#Garry's Mod
1 messages ยท Page 61 of 1
Python..........
python ๐ฆ
That's what I did
I unpacked packages 1 to 11
Im pretty sure those files were in the folders i extracted them to
nothing
.\RtxIoResourceExtractor.exe "D:\Steamgames\steamapps\common\Half-Life 2 RTX\rtx-remix\mods\hl2rtx\mod_01.pkg" --force -o .Documents
This is what i put in
and there wasnt any .dds file for that asset?
it might be elsewhere, maybe it wasnt packed?
I got no clue im not at my pc currently
https://github.com/NVIDIAGameWorks/dxvk-remix this is what im using btw. Is it up to date?
ye
I located the extracted files in this folder called "packman" that's supposed to happen right?
no more hdri cube shadows when using HDRIs ๐
also hashes are updated for the old system now
wdym
That grass ๐ฅ
CR DOIN IT AGAIN CHAT 
I can visit my old mods again
I think something happened to them though, I downloaded one awhile ago and the lights were all in weird spots 
how did you spawn toolkit lights with the x32 mods? i dont think the world geometry was stable there
Lots of little tricks and debug viewing
There was always atleast 1 stable hash I could find, Iโd add a light to it but just place it where I wanted it 
But now I add lights to the invisible squares around the map, theyโre somehow totally stable. If you take a capture and then go into the toolkit and drag over the scene, it finds little squares around lights
invisible squares?
guh
very surprised HDRIs still work with all light bounces gone lol
Iโll show ya next time I open a gmod map - theyโre GOLD for what we do in remix 
@subtle bison Didn't
uh
so what
๐๏ธ
wait for the next release that has all of the model fixes and new launcher
man if only the toolkit wouldnt crash when trying to change materials ๐
i shouldnt have updated my build ughhh
Is the folder where i extract it too supposed to have that name
is there any way of fixing the captures coming out sideways?
yes its something i forgot to set in the 0.6.0 release
one sec
check this
and re-capture
so uhh
Gumroad
Use the animated normal map to produce good-looking water without the need for a detailed, animated mesh. A seamlessly tiling and looping animation was baked into 120 normal maps, ready to be used in 60fps animations.Find more similar products on our gumroad page or on textures.pixel-furnace.com
do we use this to replace our existing remix replacement?
๐๏ธ

fixed old water without the toolkit but there is some weird purple hue in the reflection
ah that would be it
idk who did these original replacements from years ago but they changed transmittance color
Keep it and gaslight people about it
๐
You have multiple options, either say it was always there, or say thereโs isnโt a hue and theyโre just crazy/denoising artifacts
Delete it
And say itโs a fake message
And pretend this conversation is a connected fever dream everyone but us is experiencing
ah right
must've been the wind
i really do want a higher res water replacement tho
I mean u can try this and see how it looks
i gotta figure out how remix does animated textures
also the toolkit breaks whenever i interact with transparent materials so ill have to do it via notepad
kill me
Ya I still have no idea how it does it
Rtx 20 series life ๐
nah its a toolkit bug lol
both stable and the latest commit do it
i made the mistake of updating my built one
i wonder if changing it in notepad and reopening the project in the toolkit works ๐ค

Canโt u downgrade it?
i guess i am
Ik itโd take a bit of work but I think itโs worth it for the headache
something at least with the stage manager
arguably the best feature

thank god they tagged stuff
yummers
yippee that worked
ofc its sprite sheets
im done for
ah yes very helpful nvidia
its probably easier to get the game to render 120 unique textues i can replace
anyway ill do this later, we'll use old water for now
Actually this seems quite easy
Check the texture to see how many rows and columns it has
Place that info in there
And then multiply the row and columns to get the fps
there are 120 unique texture frames
ok and
i would have to make a texture 120 x 1024
so whatever that resolution is
on both axis
Does remix not allow a super high resolution sprite sheet?
122880 x 122880
the gpu would explode
to put it simply
oooh, thanks :D imma try it
Iโm sure itโd have some way to optimize it since it wouldnโt show the entire texture but only multiple versions of it in succession
i'd also need a way to automate the creation of that texture
no way i can do that by hand in photoshop
Iโm sure thereโs a system out there to add multiple images in a grid
Simple script or application
i guess ill try to
add gwater support so i can gwater all over the remixed textures
Ur so rude ๐
๐ฅ
screenshotted!
ty claude
montage *.png -tile 10x12 -geometry 1024x1024+0+0 -background none output_spritesheet.png
it was that easy
imagemagick ftw
i use chatgpt 4 everythinh

claude is smarter ๐ค
steal the one from hl2
does hl2rtx even have any water
also im not enabling the source engine water textures, that shit is so buggy, i'd rather let remix do this
so i'd have to make a spritesheet with that as well
bro is gonna go out of his way to make claude look worse than gpt 4 ๐ค
i dont even use gpt 4
oh
it randomly cucks ur projects
Jessica why are you such a hater ๐
๐
LOL
Live hating on cam
paint.net does a little trolling
UPDATED 29/4/24: guys please i genuinely have no idea how this video got so many views its literally a meme i stole off of discord stop subscribing to my youtube i literally only use this account to lurk
there is no way remix is gonna load this texture man
bet
I LOVE CHINESE KMS SERVERS!!!! ๐๐๐
if it can load 9 billion 4k textures
fym it cant load that
idk its just an arbitrary resolution

we'll find out lol
How long is it taking to load?
sitting at 70% ingesting rn
gpu isnt dead yet
nvm
oh wow it went through
moment of truth ๐๏ธ
holy shit
it works
i think i need to adjust the scaling in the engine
Why are you reingesting preingested textures?
this is a different water texture ๐
Ah
In source right?
yea
i can do it with the water replacement script we have i think
are the normals backward?
or is this the double layering shit from source
it looks a bit weird ingame
It feels like the water texture is somehow temporally building up each frame but stops while ur in movement
U think itโs somehow a dlss issue?
the pharohs curse
ghosting is gone but it looks even worse
im gonna try flipping the normals tho
the reflections still look weird
Can u zip up this file and send it here
Map link?
I wanna see how my pc handles it lol
Oh shit wait u have discord nitro
Forgot to add the nitro bit but ya also wow u have discord?
potato patato
I wish I had nitro rn to upload the raw 100mb image and see if it actually embeds
ok bet
if i had 10 dollars to spare id give you it
its also weird that the toolkit looks fine with the water
Pls I donโt need nitro dw
Irl bottled water prob costs that much in some places
btw @compact blaze these are the settings
Ah guessing u kept the fps low since itโd look pretty unnaturally fast otherwise
ye i think thats why its 120 frames
very smooth but also lots of detail
also im pretty sure the normals are backward
aka it needs to be opengl and not directx
whoops
Iโve always wondered why the ingestion screen has 2 options to set the normal
Like u set the normal for the texture when u select it
And then a big pop down menu to also select a normal type
And Iโm just so confused by it lol
yea it took me a bit to understand as well lol
also i just realized i still have driver overrides for transformers, so when i switch to CNN in gmod it was still transformers lol
btw dont turn on thin-walled
goodbye refraction
Ya u should disable it now
I still donโt really know what thin walled is for since you can just set refraction to zero to have a clear class pane look
thin-walled disables refraction and also lets light passthrough
like colored shadows n stuff
try taking the usda from the hl2 rtx water
Refraction is for nerds
๐ฅ
Except for everything else lmao
nvm ๐ฆ
why must we suffer, stupid temporal shit
with DLSS balanced it looks ok but my performance goes in the shitter
transformers looks the best when the player is constantly moving the camera
how do i enable that other transformers model
what now
Try the hl2 water
ugh fine
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thx youtuvbe
I appreciate this higher form of entertainment
when is the gmod launcher
out (with the mount thing)
im pretty sure its the original hl2 water but with its normals imported into remix
Tile it, brother
kinda difficult since they're named by their hashes and not in order, not to mention also being .dds
i really dont want to put time into fixing all of it for the sake of trying it out
lol
ughhhhhhhh
if someone else wants to do it they can but im just gonna push the old water fix we've always had
Maybe I can make a custom texture for you
it's suuuper easy
hmm apparently just lowering the normal strength makes the water look much better
also thinking maybe taking the res down a bit
i regret unmuting the video
anyway im gonna keep tweaking the water, i think im onto something
Give blender a shot
or just use yours
All you have to do is add an object. Any object and select ocean modifier
Resolution?
1024x1024 as a base
I'm giving you 250 frames
when is the gmod launcher
256 it is
i love this error model
omfg i found what was causing the noise
meshed world renderer for fucks sake
also the normals still look weird
time to take a trip to substance painter
i mean thats still some noise
but ya
also have yall noticed how the error model in hl2 rtx has actually had its glow added
omfg the tiling is broken for the water too
@willow fog i need that water ๐ญ ๐
rendering rn
that transformer artifacting ๐
yea i fucking hate that stuff
doesn't appear in preset D right?
Loops perfectly
๐คค
I have this feeling
That it's gonna eat up a lot of vram
๐
Regardless
Anything for good looking water
gmod rtx's standout feature will be the realistic water 
mounting? ๐ฆ

i was being sarcastic
๐
it's so fucking money

https://litter.catbox.moe/01t50n.7z
@subtle bison link expires in 12 hours
tik tok
mother fucker
yyyep
I told you
Hopefully you dds compression will make them much smaller
These are barely compressed PNGs
ye
OpenGL format normal maps btw
ty for letting me know lol
I prefer the term "superior"
can anyone try this?
๐ญ
it's such a shame that the remix doesn't support real life fire simulation
in my room
๐
im definitely halving the resolution before i ingest this
my gpu would explode doing it full res
ty @willow fog for making it 256 frames btw, dimensions are perfectly even โค๏ธ
fine 
It'll be so funny

amazing
that was fast
i dont think remix supports 16K textures ๐
ye the 8K version works
for some reason it does not tile correctly lol
if i do 8x8 it works but the sequencing is messed up
ill try re-tiling it, maybe the order got fucked
why the fuck is 16x16 broken but everything before it and after works
๐
@willow fog can you do like 128 frames, remix hates the number 16
I didn't even save the file
hmm
Post pone or cancel all the stuff planned for 0.7
And instead make it the hd water update
I fail to understand what's going on
its not ur textures lol
remix shits itself when the rows and columns are 16x16
anything before or after that number works
but then the sequence breaks and it jumps around a lot
so either expand or reduce the amount of frames so its not 16 anymore
what
oghey
I think there is something in rtx.conf or there is an option that declares the maximum replacement resolution, think it defaults to 8K but I've never tried changing it
still dont know how we'd get it to import in the toolkit tho
Oh it doesn't even import into the toolkit? Fuuuggg
@subtle bison
i already downloaded it lol
@quiet scroll still got that 32-bit rtx.conf?
old or new?
old
Wish I still had my old conf
also we're using the hl2rtx config as the base for other settings that arent hashes
so everyone should agree on it
lol
There were a shit ton of decals and particles relating to mw19 guns
And a bunch of maps here and there
But I feel like auto tagging should be possible
And does it involve just getting rid of them?
i meant to say detail, but yea we change them all to a random dev texture and then ignore them in remix
they will never be an issue again

that was an extremely harsh way of reminding me to save every now and then
i was 90% done, Fuck
ok yeah fuck it if it's not backupped im just moving onto something else
What were u trying to do?
setting up materials for a train station part of a hl2 beta map
replacing lights, adjusting metalness and roughness. etc
I fucking hate the toolkit
The day I opened it for the first time
To today
I hate it I hate it I hate it I hate it I hate it I hate it I hate it I hate it I hate it I hate it I hate it
the cuckkit
on god
never thought i'd see a program that doesn't know what the Supr key is for
I said nothing
back to zero, fuck that shit
gotta love x.conf
oh shit uhhh wait lemme check some places, i know there's one sitting in storage somewhere lmao
pls ๐
Found one!! This one's prettyyyyyy recent I believe, like a month or two before the hashes changed
smol
I usually keep everything when I leave a project or pause, all the work files/captures/confs, but when the hashes changed I must've just wiped everything and only kept the packages

i still think we have more hashes archived from the old system than the new
so all good lol

I wonder if there's a way to preserve what the rtxkeepobsolete or whatever thingy does to the hashes, that way even if they do get rid of it, it won't break the old way we did it to keep hl2rtx textures intact
we can probably continue using a custom remix build that keeps the old system (we use a custom build anyway lol)
I've been tagging a bunch of shit
Player models, terrain, decals
We gotta make sure the material option overrides stay default so all the mods look as the modder intended
we're using the hl2rtx config as a base so those shouldnt be touched
2 years of remix work, all bundled into one 
๐
i think i got the release ready to go, just need that last rtx.conf, no pressure xenthio ๐
ima test it on a fresh install
ok i see some issues with merging rtx.confs lmao
a lot of stuff that should be decals for terrain is just straight up ignored
this is gonna be fun to fix
rebuild thingy
yea i figured it out
beautiful
everything is working ootb on a clean install ๐
gonna start working on a script that removes unused replacements for hl2rtx
were these planks always broken in gmod?
i havent done anything other than mount hl2rtx with the extracted assets
they work when i have hl2rtx pkgs mounted
i love the number 16
becasue of 16 bit games
uhhhhhh, material properties None???
damn
you'd have to replace the asset in the engine to a point where remix can handle it
Or replace it via the toolkit if the hash is stable, I've done the same for Delta Force
that is the toolkit
untextured drawcalls dont have any hashes so it cant be replaced
Why yes it is, I thought you meant replace it via the game engine
Hmmm mine in Delta did but who knows what kind of trickery they were doing in their engine
according to rtx remix this the hash. FBB1B3FB53395F55
imma see what i can do
nope, no idea
i have black screen
have you tried making it white
fr tho, gonna need more info, how did you install remix, hardware, etc
https://www.youtube.com/watch?v=JeMrlemVSl8&t=41s i followed this tutroial
(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...
tutorial
but he has hl2.exe and i have gmod.exe
yea its out of date
@keen rivet might wanna rename the video to outdated
it still technically works
even if it "technically" works, its misleading at this point lol
yea good enough with me lol
i forgot about the comments
yea i saw those lmao
Honestly I would still be using 32bit over 64bit right now
We still need to chip away at 64bit a bit more
hopefully somebody swoops i with the patches and becomes our lord and saviour
yeah fr
im quite happy with 64-bit imo, the meshed world render made it at least playable
no doubt 32-bit looks better and is more compatible with stuff outside sandbox, but i just didnt like the performance issues
im still debating about chipping away at a custom static prop renderer
i had a bit of luck a few months ago but scrapped it
kinda like xoxor4d said, i'd rather have specialized culling than no culling
@onyx ridge happy birthday ๐ฐ
grass moment
uh
birthday
one less year of your life
Congratulations
could even be less ๐ค
I'll cave her dumb ass skull in with my boot
stupid
I hate
says the weeb
lol
Never activate windows
what should i do
Eh
Dudes already outa retirement
I had nothing else to do
Relatable
nothing looks wrong here ๐
ok
yea thats what i meant by untextured drawcall
Yeah those untextured calls are rarely selectable in game, can only touch them with the toolkit
he wasnt able to
and the hash wasn't stable
Yup, its jover
hash wouldnt matter here anyway
your best bet is to decompile the map and find the problematic texture in hammer
i can hide it from the toolkit, but it doesn't stay there in game
btw
Did you do both hide and ignore? I think hide only hides in the toolkit? or maybe its the other way
ooh, i only used hidden
it still wouldnt work for that case where the mesh hash isnt stable
tried the ignore one but it didn't seem to affect in the toolkit so i left it off
@brittle token try setting this ingane
it will probably remove the texture entirely but it'll stop blocking the window
well. i suppose it is now an over-engineered blender scene lol
i have never seen this setting do anything lmao
imma try
works on gm_funkis
Looks really good. Map link?
Makes sense
when i get to the menu i'll send it
yea thats a weird bug that happens with remix lol
Kinda reminds me of environments in hitman
sometimes the game is frozen when it actually isnt
Thx
it's going to be hell with the windows, they seem to be a weird custom shader or something (granted, it looks great on default gmod, but it is a pain in the ass when passing it into rtx remix)
what does it even do
im not sure it's a cubemap on that one, but let's see
didn't seem to do much sadly
I think its really funny how microsoft could never be bothered changing the theme for MDI windows so it's just always windows 7 basic theme
windows 7 basic my beloved
@subtle bison what theme pack do you use for your windows xp theme lmao
i wonder if windows theming has gotten less shit
you may not like the answer
but this shit has been around for like 20 years and never fails me
Skin the Windows desktop interface with WindowBlinds.
does it still ruin the OS
ok so thats huge
i can toggle it off as if nothing happened
im on windows 11 23H2, no idea if 24H2 breaks anything
bro
u can probably find it with other ways
i bought it tho lol
its really polished so they deserve my money
is it really subscription based
i refuse to buy subscription software
guh
mine is perma
did they switch to subscription???
wait
the normal one is paid forever
yeah not after what happened last time when adobe slapped cancellation fees on people trying to cancel the adobe subscription
the other one is a subscription
oh
that gave me chills bruh
the software really hasnt changed in a long time lol
Sigh I'm need this qwq
there is even community-made themes
yeah it kinda is nostalgic
Wow it really takes its time to change theme
here's what it was meant to look like, btw
I might try make a vgui green one lmao
wtf my taskbar is a window now
wdym
it has controls
nvm it relaunched
wtf
the aero theme is like
wrong
it doesnt have the glass effect
iirc there is another w7 theme that does
my system is unbearably slow now
nothing i see
wich ver are you using
download more styles is broken
ye i think they use this site
note: I didn't ask permission before doing this, and i'm not even sure if they're still interested in this project anymore (I think I read somewhere they aren't on windows anymore, so I hope you
its also broken for me
hopefully its resolved soon
oops
if i have the style downloaded ill share it here
why i dont have option to load workshop
because the new launcher isnt out yet
okay
aw dude this is embarresingly incorrect HAHA
so for now addons dont work right?
water psychics models from demo from rtx hl2
i meant the issue ingame
better, but still doesnt do the correct glass effect
rip
idk maybe there are others, sucks that the site is down, its a huge part of the app
also if thats one of the offical ones, they have to modify it enough to not be exactly like the OS it's trying to imitate
otherwise would sue them to hell lol
the luna theme is the only one that actually looks like XP
idk how they got away with it
the models all are tight that or totaly invisible and water umm idk
but it looks like they dont care for windows 8, and classic
which win8 one, i see two
the bottom left that looks like early 8, and the middle one thats ass
the one that actually looks like windows 8
thats 8, not 8.1
hm? i said 8
it looks like windows 8, but i think you're thinking of 8.1
i said early 8 as in the developer preview had that look, i should've been more specific
workshop link for the viewmodels?
it looks like 8 in the original release version i remember seeing laptops when it first came out
lmao they're completely invisible for me
these definitely do something weird
okay
oh @keen rivet
any idea about water
wtf
that should be fixed
oh
wait no
something else is causing that
wait gmod fucks up models sometimes when it reloads addons
i think that addon doesn't ship models built for dx8 mode maybe
looking at the picture, you have different particle textures that arent marked in the runtime
and what i need to fix it
look at the resources here if you're not familar with remix
#remix-beginners-guide message
If only we could get the Vista startup 
reboot fixed it
funny enough the replaced viewmodels do not show
its the old ones with new animations lol
even tho im subbed to the addon
how does this script work?
how would it work
the idea is to look inside usda files and see if it makes a reference to a filepath for a texture, model etc, if its valid it keeps it, if not, it removes the replacement
you would need the .pkg assets extracted for something like hl2rtx
you could probably automate this + the rtxio extraction as a 1st time setup in the launcher
would make it a 1-click process for all users
i feel so old looking for coupon codes for this thing
i don't think i'll be using extraction personally
i dont want the wasted storage
i'll wait for the multi mod pkg fix
my concern was would this be possible to look up inside the pkgs
i dont see how, nvidia only offers packaing and extraction, you'd need to make another tool to browse .pkg files
how else does the game know where to load files from by their filename
surely its in the rtxio api
yeah looking at dxvk-remix would be a good starting point
i dont know if im gonna do all of that, i just want to remove the unused replacements rn lol
one step at time
wait
i had a idea
do you wanna make this script as a launcher thing?
i think that would be hella useful
yes that was my point
those .usda files wouldnt be packaged with rtxio, so we'd only need to run this process once
yeah
we can just symlink our own fixed versions of the usda files
true
๐
have you checked out the launcher source code?
does it make sense?
settings are all in here
here's content mounting
not extensively
been focused on making a release ready once all of the piece's fall together lol
btw how goes tagging textures
all good no rush
I am so confused. Why do only some dds files that I extract open up and others just dont?
Does this just mean that I can only access one of the textures for a model and I cant at all for the others?
once again, they probably removed these intentionally
oh its from nova prospect
So I just cant use them at all...
Damn that sucks
I was really looking forward to porting a bunch of these remade assets but I guess these people love to gatekeep files
you do realize its a demo right? why would they include everything they've worked on if it's not in a finished state?
Thats fair
just to make sure, you extracted the pkg files correct?
Yep, pretty sure I did 1 to 11
I know its not finished, but I presume that those are models that are in the game meaning they have textures present for them no?
yeah, anything you see in the demo is finished
and i guess the leftover stuff that works in other maps too
Like the smg model is a complete (obviously not finalized) model but yet it also has these kinds of files
Unless if im in the wrong folder?
I suppose Ill just have to suck it up and wait for them to be released
lemme check my folder
Appreciate it
hey do the .dds files without the thumbnails have 0 bytes size?
The heck
.\RtxIoResourceExtractor.exe "D:\Steamgames\steamapps\common\Half-Life 2 RTX\rtx-remix\mods\hl2rtx\mod_01.pkg" --force -o .D:\hl2rtx does it seem like something wrong with the command?
did you ever do mod_00?
I apoligize for being hostile
nah ur fine
Its not your fault
All of us make mistakes 
@subtle bison So to update more textures actually do seem to show up and are openable but there are still a lot of those empty files
Unsure if they are placeholders or not
they might be
zock on
I just realized something im doing diffrent, I made my own separete out folder while you put yours in the steam files, maybe thats a reason why too? because on my end I also cant find the smg textures in the folder
it doesnt really matter where they go as long as you merge everything back into the hl2rtx mod folder
I think to be safe ill just change it to that
@subtle bison Are you dragging and dropping the extracted files into the out folder in the hl2rtx files?
yes
Okay good
because even when I change the directory it still pops back in the c drive
backing up current config with my latest changes, tagged some css decals, changed some terrain textures from decal type over to terrain type (now we have decal terrain mode)
https://steamcommunity.com/sharedfiles/filedetails/?id=831650445 Not sure if could test the waters on this map
oh and
Great news a the porting worked better and I now have a bunch of hl2rtx assets!
in gmod?
Source 2
oh
Even better!
remix JUST crashes now i didnt change ANYHTING
Wait a minute what does VK_ERROR_DEVICE_LOST error mean?
where u gonna use those assets? in s&box?
@keen rivet did you test the new lightupdater system? seems broken for me (i have disabled the old lightupdater system and any handling from fvf)
is tis your birb
Yes
mines a brat
is it possible to play with AMD graphic card
sort of
You can download the nightly build and use the setup guide, itโs pretty much the same tho I think they changed some things that makes it easier
https://github.com/cdozdil/OptiScaler/releases/tag/nightly
https://github.com/cdozdil/OptiScaler?tab=readme-ov-file#automated
@ocean cipher
GitHub
Changes in the Last 24 Hours
03dfebc Update README.md (cdozdil)
is something culling it?
It was tested
i wouldnt know, the old system depended on fvf to not be culled
i tried to hook up the new one to it but i think it being one clientside prop makes things difficult
i added spatial partitioning to the old one and also did something similar to your new one to create less clientside entities
it works pretty well but im working on p2 rtx atm i havent fully tested everything
thanks๐๐
P2rtx!?! Traitor!!
Hey @subtle bison and @keen rivet are there any consistent engine crashes you guys get?
shaderapidx9 stuff when loading csgo maps sometimes
Only the ones I cause 
but its been working recently
so if we theoretically get rid of culling, wont we run into the old map issues we had on x32?
video is from early 2024
we might need to find a way to disable world rendering without breaking the skybox and keep mwr in place (we can keep engine displacements)
ik mat_forcedynamic fixes this but it absolutely killed performance
What's mwr again?
modern warfare remastered
no visible difference from the engine and it has 0 performance impact
We could just increase the vertex limit like we did last time when we lost the patches lol

That wouldn't incur the perf hit forcedynamic had
someone did this but it broke the game
Exactly^
That's what we fucked up we accidently pushed an old patch that didn't work
But I had a .dll that worked
๐๏ธ
I don't have it so we are going to need to redo the patch again
No biggie I hope, we will see
๐
What map is this?
wish i knew, the console is blocking the map name
but gm_cosmodrome and "i swear this is brutalism" both had this issue
ye i think it does
what can i do to make work enchanted water
The brutalism map is fucked for me
Shader glass
Also @subtle bison does the hdri addon not work with old hashes?
?
@subtle bison @keen rivet c_frustumcull patch; engine.dll [('4883ec480f10', 0), '31c0c3'],
It's still good to have as a real patch tho
I don't entirely know
Just, culling is still there
that's all I know
dont we need one in the client.dll as well?
balls
I'll talk to him about it next time we speak, he went to bed. Either tomorrow or next weekend
ty for doing this for us ๐
Actually I got lucky. He's doing it for free for us. We've got HDR maps and the shaderapi crash lined up as well for him to fix
WHo is this guy and get him in here so i can say HOLY GUACAMOLE THANK YOU
i can pass him my ida files with a few functions i've documented for him if it makes it any easier
Next time I talk to him I'll mention the server
idk if he will join though, we'll see
blueamulet already did that one
I suppose we can PR this into blueamulets patches anyways
to fill the missing patch where the todo stands
Yeah he was cool with that
so whats the status report rn for whatevers happening rn?
still in culling hell
is the issue of objects disappearing and appearing also part of the culling issue? like this
nah thats something i caused, func entites are being processed in fvf and its breaking rendering of them, they'll be fixed in the next release
is there anything i've missed so far today
are we getting 64 bit patches
idk what's happening










