#Garry's Mod
1 messages Ā· Page 34 of 1
what is the value of this setting for you?
let me look
my custom world rendering is pretty much perfect now in terms of optimization, no fps drops
it seems to break decals though
not sure if that's fixable
it says none
try in world transform
also is it possible to see what is casting the shadow?
didnt do anything
shadow is coming from behind the camera always
Check your addons
so i cant look behind me
Disable all except niknaks and remix fixes
there is only niknaks and remix fixes
the sky also flashes when shooting hl2 guns
@quiet scroll can you try your script on a fresh gmod install and see if you have the same issue as @drifting hinge
we no longer need mat_forcedynamic for maps with too many faces š„ š„ š„ š„ š„
we also dont have to disable any culling in the engine anymore either
god bless niknaks
videos wont play what happens in this one
you love to see it
it plays now
but whats the reason for the errors before you press the magic button
i think this happens because engine culling is disabled and is trying to render all map faces at once
how fun
well that's uhh one way to handle particles crashing the engine
just kill the particle system with lua lmao
this isnt gonna be my actual solution, but its a decent enough stopgap
š„ š„ š„ š„ š„
im disabling a lot of core engine functions and then re-enabling them with some safe parameters, and now i can load maps that previously crashed the game
if i can go further, i might be able to keep particles and then gmod will require no dll patches lmfao
even cosmodrome loads 
the day has come, flatgrass on 64-bit š„
Finally, my RX 7600 can use FSR Performance
for the first time voidplaces doesnt run at 10fps for me lmfao
once i figure out all of the crashes and make some kind of particle rendering alternative, ill PR these changes to xenthios github page
64-bit is coming soon boys š„
but why 64bit
because 32-bit is severely bottlenecked by the remix bridge and general performance issues
64-bit is much faster than the 32-bit version
Also 32-bit is quite older too and in the future More games and projects are more likely to use 64 bit too
a lot of maps require it too
real
That's crazyy
hmmm, was it from a clean gmodrtx install? Is hl2.exe in the game directory? 
or is it a weird playermodel? š
CHAT WE'RE GETTING 64BIT GMOD FOR CHRISTMAS
idk about that lol, at least sometime 
@subtle bison what gpu u have?
rtx 2080
clean install
no hl2 and kleiner pm
Do you have a plan for decals?
at some point yeah
they actually show on some materials and i have no idea why
they shouldnt work period
Yeah that's strange
Does it just work on displacements or is that a worldbrush?
not sure, it does show with r_drawworld 0 without custom meshes
Very likely that that's a displacement then
Hmm, anyone else have the billboard issue? Imma try another clean install 
Me and my friend don't have it and we just did clean installs a couple days ago
added caching for the chunked meshes, let's see if i can add stuff in the toolkit
uhhh, everything is rotated?

it works omg
it just works ā¢ļø
and wich resolution u use to play?
i wonder why in HL2 i have this kind of "artifacts" when the map have some "water effects/reflections on"
and this only happen in some parts/areas of the map, its not always present while playing
that's insane bro, almost a 1TB
if it's patched hl2, it's most likely from shaderapidx9
i see the same stuff when patching out the divide by zero errors
so its normal and no fixes for now?
yea
you should try make the models load the dx70.vtx files if they're available no idea how you would do that though. its the thing stopping some props from having stable hashes aswell as props not having the same hashes as portal with rtx
if you're up for it of course.
ill keep that in mind š
so now actually from nowhere i have culling issues in gmod... i didn't touch anything inside my rtx.conf
@keen rivet how did you make this patch btw?
https://github.com/BlueAmulet/SourceRTXTweaks/pull/10
I need to port it to 64-bit
btw after this i downloaded and installed v0.4 but then the fire emission is missing, only particles works, so i guess im downgrade to v.03
Yeah I think the fire emission only worked because of the portal rtx files
i repeated the procedure to fix the fire emission by copy/paste and then replace "stdshader6.dll and stdshader7.dll" but in v0.4 this is not working anymore
Ahhhh the portal files probably share a fix for the hl2.exe fire hashes, gmod.exe would be separate 
it just replaces the text "dx80" with "dx90" lol
oml so it was just a stringe change? i should've checked before asking mb
ideally i want it to load the dx80 ones first if it can then fallback to dx90
i have no idea how to do that
but it would mean hash compatibility with portal with rtx for those models
i've been thinking about porting a lot of my stuff to a binary module since im hitting the lua limits in some of my changes, i should be able to add a system like that if i go in that direction
would also make remix plug and play for everybody
yeah i wanted to do binary module too
i have uhh someone who i can steal a base from i asked previously if i could (gwater 2 guy)
my biggest motivation with a binary module is remix api integration, ideally i'd replace all engine lights with remix ones
i already have a light capture system that does this but replaces them with gmod lights instead (unrelated to your system)
yeah thats waht i wanted to do
my lua light system is funky lol
hackiest hack of all time
yeah im about to find out if my solution works any worse lmao
i just want to avoid source lights entirely
the light culling on 64-bit is awful
if you want i can setup the repo for a binary module and give you permissions for it
up to you, i might make my own
or you can make the repo and give me perms either way i think i wanna collab on the project, 2 competing solutions sounds like a mess
in that case let's go with yours, im not sure how much free time i got this week and i dont wanna hold you out
how do u fix the culling? are u on x64?
yes, im using a custom world rendering method that bypasses engine culling
its not out just yet
i used to play without culling issues but now for some reason the culling its back and its soo annoying, idk why or what is causing it
you need to repatch your engine binaries
by blueamulet?
yea
hmm let me see
if you're doing it manually, follow xenthios video pinned in this channel
(Edit: Something keeps turning comments off on the video and it's not me!)
Edit: instead of downloading remix and bridge seperately, you can get them in one package at: https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.6.0
You MIGHT need a GitHub account to download the following:
DXVK-Remix: https://github.com/NVIDIAGameWorks...
il try, thanks
Iant there also skurts new thing
yea i think he already used it but his binares got replaced at one point
probably by steam validation
@quiet scroll maybe add an option to your script to move the patched gmod to a different directory so steam doesnt update the game?
accepted
very simple repository, no idea when i'll start trying stuff hopefully soon, maybe after christmas but feel absolutely free to start it yourself because i feel like you would probably know what to do better for some reason lol
cant apply patch ?
If gmodrtx is installed into the main gmod directory, wouldn't it always get overridden when there's updates? I've always copied the gmod folder and renamed it gmodrtx to prevent updates overriding the rtx updates 
we shall see 
i'll see if i can hook up remix api into the project
The script currently looks for a gmod.exe, it could be one you copied, or the regular one 
whereever the remix api is lol
is that the rest api? i thought there was a proper c++ one
oops i missed this, 1080p windowed with dlss perf
oh found it
nice
dont know exactly why can't patch
it's finding the files to patch, but not the patch files?
this usually means your files have been already patched
its not finding any memory address patterns to patch
do you have 2 gmod installs by any chance?
also how are you opening the game?
not exactly, i have only 1 gmod copy and i use remix from there and run the game through gmod.rtx.exe
looks like it works? it wasnt in 64-bit, but in 32-bit they're stable and i have xenthios light updater disabled. I wonder if any of the binary patches have to do anything with engine lights
uhh maybe nuke that gmod install from orbit?
used to work yesterday, today i wake up and the culling was a problem again lol
but maybe we can call it after and hope it works?
maybe its because i remix HL2 as well ?
maybe use xenthio's portal 2 mod as an example?
whos xenthio
lol
š
XD
il try to re-install gmod an re apply those patches and see if it works but iirc this culling issue happened shortly after i remixed base HL2 game so maybe that's why im having this again
but not sure...
that shouldnt be happening? unless you're moving files between games
yeah i know that's why is weird... i didn't touched anything inside gmod main files
Is hl2.exe in your gmod directory?
ok, haven't tested it but it compiles
i setup a lua addon to load the binary module
and the binary module does that loadremixdllandinitialise step
nope why?
@subtle bison how does your culling method compare to modifying the engine
for performance, its on par with no engine culling. there are still some bugs on some naps so I'll need to address those
oooh
what who what now
Seeing if maybe it didn't update correctly, hmm sorry I can't think of why yours is acting that way 
i fixed it by re-installing the whole game in a different drive, dont know exactly why or what cause the culling issue
Most likely that the patches aren't installed
Lmao. What a colossal waste of time
Hopefully with that fixed this channel will be less of a āproblems people have today with particles, culling, and readingā
not exactly, i mean in 2 minutes i had installed everything, i don't have too many addons so its less painfull i guess...
oh fiddlesticks what now
Youāve been complaining about these problems for 2 weeks dude. Nearly every single day I might add.
At this point make a proper issue report and let people help you instead of wasting their time
Itās incredibly disingenuous
If I'm honest, I don't understand why the anger, after all this channel is precisely for that, to report any type of problems that may arise, in any case I will do what is appropriate to report any bugs/errors by making a report. I hope I haven't wasted anyone's time.
If you canāt see that youāve wasted peopleās time by providing no useful information and forgoing the easiest troubleshooting steps for up to two weeks, such as reinstalling the game on another drive, then I donāt know what to say, but that is wasting peopleās time
You also wonāt create documentable issues that people can follow and try to address your specific problems
Otherwise what is the point about complaining about particles and culling every day?
Make an issue with explicit details about your setup and platform and someone can help
Maybe document that to help others? #1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
I can go on and on and on
Can you actually show me the reports you have made that contain information about your install and platform?
would probably tone it down a bit lol. not everyone is a master of documentation and troubleshooting. I don't personally mind helping him
We created gmod rtx as a repository to alleviate these kinds of problems, not for people to hop on the bandwagon and then talk about issues every day with very simple fixes
sure but there is still a lot of people who are playing the game with xenthios method as well
Thatās fine. But durrant explicitly stated he installed gmod from skurtys gmod rtx. Thatās how he got here #1116089843479498782 message
Is xenthio going to fix these problems
I donāt understand the statement
im talking generally, not just specifically durrant.
Though as for his issues, it just means more stuff to add to the script if not already. Stuff like fire particles do require rtx_remix_fixes to be manually installed. As for stuff randomly breaking such as culling issues, the script should move the game to a separate folder so steam doesn't touch it.
If thatās the case can we get some documentation for this somewhere? Iām not sure everyone understands how to fix this but you and a few key people
You see the problem?
then just include it in the script? why bother with the documentation when it can be all taken care of by automation
Because I donāt even know what said automation is. It would be better for skurty to add that. If he canāt then I will have to
Iām on vacation right now
I'll write up a document/troubleshooting page for common issues, and if the user wants to try manually installing
Because that's true, now that Xenthio's video is outdated because of the gmod/hl2.exe and they use my automated install, how the patches came to be would get lost. I'll make it nice &easy with screenshots of the problems (like decals, their playermodels showing, culling fixes (not having rtx-fixes/nikknaks) and a detailed breakdown of how to fix them 
hopefully me and xenthio can fix most of this stuff transparently via the binary module so everything will become drag and drop
Thank you so much š
Iām sorry for being harsh. But if like you say this is covered in the pins, Iām just trying to reduce the unneeded churn. And to be honest, and this goes for everyone here, if youāre having problems with your game, please just reinstall it
It would help a lot probably
I can't help but be lost as to why someone's install would have issues, it's fail proof
All the right addons, an up to date rtx.conf, the dxvk.conf, and up to date runtime, etc
but it doesnt move the gmod install to a separate folder right?
random steam validation can completely revert the binary patches
Thatās fair. No we donāt change it, but they could copy it anywhere in theory
If we move it wonāt workshop content fail to install?
no
The script doesn't, but in the installation method I give them two options, 1.) install directly to gmod (incase they're tight on space) or 2.) Copy the gmod folder and just rename it gmodrtx. Copying the gmod folder and renaming it somehow keeps it up to date without overwritting the gmodrtx fixes
steam downloads workshop data to its own folder in steamapps
So youāre saying if I move gmod and donāt tell steam itās just going to be able to still install the workshop content? Iām asking genuinely because I donāt know
Ah okay
I understand now
i only know this because i have an horribly out of date 32-bit install that lives on an entirely different drive and it still gets my latest addons
i think gmod uses some sort of steam api to query/install addons?
even the earliest gmod 13 builds from steam depot can still download addons lol
Yeah Iād imagine it can through SteamAPI. Especially for the main menu addons store
Yeah! Which makes it genius for these kinds of things
the workshop's all stored in steamapps\workshop\content\4000 for gmod, as long as it see's the same game id it takes addons everywhere
Iām personally not really clear on what the difference is between source mods and workshop content
and when do things go in source mods, and why does it even exist
Well for one I guess thereās certain things you just canāt distribute from the workshop
sourcemods are actual source mods
sourcemods is veryyyy old, I believe it's only for things like the 2012 black mesa mod, gmod 9, and just about all of the moddb hl2 mods. Like for example, I have the old 2012 black mesa mod installed with the 2007 sourcesdk to play it with rtx 
unless you're talking about the custom folder used by every source game
sourcemods are still used today
Like this? https://www.sourcemod.net
SourceMod (SM) is an HL2 mod which allows you to write modifications for Half-Life 2 with the Small scripting language.
Iāve never used it tbh, TIL
that one is different
O
that's for custom plugins for source servers
like admin, moderation, etc
Ah okay.
found the thing that was doing the massive shadow tied to the camera thing
here the hash if it matters at all because i was the only one with this problem i think: DB4DA856683A01BF
hmm Iāll see if I have that hash when I get home
You can try and set it as ignore texture if itāll let you
so thats what i did (removed it from ignore texture for the video)
i was able to select it from going on a map with a render target screen
i cant select the other smaller box though
and the big shadow only gets disabled on the map with the render target screen
wut the hell
Maybe itās an addon
i will clean addons except remix fixes and niknaks and tell you if it works
there was also this
looks like all maps that dont have this error work in 64-bit now. I cant prevent this in lua without patching shaderapidx9 or making some kind of hook mechanism with the binary module
what the
maybe nuke your rtx.conf and redownload the one from skurtyyskirts's repo?
link
yeah looks fine on 64-bit for me
ignore the holes in the ground, its a bug with my custom world renderer
another problem from downloading the new rtx.conf
sky is always black now
shadow still there
make sure your sky tuning settings look like this
there is no difference
black sky semi goes away when ignoring texture with hash C587A0FFB8C341F2
wtf
no more sand also
sand uses terrain blending so that one isnt much of a surprise
dont expect that to work properly ever
You could open an issue on github with all your logs and stuff
When you clean install do you also delete the folder after uninstalling?
delete what folder
The game folder, to clear out anything leftover
i delete everything in root folder
removing garrysmod didnt work before
yayyyyy deleting EVERYTHING in the root gmod folder and then reinstalling gmodrtx finally made the shadow go away
no sky being black either or when shooting
petition to make the gmod folder read only when the script is done lmfao
what does read only mean
the user cannot write anything to the files 
and programs if they arent running as an admin
and how would that fix the problems
i was being sarcastic
its my fault i forgot the /s 
i was making the joke because this is like the 3rd instance of a gmod rtx install randomly breaking
my light debug text has taken over the map help
rest in debug fr my homie
the video still works
i updated the scripts to use gmod
and i put a note above the download links to use the latest 0.6.0 build
real
hell yeah
@subtle bison how did ya get 64 bit working
it just crashes on map load for me
lol
okay im in
time to start seeing what i can fix
alright the binary module loads
ok so its now time i realise i have no idea what im doing! i cannot figure out how to use this remix api at all
docs say i need this
no idea where i get it from
No idea how to draw into the existing scene though...
Ok I give up for the day
the christmas present
20 years wth
btw, how soon will rtx fixes 2 come out?
no idea, i still have to get antiquated with the binary module and port my stuff over
@keen rivet where did you place the compiled dll in the garrysmod folder?
garrysmod/addons/lua/bin/ or bin/win64/?
nvm think i got it, it was garrysmod/lua/bin
made some changes to how the remix api light spawns but it seems like our old friend is back

not sure why we need materialsystem or shaderapidx9 though
ill see if i can make it work without using either
My first time playing Gmod was like 2014 or 2015
It was on a crappy GT 640m iMac
Good times
[RTX Remix Fixes 2] - Attempting to create light...
[RTX Remix Fixes 2] - SphereLight struct created
[RTX Remix Fixes 2] - LightInfo struct created
[RTX Remix Fixes 2] - CreateLight failed with status: 7
back to where xenthio is, gotta create a d3d9 device
i can hijack onto gmod's d3d9 device but then i run into the divide by zero errors again
might be worth it to fix those with the binary module first before adding the remix api
progress
source pls stop with the divide by zero errors i beg of you
@keen rivet you sure your code isnt working?
i reverted all of my commits and tried what you have done so far and it looks like a light spawned?
the game crashed shortly after but that light does not exist on that map
Flashbang
I really wish beatrun mod worked
omfg my shaderapi crashes were from something completely else
i wasted 4 hours debugging nothing
š
its fixed now but now i get to re-do anything i did in the binary module
hello remix api light
š
Wow. Why does the tonemapping look so horrendous?
wdym my entire game is overblown by the brightass green light lmao
its probably brighter than what the internal tonemapper can handle lol
absolutely fucking cooking
why does the skybox disappear
it breaks when custom mesh rendering is enabled, the blueness you see is some kind of bug with whatever buffer the sky uses
im planning on moving most of my custom rendering stuff to the binary module so hopefully i can find a way to render the skybox without the world

they can now be edited with a properties menu
not sure why my game crashed at the end lol, probably another division by zero i havent caught yet
does anyone know a fix to this?
ent_remove_all func_reflective_glass
cool thanks
btw, is it possible to replace these mirrors with those that support remix?
yea
without changing the map
could make a unique hash for a mirror texture, add some code to detect an existing mirror entity, get its dimensions, replace it with a mesh with that mirror texture hash
it would all happen on map load so it would be seamless for the player
god these api lights really make the game unstable
its most definitely how i implemented them, the networking between the game > module > then remix is horrible. i hope i come up with a better way lol
is it even gmod?
add some proper PBR and people will mistake it for a blender render
My GPU cried watching this
my xbox game recorder died recording this
lua bin
yeah
i was only playing around with it
i wanted to see if i could add lights but it really seems its most useful for drawing things yourself
oh LOL
^
good shit
the crash at the end is funny lol
yeah shaderapidx9 strikes back
we can probably ask the nvidia guys questions too
nah thats fine
just do that i dont care
im redoing the whole d3d9 device integration rn btw, the amount of d3d9 device calls we make to remix makes the game stupid unstable
yeah you got a LOT futher than me
end goal is to completely replace source lights 
also maybe time of day if i feel like it?
oo
i wanted to go deeper with ishaderapi and materialsystem but unfortunately we still dont have much control over it with the binary modules, so im probably gonna add a similar capture and replace system
what else do you need i might be able to see if i can fetch more
nothing atm, i've gotten pretty far with lua alone so far
also yeah i get the div by zero error a lot too
i tried adding some kind of safe handler for vertex buffers which would resolve the divide by zero crashes but that's when i ran into the limits of what the source sdk provides
also i made a symlink batch file to make editing easier, you can compile and not even need to restart the game, you just have to type disconnect then compile then load the map
or i just type reload, compile before it tries to load because its quick
yeah i've been doing that for lua but i didnt realize the module loading was dynamic lol
too bad my game crashes 99% of the time because of shaderapi so i havent really had a chance to test it 
bind a key to reload
64 bit used to be more stable
i dunno what happened
i have an old install that doesnt crash at all
i've gotten it to be more stable by removing/disabling a lot of systems on map load with lua
but its definitely not enough
i think its this one?
put it into rtx_remix_fixes/lua/autorun
you should add that to the repo if you can
thats odd fire and muzzleflashes dont crash for me
almost all the crashes seem to happen on mapload for me, once im ingame its good
that file lets a lot of more maps load
heres the patched binaries of an ol;d 64bit version that never used to crash
theres a patch i noticed that didnt apply now so i wonder if thats part of it
ill use that for rtx api testing for sure
once i get the d3d9 device shenanigains fixed ill focus on the vertex buffer/divide by zero crashes
my game is entirely unpatched atm
i had to patch to get it to load into maps
try unpatched with that lua file, it should work as good. I even got flatgrass to load
its not the final solution for sure but its a good enough stop-gap for anyone atm who wants to mess with 64-bit
so shooting an RPG or throwing a grenade doesnt instacrash the game?
im doing things that crashed before and they work now
those cause integer divide by zero errors instantly
š
what map
what the hell
heres the binaries im using
so yeah i think blueamulets patches need updating perhaps
though, chromium doesnt work there for some reason
you will need to use the console
weird that the game doesnt crash, we never got the division by zero patches for 64-bit
yeah no idea lol
im all for using a mix of custom binaries but i would love to handle this all in the module, i hate patching the game personally lol
yeah we can patch in module maybe lol
that or catch what is crashing the game
do you know whats stopping this fix from being ported to 64bit
same
i was able to patch 3 out of 4
š
this patch doesnt work anymore so i wonder if it helps
how did ya get viewmodels working on 64 bit
oh wtf
LOL
its just disabled
they just work for me
ah lol
š
wonder if we can disable that culling from the binary module
i kinda wanna keep the custom mesh renderer, it seems to be better than disabling culling
it fixes issues with maps with too many faces
also i have the ability to optimize it (more than it already is at least)
i want to disable culling anyways because yknow props and addons might have their own things they want to do
like a compatibility mode
if it changes anything, i havent noticed anything breaking other than decals?
all it does is replace world geometry
not at all atm lol, i havent gotten around to it
oh lol
i need a map to test that with too and i have no idea where to look
would the displacements be the hills?
yeah
i can check rq and see if they work
most of the grass is
god 32-bit is so slow to load lmao
surprisingly yes???
topography is fucked tho lol
i can probably fix this
oh nice
oh yea another benefit of the custom mesh render, all geometry hashes are stable
can spawn lights anywhere in the toolkit and they "just work"
yeah thats good
i could get stable hashes with a console command but it was super laggy

just merge it lol you dont need to ask
i dont have control over this repo lol
mat_forcedynamic 1
mat_bufferprimitives 0
mat_forcedynamic 1
yep there is the culprit
yeah i know i know

but i wonder if we can activate that without dynamic on
the 2nd command? might be dependent on it
i can make it look different, all i gotta do is increase the chunk size /s š«
oh wait this was the lua only repo
yea
chunk size slider is needed atm as i dont have a way to autodetect the right amount per map
if you have the wrong value for a map, you get bad vertex explosions
the map in the video is excluded from this 
lol
if source didnt have a stupid vert limit i could make this as high as i want
higher values means more performance
jolly evening gayry mod rtx
uhh my performance is less with custom world rendering
how much less
250 off
195 fps
btw to fix those rainbow squares, reload the map when you change the chunk size
is culling disabled in the engine?
yea lol
tho for me i get the same fps with custom mesh rendering vs no culling, my 2080 is a potato
btw the performance impact depends on where you are
the hit is much less in confined spaces
hmm the rtx lights function oddly
yea the d3d9 device broke
try it in a smaller map
you will need to relaunch your game
lol
ignore with the runtime 
should just not draw them lol, think of the nanoseconds saved 
also the light itself has too big of a radius so shadows will look broken until you reduce it to something like 2
yeah yeah eventually 
breaks on a small map too
wonder if there are other factors that break the d3d9 device other than map size
no idea yet, im still trying to figure this out lol
lol
new prop icons are rendered completely transparent like this and nothing is in spawnicon editor
can this be fixed or will it NEVER be fixed EVER and it will STAY like this FOREVER...
soup enging
try pre-rendering them without remix first
how do i disable remix
temporarily rename d3d9.dll in your garrysmod/bin folder to something else
re-open the game
oh right i guess the game doesnt render without remix lol
temporarily rename your dxvk.conf to something else too
remove the -dxlevel commandline argument in whatever you use to launch the game
wait
just open it normally via steam
do you have any launch arguments on steam
-windowed -noborder -console
hmm werid, not sure what skurtyyskirts's installer does that breaks normal launching
the gmod rtx launcher in question
saw bro typing
good lord i figured out why my game is a crash fest with api lights, the custom world renderer is sending so many drawcalls that anything added on top of it makes it extremely unstable
guess it will be definitely be getting rewritten at one point
lights are much more stable (large maps still make the engine shit itself), you can spawn multiple, and you can undo them cleanly
Can you adjust the intensity and brightness n stuff?
yea
Cool
did it earlier
#showcase message
my brain is cooked
i have been working on this far longer than i should have in one day
im going to bed gn š
Gn and merry Christmas
Can't wait to use LFS planes in RTX
Microsoft flight simulator 2069
what map was it
What map
A construct cremis map
the humanity
starting progress on handling the division by zero errors with the binary module
got a few mmod weapons working without crashing the game, still got a lot left
rn its just gracefully handling the divison by zero errors with a VEH, but it makes the game unstable in other ways, so im adding some code to locate the creation of these errors and will hopefully find a way to handle them better
we are close chat
š¤Ŗ
also a personal
š¾ š“ šŗ to the engine/occlusionproxy shader
its responsible for 99% of the divison by zero crashes
and im having hell of a time disabling it or at least fixing whatever the fuck its doing
JOLLY good show
i've been away for christmas
just got back today
so no more "out of memory"?
wdym?
i havent noticed any issues like that, even without the shader fixes
are you talking about 32-bit?
i think you're talking about that remix runtime bug that would cause random crashes?
because i have about 100 addons on 32-bit and 64-hit and I haven't had one of those in a long while
what the fuck?
bro
most of my addons are maps lol
if the issue still exists then it's probably specific addons rather than how many
maybe turn your subscribed addons into a collection so i can see if i get those errors?
yea, np
there are also some of addons
well i guess ill have to test this later, cant remote into my pc at all 
well uhh
arc9 weapons work now lmfao
shader fixes system is shitting itself but its still holding together lmfao
i left the drive that holds 32-bit gmod unplugged at home so i cant test it atm
but yeah 64-bit is solid
we can also load really large maps now but remix and the engine really dont like it
disable hud and other things like blur and post processing in arc9 settings
yeah it helps a bit but maybe we can fix some of these issues?
there might be a way to work around these shader issues entirely if it's possible with the binary module.
Why not have the game run in dxlevel 95 but have the module force render the world and models in dx8 mode?
@subtle bison can you see if this works on 64-bit? https://steamcommunity.com/sharedfiles/filedetails/?id=307175678
it would allow sprite and shader systems to work correctly without the current messy workaround
testing now
yea, there is a lot of issues like
all stickers are square and white
so yea
what about infmap?
On 32-bit it just crashes, so I'm hoping 64-bit has better luck
Might also just be the bigger on the inside effect
I hope beatrun works cuz it's 64 bit only
isnt beatrun a paid addon tho?
Not anymore, there is a workshop version
Mm never mind the workshop one was dmca'ed.... I'm gonna assume it was a rule 6
beatrun
@subtle bison this is on the 32 bit, idk if it would fix itself on 65 bit
64*
Or ig "fix" itself
tardis seems to work?
going inside works too
its really buggy though
looks like a open ver of beatrun exists
ok so upon further looking into it, the mod creator went hog wild
yea i remember the whole situation lol
thats what im using
i think it may be the hands somehow
because the animations and whatnot work
definitely some kinda of renderhook shenanigans
probably fixable? but it would require editing the addon
dang
lemme see if i can edit the addon 
alrighty
mirror's edge on garry's mod ??
yea
š
interesting
would be better if someone just made a compat mod for ME
it's almost working, launch on SM2, crash when it loads the level tho
i'm sad cuz it's a 2008 game, so close
thirdperson works fine so its most likely with the viewmodel calculation code, there is a lot of nodraws, im getting rid of them and hopefully that will fix it
At least it doesn't crash š
šļø
aaand it broke
hotreloading lua fixes it but then you cant move
when you respawn it goes back to breaking smh
Dang
i removed all rendering hooks and it fixed the issues but now you dont get any body anims lol. this addon is cursed, ill come back to it a later time
Alright, thank you for trying thus far 
oh yea i need to try infmap
working on shader material handling atm, havent gotten to it
will there be some beta testing or something like that?
at some point maybe? progress has been so inconsistent its hard to tell when ill be hitting a safe point
while the game doesnt crash anymore thanks to the VEH, its not the actual solution as there is many graphical bugs when the division by zero hits, and also some maps completely break with it
so once i can figure out the custom mesh rendering system and division by zero fixes, i can release a beta dll
@keen rivet how does this sound to you? since we're co-creators i dont want to force a decision
what is rtx remix fixes '2'
binary module version of rtx remix fixes, can do a lot more
end goal is to make installation easy as drag and drop
yeah (also made cars reflectivy?)
ooohh didn't see that reflection of the dashboard but that's really realistic wow
now make the mirrors reflective 
uu good idea
ok i think im good with leaving the VEH to handle the shader bullshit, i've been banging my head at other solutions for 7 hours and it's easier to fix the cleanup code for the VEH and move on lmao.
you can now exit maps or load other maps and the game wont spontaneously explode
š nice
What does veh mean
Vectored Exception Handler, lets the engine not crash when being hit by the division by zero error
its basically the same thing as the binary patches but this does it at runtime
might be the glass mod doing that
gunna try and tackle the gmod guide today
Good luck nerd ! ! ! !
LMAOOOOO 
I mean it in the nicest way possible
anyone want me to try something on 64-bit?
try what
something that doesnt work with 32-bit
The entire too scale death star model
is that a infmap?
the entire too scale death star model
I think so
i cant find it anywhere
infmap kinda works?
game is rasterized for some reason though
something definitely broke
what does rasterized mean i see it everywhere
rasterized means remix cant hook into the game anymore and its showing the original graphics
ugly...
@subtle bison do you know why if you disable raytracing in rtx remix all textures are bugged?
most likely becase we're forcing a lower shader model with dxvk.conf + the lower dxlevel in-engine
i have no issues with it
Or a blobby mishmash of graphics that look like fullbright
you might have something marked as ui texture that shouldnt be
ar2 destroying the very fabric of reality
i just uhh figured it out, i dont have any ui textures marked, but disabling vgui entirely fixes it a bit?
it stops rendering if i stop moving
oh interesting
im gonna go back to the infmap rq
its probably something thats being drawn orthographically, by default remix treats that as ui
sorta works?
lots of untextured drawcalls
@keen rivet if you wanna mess with it yourself, this is the branch im currently developing on
https://github.com/Xenthio/gmod-rtx-binary/tree/VEHenhancements
what's veh
^
ok well everything works now???
i dont really know what i did
oml yes its some kind of problematic material
Which one
idk i kept disabling stuff in other maps, came back to flatgrass and it magically worked
yea on ur cursed build 
ok i was wrong
about everything
i accidentally had rtx remix fixes 1 loading and it had my crash prevention addon which removed whatever problematic material it is
ffs

ok well i fixed it
i simplified the crash protection lua addon and now the engine/occlusionproxy error spam is gone (edit: nvm) and map rendering works
@quiet scroll new map remixes when
uhhhh
uhhhh
another infmap works???
simpons hit and run
collision is busted but i think that is a addon issue
yeah other maps work fine
now do the multiverse map
vice city
seizure warning
it kinda works lol, its flashing some kind of material remix cant handle (i cant even select it)
oh dear
its time for trolling
rest in peace my homie fr
Which one do you want done, my treat 
DD Ocean my homie
why bro stuck in time like that hell nahhhh š
honestly, other than maps that crash the game on load, x64 is now more stable than 32-bit now lmfao
yea but gmod x64 has complications working with remix
it took a lot of work to get to this point lol
mission accomplished then?
not fully, just pretty close
oh rip, it's the water from ep2, we don't have a fix for the milky water yet 
šļø
hell nah bro im boutta die
gimme a sec i needa find a different one
š
give me the mat name and location and i can try chasing it
idk if you can do mat_crosshair on water
@quiet scroll i found a different map called The Flying Hotel
Looks like water_riverbed01_beneath_dx8 in ep2/ep2_pak_dir.vpk/materials/nature and lostcoast/loast_pak_dir.vpk/materials/lostcoast/nature name water_ati, the guy in these two videos has all the missing textures remix hasn't covered yet https://www.youtube.com/watch?v=ubUAQ6unECM https://www.youtube.com/watch?v=0f5KghK7YKI&t=35s
This is a video list containing information and graphical representations of the different over- and bottom- water texture materials currently present within Half-life 2: Lost Coast.
The name is of the material that collects textures and sets necessary variables for creating the water "texture" currently shown within the viewport alongside its ...
This is a video list containing information and graphical representations of the different over- and bottom- water texture materials currently present within Half-life 2: Episode 2.
The name is of the material that collects textures and sets necessary variables for creating the water "texture" currently shown within the viewport alongside its u...
I don't think episode 1 had any special water
what the we have special videos just for water?
lmao
valve strikes again (and soer ig)
If we can get those 2 packs down we'll have all the source water covered
lmaooo I tried getting it to work awhile ago and spent a week on it but ended up failing 
OOO good taste, you got it 
š«”
Xenthio said he used this and just renamed it to whatever we wanted to replace
all my homies love realistic water
lmao
i wanna try disable detail textures in the binary module somehow
go for it
im still fighting the damn remix api lights
i have optimized the living shit out of them but its not enough for source's poor d3d9 device
im debating making a remix fork that does API updates outside of it
because jesus this sucks
i pinged xoxor4d asking him how he did his API lights for p2, so hopefully his feedback will put me in a good direction
oh yeah i guess that also works lol
lol
i dont see anything wildly different the difference is he's using the bridge api so he doesnt have to do the d3d9 device fetching hack
nah i tried making lights without it, it didnt work
hmm
ill try to think of some other ways to handle this
I at least want the remix api lights to replace source ones
(if its feasible at all)
i say this because currently remix lights in motion will guarantee a swift and fast game crash
and i have optimized them pretty well when they're static
maybe p2-rtx does do something different? idk, do you see anything different?
i havent looked too hard at it just yet
yeah no the bridge is the reason why his works well lmao

i could give making a second d3d9 device another try but that went to shit last time
are these with my changes?
yeah
cursed 64-bit or steam ver
try the steam ver
i think this might be realted to that issue you had before
when i open the console a console sized shadow appears lol
begins working after tagging some ui textures what the hell is going on here lol
yep

something up with world renderer
groups is nil for some reason
niknaks is enabled
oh i see
its missing the require
is this for my mesh renderer?
yeah
oopsies š
much better






