework. All you have as a base of your concerns, are one year old materials that I did in a haste, thrown together a proof of concept, not meant for public view, and not meant as any form of official demo. Alas, it happened anyway, as you know. But also, those materials consisted of only color+normals, so quite an old and traditional setup. This time around, we're doing full PBR.

I know there's a ton of caveats, misconceptions and prejudices when it comes to AI processed textures and materials, but it's not such a black/white situation. Crafting proper AI processed textures, is more than simply pressing a button. And people tend to forget that. Soon, I'll show what we're working on. Until then, let's try not to discourage, mock or defame one another, the work we do, or the decisions/methods we choose to take.

rigid plinth
#

DAMN

light marlin
radiant iris
#

@daring plinth Good, then don't talk nonsense of stuff you know very little about. I had punks throwing the "i'M nOt GuNnA rEaD tHaT" punchline before, he ended up receiving a warning by the server mods. If you don't care about the topic, don't initiate it, it's that simple bud.

radiant iris
daring plinth
#

Jesus lmao

#

Your nature of writing in paragraphs was the main critique, not what was written inside of it

radiant iris
# daring plinth Jesus lmao

Ah, classic damage control comment. There's absolutely nothing wrong with the way I write my comments. It's a bliss to read, and you never complained about any of my long messages before. You used to be very content, cooperative and respectful. Nowadays tho, not so much. You alright mate?

radiant iris
daring plinth
#

I suggest you stop it right now

spiral wagon
light marlin
light marlin
#

And now I noticed that it broke the ray tracing

radiant iris
# daring plinth Jesus you're too judgemental

Am I though? You used to be a really cool guy, and very kind, always helpful and supportive (see attached screenshot). But ever since you left the MP Remixed team, that personality has shifted. You come into this thread, throwing a boot at AI assisted asset-creation, without arguing for why it's bad. And when I reply and address that, explaining my opinion on the matter, also highlighting possible misconceptions, you're suddenly not interested to read it.

Instead you slide in a silly Gif suggesting that my post was too long, too badly composed, or too w/e, for people to willingly read it. Perhaps to save you from having to address or contest my reply?
When I then confront you about it, you try to retrofit your intention with that Gif in order to save your face a bit. And when I called you out on it, you respond with hostility, telling me to stop?

Perhaps you should be the one stopping? Since you've backed yourself into a bit of a corner here. And, I dunno, maybe apologize for the whole thing?
I'm open to discuss AI with you, or anyone here for that matter, but not like this.

radiant iris
# light marlin It does solve the ctrl alt delete problem but it doesn't solve the crash problem...

The config is nearly blank. I just reverted everything back to remix-default, and then tagged the main menu UI items as UI (like you're supposed to), to make the main menu show up properly when you enter the game, instead of giving you a black screen. Yes, the UI ingame are supposed to be disabled, but it wouldn't matter here, because it's not related to the issues you're having.

Tell me more about this ctrl+alt+del bug you're having. And please give me more details on the crashing, when exactly does the game crash? Does it crash in the same place at the same time, every time? In other words, are the crashes consistent and repeatable?

radiant iris
#

I will fiddle a bit more with the rtx.conf and send you an updated one, gonna double-check everything. Thanks for your patience 🙏

spiral wagon
#

Is it the steam version of max Payne that this works on btw?

radiant iris
#

Errr, you don't happen to have RTSS (Rivatuner) installed? It's sometimes being a part of Afterburner @light marlin

radiant iris
spiral wagon
radiant iris
#

@spiral wagon Hey no probs👌 Oh absolutely, I'll probably be sleeping by then. Time zone Sweden here hehe. But I'll be available in 12 hours form now, give or take.

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@light marlin I changed some stuff around, please try the following rtx.conf sir

opal knot
opal knot
opal knot
# radiant iris Am I though? You used to be a really cool guy, and very kind, always helpful and...

Version for those who don't love too much letters:

"You've changed since leaving the MP Remixed team. Your recent actions, like mocking my AI-assisted work and refusing to engage with my explanation, are hurtful. It seems you're not open to discussion, and instead, resort to hostility and dismissive behavior.

I'm open to talking about AI, but not under these circumstances. Perhaps an apology would be a good place to start."

radiant iris
#

😅 Yosuke though

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Did you seriously ask an AI to compress/simplify my messages in an argue about AI?? 🤣 Only you could do such a thing Yosuke! Aaand that's partly why I love ya, and always want you around ^^

velvet flint
# radiant iris Did you seriously ask an AI to compress/simplify my messages in an argue about A...

The AI Colonel from Metal Gear Solid 2 reading part of a paper published by OpenAI, verbatim.

The paper details various proposed strategies for verifying the "humanness" of users on the Internet to distinguish them from AI generated content and bots, including something called "decentralized attestation of humanness."

Raiden warned by Colonel ...

▶ Play video
daring plinth
spiral wagon
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gotcha

rigid plinth
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Ohh boy

#

Another day, another person having issues with slask

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Time to start reading

radiant iris
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@light marlin You forgot to reply and answer on these ones from before sir, can you take a look please?

light marlin
light marlin
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And with the normal file it looks as it should look

spiral wagon
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it may be a bit till i can try this out lol

daring plinth
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Wait for sale at least

spiral wagon
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yeah

daring plinth
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This game is generally very easy to set up

spiral wagon
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thats good at least

radiant iris
light marlin
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I haven't tried it but it's definitely worth a try

radiant iris
radiant iris
# light marlin i have

Yeah, see that's the problem. You cannot have it. It's not compatible the dx9 wrapper.

If you need OSD statistics, I suggest geforce experience

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@spiral wagon I know places that sell the game for a buck or two, in case you're interested ✌️

light marlin
radiant iris
radiant iris
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@spiral wagon dm me for directions ✌️

light marlin
spiral wagon
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aye

radiant iris
light marlin
radiant iris
#

Yes most likely, that and the fact that you're running a game from 2001 with 2024 Windows fullscreen optimization tech...

hexed spade
safe pulsar
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can confirm, it's rare that there's an issue

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RTSS is also perfectly fine and is still updated regularly

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also, check your github tickets. you have a ton of responses spanning months that have gone without answer

radiant iris
# light marlin So is this the problem?

Okay, so the game is running, and Remix is working, what more issues are you experiencing? You should be good to go putting back the rtx.conf from my demo and run Roscoe Street. I dunno what you're doing on Ragnarok, there's no support for that level, or any other levels for that matter.

radiant iris
radiant iris
# safe pulsar RTSS is also perfectly fine and is still updated regularly

Hi Kim, yeah regarding RTSS, it was a miss on my end. I remember seeing it being mentioned on the Definitive Fix webpage, but after a second look, it's actually a recommended software to limit the framerate.

Regarding github, really now? I wasn't aware. I'll go address them straight away ma'am. Thanks for the headsup 🙏

orchid tinsel
#

The urge to buy the game so I can torture my AMD devices

light marlin
radiant iris
# light marlin I still have the problem as soon as I end a game session and if I don't turn off...

Hm... Are you 100% sure you don't have any instances of maxpayne.exe open under processes in Task Manager when you attempt to re-launch the game after a previous game session? The list of items is long, so I suggest using the search bar at the top and simply type in max and it will instantly show if the game didn't quit properly.

Because with the latest build of remix, dxvk and bridge, the game isn't shutting down properly like 9 out of 10 times for me. That wasn't the case before, with older versions of dxvk/bridge, I have this happen maybe 1 out of 10 times.

radiant iris
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@near shore Hi Mark, do you happen to know what kind of texture this is? What its purpose is, and why this little bugger is showing up uninvited as a big gray slob on top of some specific vanilla textures ingame? Now, this only happens when "Detail textures" is set to High in the games own settings menu.

These textures in question are very small, 256x256, and are showing up inside the 'texture tagger' in remix ui. I got curious about these textures and decided to upscale them to have a closer look. And they seem to depict small small portions of the level, like 2D scans from the side and above.
It kinda look like they hold some kind of information for remix to use, like the level layout or the placement of vanilla light sources?

Now, before I figured out it was these specific textures causing the issue, I simply turned down detail textures to medium, as a quick workaround. But now I simply tag these two buggers as "Hide texture instance" and boom, problem solved. But then I was thinking like, do these textures need to be untouched and visible at all times? Since they do seem to hold some information that remix is using. Can you give any comment on that as well sir?

Thank you in advance for your time and potential help on this issue 🙏

safe pulsar
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that's a lightmap

#

there's a flag you can mark it as in the texture settings. iirc "hide lightmap"

radiant iris
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@safe pulsar Hey thanks Kim! And what difference does it make if I tag it as "ignore texture" or "hide texture instance" or by doing it your way "hide lightmap" ? Also, where did I find this?

tulip prawn
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For some the hide lightmap will work, but....I hope you wont meet with the "i marked this particular texture" but the problem persists situation. Cause thats what happens in rare ocassions in Max Payne 2.And its terrible. The base texture is corrupted for specific meshes.

radiant iris
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@tulip prawn Haven't touched MP2 yet, but I reckon there could be surprises like that. Thanks for the headsup man ✌️

tulip prawn
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some times there are like ...two layers of "light maps" . Like this one. Dont know what it is exaclty but when you ignore/select as lightmap it disappears

safe pulsar
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i've found this second option to work a good portion of the time

tulip prawn
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Lightmaps look same as MP2 , also the symptoms (right pic). The problem is if you the ignore light map and it doesnt work... you cant view or even change the base texture.😑 ...

radiant iris
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Welp, tagging them as lightmaps resulted in their demise, along with the textures they sat ontop of 😅

radiant iris
tulip prawn
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here part of the weirdness, these wooden walls(or screens dont know how you call em in english) in the police station MOST TIMES, they are corrupt like the glass they are connected to(you cant select it in this case not menu appears like it doesnt exist). So this wall ive only seen the texture appear a second time. And ive tested this area ALOT of times. Doesnt make sense to me.