#Battlefield 2
1 messages · Page 2 of 1
having access to camera matrices and sending the information back to bridge could work
xoxor4d please share your blessings on this game 🙏 if possible
Haven’t put much thought into it but would be a simple generic tool that reads an ini file where the user sets offsets at which it can find the matrices in memory .. and maybe an offset where in the renderer loop the game will send these matrices into the d3d pipeline
So would still require a lot of reversing … and at this point, writing something specific for that game might be easier
That would be great. Better than nothing I suppose
Would definitely help if there is “external” “help” via pdb’s that were accidentally shipped with updates .. be it bf2 or earlier games … not sure if there are any related to bf games tho
😬
None exist
Interesting
I had a dream where Battlefield 2 was working pretty well with Remix
Then realized it was ReShade with some magic hq shadows
It can't even work in my dreams lol
this got me
Oh yea I forgot about that. I don’t quite know if they’re helpful tho
I was under the impression it would only have server related symbols
can anyone be kind enough to explain what dwarf symbols are you guys talking about and what do they do?
debugging information that are baked into the executable (useful if the process crashes .. the developer can directly attach a debugger and see function names / types etc .. so that he knows where exactly it crashed). Windows executables compiled with the msvc compiler come with a file called pdb
Which game developers leak in purpose to help future modders
Would access to renderer be any good to us?
Brother how did you find this 
ProjectionMatrix ???
Is that what we're looking for
From the PR wiki
(excuse me I'm just babbling out of possible excitement)
man this looks like a really nice base
I yearn for digging deep in the mines of the internet
Whats going on here
Cooking
We're onto something
@winged raven look here
Nah just a good starting point
we believe in xoxor4d 🙏
So excited to see what you guys will come up with
By the way, I finally got something that loads directly into a level. Add these to the target on a shortcut to the exe:
+fullscreen 0 +restart 1 +szx 1920 +szy 1080 +ignoreAsserts 1 +developer 1 +debugOutput 0 +gameMode sp1 +lowSpec 1 +menu 1 +ai 1 +maxPlayers 16 +playerName Name +loadLevel Gulf_of_Oman
actual bf2 exe or the editor (_r) one?
Should work on the regular one, but I tested it on the _r one
Link?
I wanna read the RenderView section
Repo says it only works on regular 1.5 exe
@rapid spear https://github.com/marekzajac97/BF2-HUD-fix does this do anything for you if you run the game at .. lets say 2560x1080?
looks like it places the hook at the correct spot but my game is not calling the hudManager.refresh method this hooks
ah nvm I'm stupid and didnt copy the hud folder into the zip 😜
What about this
using this as a base rt and was just wondering why my breakpoint wouldnt trigger
lookin good
ah damn I forgot that there is no menu with remix loaded
oh no actually the latest build can show some parts of the menu
Well I want to tell something useful before freaking out of excitement, you can launch the dedicated server and use +joinServer ip. This works alone most of the time, if not you can probably add the +playerName Name
to directly load into a level
bf2_w32ded.exe
IT IS WORKING
What are you doing now
was just testing without these to see how it looks at it was just rendering the game with default shaders
How promising is it
I am blown away by this point, not sure what to do if it gets any better
😜
how can I spawn without seeing the spawn menu map thing 😄
ooo even the moving tank has stable hashes
lmao
Stable hashes lets gooo
is there like a console command that force spawns me or something
Uhh not I am aware of
I will have a look
I had a list of commands somewhere
or like a key combo I can press
THIS IS INCREDIBLE
like 1 then enter then enter again of sorts
Not I am aware of :/
The game even has a narrative help that will guide you how to spawn :D
How you do this? The same thing with CoD MW 1 ? So apperantly this isn't something generic so remix can do itself.
same as cod yea
Uh nothing works
If ui works but just invisible, could you use some reference images?
mhh no there is no ingame ui unfortunately
I mean if they're invisible, you could still click them?
correct
ive now marked the little dot on the map and the done key
with electrical tape 😄
lol
ah damn forgot that I cant even see my mouse 😄
Default spawn time should be 15 s
damn
You could alt tab and focus on a different window, position the mouse, alt tab back and spam click maybe
Btw sometimes game decides to pop up the score tab which mouse controls the camera
Check if you hear sfx when hovering over the loadout menu
If this doesn't work, I could record some gameplay demo, pass you over and you could replay that
original repo: https://github.com/marekzajac97/BF2-HUD-fix
I think I'll try without this installation step here:
can you send me Battlefield 2\mods\bf2\Menu_server.zip because I did not make a backup :x
thanks!
make sure to use the most up to date build of remix
quick, get it before the federals arrive
Uh mine just crashed :/
haha have fun and please post any progress! g2g to bed now
I can't seem to get it to work 
🙏
Make sure to set everything to low, we both used windowed mode
I can't spawn either
Don’t use bf2_r
It has fp precision errors, but it looks promising
Yea I think that's my issue 
Should probably port the offsets other to bf2_r tho
Cant you see the menu?
Nope
Huh odd mine was working fine without the hud mod stuff
I can't move my mouse 
Does it move the camera
instead
Nope
Uh, I have no idea then :(
Hmm it is too far away from the world center in the carrier
pog
it gets way better near the chimneys
LETS GOO
try turning off world transforms?
Nope that didn't help
Do you have fp errors
:/
At least shaders are open, maybe we could at least make them simpler?
Your trees are, raster?
Nope
Also why enabling view model makes terrain texture work
I think I didn't set my visuals to low
@oak jay Xoxor4d did the same treatment for Battlefield 2 as well!
We have some annoying fp precision errors. Since some of the shader code is in plain text format, could we fix this issue? What exactly causes this issue with remix, and what we should be looking for in the shader code?
Ah I updated remix, now I can't use mouse :/
Well generally floating point can start having problems as numbers get larger.
Yes but why this happens with remix exactly I was wondering
if the origin of the map (the 0,0,0 point) is off in 1 corner, redoing the map with it at the center could help
I'm not sure precisely, but I suspect we just do a lot more floating point math on the vertex positions than old raster games had to, which means floating point error creeps in at smaller numbers
(and the advice about redoing the map would only help if 1 corner of the map is stable and the opposite corner is unstable
Is there anything we could accomplish by modifying shaders? I don't think we can get rid of them entirely, but anything that could help?
I don't think so, but I wouldnt' be able to say for sure without actually diving in to the data the game is sending to see where the big numbers actually are
Got it, thank you for your time :)
how the hell did xorxor do this 😛
My camera would orbit the earth 2 times with this speed in any other game
i wish i had his skills
damn
He said same it's the thing with cod mw, he passes camera matrices through fixed function pl if I get it right
fp errors are so bad
I have no idea ¯_(ツ)_/¯
Adam found this
It gives access to the master class as far as I understand
ah, cool
i'm making progress with my RE knowledge. hopefully one day i can actually apply it enough to fix an entire game for Remix
Commander view
Bad news, add light to texture doesn't work so are replacement mesh / lights
xoxor pls fix :)
does this game have major denoiser issues?
i noticed that BeamNG also has the absolutely huge maps in it, and was wondering if FP issues were causing the denoiser instability
Didnt see any noise iirc
Cod also has some fp issues but I could usually fix that by increasing the near plane from ~1 to 50 or so
i think yes
fuzzy shadow details
seizure warning
this is how BeamNG looks. turning off certain GI and denoiser settings fixes a large portion of it
Yea no that’s not a thing in bf2 🫣
yeah... it's pretty terrible
Is that RTX remix or reshade?
RTX Remix
can someone write down all the issues we have now?
i see we have a custom .exe file to run this. But we need a sort of patch file (like chess titans) to edit the exe using programs like x64dbg if possible
so that it'll be easier to run on normal game install
also update this plz 
- Wild floating point precision errors. Likely caused by huge maps (by numbers). It is so severe for dynamic objects, sometimes you can't even see them.
- Things lose their material seemingly randomly.
- Sampling and denoising issues, it is even worse with RTXDI enabled, likely caused by fp errors.
@granite panther I put them them to the first post, can you pin that instead
Can we add images when editing a post
Any image hosting service you would prefer?
discord works, doesn't have to be external
Oh I get it
https://media.discordapp.net/attachments/1103606881538277386/1201647775125880842/resim.png
doing that should work
ohhh. you might have disabled all embeds for the original post...
if you did that, it'll never show
Uh do I know what I am doing ¯_(ツ)_/¯
just posting the link to the image directly should have it embed, so that means you probably disabled embeds on the post
if it doesn't embed, it won't show up as the thumbnail for the thread
I probably once added an image with the texture list, thought it would mislead, removed
maybe 😦
they very much need custom thread settings
both COD2 and BF2 will suffer the same fate it seems
should I put an ascii art 😛
It exceeds the limit
thats a nice one
Map center isderived from 64 player version, so even the smallest maps are very bad
xoxor4d how promising is it you think? Does it look possible to port this to fixed function?
do you have nitro?
well here, just for fun. this fits within the 4k limit of nitro
So you do, can you edit my message with a higher limit?
i only have Nitro basic, which is 2k still 😦
and i can't edit messages like that
Oh now we have Unplayable tag
There are, but nowhere near as severe as beamng.
this status key is confusing
sounds close to remix incompatibility without context
it barely works now compared to nothing
It matches
I’d have to find the correct functions for that and reverse some of the structures .. might be doable
After playing about 40 minutes, I can confirm that real life has floating point precision errors too
are you sure its not your eyes?
what did mark suggest about FP errors
how do we solve them
huh
#1103606881538277386 message
Apparently, we don't ¯_(ツ)_/¯
FuShe Pass 16 map is somewhat playable btw
can you should video or screenshots
Of it being stable?
currently there's just too much fp errors to make out what's going on lol
I mean it is less wobbly, you can actually make out vehicles and such
ah ok nice
Do you want a video ?
yes
youtube?
Ah great, I cant process videos longer than 15
Thanks to xoxor4d for making this possible
unlisted
First 10 seconds is 360p for some reason
it will take time to process the 1080p footage
It did, only first 10 seconds
the rest is 1080p
true battlefield experience
dum dum dum dum dum dum
It is slightly modded btw, mainly kits and some weapon stats
also wrecks stay
@winged raven wobble is "fixed"
what did you change?
its the same fix that fixes the wobble in call of duty games (when stuff is rendered with shaders) -> adjusting the near plane
console command renderer.tweakNearPlane set to 4 in this case here
cant see the default value but setting it to a value of 0.1 results in wobble
You need higher and higher values for the nearPlane the further you are away from the map center
That wobble doesnt happen (no need to tweak the near plane) if its rendered using fixed function (that was the case for cod at least)
😂
Bit of wobble
I can't view anything:
This content is no longer available.
Huh, can't send images either :/
@quick kelp Can you link an imgurl or something? Discord is broken for me for some reason
Someone please help me
I need to see this
odd, #1103606881538277386 message
aaaa
I get this error This content is no longer available.
Same
ill up it to drive then
Do you see my images btw
Thats an addon 😜
which images?
That means no :D
lmao
This is impressive
So the issue was that near plane was too close?
i've unlocked the console so you can use any commands now
In game commands?
yup seems to be around 0.01 or so
Can I add this piece of information in https://discord.com/channels/1028444667789967381/1172073053182754876
sure might help in other games as well (if there is an option to change the nearplane)
Can I get the new exe :)
oh nothing that is compiled yet. Was just changing stuff with cheatengine
need to implementing and rewrite a few things in the base I'm using to actually do that with the dll
Whats the offset
// 0x69FD00 -> 0xEB
// 0x69FD18 -> 0xEB
It works better than Vietnam does now
still a bit wobbly in larger maps, but can adjust it real time
Some maps are really bad, like Dragon Valley. the center is far away from the combat zone
Terrain hashes constantly change, might be the reason
What about road to jalalabad
Or wake island
I don't remember that map 🤔
I recall the name but
oh okay that one

I think the center is somewhere around the US base
in the 32 size version
I don't wanna see wake island without replacing the water ¯_(ツ)_/¯
No, transforms are broken I guess
Also I don't remember seeing any lights
¯_(ツ)_/¯
Actually
Good point
I think mine isn't working
@quick kelp Is this correct
Finally, files are working again
looks good, should look like this in the disassembly view
both jne jumps should be jmp jumps now
that unlocks the console, then you obv. need to open the console and type renderer.tweakNearPlane 4
Oh I thought this was for the values
oh sorry for not mentioning that
note: setting First N untextured drawcalls to anything above 100 or so fixes the white terrain flicker
nope
I get unrecognized method error :/
that console is a pain to use .. make sure you have no space in front
its really annoying.. had to type the same thing multiple times to get it to recognize the command 😂
ask me
huH
Garbled and smeared
I think it might be caused by dxwrapper's borderless fullscreen feature
gotta turn it off
well but it now recognizes the command
open that up in disassembly view
oh
also
why bf2.exe + the offset
that is wrong 😜
Yep they are both jmp
huh
how
I mean isn't it unique to prefetch otherwise?
no no these are static offsets that dont change their location in memory
so just add the offsets without bf2.exe + ..
you can also press Ctrl + G in the disassembly view to go to an adress, paste 0x69FD00 and double click the jne instruction. Then change it to jmp
what is this?
1337 patch file
uhh .. no clue Im not using x64dbg 😄
I made a dll to patch things at runtime, but I think I don't handle the case where it is empty :/
Can get far plane closer instead?
if you need the base offset you can also look into the disassembly view (first column)
Oh that would work
not sure if a command exists for that but the game might also use infinite projection so that wouldnt change anything then
it would just limit the draw distance
depends on the implementation tho
yea, I could hide it with a smoke machine :D
But it is really good
Thanks for the hard work ❤️
It looks totally okay with lower values like 1 - 2, in smaller maps
I think we can put this command into a con file to get it executed automatically
@quick kelp You can put that command in mods\bf2\GameLogicInit.con
sv.numPlayersNeededToStart 0
sv.manDownTime 0
sv.spawnTime 0
renderer.tweakNearPlane 4
Remix anticulling for point blank objects :D
Okay don't try it
It literally jumped from unplayable to partially playable with this update 
man this game is really .... hard to work with
its really hard to track where commands are used within the code so there is no easy way to navigate and use these as hints
and everything is a class member of another class with a lot of vtables
oop hell
Do we have a PR developer in the server 🤔
https://discord.gg/PdjGGZPU
there are some devs active, not sure if they do re tho
and because most functions are thiscalls (x86 calling convention), they clean up the stack ... meaning I cant simply nop them to see what they might render
because the game will instantly crash
:/
Thank you for your amazing hard work ❤️ This game was hopeless just 2 days ago.
Should we mark it as Partially Playable now
you mean in game? haven't tried yet
yes, current one looks like someone smeared play doh on the ground, is there a way to force high quaility textures
I can try few minutes later, gotta edit the first post
I intentionally set it to low
Because apparently some games aren't so good at labeling what settings do
https://github.com/jmacd/xdelta-gpl
Okay I can create a patch by comparing two executables with this
GPL branch of https://github.com/jmacd/xdelta. Contribute to jmacd/xdelta-gpl development by creating an account on GitHub.
And I can upload the patch without an issue I guess
https://github.com/marco-calautti/DeltaPatcher
And someone made a nice gui for patching
for this format
Hey @quick kelp, because we can't upload the patched exe for obvious reasons 😛, I used this tool to create a patch by the difference of yours and the original one
If you can export the patch as 1337 it woul be easier tho
I'll create a dll that gets auto-loaded that does not need the "patched" exe or we use asiloader
Isn't that asi == dll
Oh so you modified the dll, not the exe?
which one is it
hudfix
yea
currently based on this https://github.com/marekzajac97/BF2-HUD-fix/blob/master/hudfix/dllmain.cpp
I'll rewrite this today and up it to github so that the source is available and it auto builds on github
If this thing can be done by a simple 1337 patch, we can use ultimate asi loader with the runtime patching asi
why the 1337 patch then tho
Because then you don't have to write bf2 a specific dll ¯_(ツ)_/¯
If that will help a little
I have to because I need to do at least 1 hook with custom code that sets the camera data
I'll write my own little base that produces a dll -> rename that to asi -> can be loaded by an asi loader (hopefully)
Thank you again :)
is it good? if some part of the game can be played properly then yes
No view model, broken materials on buildings, performance issues from shader capture, you cant go back to main menu after loading a level
lets just keep it as unplayable
This is more of a gray area
High textures
Like too high, that I need more social credits to see them
I am having so much fun
high textures made the ground invisible? maybe pixel shaders are involved here?
Likely
I can stream if you wish btw
sure
@winged raven
I think I did for the lense yea
You can mark particle atlas as ui too but it messes up with the overall scene sometimes
kinda inconsistent tho .. flickers sometimes
yea
Particles are broken, and they don't get affected by any tag but UI
They rendered as ui anyway I guess
Huh, renderer.allowOnDemandPostProcessing 0 brokes the game
like it doesn't render anymore
Is the view model path traced or rasterized?
Anyway it could work?
renderer.tweakFarPlane1p 0
renderer.tvEnabled 0 doesn't fix the tv missile tho
I once had it working all fine
but not anymore
this could be useful renderer.setQualityLodDistanceALL int float -> void
with tweaknearplane1p at 1 and tweakfarplane1p at 1000
near 1 and 600 far seems to be a good range (the gun stays where it should) but with some floating point issues
:/
lmao
Add renderer.drawPostProduction 0
fixes the issue with postfx messing up with camera
Why renderer.drawSunFlare 0 do this lol
renderer.drawUndergrowth 0 disable grass (kills my performance)
renderer.enableHWOcclusion 0 to crash the game
Also fixes the tv camera
lol
renderer.forceStaticMeshSkipLod -1 to disable lod for buildings
renderer.qualityLodEnabled 1
I think disabling postfx fixed wrecks too
Does it wobble?
No the material
I think this is the correct one, wrecks are not colored in bf2 (most)
but it is annoying
and stupid
They are grey I think
At least we have tv cam working
@thin vector High texture and mesh quality works fine actually
Turns out I set the terrain to high instead (was doing it from memory)
The camera is actually behind the transparent cover lol
yes they do
I like that the cockpit has translucent properties
Gotta replace them and the water
Also any idea why replacements aren't working? Unstable hash?
Or the captures aren't correct
No hashes are stable, I think its a similar issue with barnyard and others
mhmm what's the issue then
unlike them, I don't see anything in my head either
broken transforms
Gonna need someone to get a capture and see what it looks like in toolkit
replacements as in mesh replacements?
Should generally work but if its an instanced mesh, it will hide all instances of the model and only show the one that was placed in the toolkit iirc (that was the behavior in cod4)
Huh you got them working?
they don't work for me
no havnt tried with this game yet
just found a server? build of bad company 2 that comes with debugging symbols ... might help with a few structs and understanding of the games layout
bad company 2 is an entirely different engine
BF2142, BF Hereos, BF Play 4 Free are refactor 2
BF 1942 is refactor 1
bad company and later is frostbite
oh no
some of the general layout is still the same tho (like their command system)
can you modify the terrain shaders?
isn't the frostbite engine vastly different from refractor 2?
could say the same about cod4 -> newest cod. Vastly different but some core principles are still the same
This isnt good 🙁
I'll have to look if they made the engine from scratch or used refractor 2 as it's basis and kept adding on it
me? no I cant 😦
But they are plain text
so its possible without any code tweaks?
Inside shaders_client.zip
missile trails
What's this then
In the same particle atlas, no unless marked as ui
Seems like everything needs to be set as UI like those particles fx
This one is not from that atlas
you can nullify pixel shader compilation in those files but then they won't have any material
yeah well that's because you don't have any access to the data now if you nullify shaders
Needs another way to get the data
I can't seem to replace water :/
Something with th look changes when I toggle materials, but thats it
Actually they are absent from the captured textures
Ohh
the ones with no thumbnail
And a lot others missing to
Seems like it's only capturing terrain textures + weapons + playermodels
No building atlas or anything
no buildings
but particle atlas is there
and vehicles, flags
ui atlas too
Lets see if we can replace the canopy on ah1z, it is present in textures folder so
Is this the z1 viper?
ah it's just ah-1z
looks weird tho I need to mark it thinwalled
It's reflective but maybe normals are not inverted?
bot stole my heli lol
Take the birdie down
Nah that would be fine if rendered with fixed function 😜
but reflections won't look nice on the canopy
Normals would be fine with fixed function he is saying
Same issue as in cod. They probably packed the normal
Man I can't believe, this evolved from black screen to reasonably playable and personally fun experience in just 2 days
This map is so big that even with near plane set to 4 it freaks more that vanilla bf2 did
uuh any idea why I cant move my mouse ingame to select a spawnpoint or something?
All I've did was run bf2_r once 
Delete your profile files
from documents
I think it is messes up because it is ran as admin?
Do someone has USD composer still installed
I do
Is this a valid usda
Oh it is working now
I just needed to restart it
weird
Anyway, I think I messed up the usda syntax at my first attempt
Is this better
yea the usda you send doesnt show in cpmposer
huh
It works after a restart tho
🤷♀️
If the error is about materials, thats fine. I don't have them either.
he found the func that renders terrain
Who is he
he is who found the func
I am confused
3rd person expression_

honestly amazing this works
It probably was from the beginning, I use a text editor so I probably messed it up
at first try
Now Wake Island time
Uh the same problem as bf1942
oh boy
There is no terrain mesh below the deep water -which makes sense- so it is technically infinitely deep
so it is colored exactly as transmittance_color
practically ignoring transmittance_measurement_distance
can you increase draw distance? seems like loads tiles or chunks
Not sure
Should search online
For Battlefield 2 on the PC, a GameFAQs message board topic titled "extend draw distance past 100%??".
Too blue
the original game do be like that
It looks like pen ink
great find thanks
They talk about removing the fog which is not present with remix to begin with
hmm
strike at karkand had this brown duststorm like fog
can we add that?
remix does have volumetric fog
I cant get it work properly
likely messing up parameters
Can you link the website
excellent
not so excellent
I can adjust the transmittance distance to get the look I want on shallow water
since it wont affect the deep water (because there is no terrain mesh beneath)
it will always pick the exact color I enter
@thin vector You know what, this is the best result I got so far
You are definetely better than me at finding stuff :D
im happy with what you achieved
looks amazing with remix
I wonder where this purple coming from
noise
normals are too strong I think
Whats going on here
Oh okay I just needed to set this wayy to high
150 seems fine
It was not
it was 101 before
It's partially playable
Yea we should open an issue in https://discord.com/channels/1028444667789967381/1199033356571123853
*request
Let's make a couple of screenshots and post them in #showcase (WIP)
looks good 🙂
hey, just read that you found a few useful parameters here. Is there a way to set them as part of the config?
nice find 😉 👍
yes GameLogicInit.con
xoxor patched the game, otherwise you cant use them
Thank you, I'm going to try these settings for the game I'm modding, Battlefront 2 OG
Uh you need the patch
I'm modding a different game
I thought your commands were for remix
No they are not :/
ah ok, sorry for the mixup
All fine
LODs and mesh popping are really bad in that game too
just trying to see if there's a way to make it more stable
Yea remix cant do anything about that unless you anchor a new mesh to every single lod level of every lod mesh
So I've heard, that's a pretty annoying way of doing it am I right? 😅
Yea, as a last resort
Have you done that? don't both meshes (high and low res) look overlapped?
If there's two of the same model
You can tell remix to hide the original mesh when you anchor it a new one
Oh if you don't mind could you tell me how? or show me a screenshot
I really don't know how one could do that, I use Omniverse interface...do you as well?
I don't know if it is exposed in the toolkit, if not:
over "mesh_AB48F4EEC700DC95"
{
custom int preserveOriginalDrawCall = 0
}
But this should really be the last resort
as it requires too much effort
I'm going to look into it thanks man
@winged raven did you figure out good values for the 1p near and farplane or are your viewmodels wobbly
Found where the chess board was
Uh no sorry
alright just wanted to make sure
for what
The coolest chopper in the game in the fan favorite map, combined with the best lightning this game ever seen
for the gamelogicinit I'll add to the repo
renderer.forceStaticMeshSkipLod -1
renderer.qualityLodEnabled 1
renderer.tweakNearPlane 3
renderer.tweakNearPlane1p 1
renderer.tweakFarPlane1p 600
renderer.drawPostProduction 0
@winged raven https://github.com/xoxor4d/bf2-rtx
Now I don't need the hudfix do I
nope - stock bf2 exe and no hud dll
Beep
scary beep
Btw skinned meshes are done on the gpu
Interesting thing I found, those effects also work if you align it with the sky
It is not marked as ui right now
lol
lmao
@granite panther
This is default viewport with the largest map refractor can handle (I believe)
This is with nearplane set to 4
ouch indeed
this map looks cool with proper water
because it is literally just an ocean
This is the biggest map you can go with yet it is totally playable
You just need to take off and land at 3rd person
Also jets don't disappear up to 6.2
Which is slightly more stable
This is a naval combat map
hmm, so we can replace materials but not add lights?
only materials
That's good enough for me then
I want lights so badly
there is loads of culling related commands, lets see if I can disable culling
works for me (dont mind the translucent gun :D)
added a light to my weapon .. well its stationary and doesnt move with the gun but it works
and disappeares when I switch the gun
adding to world geo seems to work as well but culling is definitely a problem
huh
how
Also how you fixed the view model
I want answers!!
terrainCuller.cullerType int -> int
seems 1-6
None of them stops the culling
3 by default
Nearplane 1
Nearplane1p 1
Farplane1p 610
How you added the light
selected the viewmodel and added a light to it 😄
selected the rolling door of the building (pink light) and added a light 😄
im rocking world in fused world view
and 300 in unique obj search distance (no clue what that does tbh)
still nothing :/
If something moves more than the value in a single frame, it is considered a different object
huh
It does not account for scene scale
I heard from Uncle Buritto
None always behaves like world view in my experience
there is only terrain, and few chunks
I dont have any terrain at all lmao
huh
whats going on here :/
Your nearplane settings made my game a slideshow for some odd reason
huh thats odd
do you have the toolkit open by any chance?
nope
I probably messed up something
it is both
It is "meshes"
since you attach the light to a mesh
yea .. but why is your game such a mess with lights enabled 
which part
lack of sky?
Huh it is magically fixed

Wait, when did we get the viewmodel working

your gun isnt glass tho
I picked lights only
aaah alr
I just disabled enhanced meshes before adjusting nearplane
instead of putting into the gamelogicinit
yesterday or so
I'm pretty sure his gun isn't a gun either, it's an unstable uranium isotope material
All wobbly
@quick kelp can you pick up projectile hash?
Wonder if we can attach a light to it
oh
It's picking up view model transforms?
mhh even if .. not sure if remix can get the actual transforms tho
had that too once
Menu working (barely)
Add light to texture still doesn't work
It already does before getting in a level
just not after
I think we talked about changing the flash menus to more modern stuff?
Will that help?
How you think that will work
also having these bad framerate issues at certain spots
@winged raven i found something that might help
modify
it is still flash
I think our best bet would be to do something with dear imgui
I found some console commands that the ui seems to be calling
Uh cant disable culling :/
terrain culling*
Found how to disable the sun flare tho: skyDome.flareFadeMul 0
renderer.drawSunFlare 0 is bugged
@quick kelp https://dl.mumble.info/symbols/bf2.pdb/
They look like sha 1
WHERE DID YOU FIND THIS!? 💀
I am here for bf2
Ohh it is just a zip file
with this inside
772kb isn't it too small?
When I compile something, generally the generated pdb is ~30 times larger than the binary
How do we confirm if these are legit
these were uploaded in 2020
nothing of interest
Why exactly
thats related to some audio engine and most certainly some "plugins" for that
Need them renddx9.DLL(?) symbols
I searched for that as well, found nothing :/ I am not particularly good at googling tho
2142 might work now
huh
I set lightning to high and enabled dynamic lights with the hope that it will create lights that remix can capture, this is what I got
remix can only capture fixed function lights. Lights in shader based games are not handled this way so there is nothing to pick up 😦
What are we supposed to do with it
I remember trying to get it up and running couple times, and I did. It sucks and I don't think it will help much
nothing im just finding stuff
someone must have thought of getting rid of the flash player
in some old god forsaken forum
Even Project Reality, the most advanced bf2 "mod" still uses the flash menu :/
does 1942 use flash player for menu?
particleSystemManager.particleSystemShaderQuality 0 disables the broken particles all together
Edit: Interestingly it doesn't work for the ah1z autocannon
Edit2: It doesn't work for most, but does eliminate the booster effect from the hydra rockets
that one was not shader based, but still broken
This one is the muzzle flashes and such
shadermanager.byPassDiceStates 1
I have no idea what this does
but it flickers like crazy
tf why is everything pixelated
¯_(ツ)_/¯
Updated
now that i have modDB access i can update that as well
Standalone mod
ugh it has reshade 💀
Not sure about this one but I seen couple mods migrating over the ps3 like PR
Never realized there was a cut Easter egg
I asked in Refractor 2 Modding server if they know of any leaked debug symbols.
Anything new regarding battlefield 2 remix?
2 options:
Solution 1 - Wait for someone with brain intelligence 100+ to make everyones day
Solution 2 - Pay or hire a programmer
Option 3: Wait for xoxor4d to done cod4-5 first
xoxor4d already did that
from remix incompatiblity to partially playable
But thats probably all that I'll do for this game 🫣
That engine very hard to analyze and the results of my testings with terrain drawing are 
I was thinking of tweaking nearplane on the fly by modding the game (I think it is possible with .con files, not tested tho) but I noticed that messing with near plane also changes hashes.
Unfortunately a value of 1 is not very viable for 32 and 64 sized maps.
click on it
then go down
just click it again and it will download
actions build: https://github.com/xoxor4d/bf2-rtx/actions/runs/7760232922
expected behavior
oh no you don't need to join the game like this







