#Garry's Mod
1 messages · Page 35 of 1
4090 moment
not as high as i would have liked
dlss setting isnt making it perform better
so its gmod limited it seems
cpu?
i9 13900k
could also be a remix bottleneck
try turning off my mesh renderer and see if fps goes up as well
so you're getting double fps with it off???
yeah
i dont even get that big of a drop with it on
you might be gpu limited
im out of bounds too so culling is off
wait try inbounds
wonder why
try a simple map like gm_orange
link?
goodnight garry's mod rtx people
good night 
👁️
k
gonna swap off the mystery everything works binaries
lol
latest everything unpatched except datacache is what i got
prob want to use my rtx.conf because newer gmod breaks a lot of hashes
ok latest unpatched crashes on startup
i aint doing that brug
going back to patched but only the one that makes chromium work
what's odd for me is that if i dont delete the generic gmod shader file or whatever, the normal chromium menu worked fine for me
what am i looking at lol
idk lol its really bright
is that a defualt map light or somthing? i dont see that on my end lol
might be im unsure
shouldnt be my rtx lights lmao
oml i just realized 64-bit source doesnt have the same vert limitations as 32-bit
nope
i think i can optimize the custom renderer a lot more in that case
havent tested the actual limits but now instead of 512 being the safe default, you can full throttle it and verts wont explode
at least in this map
i think im completely gpu bound now lol
ok yeah other maps break, and then the game 
lol
raytracing on gives me 120 :(
@subtle bison custom world rendering does break the 2d skybox, it stops rendering it
is that just a byproduct of however vanilla world rendering is disabled?
yes
i was working on a native reimplementation but i had to pause it because of its complexity
not sure how we'd handle it in the lua addon
maxxing out things on this map does break some things after all
you just cant see it when rtx is on
oh
more ui texture shenanigans
might port that ui texture fix i had from the old addon into this one
it happened after some change i made to the force render addon
ok texture fixes give an fps boost it seems too
the rtx lights have an interesting look to them
new crash unlocked when loading into flatgrass
hu the veh shouldve taken care of any of them. i haven't had any since adding it other than remix lights killing the d3d9 device
what where is the crash happening at
(dll, module, etc)
also im going to bed, so just @me if you got any other findings and ill do my best to reply in the morning
NVIDIA users and their 100+ fps 🥲
That's actually really good because I'm working on the arc9 mw weapons pack.
Man I love this thread
mesh renderer? mesh with stable hashes or wha?
remix morning mr garry's mod rtx remix thread
custom world renderer using chunked meshes, removes the need for engine culling patches and also gives you stable geometry hashes to spawn stuff in a map with the toolkit
when are 3d skyboxes gonna be fixed
is this infmap?
3d skyboxes already work
put r_3dsky 1 in the console and enable this in the runtime
that worked before i updated gmod and rtx remix
doesn't work for me anymore
this is on both latest versions
not infmap
why was this option not enabled by default
the 3d skybox also glitches and shifts when you move the camera
day version has rendering issues on 64-bit, game went completely rasterized, hopefully night works
ye night works
screenrecorder refuses to capture gmod rtx somehow even though it worked a day ago
this is what i meant
use obs 🤓
no
yeah working fine for me
though i am using a pretty hacked up 64-bit build
lemme try 32-bit
you recorded this with obs?
ye i always use obs
because every video you send is just a still image with audio
i have to download it to view
lol obs isnt causing that
its a hevc encoded video and for some reason, not everyone using the normal discord app can view it
its some kind of bug they need to fix
browser discord
later
could be a detail texture messing it up
fuck if rtx would let me record i could show you what i mean
obs 
printscreen
oh right
stable-ish, wouldnt say its on par with 32-bit yet lol
sad
well i did say that before but there is still some stuff to add before making a beta release
is it better than 32 bit in a way?
yeah it loads faster, no dependency on the remix bridge (less cpu overhead), better performance on large maps, you can load more than 2 maps (32-bit would usually hang loading on the 3rd attempt), some other benefits im forgetting to mention
also with the binary module, me and xenthio can make the experience much more polished
wdym hang on loading 3rd time?
that never happened to me?
at least for me, with a lot of addons, let's say i play on 2 maps for a long period of time, and want to load a different one, my game would indefinitely hang on me
i've had the issue since i started messing with remix
weird
what the hell
i should have probably seem this issue before since i play for long periods of time in a lot of maps but i don't recall it happening even once
das what im sayinn brahhh
i've seen that happen with the skybox not the other way round lmao
godamit english
what do you mean not the other way around
the 3d skybox is the one janking
the world is oka
y
everything is wrong wiht the skybox
its lagging behind
how are these two numbers different
wdym
on my game they are locked to eachother
like
i change one value and other changes with it
even when typing the value?
also fog tuning tab isnt there for me
you sure you installed the latest remix?
not the release
the CI build
i installed through gmodrtx drag and drop installation
i havent downloaded or touched anything else
you'll need to update remix manually
because i didnt want to break anything
from that build
should i drag that into the .trex folder and replace everything when it prompts me to or should i delete everything in the .trex folder and then put the new stuff inside
@quiet scroll can you include the newest dxvk remix CI into your script?
also might want to add resolution options to the installer
also make it not launch in 640 x 480 resolution every time
the script should be setting the game resolution via launch parameters, since we're constantly setting the dxlevel, the game will never remember your video settings
-w 1920 -h 1080 -noborder
no idea if his does, but adding these will fix it
where do i add launch parameters to it
what does your gmod directory look like, also what file do you use to launch the game
a screenshot should be enough
ill send that
also the water is fucked now
glitching
edited .exe that came with the gmod rtx drag and drop
i edited the name an icon
is it just a exe?
lol dont blame me it came like that
uhh well i have another solution for you
go on
it has a lot of useless launch params, but put it inside your gmod dir where the exe is
and run that bat instead
infmap glass
wut the hell
the modern art in question
looks like an abstractionist painting
ugly text from debug
remove all of the debug stuff from the bat
no it doesn't
it disabled it
r_3dsky is 0
nuh uh
really?
r_3dsky is 1
its an old bat, its before the 3dsky got fixed so i never changed it
and no more bugs
were you not using ANY bat?
skurtyyskirts' installer makes a exe based off a ps1 file
playstation
powershell 5 release in stores when
real

do the anticulling options in rtx remix itself do anything?
not for source
is gm_bigcity_improved rasterized for yuo mr CR
vis and pvs are very aggressive lol
lemme see
😭
do i check with the frankensteined 64-bit or 32-bit 
32 bit
try selecting the skybox
or something
nah its a untextured drawcall, i cant
64-bit crashes loading it
its over
is there a way to execute ent_remove_all func_reflective_glass and ent_remove_all func_monitor on map load
😭
you can make a simple mod
addon*
that does that
i can do it if you want
where
it's just executing a command
where the addon at
i can make one one sec
ok
Its so over
just concommand.run right?
yea
cr is making one
will you post it or just send the file?
k
what map has a mirror, need to quickly test it
gm_wwhouse_cs
also game crashed everytime i shoot or hit anything with a crowbar
anything that makes bullet holes
make sure steam didnt validate and replace your binary patches
is your gmod with remix renamed to something else?
what
i dont use a duplicate folder
well then you'll keep running into this issue lol
dead body
so it killed the mirrors
yes
all my homies hate mirrors
thank you for removing all mirrors
the crash still happens do i have to do anything else
re-patch your game
easiest is redoing the script
https://github.com/skurtyyskirts/GmodRTX
wont that also kill the new version of remix
then just reinstall remix after
hu
h
might have to wait for skurtyyskirts to come online, i really have no idea what his script is doing
dont go insane from gmodrtx challenge
up for manually installing everything?
https://youtu.be/JeMrlemVSl8
(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...
need to do this on a clean gmod install of course
Chat what I miss
gmod rtx doing a gmod rtx
might need to take a look at your script 
Watbulb made it
He’s on vacation. The gmodrtx comes with the latest remix version, I’ll check which ones it has in a sec
But it sounds like we need it to fit to the screen length width, and some other fixes?
yea
i definitely recommend forcing the rename or move of the patched gmod install lol
i can try to take a look at the script later, if i make any changes ill submit a PR
What we could do I’m thinking, I could strip my name from the repo and we just make it more open source, that way you and xenthio can get in on it for when 64bit is ready? 
Yeah I think doing the renamed folder is the best option, gmod gets updated too often that it’ll cause issues
maybe, though im not sure what the install path is gonna look like when the binary module is in a good enough state
That’s ok, I’m sure it’ll just be switching a few directions around here or there 
the ultimate gmodrtx installer
@keen rivet you might be interested in this 
https://github.com/Xenthio/gmod-rtx-binary/commit/25bc5bd3856204afb299ed6672966d0202535fe5
we can now patch some dlls dynamically at runtime
not all of them work yet but this will help a lot
anyway, how did you launch the infmap in remix?
blood, sweat, and tears
more precisely?
the binary module does some stuff to make it work
Sweat, blood and no tears
can i download 🥺
nah its not ready for public use yet
im trying to get a beta release ready i swear
you can try compiling it yourself but i wont be able to support it
will this be 64 bit natively?
what programs can be used for this and how, actually?
visual studio 2022, premake
i really cant go more into it as then i would be supporting people before the module is actually ready for people to use lol
you wont have to compile it when a release binary is pushed
🤣🤣 take as long as you need CR 
i would give an estimate but we know how that usually goes when you do this as a hobby 
how do I uninstall gmodrtx i want to play without until its more stable
2 options
nuke the gmod install and reinstall with steam
selectively remove files and pray it still works
1st option is best 🤭
aight lol thats what i get for not using a duplicate Garrysmod folder
I figured it out you dont have to delete anything just keep your original gmod root folder (with rtx installed with a different name and then verify game files and it will reinstall gmod without rtx into a new folder (without rtx)
i love arrr teeee ecksss
well i hope it works lol its still reinstalling
it works lol
DAMN YOU JUST CONTINUE TO COOK
in the process of testing this, i reinstalled gmod x64 without any static patches and there is one divison by zero left that leaves some maps unloadable
i have spent like 3 hours trying to get the VEH to catch it
so much pain
@subtle bison what about media player?
64 bit?
ye
very strange
hmm, there's something in the upper left corner. does that affect whether it's displayed or not (I'm talking about there is no shader)
yea, chromium probably relies on a shader thant isnt working atm
which shader is responsible for the work of vgui?
idk
the actual shader system is really bugged on anything below dx9c so its probably due to that
xenthio knows more than me (i think)
this explains a lot. i would like to ask another question, are you transferring to dx9 or will it work on an older version?
not dx9c
nah it will also work on dx9 (dxlevel 90) as well
anything below that is when stuff breaks
would be better if we just rendered models and the world with FL 70 and everything else dx9
then we wouldnt have these issues
but i dont know if that's possible in the scope of a binary module as it gets loaded during a map
ok fuck this im trying it
i keep thinking this visual studio icon is homer simpson from far away lmao
homer studio
does it work with the mystery everything works good binaries?
i was using them lol
💀
lmao
well if this custom FVF rendering thing works out, no more patched binaries
im tired of this half broken shader system
seriously lmfao
if you use only its shaderapidx9 dll i think it works
i definitely think this is possible as i have a "certain build" of source that does just this, at runtime as well
no binary patches at all, particle system is still entirely dx9c
xoxor4d also does this with his p2 mod
I don't know what I did but now theres no more crashing when shooting
and now it only happens with sweps
probably addon issue
happens with tacrp and tfa base weapons
its not an addon issue, you're crashing from the division by zero error in shaderapidx9, though those should be fully patched in 32-bit
so why it happens
i just said why lol
you said it should be fully patched
yeah im saying that under the assumption your game might not be fully patched. I wont know until you go through the full manual process as I cant do much support when remix and its stuff is installed with a automated script lol
do i have to remove delete everything and then reinstall
no
i got an idea
put this in your GarrysMod/bin folder
replace the old one
do your normal thing ingame and see if it crashes
what's this?
my patched shaderapidx9 file from 32-bit
ohh nice
it should be the same as everyone else's
yea
oh scronch can't run the patches?
is it really a divide by zero error because i just uninstalled a custom impact addon and then shooting with hl2 guns started working until i got to tfa which has custom particles
👁️ im not an expert but my brains are exploding
ok then i really have no idea, i'd ask you to hook up a debugger but thats gonna be a huge pain lol
why are you using those mods in rtx bruh
well seems like you can't lmao
👁️
just like uninstall them then 🤷♂️
'ermmmm like.... just uninstall the things doing the bugs' mfs when i eat their brain /j
this is what happen if i enable that option in the runtime
look at the wall
wall
looks like the depth isnt sorted correctly?
does it also move like jelly when you move your camera
yeah

but at least now the citadel its no more dark
download this ver of dxvk-remix, overwrite the existing install
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/12382112519
it should "just work"
let me check
Bro got the curse of jelly skybox
yeah i mean maybe lol, just ditch the vanilla rendering all together lol like i think the p2 mod does
working on it now 
Huh
Updating the installer, I have the custom screen resolution working but I just need it to copy gmod lol
It's one of those traditional walk you through it installers where you see where it's installing, pressing next, all that jazz 
I want to see if I can figure out a proper model hash fix, one that actually works on all models
Oof so close, I'm gunna take a break on it but it's like 99% done, just need to figure out why it's not copying the GarrysMod folder contents. I thought maybe it was a permissions thing but nope. Shall continue cooking 
I vaguely remember the unstable prop hashes had to do something with vertex lighting, so I want to poke around to see if I can do something in the binary to be a better fix
if i get the fvf renderer working, we might want to start messing with that in there since we'll have more control
what does fvf renderer mean lol
lol
source has fixed function built in, do you mean one that works without needing to have shadermodel set to 0?
yeah
we're basically translating shader calls into FVF calls before the d3d9 device gets it
that little source engine demo i sent earlier does exactly that
Ah right
fixes the particle system and removes the need to patch anything related to it
particles work perfectly in my 32bit gmod rtx install
yeah because all of the division by zero errors are patched out
Ah
but i believe vfire and other custom mods that rely on the dx9c shader system are broken on dx8 and below
Vfire worked for me last I tried

I have video of it too
nah i believe you lol
i still want to go in this direction since its easier to maintain
we have explicit control over rendering so game updates wont magically break anything
god it looks so good
Blue amulet probably knows how to fix some of those divide by zero errors since their patches fix basically 99% of crashes
yeah but it seems like they're not really active on that anymore
if we can avoid binary patches entirely i think that would be the best method going forward
idk gmods vac seems pretty lax lol
I don't think it lets you join servers with a binary module loaded
unless you mean the module not loading on servers not using it
unless maybe we can load it in menu by editing menu code
hmm, it would be a bigger effort, but maybe we could inject the module with either a custom exe or asi?
at that point we'd be competing with xoxor4d's mod lol
Lol
Custom exe sounds interesting, imagine if that was all the setup needed
And you could maybe make it load the lua fixes with that exe so you can have the single gmod install and not need to create a copy
lmfao
Freaky Autocorrect
yet again this is all brand new territory for me i have near 0 experience in it lol
im only on 3 lmao
do they all have addons locally installed?
not all
newer gmod stores addons in your steam workshop folder
i have shitloads of upscaled textrues tho

it may not look like much, but the FF renderer is offically compiling and sorta working
i just need to add some extra stuff to remix can hook
omfg
im so stupid, whatever you just saw wasnt it lmfao
i was turning on the stupid mesh renderer
😭
oh lol
where's the materials interface fetched now?
like materialsystem?
which branch lol
main
commit?
0d6a1eccd20de33f699503bf477257b0bbfdfd14 3 days ago
afaik that was needed to have materials accessable? how does any of the code that uses it even work without it?
which code, the rtx lights dont need it
shader hooks uses it i think
im directly using it for shader hooks
#include <materialsystem/imaterialsystem.h>
#include <materialsystem/imaterial.h>
#include <materialsystem/imaterialvar.h>
nah you're fine lol
anything exposed by the binary module source sdk works
gmod-rtx-binary\garrysmod_common\sourcesdk-minimal
damn i just did it how gwater2 does it and thats fetch it like this lol
i believe you'd still need to fetch it for any runtime changes
i was doing it that way for some stuff in other branches but ultimately didnt need it
oh goodie i sucessfully can crash the engine wow!
hey @keen rivet guess what's getting re-introduced 😛
was it needed lol
i thought no for a while but unfortunately yes
yep i did, i can actually query materials in a map now
lol
FF's first baby steps
this looks kinda sick lol
varrysvod
vector life 2
you can also see the particles just barely lmao
wireframe is not enabled btw lol
its doing something funky with the d3d9 device
🧑🍳
FF is alive
strangely chromium is still rendering but not vgui lol
gonna ignore vgui in my FF since i dont think there is any downsides
lol yeah
btw you can seamlessly toggle between ff and normal
no issues so far
at least until i get remix hooking
ida free is enough for me, unles you specifically need the decompile
ok im going to bed
i should stop on a win lmao
i will polish FF renderer tomorrow and hopefully we can get models rendering and remix to hook properly ❤️
💤
wait, models with stable hashes?
not sure
Holy fuck the flying hotel has an entire engine/thruster thingy in the back that the player can't even get to. Attention to detail on dis map berry high 
but in general is the result close to beta or not?
and what is ff responsible for, if it's not a secret?
where is it
fixed function is what allows remix to properly hook onto old games, its not a secret lol
we are already using source's existing fixed function renderer in 32-bit
oh, i just forgor 💀
also whats poppin' gmod rtx cookers
It's over
in da back where the fire poppin out 
keep cooking boss
the man who remixed gm_flying_hotel (skurtyyskirts)
vfire works?
amazing
no way
working media player and chromium?
probably lol, but no models render rn so i cant exactly test it 
spongebob
future
playboi carti dropped
playboi carti HAS to be the WORST gmod map ive ever played on
this aint ever getting remixed
sraaanch you got the freedom to pick the weather, should it be daytime or nightime out
early morning late morning evening time wutchu tink
#1116089843479498782 message under sky tuning you can adjust the sky brightness, and then the fallback lighting acts as a sun 🙂
thx
tho gmod crashes when i change those values too rapidly
Yeah that happens a lot 
that feel when gmod rtx crashes
who could have predicted this
imho gmod rtx crashes way too rarely
not enough crashes
it needs more crashes
true
it should crash when i spawn an object
it should crash when i kill an npc
it should crash when i load a new map
Video doesn't play for me but I assume it's very awesome
everything is rendering but models 
vertex formats are a huge pain and i still havent figured it out
im taking a long break before i come back to it
too early to tell ngl
if i dont figure out models for FF, i have another solution.
We go back to hotpatching, but using your cused dll's values since they literally magically work
i can probably write some code to capture the relevant memory sections of shaderapidx9, engine, client, etc from both a unpatched game and a patched one and create the hotpatch set out of that
its all theorized but i dont see why we couldnt
@drifting hinge sckruooouunch i forgot 2 ping 
wa the
early morning pleaseee
damn
amazing work
keep it up and maybe put some of it in #1191547320915988610 if it's a mod you plan on releasing
For sure! I used PBRify for the base of the textures 
hollup why hasnt anyone made a mod for bullet decals like https://steamcommunity.com/sharedfiles/filedetails/?id=2887678011&searchtext=parallax
That's a good question lmaoo, I'll see if remix takes it
i think its done way differently to make it work for normal gmod
and i also think the decals in the linked mod look ugly and are too big
so goofy 👁️
After skurt cooks up this one, my little brother has a request map (only when your done with your current, duh)
whats up cat person
You got it! 
i had parallax bullet holes but they werent good because i didnt make them good
waittt i found another parallax bullet addon
atleast i think it used parallax mapping
do you have any pictures
no
the ceiling lights in the bathrooms/bedrooms cull but I have a genius idea 
wait hes cooking this hard
that parallax map could be just ported to remix
fr?
light anticulling doesn't work?
yep. just assign a displacement map to the bullethole decal in a capture
crazy
not with source
xenthio's rtx fixes addon has a light updater that works pretty well, not sure what's going on in skurtyyskirts's video
that's really weird. it worked for me when testing the original The Stanley Parable mod for source
The original mod nowadays has light culling which is weird
Wouldn't work because the hashes change everytime for the decal material
the amount of times I've been jumpscared in the toolkit 💀 💀
Have you seen how it works lmao
It's so embarrassingly stupidly jank
I was trying to force every prop to use hardware lighting and stuff for stable hashes but I couldn't get it to :(
It seems like there's so many conditions for it
the horror game
@subtle bison can i swap these out to remove the need for d3d9x.h
sure
i was looking at your ff90 branch
wanted to compile and try it
the render_state_logger.h doesnt exist though
yeah its gone
should i just remove it and all usages of it then?
yeah, what file is this?
i dont see this on the latest commit in any of the fvf files or module
its in shader_hooks.cpp
ah i see
it shouldnt be breaking compilation unless you have them included in your solution
i've been manually adding and removing stuff so it doesnt get synced with git (not on purpose)
even when just doing regular testing? it would make more sense to update that file on main when i actually cherrypick stuff from other branches
ah i guess then lol
idk we probably need to come up with a rule on how we should be doing that
i went on seperate branches so i wouldnt submit broken stuff to the default branch 
that or i can make a fork and just PR the changes
that makes sense lol i was just trying to see if i could try it and was just checking
yeah you're good lol
@subtle bison ayy im on shadermodel 1 and it does show up in remix
i wasnt using a dxvk.conf in my testing
i was hoping i could get remix to hook all on its own by setting the right parameters but i didnt get that far
i dont see anything on shadermodel 3
so remix hooked here?
yeah
theyre all not raytraced
yea thats intentional for right now
ill try to work more on it on wednesday
with raytracing off this is all i see
ah
rebuild on this commit
the world will render correctly
and try shooting guns on SM1
btw when you were testing SM1, did remix already hook before running ff_toggle?
see missing hud
i put 2 lil cute easter eggs in the map 
how much has he been cooking
Destructable town, lemme find the specific one
oh this map reminds me of Robixn's DMM maps
@quiet scroll is your Gm_Liminal_Bowling map remix mod still working since all the texture hashes got changed
Epilepsy Warning
Ermmmm I gotta figure out why the waters flickering
I tried disabling rtx.io but that didn't fix
hmmmm
this happened for me on my broken rtx install
clean reinstall from xenthios tutorial fixed that and mostly all other bugs i was having
I bet there's a stray hl2 water texture that didn't get thrown in the mix, lemme see if he updated his water mod 
when flying hotel uploaded
Uploaded, just waiting on moddb to approve
https://www.moddb.com/mods/the-flying-hotel-rtx
I think liminal bowling was the old hl2.exe and I didn't have the captures to switch over

yeah i tested it and there was no difference
fakk xenthio's water mod's not updated yet 
I'll do another captures folder of some water maps and see if that'll catch the stray and then run my hash switch python thingy 
Xenthio's water mod worked for you? 
I almost wonder if it's the depth of the pool that's making it flicker and maybe it's a rendering/LOD thing. Like what's under the water's doing rendery stuffs 
also this happens underwater
Yeah that's a hl2 map thing, gumball found a way to fix it but it'd have to be done on hammer per map
yuck
whats the point if it cant be fixed through remix
The pool complex mod has it fixed natively somehow 
the what complex
https://www.moddb.com/mods/gm-pool-complex-v2-rtx/downloads/gm-pool-complex-v2-version-2 pool complex, fixed for the new hashes and you can see underwater without it turning into milk 
hell naw bro theres two versions on the workshop and one says jumpscare free bro no way the OG creator put a jumpscare inside the map
when i tell u i lost my shitttt, he didn't mention there was a jumpscare when i was making it 
lol i aint risking that heart attack
Oh wait, I can't fix the water.....if the water hash isn't captured in xenthio's mod, there's no reference to update the old hash with the new hash. Scranch was other maps doing the epylepsy ting for u? 
all maps have the benadryl water
@quiet scroll is 3d skybox enabled when you took that water glitch video
i tried again with it on and off and still flicky flicky
did you make sure the map has an actual 3d skybox
doing r_3dsky 1 on gm_bigcity_flooded removed the flicker
yeah r_3dsky 1 no fix for me, but waitt omg all the waters flickering
I swear it was working for me yesterday.
I'm gunna have to deep dive on this and see what's going on
🤪 time to start goin line by line

wut d heck it's all correctly changed
any ideas CR? 
still no download for flying hotel
probably not all of the water textures are caught?
OH i know what this is
you need to disable rtxio
rtx.io.enabled = False
in dxvk.conf
i dont know WHY it causes that it just does
Ahhhhhh the dxvk.conf, I was trying to disable it in the rtx.conf
lemme try it 
fakk that didn't work either, rtx.io.enabled = False
To sidetrack, anyone wanna test the new .exe installer? I thiiiiiink it's greenlit to go 
You can keep your current one separate by renaming it something like GarrysModRTXX 
try using cheat engine's speed hack to slow down the game and verify with the remix runtime that every frame of that water texture has been replaced
@keen rivet you sure my FF renderer works? i'm on SM1 and its entirely black lol
shader capture is off too
i forget tweaking fallback light will most certainly crash my game
what commit hash were you on when it worked?
oh ye sky autodetection works here wow
ngl i think this is still shader based lol
because it still works in the shader mode
ye i still had shader capture on, even with FVF on with shader disabled it goes completely black
a slightly newer commit sorta works?
it grabbed the camera but i cant select anything lol
sweet, guess we're on the right path
huh???
models do work???
yep, its probably a camera/world matrix issue but shit im glad models have been working this whole time lmfao
ok so vertex buffers seem to only be an issue when trying to render textures
not sure why its happening but the game crashes whenever i try to set them
a static color works fine though?
wait, so, will we be able to play on directx 9c?
maybe, depends if i can get this working all the way
good morning gmod rtx peepol
OH MY GOD IT WORKS AHHHHHHHHHH
i've been trying to figure out why the installer wasn't working, the code wasn't swooping up all the source files
gid meenin scraaaanch 
cooked severely, here's the installer if anyone wants to give it a test run
Spent 27 hours on dat shit 
It comes with a screen configuration page where it'll modify the .bat file to run your resolution every time
Users don't have to go in and manually edit anymoreee
wait i spoke too soon 
arghhh what the heck, it hooks now atleast but it still must be either excluding source installation files or not overwriting with the patches correctly
/s

NO WAIT IT WORKS
for some reason gm_construct_rtx isn't loading in, but everything else works
skurty can you test this map and see if its broken for you https://steamcommunity.com/sharedfiles/filedetails/?id=3220633082
does it more stable than xenthio's installation?
it does just the same thing
works for me, but it reminded me the water still needs fixing 
fuck all of the textures flicker in and out of existance for me
erm backup your rtx.conf but here's the default gmodrtx rtx.conf, but if it's the same try mat_forcedynamic 1
aight
maybe there's textures needing to be tagged decal?
usually you just have to do that with displacements
i did forcedynamic before trying your rtx.conf and it was fixed
sort of
oh yeah that's a decal texture, there's sand hiding behind the grass
i usually just ignore the displacement texture lol didn't know you could decal it
I guess the sand or the grass can be decal 
if anyone wants to take a stab at the broken wa wa, here's the fixed hashes water mod
well, almost fixed, with 1 suspected issue texture
omg I've never seen fish in gmod before, like ever 
those are leeches bruv
a guy on in AIDS (Addons In Development Server) is making a raw .vmf loader
which does?
idk if that would be good for something
well it loads the .vmf into a mesh i think
uh huh
Flying hotel got approved 
its a nice looking map lol
@quiet scroll will you ever remix and add pbr textures and stuff to weapon addons or vehicles?
the black hole in question
iirc it doesnt have nodraws for its water
i think i might scrap the FF renderer ngl lol. Xenthio has some magic dlls from a older 64-bit build that still work on the latest version, so im probably gonna make hotpatches based on them.
everything works but cef but personally i think that's worth the tradeoff lol
ten billion years and no remix fixes 2
no point in releasing something not currently better than 32-bit lol
estimate release date: 2091
when will fire effects be working again
if they arent already working and i have a busted rtx install again
^
thanks CR
I guess I should incorporate the rtx fixes mod by installing it manually 
Gunna do this before dropping 0.5 today
CR do you add any additional launch options besides the regular script
I wonder if I could add a custom autoexec.cfg to the install as well
mr skurtyy
Uh right uhhhhh possibly
CR was working on a beautifulllllll weapon pack for the mmod weeeepons
#1116089843479498782 message
Cooked harder than I ever could manually 
welll urhmmmm i literally uhhmmm like uhhh wanted to ask you if yuo could pretty up this nice car addon i found (i also found this other tfa base model 10 revolver that would look maybe nice with the pbr treatment)
but you never posted a mod like that before
the car in question
A car and a weapons mod would go hard
Yeee yeee ill add it to the list 
you're doing a great job skurts 😛
Thanks!
Hopefully will make the install as easy as possible eventually 








