#Chess Titans
3232 messages · Page 4 of 4 (latest)
it really is one of the best Remix projects i've seen so far
Ngl there's only like 4 textures and one chess board
Where you can attach an entire mesh around it
Opens doors to endless scenes
So mesh replacement. You can anchor anything to that board
Depends on how creative you are with your approach
Could anchor a whole level to it, gonna be sweet
Hell yes he did
i found it again
Funny thought in my head but uhh, could you anchor cod2 carentan map to the chess board? More preferably floating mid air or just on some heighten object like crates or that old black cars hood
Nice little remix project Collab lol
Haha by whining a bit, I not only made this channel come alive, but you guys admitted this is one of the best remix projects :)
It's simplicity makes up for it
I'd totally go for the skyrim intro cart ride 
Here was a quick block out of a room I'm not going to go with for all the BTS pals.
I am trying to find a balance between fov and camera altitude, I was thinking maybe I should just expose both?
150 fov 45 altitude
How would you expect the game to look at 150 fov?
Regular chess titans is 30 fov and 95 altitude
Adam's fov patch makes it 40 - 90
uh
is this an easter egg
Oh wow you can change the camera angle and fov. Nice one. Didn't know that
Think you could also remove the spring back when you move the camera so it holds that position forever if you move the camera?
Adam found all this, it had in the fov version of his patch
That's already in the settings
I found this these fov / altitude pairs keep the board relatively at the same distance to the camera.
I updated the main post and the repo, now fully migrated to use the asi mod.
I noticed that Github releases allow you to upload anything and there's no straightforward way to verify if binaries match with the source. You can grab the asi mod from actions https://github.com/Kamilkampfwagen-II/chess-titans-rtx-asi/actions which is exactly what remix repos do. As far as I know, I don't have any control over the builds generated there other than the workflow config which you can inspect here https://github.com/Kamilkampfwagen-II/chess-titans-rtx-asi/blob/main/.github/workflows/rust.yml
To switch, simply get the release zip which bundles both the asi mod and Ultimate ASI Loader and extract all near the chess.exe. As I said, you can grab the binaries from actions and https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases/latest for Ultimate ASI Loader
Oh you also need to replace the patched exe with the original one since it will be patched at runtime now.
You can then safely delete start.bat, chess-rtx-launcher.ps1, launcher.conf, d3d9.dll, d3d9.ini, the patches. Don't forget to rename bridge_d3d9.dll back to d3d9.dll afterwards.
Wonder if we can tie the fov and camera orientation to key presses
I should also check if there’s some other g_ variables that are interesting
It is totally possible but I am a bit exhausted right now
Spent too much time staring at screen lately :)
no need to go outside and touch grass we got RTX remix grass!
Feels good man
Honey, I shrunk myself
@sick flint I wanted to ask, have you ever had issues similar to this one but with another patch?
A generic asi mod, that will say apply all patches in say ./patches could be useful?
at runtime
I'm not quite sure what you're talking about :/
I mean you have this issue with chess titans patch of yours, when applied to the file itself. Have you came across something similar.
If so, we could build a generic asi mod. You put your .1337 patches in a parent folder. The asi mod patches the exe with them all at runtime
For any game
Okay, still could be useful for convenience
How you think I ripped all this :)
they're plain text
And for patching dlls, I think I could use the winapi to get the base address to them as well
Well that would speed things up a lot
Well I like to work future proof, and I got everything in place. Should be easy. (I regret saying this every time, let's see if this will be different)
https://github.com/Kamilkampfwagen-II/runtime-patcher-asi
Here, you can get it from actions. Tell me what improvemets could be made.
I tested with chess titans and it works all fine. Haven't tried for DLL's yet
It should work since unlike last time, it calls the GetModuleHandle with the string in the 1337 file: chess.exe
The chess asi mod in the other hand doesn't do that and it would try to patch any exe loads it (patch function still checks the original bytes but you get the point).
I was going to try on CoD 2 but apparently I lost the original ones :/
hello
Oh uh
keep crashing
Can you elaborate please?
Ok I will keep crashing
Do you want help or should we keep crashing?
Edit: 4.1 bridge release notes has couple crash and hang out fixes listed, you might wanna try again. I too sometimes have cases where the game refuses to start ¯_(ツ)_/¯
When he moves camera, game becoming "Not responding" for a while, and eventually crashing. Apart from that, visuals seems to be fine. (RTX 3060M)
Are you a friend of him?
Also do they use the asi mod I linked there
I'm his temporal representative. No, he just downloaded archive with game
What archive
There was one packaged archive in this server, it is too old and you shouldn't use it.
I cannot find initial file here, basically it is the main game .exe
Nothing else was downloaded
Can be
Not even these?
Thank you, we will try later 🙂
This is just the game fiels, it doesn't have the full instalation
files*
If you only have ches.exe, things gone wrong
@sly root Can I redistribute Chess Titans ? People having issues with getting the right version (since the installers check your cpu arch, you need to manually extract files) but I can't any sign of licencing information
find*
It is copyrighted under Microsoft
i wish i could say yes, but it's almost certainly against their terms to distribute it outside of their own products or packs
I will do a tutorial video then ¯_(ツ)_/¯
How is this even possible
@pseudo escarp
I fixed the crash that was mentioned before. Finally, I can join the RTX chess club. Thanks!
https://youtu.be/YeyTjR5JBLk
Lets put this in Chess Titans
Experience the future of artistic innovation with OpenUSD in the "Da Vinci Workshop".
A team of 10 NVIDIA artists worked together to develop a fully-OpenUSD pipeline and custom tooling on NVIDIA Omniverse, using design software like Adobe Substance Painter, Autodesk 3ds Max, Autodesk Maya, DaVinci Resolve, Foundry Nuke, SideFX Houdini, Pixelogi...
looks more detailed than the Sponza scene
I'll let ya'll have the fun of mapping over the materials this time 
Export everything as FBX and ingest via toolkit.
Let it burn 🔥
Then file a bug report that 63GB asset import crashes the toolkit
Hopefully will get Nyle some better internet to download the asset to try
The worse thing is, this is a zip, so you need at least double the storage just to unzip it. They should have use tar instead.
They have 3 versions of each material
render is 4k everything, renderLow is 1k, renderXLow is..
256x256
Could save a lot with 4k albedo, 2k normals and 1k rest
is there a way to hotswap mod.usda to change the placement of chess board around this whole scene
with a click of a button you can be teleported to any part of this room
You can, but it will load everything from scratch. We need something like the secret cubes for Portal, but they are hardcoded.
Oh my he actually downloaded it
I managed to reduce the total size from 71GiB to 35 with this
All it took is my SSD's lifespan
I will genuinely try this, if it doesn't work, let the usd scripting hell begin
Nyle sweating watching from the sidelines
sneak into a lab with a beast workstation PC to do this I suppose
Ah great :/
Doesn't usd composer support asset streaming?
Huh, my ssd filled up completely 😮
I don't like this
I have 2 gigs of empty space
Thats the largest swap I ever seen
And here were his last words ✝️
I have a script that can automate the conversion if that’s whatcha need.
Yes please 🙏
I’ll dm it to ya when I get home
Do you need height maps to be converted? They have an extra step with chainner
I havent found any
This script is great
tho, now I have tons of usdc files referencing to the png versions 🤔
Can't get Portal RR build with this, no chess_d3d9.log generated. Lots of this in NvRemixBridge.log:
[17:50:42.790] info: Client window became active, reenabling timeouts for bridge server!
[17:51:44.054] info: Client window became inactive, disabling timeouts for bridge server...
[17:51:44.609] info: Command processing loop finished, cleaning up and exiting...
[17:51:44.609] info: Shutdown cleanup successful, exiting now!
[17:51:44.610] info: [Uptime]: 541s
Nevermind, it requires foss bridge
@gray pulsar like this?
oh this was fast 🫣
This opens sooo much new possibilities
I have an issue tho, it crashes the bridge server after like 100th call.
d3d9.log
[20:33:50.058] info: Command received: ApiSetConfigVariable
...
[20:33:50.063] info: Command received: IDirect3D9Ex_GetAdapterMonitor
[20:33:50.063] info: Command received: IDirect3D9Ex_CheckDeviceFormat
[20:33:50.064] info: Command received: IDirect3D9Ex_CheckDeviceFormat
[20:33:50.064] info: Command received: IDirect3D9Ex_CheckDeviceFormat
[20:33:50.064] info: Command received: IDirect3D9Ex_CheckDeviceFormat
[20:33:50.797] warn: Still waiting on the Present semaphore to be released...
[20:33:50.797] err: Bridge was disabled while waiting on the Present semaphore, aborting current operation!
NvRemixBridge.log
[20:33:44.969] info: [API-SV] Config Var: "rtx.skyBrightness" with lenght/size: 17 / 17
[20:33:44.970] info: |> Config Value: "1.00"�" with lenght/size: 4 / 4
[20:33:44.970] info: [API-SV] SetConfigVariable(): success
[20:33:45.184] info: [API-SV] Config Var: "rtx.skyBrightness���" with lenght/size: 17 / 17
[20:33:45.185] info: |> Config Value: "1.00�%" with lenght/size: 4 / 4
[20:33:45.186] info: [API-SV] SetConfigVariable(): error: 1
uh
I guess its my bad
i was wondering if this would become possible with xor's mod
that's amazing
reminds me of what we tried to do by modifying rtx.conf with a script lol
mhh not sure .. I remember having some weird string results here and there as well ...
xoxor4d 's bridge api
yea in my asi mod for chess titans
Imagine putting in an easter egg, where a plane will just randomly pop up with animated rick roll on it :D
Or a pulsating light that lights up and dims gradually when you move a piece
Remix APIs opens opportunity for such scripting maybe
if I can bridge the gap between the game and the bridge that is 😂
Spit balling here, i know nothing about anything but could we potentially script the rotation of a direct light like a sun across the sky? changing its tempurture and exposure based on angle or time of day or something?
yes you can 👍
you could even animate the post processing effects - volumetric fog parameters and more
oh wow exciting stuff. slap this data into a direct light and rotate from -90 to +90 🙂
pufff gambit
I keep crashing the NvRemixBridge for some reason
Uh wait
I am crashing something, but it's not remix, nor my asi thread.
I don't know what is actually crashing??
@gray pulsar Does bridge api has its own thread?
negative
Ok nevermind that, it was a dumb mistake
||I messed up the calling conventions, corrupting the stack then crashing at the second call||
oh thank god 😂
@gray pulsar pls help!
I call bridge_api_initialize(), it succeeds, then I make sure bridge_api_initialized == true.
RegisterDevice() is taking too long, then:
d3d9.log
[20:10:01.450] info: Command sent: Syn
[20:10:01.450] info: Command sent: ApiRegisterDevice
[20:10:01.451] info: Most recent Device Queue commands received by Server
[20:10:01.451] info: Most recent Module Queue commands sent from Client
[20:10:01.451] info: Most recent Module Queue commands received by Server
[20:10:01.471] err: Timeout. Connection not established to server.
[20:10:01.471] err: Are you sure the server was invoked by this application and is running?
[20:10:02.424] err: GetAdapterCount() failed with: no response from server.
[20:10:02.440] err: GetAdapterCount() failed with: no response from server.
[20:10:02.455] err: GetAdapterCount() failed with: no response from server.
[20:10:02.471] err: GetAdapterDisplayMode() failed with: no response from server.
NvRemixBridge.log
[20:09:28.678] info: Running in x64 mode!
[20:09:28.679] info: Launched server with GUID 798e3c3b-b07b-444d-ae05-144b15269760
[20:09:28.680] info: Server started up, waiting for connection from client...
[20:10:01.446] err: Timeout. Connection not established to client application/game.
[20:10:01.446] err: Are you sure a client application/game is running and invoked this application?
huh wasnt that working before or did you not register the device before?
I was only calling SetConfigVariable, and it was working fine. Now I tried to create a light, which I assume requires the RegisterDevice() to be called before.
Ah gotcha. Yea indeed it does! Lets see ..
@viral cypress Could you maybe artificially delay the registration of the device to see if that fixes it?
Hmm now it executed instantly, but light stats show no sphere light (Idk if that includes lights from the api).
I think that solved it tho, now I gotta find where the light spawns.
Yea I think you tried to register the device before the client/bridge created one
light stats wont show api lights for some reason
Still can't get the light working, gotta give it another shot tomorrow.
[22:15:46.005] info: [API-SV] get_device(): success
[22:15:46.006] info: [API-SV] dxvk_RegisterD3D9Device(): success
[22:15:46.006] info: DebugMessage. i = 1337, length = 32 = 32, text = 'About to create a sphere light..9/'
[22:15:46.039] info: DebugMessage. i = 1337, length = 57 = 57, text = 'Created (hopefully) a sphere light with handle 3621989164'
Should I expect a log in between about the CreateSphereLight?
mhh make sure your light values are sane (not to big of a radius / radiance)
CreateLight does not create a msg but I think I'll change that to debug log
Still no dice, yea I am not trying to recreate the sun
Does the api copy the structs or should I keep it alive until destroying the light?
Just try a distant light first .. that gets rid of the need for a specific position.
You do not need to take care of the structure lifetime on your end
Nope, I get valid handles but no light to be seen
The problem is, I am using Rust for the dll, and the issue is almost definetely with the bindings I wrote for your api. I just can't figure out where. Sorry if I am wasting your time.
You do not need to take care of the structure lifetime on your end
So I can drop it just after calling the create function? Because Rust does and I have to explicitily take control otherwise. I tried this already.
never looked at rust code before but does that return the hash value or the pointer to the value?
hash: hash(&"light0"). You could just try with a hash value of 1 .. or 13 .. 14
hash value
and CreateDistantLight should then return the hash you specified
where can I get this game from? 😄
Uh I posted it before
Huh, if I use the hash function, the handle and hash are different.
||Uh I suck||
I’m sure it’s pinned here since you have to patch the exe so it doesn’t sleep the main thread.
Posted what
win7games.com
You have to open the setup with 7z, there you will find two versions of chess titans, one is x86
If you run the installer it will install x64
I think the files had the same name and in the same folder -somehow-, I remember finding it by trial & error
Where to download the game
oh, its not pinned tho
found one
so will you quickly write an asi mod to prove mine suck :D
nah just send me yours. I'll attach VS to the bridge and see what its doing
let me trigger a build real quick
chess titans getting the xoxor4d treatment 🙏 🔥
Peak remix shall return with the second phase of chess titans
Contribute to Kamilkampfwagen-II/chess-titans-rtx-asi development by creating an account on GitHub.
@gray pulsar I just remembered a fun tidbit about this game: the PDB for it is public
IDA auto downloads it from Microsoft
It turned out that I needed to call DrawLightInstance every frame, which I tried before but had an entirely different issue also.
I've just added RegisterEndSceneCallback to the api. That allows you to register a function that the api is calling once the game calls EndScene .. that way you dont need to hook anything (I've updated the thread with example code)
So it's also game agnostic, thats super duper useful!
What does it do
Blind you

for now
@gray pulsar Do I need to destroy & recreate the light each time I wanna change its properties?
Thats what the doc states yes https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/tests/rtx/apps/README.md
Since lights are usually changing a lot (they move, their intensity varies, etc), to update a light with the new parameters, recreate it by calling remixapi_Interface::DestroyLight + remixapi_Interface::CreateLight but with the same .hash value as the old one
Huh, didn't know this page exists
thanks, now I can ping you less :)
yea they recently added it and 2 small examples on how to use it
I need to get Remix rooms for the chess board to exist in 
btw. @viral cypress is there a reason for this?
Had to change that or spawned meshes will move with the camera 🫣
Grab a few from ReSTIR FG demo
Nah, I just liked the way light moves.
Oh btw the latest asi mod has key bindings for adjusting fov (R: default, F: +, V: -) and fullscreen (Enter)
@cursive bridge Is it possible that I can upload your mod to github?
yep go for it 🙂 I think you can do a lot better though with these textures now
https://cc0-textures.com/t/th-floor-tiles-06
Download Texture Haven's Floor Tiles 06 Free for private and commercial usage asset from cc0-Textures.com. It contains DX and OpenGL normal textures and works with almost all 3D software like 3DS Max, Blender, Maya, Cinema 4D.