#Garry's Mod
1 messages · Page 36 of 1
ooooo might be cooked, does that spawn like milk in remix or is it good?
i swear i will publish it, i keep forgetting 😭
whatchu mean?
Some weapons spawn all messed up and look all white with remix sometimes
All the cod weapons do lol
no this weapon model both viewmodel and worldmodel have textures
Oh phew, yeee that looks easy 
i think tfa base weapons dont have that problem
I’d like to fix the water mod before putting out the installer, but uhhhhh
cr did u happen to investigate the water stuffs
Perhaps we could make an updated water mod that’ll capture all of the water textures natively
The milk water from lost coast and e2 
the evil water
i think i already asked but a map name?
https://steamcommunity.com/sharedfiles/filedetails/?id=3220633082 there's also these videos that cover all the water names/sources https://www.youtube.com/watch?v=0f5KghK7YKI&t=39s https://www.youtube.com/watch?v=E8cKSK1f69U https://www.youtube.com/watch?v=ubUAQ6unECM
I thiiiiiiink ep1 water is good but lemme go check rn
Yeah ep1 is good I don't think there's any occurances of water
scrannch did u find the easter eggs? 
not yet
gimme a clue fr
bubbles 
oh fr?
is the rubber duck an easter egg
also are the mirrors supposed to look like this?
it seems like the metallic is at its lowest setting
nuh, u need to change that with toolkit
uh huh
In the toolkit it's set at 100% metallic to get the reflection, uhhh do ur settings look like dis?
i cant read any of the numbers
and metallic bias should be at 0.000
obviously that fixes it
also would any of those options fix this with the glass mod
switch sky brightness to 1 

hate that phrase
is dis ur current auoexec.cfg? I installed it but there's culling now
Usually the entire map loads in for me at once and stays put
oops i forgor the culling cvar
🤓
add these to the autoexec
c_frustumcull 0
r_occlusion 0
r_forcenovis 0
oops
this too
r_frustumcullworld 0
had to put the transmit color scale to 1
scranch see if you got this under Game Setup > Parameter Tuning ? Material Options > PBR Material Modifiers > Translucent
why isnt it that already though on a clean gmodrtx install
i havent changed any of those settings until just now
uhhhh hmm, unless you downloaded a different rtx.conf it should always load the defaults. The one packaged with the installer only tags some textures, the rest are default
tyty! 
i installed from xenthio's manual install tutorial
since your installer kept making errors with remix version and stuff
wonder if xenthio's has some modified settings in his rtx.conf 
time to start on the water fix
Should r_lod be set at 1 or 0?
i hope lua is enough
0
oh fuck wait I'm reacting to my own message lmaooo
more bubbles LMAOOOO, maybe I shoulda only said one
I'm gunna start putting easter eggs in all my future maps, it's fun. But more than this last one 
when he gonna drop the next mod tho
baileys is almost done 
great
CR do you use those 2 portal prelude shader files?
for eyes?
also i posted some info for the ep2 water but i put it in the wrong channel
#game-compatibility message
updated autoexec.cfg
has all the right stuff in it
wtf is happening lmao
did i fail to skip a trigger
Nice emissives on the gun
ty
i managed to replace all water but its invisible?
not sure why since im using a already replaced texture water_dx70
ill see if it breaks maps with working water
oh ok lol
texture isnt being found correctly
ty rasterized gmod
think i got it now lol, fuck it, concrete water
Shit they be drinking if there was no blue milk on tatooine
@quiet scroll 
it automatically replaces water on map load so any user interaction shouldnt be required
place in garrysmod\addons\rtx_remix_fixes\lua\autorun
i wonder if i can also remove the nodraw so we can see underwater...
but this work only in the x64 branch?
no way... CR cooking on 32 bit???!
How did you remove them all?
i quite literally removed all mention of rendering hooks in all of the lua files
Thank You!
that feel when the source engine
really want to make a native implementation of HDRI skyboxes 🤤
i missed this so much after messing with 64-bit so long
be my eyes what happens in the video
glorious realistic sky light
🤤
cuz it uses a real photo with lots of dynamic range
its crazy how much a proper hdri helps lol
yes it takes up the realism factor up by so much
especially when its a full sphere with almost the correct distance away
light takes actual time to reach the map lmao
you can see how slow it updates when i move it
sure but its kinda difficult to install
lol tell me anyway
one sec i think i made a tutorial before
unless its 64 bit
no this is 32-bit lol
its just a material replacement and clever use of gmod addons
thats just how the cookie crumbles
yall act like im gonna leave 32-bit behind
you had me worried a few times ngl
💀
when 32-bit has no reason to be used anymore is when that happens lol
so not anytime soon
#1116089843479498782 message @drifting hinge
i was probably thinking of importing your own HDRIs
remix doesnt properly support them so i had to fix them myself
and the process really sucks lol
you gotta spawn it
NO WAYYYY PEAKKKK
download the dupe
the dupe is in
make sure enhancements are on in the runtime
they are
Can I use it with my installer? You could put a pull request in and I could merge it so you show up as a contributor 
is blud serious
sure lol
yeah my 32-bit hasnt been updated in like 5 months
lol
i can update it but it will prob take a bit
getting that sphere aligned correctly sucked in the toolkit
I mean take your time its not like not having it breaks the entire game and bricks your gmod install
lol yea it doesnt 
just looks a bit worse
@keen rivet Can you merge pls
https://github.com/Xenthio/RTXFixes/pull/10
@quiet scroll in the meantime use my fork of rtx fixes
https://github.com/sambow23/RTXFixes
lol nice
ruh roh raggy, uhh does the beginning of episode 2 work for you?
lemme see
broo helll nahhh bruh they broke the citadel milk container
scranchh so funny 
nada, water is looking great
did you install the addon i sent?
ayo hollup what addon yall talking about rn
#1116089843479498782 message
wtf why it broken for everyone
oh, do yall not have the water fixes installed?
the remix mod specifcally
I have the water mod
@quiet scroll did you update it for the new hashes?
only reason why it wouldnt work is if it wasnt updated for all types of water
mine replaces water with nature/water_dx70
sadly i cant do this with the HL2 aniversary .exe
its replaced in the ver im using, before the gmod update
i need a lua injector
Ohhh yeah I'm on the gmod.exe hashes
you could also modify the vmt manually
bruhhh obviously update your install
how
you mean this .dll?
give me a few secs im writing it lol
sure
btw idk why my physgun doesn't have emissive lights from the actual model itself, maybe i need to use Remix to do that?
yes
skinwalker alyx
nice thumbnail
evil alyx
i really dont want to set up actual hl2 with remix this is torture
pls prelude rtx why did you stop working with ep2
oh there is no bin folder in ep2
lmao
it uses the one from episodic
exactly
eat the eyes
nom
so the aniversary update broke their eyes with remix and changing stdshader6 and stdshader7 didn't fix the actual issue, right?
nah eyes only work with prelude rtx because it has engine changes
it has nothing to do with remix
wait... the shader has an std?!?!! thats why its called stdshader!!!! i couldnt have predicted this ever
man stay safe rtx remixers
for me, copy/pasting stdshader6 and stdshader7 from portal prelude rtx to gmod/bin fix some particles not showing correctly and their eyes
wait you have to copy the files from portal prelude now
hold on guys lol
while it makes eyes render in gmod, they do not animate and their texture proportions are fucked lol
therefore they're still broken lmao
i'd have to do some renderhook fuckery with the binary module to fix them on gmod
Ok
which does mean x64 only because there is no way to do this with 32-bit
agree
or maybe not because it might work better through bridge
but i want 64 bit for max perf
CR, is faceposing functional yet
no, same issue with eyes
is it not in normal rtx
totally dead
oh fiddlesticks what now
that sucks
lmao good luck to the hl2rtx team
Looking at the water fix lua, it looks like it's looking for any hashes that start with water, idk why it's not picking up the new hashes or texture references
I can't imagine gmod.exe would rename them
its more like i dont think water_dx70 has been replaced with the new hashes
because all water becomes that texture
so just replace it in the toolkit and it will start working
yea but the issue is that the new hashes broke everything
yeah but just only in gmod
and idk if skurtyyskirts updated them all
yea it just needs to be replaced again
yeah need a version with both new and old hashes just in case
The mod file switches the old hashes with the new hashes
since people might still be using 0.6.0
water is no longer white on ep2 but remix is completely ignoring it now, when i click on it, it goes to whatever texture is behind it

i really dont wanna fix water on normal source games pls 😭
give me lua valve
NOW
the water fix lua thing did something lol
before this was completely white with no reflections
yes its a textured drawcall congratulations, now replace it in the toolkit 🤓
i prefeer the milk instead
bro thinks hes a cat
What would I replace the water texture with in the toolkit? my brain isn't braining 
whatever existing replacement we already had
this lol
Oh bet, lemme try remixing it right quick 
OMFG FINALLY
i copied from a random base hl2 vmt and placed it in a ep2 water vmt
it fucking works ughhhh
no
this is for hl2 users
gmod addon already sorts this out
u still need the toolkit 🤓

gmod rtx modders when they successfully replace a water texture:
@stable scarab
extract https://xenthio.github.io/stuff/RTXRemixWater-v1.zip to rtx-remix/mods
extract my water fix to hl2folder/ep2/custom/
should look like this
ayoooo
the orb will consume us all
the evil orb
im like 90% sure i also have a FUCK folder
i don't have the "custom" folder, should i create ?
yea
btw you are using prelude engine?
well i dont have a fuck folder but these are my launch scripts
well il take a look and use prelude engine instead aniversary only to see her eyes
make sure ur hl2 is downgraded before copying folders
inside HL2 channel is there a tutorial right?
yea its pinned
ah yes
i like how the majority is source engine related
Will this ever work on ep2 base?
which fix did you download lol
the one you replied to
that isnt for gmod
both link
that is for actual source
ah
decompile the map in hammer and tell me the map texture
it probably uses a different one
wich map is that ? for me its working at least in the first level
its a custom interloper arg level so it might be a custom water, one sec tho
trying the prelude method (putting ep2 in preludes folder)
ah
oh we boutta get the hdri sphere V2!!!! and its gonna be so goated
It looks like in the toolkit once selecting the water the material section doesn't appear so I prolly gotta do this manually
chat someone sponsor CR with a fresh 4TB SSD for cremis 
dw i already have one lol
could that be why my water isnt working as well? because ep2 is 32 bit?
yea i might as well test it
no, i tested it on 32-bit
but im using pre-gmod.exe
OH WAIT, hold up lemme give you the latest one
before the hashes went to hell
im still on prelude so not gmod
should work there, hashes are the same
grahh i somehow made it worse
give me the water texture name lmao
there is like 20 different ones for ep2
yeahh one sec lemme decompile the map, just gotta install everything to do taht
good teamwork good teamwork 
perfect
stupid photoshop ruler is useless
CR please dont go insane
I had to screenshot it 
whats poppin' mr skurtyy
@subtle bisonhere is the vmf, it wont open on raytraced hammer
then temp delete d3d9.dll lol
the evil vmf
the umbrellamen looks just as great
interloper ray tracing dlc
alright thats it im going to sleep
goognight mr CR and skurtyy and allat people fr
hab a good eep scrannnch
@subtle bison im using prelude engine but now the water its flickering, why is that? i need to update the remix runtime?
wdym flicker
like twinkle
get a video
give me a sec
prolly needs to set rtx.io.enabled = False in dxvk.conf
i had to use streamable lol
like this
what the hell
wait
Try putting rtx.io.enabled = False in your dxvk.conf file
already changed that
shit i think i need to re-install prelude lol
mmm il try something else to see if works
what in gods name is remix doing to my model
Transcending it
canon angels look pretty much the same
fixed it, i didnt set transforms for it
im rendering it as a custom mesh so the hash is always stable
no primitive addon required now
god bless lua meshes

please valve update the engine with lua to make it more user friendly
can't wait to finally test it all out
im gonna make this a separate workshop addon, i just wish i could actually ship the HDRIs but remix would never see them
@subtle bison i just remember that portal prelude rtx doesn't launched with Ray Reconstruction, when you tested EP2 you updated your runtime build to make it compatible for RR?
hu, prelude comes with RR iirc
oh yea it didnt nvm
i coped portal rtx's remix build to prelude
oh ok then
Couldn't face punch do it themselves?
i think he means other source games lol
Ah, lol
I want Valve to update their games to 64 bit
Gmod is literally the last official compatible source game with Mac because of 64 bit
You can compile Portal and Half-Life 2 to 64 bit for Mac tho
yea gmod 64-bit on m4 pro is fuckin awesome
i tried portal 2 on crossover and its unplayable lol
sound is broken
https://github.com/solsticegamestudios/GModCEFCodecFix I emailed facepunch last year if they’d update gmod for 64bit on Mac and all they did was send me this
u dont even need that now
cef works ootb
for the windows version on crossover at least
dxvk 64-bit d3d9 also used to work on mac but something broke it between last year and now
Ohh crossover, I use it natively on macbook 
they ship native 64-bit mac?
💀
i dont ever bother installing the mac verions of games lmao
its crossover or parallels
nothing else
@subtle bison you just need to copy .trex folder? or d3d9 and NvRemixBridge.dll and .exe as well? to prelude rtx?
i did all of them
Yeah, but it’s broken, been broken for awhile and that fix somehow fixes it
idk why facepunch hasn’t just merged their fix natively
mac ports of games are the one thing i dont wanna ever touch lmao
it’s always a bad experience

That's an issue with 32 bit games
I'm the opposite, I bought the whole Mac port Resident Evil series and currently waiting for that Cyberpunk port
those are fine, but the majority of mac ports suck lol
well feral ports are good too
Most of the time, it's because of lack of updates
Like Alien Isolation is terrible natively on Mac, I'm pretty sure it's running on a outdated OpenGL version and it has some weird resolution bug
The performance is terrible and probably better through Crossover
But games like Layers of Fear (2023) which got a Apple Silicon version, has great performance even with RayTracing
Well wait, that's a new one, so makes sense
Tho, the medium port was trash
gonna add color tinting next so you can select different HDRIs directly from the game
lets remix have a unique hash per preset
sadly the water still flickers 😦 which runtime build are u using cr?

chat i'm straightup 2 stupid to make a water remix mod lmao, I can't figure out how xenthio made the original being that the toolkit won't let me select any of the water meshes/hashes
I think some of the autoexec.cfg's are doing something
hmm it's not the autoexec.....
ahhh with version 0.4 the water stopped flickering....dis is on my side. There's probably something in the installer logic that's going wrong
Looks like it's RTX-Fixes, if I manually install it from the latest github I get the flickering/textured maps, but if I subscribe off the steam workshop everything works fine. I tried disabling enchancements thinking maybe there was something there but nada. Disabled all mods except nikknaks on both tests
@quiet scroll this runtime version (0.6.0) fixes the water flickering
you can check it out
that's why i not recommend to update the remix runtime, it breaks the water in gmod
whats up gmod rtx remix chads
happy new year btw
blud its still 2024/12/31
still
dont know why using the HL2 Aniversary build trough steam, the water fix from @subtle bison works great but if i use the portal prelude engine for some reason its broken and flickers like hell
so still need to know wich version of the runtime you are using in your own portal prelude rtx @subtle bison
i meaning this
btw in prelude i have culling issues as well, this is not present in gmod and in the aniversary build, so is that normal?
you nedd to patch the client. dll in episodic
that's probably my custom world renderer lol
it doesn't properly support displacements atm
you can disable it
https://github.com/skurtyyskirts/GmodRTX/releases/tag/v0.5alpha
after 46 hours of blood sweat and tears, i bring to you 0.5a 
whats poppin mr skurtyyyyyy
just doin just dandy LMAOOOO, the hard works over I think, should be all uphill from here
ahh througha console command? it got me thinking - will the rtx-fixes addon eventually move to gmod.exe hashes, or support both hl2.exe hashes and gmod.exe? @keen rivet
gui, its below the normal rtx settings in the q menu
Happy new year
i got like 14 more hours lol
It should probably be disabled by default tbh
For now
yes i was just gonna say
@quiet scroll you should probably remove cl_rtx_force render.lua since your installer is meant for 32-bit anyway
LMAOOOO happy new year xenthio 
bet bet, gunna start making a todo list for 0.6, I still gotta figure out how to make a water mod with the toolkit to make your lua script work for gmod 
did you make the Water mod with the toolkit xenthio?
it lets me select water textures, but the material options doesn't appear on the side to adjust albedo/normals etc
nope
wich patch should i use?
nvm
i wish i could work on it but my remote display doesnt work on the toolkit
i got like 8 hours before im home
ok im a fat liar
it works now wtf
nvidia pls
evil nvidia
water seems to be replaced with the correct material for me on x64 (same hashes as new 32-bit)
i havent actually replaced it in the toolkit yet so we'll see how that goes
omfg the toolkit is unusable on a touchpad why am i doing this to myself
water seems replaceable to me?
instead of making a new water mod, i replaced the hash in the old one
while it works its not animated
WAHHHH it is?
Is the episode 2 water selectable? But I guess that brings me to my next question, after we've got it selected, what do we replace the texture with? 
xenthio has these in the mods texture folder
there is no ep2 water, all of it is replaced with water_dx70 with the lua script
i didnt have to re-assign textures, i opened the replacements.usda and replaced the old hash with the one from water_dx70
so its the same replacement before the gmod.exe update
see if it works for you
man idk about you but i dont think this thing is called half life 2 episode 2
what happened to the combine milk water
i killed it
rest in calcium
so the water is replaced but there is like another white texture on top
doesnt flying hotel have water
ima try that
it doesnt?
Ignore the second layer
it looks like it's working in the console, but yeah maybe there's something sitting ontop of it
i cant 🤓
I can't select the second layer
it also doesnt exist on old 32-bit gmod
wait i have a idea
its probably 2 water textures layered
i just need to replace every hash in replacements.usda with dx70 water
one sec this is gonna take a while
valve now what in tarnation is dis
lol I found the water, it's like wrapped around the map
thought I'd try r_3dsky 1, nothin happened
i need to patch the .dll before pasting it to prelude rtx main folder? i mean, inside common/Half-life 2 and applypatch?
what the hell
i wish i knew what the hash was so i could ignore it in the runtime
nah you can do it anywhere, as long as the patcher sees game/episodic/bin
you might have to edit the paths
already patched but when launch the game trough steam and -game ep2 give me a client .dll error, so now im trying to re-do some steps
Gotta run from d pc, but I’ll pick back up on the water when I get back 
i might have to update the water script, its not catching everything for whatever reason
the evil water scripts
well il give up lol
da hell
hodl on im trying this
i modified the script to look only in the episodic folder for the client patches
ill see if my game died

take my patched dll and add this to ur ep2/config folder
culling is gone for me

flashlight works too
thanks, i'll give it a try
whats going on in the world of source engine rtx
that feel when you kill someone and eat their brain
so true

why did gmod have to change texture hashes
this is hell
ok i think i finally found a magnum opus
i replaced the water with a random dev texture and then replaced that in the original water mod
its also animated?
remix seems to be doing it since the dev texture is static
really getting tried of two water layers or whatever it is that draws a untextured drawcall under the water
not sure why it doesnt happen on hl2.exe gmod
that’s a good question I wonder why they’d use 2?
what is CR cooking now
im gonna try something aggressive. im gonna get the script to detect water bodies on map load, see if there is a nodraw with similar dimensions, remove the water and nodraw, and spawn a new water entity with the replaced texture
this might be beyond the scope of lua since this is in the BSP realm
idk maybe niknaks can help
using the evil source magic
what the fuck
yea eye brokey
reasonable
omfg the fix for white water was so simple
replace the actual water shader/material with lightmappedgeneric and only a base texture
the addon does it automatically so it "just works" ™️
here is the new versions of both
all water bodies are replaced with dev/dev_monitor so it doesnt animate ingame (its still animated in remix) the new remix mod has the hash for it as well
thats for gmod?
yes
install the remix mod lol
ye underwater stuff is still an issue
idek if its even fixable because it has to do with VIS on map compilation
waltuh
@keen rivet merge? 
https://github.com/Xenthio/RTXFixes/pull/11
actually dont yet
ok u can now
@quiet scroll maybe make a hotfix release for your script with my changes to rtx remix fixes?
https://github.com/sambow23/RTXFixes/tree/oops
fixes mesh renderer being enabled by default and the new water fix
I know we're getting rtx fixed next but rtx fixes 64 when
I need rtx fixes 64 for the Nintendo 64 NOW
YOU need rtx fixed 64 for the Nintendo 64 NOW
buddy im going to eat your brain
pain in the ass but its here
this is gonna be so fucking sick when i add the actual HDRIs
🔥
you can now load multiple different HDRIs based off the texture hash
very naice
YAHHHHH W CR
but erm, i think the lua updates somehow changed the audio for weapons 
lemme try sometin real quick
I wonder what's causing it, i took out the water fix to see if maybe somehow it tweaked audio but nah
if I take rtxfixes out of the addons folder the audio's back (but the game doesn't rtx right, it hooks but all messed up lol)
have a very ray traced new year fr ong fr fr rn no cap
oh ik
i think u downloaded the wrong branch of my rtx fixes fork lol
there is a crash protection lua file
remove that
it was for 64-bit
Ohhhh skibid that's right, you told me about that and I forgot 😅 all better - I'll release the water hotfix today 
and hopefully have your map done baileys brudder lol
skibid!?="1412
lmaooooo
nope i'm just a dumbass lmaoooo
it's so pretty 
Before releasing the hotfix I'm gunna investigate some of the issues on the github, someone was kind enough to report stuff 
🙏
Anyone experiencing this as well? https://github.com/skurtyyskirts/GmodRTX/issues/7
ayy but anyone else notice how its actually been a year since skurtyy released a new remix mod
i havent gotten around to trying your script yet, but if i do i'll let you know
To correct your grammar (🤓) its not been a year, its taken over the new year to do
(This is a joke god don't kill me)
thats not how the joke goes buddy
HAHAHAHHSHSHS
so true bestie
i want to know the source
WHY THE FUCK THIS IS SO FUNNY AHAHAHAHAHAHAH
beast of nurgle
AHHAHAHAHAHS
idk but this might be the same seal https://www.youtube.com/watch?v=ASKBLUg4wRQ
It's not often you see an elephant seal shuffling down a neighbourhood street, but residents of the Chilean town of Puerto Cisnes saw just that this week. A group of neighbours managed to herd the confused animal back to the ocean using large black tarps
Subscribe to Guardian News on YouTube ► http://bit.ly/guardianwiressub
Support the Guardia...
enough off-topic lets get back to injecting ray tracing straight into the veins
woahh mine's doing the same what the heck
i wonder why it's just the construct maps
is cl_rtx_force_render.lua also 64bit only?
na it works for 32-bit
It prevents you from doing it saying you aren't playing on a secure version of the exe, and to join a server that has a command enabled (which usually isn't enabled due to the fact that it would allow hacked clients
Understood, thank you
Hi skurky thanks for the .ps1 script, trying it out momentarily
idk what's wrong with gm_construct_rtx, it's like manually installing rtxfixes breaks the maps 
can't wait to go back down the rabbit hole of troubleshooting another rtx mod
it's exhilerating
I oddly enjoy it, I like puzzles. It's rewarding because there's usually an answer
I can't even get the game to initialize with the rtx runtime
@lament quartz say the old alyx model sucks and they're making a new one and I'll drop the map
LMAOOOOOOOO
What
oh for gmodrtx? Go to the release section, there's an .exe intaller. But I'd hold off on it for a bit, there's a glitch with the water that'll get fixed here soon
#general-remix message 
This map's actually hella fun, I replaced it with 98% PBR assets from Ambientcg, I figured he'd seen the old buildings so I switched up the materials to give the place a remodel 
Hella, sending it to him now
yippeee! hope he likes it. just waiting on moddb to authorize it, usually takes 2 hoursish 
Is there anything that I need to fix in the installer? I’m laid over at an airport with nothing to do for a day or so
Watbulb! Welcome baaack, hope you had a good holiday 
Hi!
I cooked severely, lemme send you my latest .exe. I think the only problem right now is trying to solve why gm_construct_rtx isn't working upon loading in. Someone on github's doing a great job helping report issues/bugs
Hmm okay. I can help repro it or whatever if it helps. I can access my PC from wherever
To catch you up on what's been done, I made a new installer .exe that installs gmodrtx for the user, copying their current garrysmod folder, renaming it GarrysmodRTX, and then applying the relevant engine fixes/rtx files/lua/addons. The installer also comes with a resolution section where it'll write your selection to the .bat file it creates. Basically we launch from gmodrtx.exe.bat now 🙂 There's also an autoexec.cfg that gets installed so the user loads in with some anticulling settings 🙂
Oh cool. 😎. fwiw the only reason I went with the ps1->exe approach using ps2 exe was just to make it so the user does not have to launch from a bat file since AV will lose its mind upon execution of a bat versus a precanned PS1 as an exe. But it’s not really a big deal. Oh and for the icon. I’m pretty indifferent to the whole approach and happy to use whatever works for everyone
Is the installer script in the repo now?
Or is it still baking?
Ahhhh, your routes probably better if it's an easier launch than a .bat file - it's still cooking, just double checking I have the latest build with the right adjustments from today 
Okay no problem. Lemme know when it’s all cooked up and I’ll give it a whirl. Or if you have a tag or PR for it I can review it before you push it as a test if you want
Oh also nice job converting all the hashes. Thats a ton of work otherwise so I’m glad you figured that out so we didn’t have to dump them while playing all the maps 😌
Although if you still need that I’m happy to make a build that does that
i have a problem i cant load any map because it crashes :(
https://github.com/skurtyyskirts/GmodRTX/pull/8 That's alright, python did all the heavy lifting!
Here she is, and a pull request. I'm not sure on how much I should keep to the repo vs what's in the installer 
Any map? Even ones that aren't construct or flatgrass?
Sure I’ll take a look. 👍
btw since 0.5 windows defender detetects the file as a virus..
Ahh yeah that's an issue we got fixed this morning, a new release will be out soon to bug squash it
delete the garrysmodrtx folder and use this install here, it should fix it, but construct and flatgrass still won't load in #1116089843479498782 message
hmm did windows defender block anything during installation?
nope
only the .exe but i added it to the whitelist
i already tried 5 different maps
hmm, is there a gmod.d3d9.log file in your gmodrtx directory?
yep
send it here
Sweet thanks, I'll have a look, it's probably the same issue we're having with construct and flatgrass not loading 
alright tyy 👍
btw you can send your program into microsoft for validation so they remove it from their virus detection
just make sure to be very explicit with how it works when you describe it, and link the source code
Oh sweet thanks! If your installer gets updated regularly, would each one need to be submitted?
I dont think microsoft will validate a batch file, is the caveat (can they even be signed?)
I could be wrong, but I've never seen it done
this is sort of why I went the PS1->exe route. I'd like to know for sure though
yeah, most likely. It'll probably be best to continue down your current path though skurrty for now until the mod stabilizes more, then you can checkpoint a master 1.0 release and maybe every few months we can do that as an option
I'd be willing to sign it using a cert, they aren't too expensive for just executables/installers (msi). powershell signing cert on the other hand. I'd need to sell my car
Wow thanks watbulb! 
trying out the installer now. PR seems obviously fine (lgtm). but as a general rule of thumb and practice, you will want to commit the actual batch installer file as part of the pull request for transparency reasons. Having the exe not part of the repository git contents because it is so large is completely fine, and actually a good practice, unless you want to get into the depths of git LFS, which I do not recommend for just one off things.
not to say that you shouldn't do this at all, just something to keep in mind going forward
even if its just the base batch file, and your installer modifies it later, thats cool.
Sounds good!
Should I include the .iss file (inno setup script) or the actual .exe for a pull request? 🙂 k
just everything but the final exe
you're using inno?
that's great 🙂
sort of a lost practice in todays software world (as in people forgot it exists and resort to dirtier methods)
but yes the inno file
inno is also 100x easier to sign for (and convince microsoft its okay)
Ahhh gotcha, yeah I can add all of that
I'll do it now so I can have a reference to look back on later when I do another update 
yep 👍
Would I also include the source files for the inno setup script? Or just the.iss file?
hmm, it depends, I haven't used inno for about a decade so im a little out of the loop on how it all works. are the source files necessary to create the inno file, or can they be grabbed from inno itself?
to put it another way, are they the source files the inno installs? if they are just small text files I dont see the harm in it
especially if they help people make their own installer or follow your steps (to contribute to the repo, etc)
It looks like I can just upload the .inno file 
@subtle bison what can i do with this water textures in ep2?
The .inno file would have the destination to where the build would take place for the source files
yeah that makes sense to add, for sure
especially so I can contribute to it in the future if needed. that should be it
might have to look into the inno documentation to see if we can make your skurty desktop path relative to the inno file instead
but thats fine for now, people who modify the inno file will understand unless they are blind
my pedantic ass is telling you to put it in a folder called inno. otherwise LGTM. SHIP IT 
That would look cleann, adding to folder and shipping!
tytyty
@quiet scroll what was it with the water that needed to be fixed?
just a autoexec or some deeper lua magic?
It was through lua magic, the hl2 episode 2 water and the lost coast water were all milky, CR cooked up a lua to auto-replace the water with a hl2 water texture. It was wayyy over my head with the lua changes. They also adjusted the water mod to account
ah wow, that is pretty in-depth. finds the instance for water based on material properties, then reprocesses it in a way that makes it work. very cool stuff
Yeah! Helps make a lotttttt of maps I'd written off, no more worrying about if a maps water is make or break 
so in theory that should fix this?
#1116089843479498782 message
presuming its actually detecting that instance of water correctly
Ahh yes, durrant you might be on an earlier fork of rtxfixes, CR's updated theirs to adjust for the water fixes. You might need to delete lua/autorun/cl_rtx_crash_protection.lua as that's for 64bit only
Update that folder and then the water I linked above and you should be good to go 🙂
in the meantime I'll see if I can get up to speed with whats going on in #7 with the latest installer
Awesome thanks! I'll start going into #5 and see why the mirror hashes didn't update 
those DDS warnings are kinda annoying but harmless. will have to make sure mipmaps are generated going forward. although I think that is a bit of a silly restriction and should be able to be ignored in the runtime. Like I do think the runtime should tell you, but also it should be ignorable. I suppose one way of going about that is generate all mips but only have the lowest mip level filled with data and the rest blank. unsure if thats possible though
I always wondered what that was, I thought it was maybe just a gmod thing 😅
yeah I think the replacements were just exported with single mip. which makes sense if you never require mip scaling for texture. but the runtime warns in-case it was not intended. which is fair I suppose
its only the normals tho
in theory the runtime should check rtx.minReplacementTextureMipMapLevel = 1. if 1 (or 0?) then it will always use highest and having mips will be useless anyways me thinks
Yeah that makes sense to me 
Lack of RTX water but patience is a Virtue so cause we literally have our whole lives ahead of us just wait it out for now but it’ll work one of these days
he doesnt know
Right I still can't wait for rtx water
Yeah but like, ts don’t work on every game, right?
only one way to find out i suppose
Ig
I was more thinking
You mark a texture as a water texture
And that transforms it
Into RTX water
That’d be more smth Nvidia does over us though I suppose
Not really
Marking something as water texture wouldn't be able to randomly make a pbr for it
Its all customizable per game and map
I was thinking more like
I’m not sure if it’d work this way
But
It’d give the properties of the original texture and make it a reflective surface, and then in parameter tuning you can and just the water, the color, the reflective amount, the amount of blur and dirt (I’m realizing this is sounding a lot like a pbr texture) and then you can get more in depth with it in toolkit, like adding floating Lilly pads or smth that move with the texture of the water, this is definitely more complex than pbr cause a height map don’t make a object physical so it’d turn the genuinely flat texture into a slightly physics based water, well not physics based, but more the textures animation will move the other objects, I definitely wouldn’t rule this out as impossible, more of a incredibly difficult one over an impossible one I’d say, I’m not sure if it’d work in runtime, maybe you’d mark it in toolkit cause the runtime can’t make those alterations in real time. Either way I’m kinda over shooting reality sometimes so what do you think?
It’s similiar to how setting something as a decal and particle texture would work, your giving the original texture a modifier almost, adjusting its properties
I don't think that would work at all
Adding stuff isn't a good idea since it won't have collision, also if you're willing to go that deep in customizing the texture just do a pbr texture
Also I don't think that you Can add movement to something from remix, you'd need to mod the game itself
Thanks to the team behind the one click installer for gmod rtx!
oof
any idea why my gravity gun looks like its on fire?
oh i think its your viewmodel settings hold on
its fine, if my settings fix yours then we can let him know
plus i cannot load into gm_construct
let me see when i load into the damn map
Ahhhhh I was wondering what that was
The defaults all tingly
@quiet scroll hey if i ever finish my hl2 mmod pack, wanna include it with your script? 
everything is BLACK!
bro went straight into MP 💀
go try a singleplayer map before troubleshooting
singleplayer works
i like how im able to load into mp
but not gm_construct
awesome
valve pls fix
How are you able to even load up a mp the game just kicks me for insecure server stuff
Wrong reply
YES that’d be awesome
It’d be cool to include the gravity guns as well, I like what xorxor did with including the portal gun pbr with the base mod 
i gotta figure out whats turning mp black
prolly some server sided settings getting messed with
hey why is windows defender saying that the gmod rtx zip file is a trojan
have you tried clicking the black stuff and see if its a texture that can be ignored? 🤓
most exes do that
lol it’s a known bug, investigating
do other maps load fine?
yeah
like i had to use my torrent installer to download the zip file opera cancelled on me
its installing now
Yeah its a false positive, the install script source’s on github, she’s clean 😅 Sent a request to windows defender to whitelist it
OH YEAH
nothings in the autoexec
that might be a problemo
latest version has nothng
yeah the rtx things not popping up
Oopsie, I updated it on gihub repo, should ship with next update
Did you launch using the gmodrtx.exe.bat file?
You can’t press alt+x? Does windows defender have any recent changes?
whats poppin gmod rtxers 
it scraaanch 
nothin new
ayo when you releasing dat model 10 revolver mod 

are they ray traced
LMAOOOO once all the major bugs are fixed
Getting weapon mods up will be cool, it’s mostly just maps rn
i love how im mass banned on like



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