#Hitman: Contracts (DX8)

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stable notch
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Status: PARTIALLY PLAYABLE
The player can load into every stage.

Steps:
1: Use Kim's latest upload of DxWrapper for d3d8to9: #1099010051294908446 message
2: Install RTX Remix 0.2.0 from GitHub, then install DXVK-Remix 6b4fe7d-75-release to the .trex folder:
https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5029160769
3: See the uploads listed below for basic configuration: rtx.conf HitmanContracts.ini

Known issues:

  • Fallback lighting causes a fog layer to cover half the screen
  • Weather effects cause geometry explosions
  • Remix captured materials have distorted color palettes
  • Some character models (especially corpses or unconscious characters) will randomly move around for a brief period of time
  • Many furniture objects, character helmets, etc. have faked shadow meshes underneath them or detail textures, most have not been filtered out yet
  • Broken normals on 47
  • Opening room, Asylum Aftermath: Hitman logo decal displays with a black background on the white room
  • Inventory screen takes world light and will not be visible in darkness
  • Some UI elements cause game rasterization and have been left unchecked
  • Menu lacks light and has graphical issues
  • Game renderer ignores "Add Light to Textures" feature making most areas darker than intended

https://cdn.discordapp.com/attachments/1108916294444666940/1110277693305532567/image.png
https://media.discordapp.net/attachments/1028600697463263314/1110198855506612254/image.png
https://media.discordapp.net/attachments/1028600697463263314/1108718057762869319/image.png

stable notch
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The following configs are a work in progress and subject to change in the future. Both files should be placed directly in the game folder. Note that installing the game to C:\Program Files (x86) can cause some unintended behavior and may place the HitmanContracts.ini file in VirtualStore instead.

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Note that roughness is reduced in this conf, mostly for testing. Unfortunately PBR is not an option at this time due to the capture bug mentioned previously.

stable notch
stable notch
normal widget
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game crash how fix? (i do all your steps)

stable notch
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I want to say this game really cares about whether you're Fullscreen or not. I'll upload a new conf in a minute.

normal widget
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thank you

stable notch
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These are the latest configs I have for this game, note that bridge.conf will go in your .trex folder. Make sure that instead of using Remix 0.2.0, you use the latest DXVK-Remix commits from Github Actions as these builds have essential fixes for more experimental games.

Note that this is a work in progress and many settings are far from ideal. This config will also skip the main menu for an unlocked level select.

idle copper
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Looking forward to this. Best Hitman game in the series.

stable notch
rapid delta
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hey @stable notch well done so far! I've started to learn about remix and its workflow for HC as well. I'm currently working on Rendezvous in Rotterdam and I'll post here whenever I have better results

stable notch
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Hey there! I'm actually on hiatus right now and I think a few other people have worked on Contracts so make sure to check out some of the other work on the Discord. I'll get my latest rtx.conf tonight so that if there are any other changes I'm ahead of the curve on, someone else can integrate them into a more complete project.

stable notch
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This is the latest rtx.conf I have for the game, but I think it should be very close if not identical to the last one I posted.

rapid delta
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No worries, @stable notch ! Thank you for that. I'll take a look on Discord. Have a good one!

stable notch
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The last time I tested Contracts there was a weird problem with the capture tool where exported textures had color space issues and distortions. Hopefully compatibiility is a little better now.

The biggest issue with the game was the presence of lightmaps and unstable hashes, but for the former you can ignore the textures safely. There's also a number of bloom effects I hadn't handled yet since my automatic emissive material script wasn't done at the time.

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It's bundled into PBROven's spaghetti mess but I want to get out the open source version of 0.20 ASAP so people can start picking out features that work and integrate them into their own scripts.

north peak
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"47 what the fuck just happend to your character"

rapid delta
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anyone had this problem where light only showed on first person?

lethal estuary
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Learning how to play the hitman games aaaand enjoying remix at the same time dance

north peak
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it does look nice but the sky light disappear in some position

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am i missing something?

lethal estuary
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Trying to figure out a way to keep the lights stable and to stop shifting around indoors hmm

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It looks like not a lot is rendering in any one given time BIGWOW

north peak
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Thats the reason why culling is sin in path tracing

cosmic lintel
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yeah, even LOD changing up can get random shadow appearing/disappearing, and that's something you can observe in Cyperpunk 2077 occasionally

oak pike
oak pike
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i wrote up instructions for it here based on the info in this channel. can someone verify it's accurate please

lethal estuary
# oak pike is this with 0.4.1?

Yes it was 0.4.1. My new RAM arrives Monday, if I'm back up and running by then I'll follow the Moddb startup tutorial and see if it works ๐Ÿ‘

lethal estuary
sage cave
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I found something that might be interesting for glacier engine games such as Hitman Series and Freedom fighters

in freedom fighters you can launch a debug mode with
command IP_Debug 1

when enabled press " \ " key

when prompt "Debug Keys Active" show

press "Y"

it seems that it enables some kind of debug camera it draws everything that is in front of camera

so for freedom fighters it is around 120 000 Tri before crash

you can see detailed info when you use command R_Font_size 4 for example when in 2k resolution

lethal estuary
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Anyone have a recent rtx.conf?

sage cave
orchid frost
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@sage cave do you know about light gobos

sage cave
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Light gobos?

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Wdym

orchid frost
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the main menu originally has lightning ๐ŸŒฉ๏ธ and you can achieve that light effect by making a physical light gobos, it's very easy to make

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All you need is a very bright light enclosed In a basic mesh, and that mesh will have a animated alpha transparent texture by using spritesheet

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Still not a good option until we actually get to animate lights, if runtime ever gets that support

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This is just a workaround to get any animated light effects

sage cave
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cool stuff

rapid delta
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i was looking at other game's threads and it looks that the workaround would either add stuff to a mesh that don't get culled or usertx anti culling feature, right?

rapid delta
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@sage cave if possible, could you try to fix the culling as you did with SA2, please? Or give me any suggestions about it, please? I've tried to change some .ini parameters as you did on SA2 but got no success. Some of them doesn't seem to work with contracts, like ip_debug

sage cave
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I dont have enough experience to fix culling

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You should try

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Bindinh

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Binding of keys

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DisplayGates

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Or

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EnableGates

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It is making whatever in straight line from Space of your camera gonna render

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Its not anticulling

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Also my way of dealing with culling is

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Rendering static map through remix itself

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But its bit painstacking job to do