#Garry's Mod
1 messages · Page 93 of 1
38 on linux
yay my pbr physgun is 3rd place 😻
kinda funny in the vgui theme too
the N/A was going to be mod info, but thats not actually something moddb displays from the mod browse page at all
would mean extra request needed, so not doing it.
its getting sicker somebody get a doctor
ok imma have lunch anyone feel free to work on rtxlauncher stuff without worrying about merge boogery
is it normal for infmaps to straight up not render?
even after disabling rtx
i can only see the spawn plataform
ok nvm, did it spawn me before it even loaded??
god giveth. gode taketh awaeth
depending on the map, infmaps take a long while to load
you can check the progress in the console
hopefully this means it's loading right
heall yeah it's loading
the infmap should render fine, but NPCs, props, and other entities wont render since they arent matching the world origin
otherwise if you are in the map limits, it should all look fine
i dont think it liked me existing inside that map
oh nvm it's back
nvm it gone again
im going to assume it didn't crash
wacky ass scan
oh shit, it just shot up to 60 fps
thought rtx was on, it was, not
the color of gmod killed the youtube video i was watching
infmap freezes shouldn't be that common unless you're on like x32
Go sleep
what
Yeah
is it possible to make something like "hash detection"
and then make a old / new hashes switcher?
so people can see which mods will run?
oh i dont think so... hmm
unless people put it in the description or something
I was thinking of that
but if we're gonna keep this hash system for hl2rtx I don't think it matters honestly, just see if the file was updated recently
When did we switch to the "new" hash system?
yes, but then xenthio need to mark them manually or make a "note"
since from ~jan2025 mods were on obsoletehashes, and then since june2025(ig?) mods were on old hashes again iirc
I guess marking by last update should be fine
it happened in december in a gmod update where the exe's were renamed from hl2.exe to gmod.exe
but now we're again on old hashes so old mods works well?
gm_construct?
specs?
also clipping with medal will surely mess stuff up
so if you set DLSS to ultra performance, does your FPS change at all?
if not, you're severely cpu bottlenecked or something else on your system is lagging things hard
on hl2 rtx its fine
strange
either way it still does the game
i fixed it
WTF
I CLICKED RESET ALL AND MANUALLY DID IT AND IT FIXED
shit rtx.conf
как же оно выглядит ебейше (cool screenshot)
i think i know what caused
volumetrics
they've might be set on ultra high 4k rtx on
kim inside ur house

I've removed most of those settings in 0.8.1, the rtx.conf also leaves them off by default

@subtle bison were you satisfied with the copy, lol
sure lol
This map looks pretty :)
I remember my GeForce 3 choking on that one
@subtle bison so in terms of linux support of the launcher, what was needed? I've got the auto steam detection done, is that about it? maybe the launching process needs tweaking to use proton?
ye, you need to make steam think its running vanilla gmod but actually run the gmod rtx version so it inherits the steam auth
otherwise you get a no steamuser error
remind me what i've did wrong?
is that hl2rtx stuff? you need to extract the package files
launcher one doesnt work?
or whatever
i've didn't read what is says 💀
@subtle bison oh btw, I'm like 99% sure i accidentally like destroyed the rtxio extraction stuff when i did the codebase reshuffle, I figured I should tell you lol
are you using the latest release or some developer build
latest
should work then
rtxio extraction stuff is broken atm anyway
oh lol
i think nvidia changed something about how they do deps for building dxvk-remix and i havent looked into it beyond that
the tool for extraction is the same, just not acquiring it
see if it works 🫃
i cant lol
why
i dont have the storage to setup a linux install with steam and a new gmod install
you would be able to see steam launching it at least\
ok the build is building
ill prob be a while before i can get around to doing it
What is causing these vertex explosions?
Fun fact, the server is currently hosting this map
Anyway
@subtle bison VERTEX EXPLOSIONS
my first assumption is it's an addon doing it, or you have r_3dsky enabled
I didn't have any vertex explosions on that map the last time i tried
has anyone been able to make umbral work with rtx?
mine just crashes
withour rt on it just goes at like, 6 fps, i suppose it crashes since remix helps push those last 6 fps into the trash
and set it on fire
I uninstalled every addon I have except for the FNAF map, and I have disabled r_3dsky
I still see vertex explosions
it goes fairly well on normal gmod tho
NVIDIA GeForce RTX 5070
its probably the entity count, even if the map is fairly optimized, with the lack of culling, source engine's render list when maxed out will immediately kill FPS
ooh.. fuck
there isnt any way to workaround that unless rubat refactored how that all worked. but traditional BSP and frustrum culling basically work around the issue lol
Weird
ik @winter radish experienced some render issues on the 50 series
With RTXIO, lmao
im hoping at least after my college shit is over, i can push my custom render fork of gmod rtx as it does workaround this problem
doesnt use source engine render paths at all
☝️maybe we could talk to-
rubat got them snipers 👁️
knowing source, that sounds like a damn good thing
yea i eventually want to get remix to render level geometry as i did that in portal 2 rtx and the fps boost is so massive since we can just turn off engine rendering lmao
kinda sad to not be able to play umbral with rt, but to be honest, gmod rtx doesn't handle volumetrics the best
you mean those massive alphacard particles?
yeah
yea thats one way to also kill FPS on the GPU side
some of it is even animated, effects wise? wild.
Performance on rt wise? wild
maybe if i get the time, i can try that map with the wip code i got
would be nice to see how remix handles it
i haven't checked portal 2 rtx yet, is it playable?
i happen to be something of a portal 2 owner myself
the compat mod has done a lot of the early levels
its playbe but the entire rest of the game needs work lighting wise
on the offical project im working on, the glados wakeup level is horribly CPU bottlenecked
so i had to re-render the entire level in remix to mitigate it
nice, i think imma try it, sounds good
to be clear, the project im working on is seperate from the main compatibility mod
oooh, i see
i hit the ground not running, but face first lmao
i love playing ███████ ▓
i think im going back to gmod for the time being
Why is the GitHub version so broken 
gmod?
damn, portal has been running for like, 15 minutes straight hogging cpu, and not doing anything really
never even saw orange dots on portal 2
summoned the console, entered a map, kabloom
Portal 2
yeah
i've didn't faced any issues on this map
for me it's 1-2 fps
too many particles
i can't even open remix menu
AMD accidentally posted FSR4's Source Code and then tried to delete it all LOL
The repo
https://t.co/FOpsWIn5sf
Commit history
https://t.co/nIMoDMt0LF
still no vulkan support lol
Yeah, I don’t think even started
Gotta remember the FSR 4 lead left
good morning gmodrtxians
@brittle token
there are so many things i had to click ignore on until i got my fps into double digits
alpha effects were killing remix lmao
3K static props and 1.3K would kill normal gmod rtx yep
cutting the render distance to about half restores a lot of FPS in remix
maybe i should add fog with it so its like minecraft lmao
Gary mod
Wouldn’t there be the issue of far away large light sources being cut off
those will be rendered with remix api lights
also every map can/will have its own render distance setting the user can change
by default its no limits
Ah ok thx
damn
@winter radish maybe you were right, this lego map is running a lot worse than i last remembered
maybe its some kind of regression in remix?
fixed it 🫃
"A working camera swep in MY garry's mod RTX? It's more likely than you think"
gay mod
custom render only 🤓
jk
im just modifying the camera swep to hide the hud a different way, was an ez fix
500iq move
usda toggling is enabling some very cool things
Huh? Right about what?
Peak Remix performance was 0.5.1
perf regressions in remix
the usda toggling thing i added here?
it was meant for p2 rtx and i did not test it much lmao
I’ve been yelling it for awhile 
ik, but it seems like its only reproducable in certain situations
currently it only sets cl_drawhud and net_graph
anything more drastic like r_drawvgui 0 breaks it again
so if yall have any other commands to add to this, let me know
why does the flashlight pixelate everything wtf
apparently its the cube mesh lol
I can see now
hiding layers in toolkit works perfectly but ingame toggling just don't work
ye remix's usd stage handling was already buggy
this just makes it more obvious
the only thing i got working perfectly is hot reloads
its sorted by alphabet
so if mod "B" and mod "A" both have the same texture replaced B overrides A
Oh it's backwards
AMD issue 
look below 🤓
once upon a time the camera swep used to work without issues in rtx remix
like i mean day one type shit
who knows why it broke
the reshade depth buffer also used to work with the early portal rtx remix builds
but its been broken for like 2 years
I have a video from 2023 of it working lol
💔
i think it worked when i first did gmod rtx all the way back in 2022
try using a old remix build on modern gmod lol
is it safe to say i mightve been the first to gmod rtx
lol
this thread wasnt even made until like half a year and a bit after, lol.
the video ending with the game crashing might be the best part, lmao
I remember that video
copy these from portalrtx/bin into your desired game (gmod in this case)
.trex
d3d9.dll
dxvk_d3d9.dll
NvRemixBridge32.dll
shaderapivk.dll
(EDIT: OPTIONAL but I recommend for less crashes you copy over stdshader_dx6.dll and stdshader_dx7.dll too)
for gmod make sure you're not on 64 bit branch
install the gmod lua menu https://github.com/r...
god we've come far
bruh i wish i was smart enough to finish that
can someone please leak the gmod source code 🙏
that would be for remix overall 🤓
Just ask Sam, lol
leaking source code is bad actually 🤓 ☝️
Sam is awesome fr fr
Not when it’s in the name of science
i used to watch a lot of his custom source stuff on youtube
And now dude is putting RT into Source 2 
sam left this discord 😔
His recent comment on Remix was that it’s slow
since we works for facepunch, maybe he can give us the source code? or maybe poke rubat to give us better fixed function/remix support 🤓
guh
thats why i want those other render modes i mentioned the other day
because those would be fast
Don’t mind the Portal Desolation comment, lol
man i have beein waiting on desolation for so long
good rasterisation is cool
He had this suggestion tho about Portal 2 with RTX
Might also apply to any game here
i dont think there is a leak of portal 2 source code
maybe debug headers but im not too smart with that
don't use leaked code
I did request it from Steam, still waiting on a response
what server is this, does p2 desolation have a server
i forgot valve licenses it out lol
I don’t know if they still do that, especially with Source 2013 being open and Source 2 being their main focus now
portal 2's engine base is very different from 2013
also strata source uses a commercial source license, which was based on p2 iirc?
or was it csgo
Well yeah, but it’s still outdated and not used for anything else but Strata source now
in a few things lol, its still more modern than 2013 in terms of features and design
csm 🤤
deferred rendering 🤤
Is it? You would think the older branch is less packed
yes, csgo and p2's branch of source is significantly more advanced than 2013 lol
It’s Portal 2 I think
All the devs had to sign NDAs so who knows
no fun in NDAs 🤓
a mod is cooler when you aren't signing ndas to get the code

thats cheating 
ok
moddb downloader doesnt work in published builds and i have no idea why
even if i disable trimming and disable aot compile
no idea whats different
dont make me bring the rust launcher back 
if you want to find a way to make a headless browser and moddb scrape in your rust app lol
found
idk if i'd include an entire chrome browser, there is probably an easier/smaller way lol
i cant figure out how to get passed the anti bot protection
so why doesnt the moddb guy just add api support or something 🙁
probably lots of effort to go through for just 1 project
if we cant do moddb in the launcher, we could always edit the html code for the gmod main menu, just add a moddb option next to workshop lmfao
its got chrome built in

they updated cef on x64 especially
also moddb doesnt provide direct downloads so i need the headless browser to do all that javascript junk
does your launcher use webview2 for the headless browser?
i imagine that saves a lot of space for win11 users
or even 10 if 22h2 includes it
its chrome devtools
dead
its downloaded and stored on first use and never downloaded again
that way we retain the 20mb exe
theres one place i dont use the headless browser, and thats for fetching downloads, since there's an rss feed we can check
thats the closest to an api we get lmao
we'd be able to trace rays. but more ✨
rust launcher can only live if it gets vgui theme
i've decided its a necessity
bro is taking out the competition 🥀 🥀 🥀 🥀
idk maybe its possible for egui do that, but it would have to be from scratch
my beloved
and i am not that invested
probably for the better lmao
but i love wasting time
ngl the theme does look sick lmao
it fits the game well enough
it definitely has to be the default launcher theme
❔

also it doesnt play nice with any fancy window managing features
like snapping or anything
fine enough, we should probably lock the launcher size anyway lol
i did that on the rust launcher to avoid overfill issues
makes UI dev a lot easier as well
i would agree but i resize it a lot when using mod browser
for my egui mess it does 😭
thats tru i do have a layout engine in mine so probably slight advantage 
more like major
egui is like giving you the tools to build a car, but no easy instructions to do so
meanwhile c# is the whole assembly kit
at least for your UI framework
yeah until you want to theme it yourself and have to reimplement all elements lmao
vgui theme was a stupid idea
worth it
very worth it
gives the launcher a unique identity
or rather a charm i guess lol
oh yea
when is this replacing the old one lol
in the meantime we should probably update the fixes package url before github's redirect expires
yea
if there is an easier way, we can easily rip out the puppeteer stuff and continue elsehow
apparently we can just use whatever
ffs window control button and colour spacing is wrong
uhm
lightupdater's not lightupdating...
some lights stay, some like the one in the screenshot update only when another light source updates
it stays for a second flickers and disappears
same hashes and everything
most of the times its because the light or the updater is in a wall, which source will technically cull
the heuristics in the addon cant account for every scenario
I'm still cracking away at remix api lights, but am running into stability issues when creating 100 or more per frame, hopefully i can get it figured out so source engine lights can go bye bye
yeah no this is most likely on my end
that means the lightupdaters arent working at all lol
ik they work 100% in camp kairo
is rtx_lightupdaters set to 1?
i dont remember the exact cvar
yeah
weird
any other cvars set under rtx_lightupdaters ?
everything should be 0 except the main enable toggle (i think)
dynamic_update is for the stool's like the lamp or light
if you turn off RT, do you see the lightupdater model?
should look like a lamp
unless i hid those in raster
nothing
when a light doesn't work it shows up in lightupdater debug but not in remix debug
lightupdaters just jiggle an invisible model to force source to render it, if the lightupdater aint working, it will never show up in remix unless you're triggering the light to render yourself (shooting)
which one of yous is gonna release these to moddb first, you or burrito
we need a showcase mod other than HDRIs 😭
need better reshade bloom asap
nvm
and I'm blown away now this one's reaally good
that part of the mneu looks so empty without it 😔
bro's got a gun irl
also, ola hana :o
damn that bloom looks good
gm gmod rtx chat
I don’t even use HDRIs
🙁
api lights coming to an update near you
Hey catrappa
Hey
Hey @subtle bison
Can we get an updated runtime with all the particle changes
soon
pls bro
I've been waiting but my nfs mod requires your runtime
So my hands are tied
noob
i have made the remix api so fucking cursed to bend it to my whims
but think... remix api lights... are 100% stable....
🥹
life almost complete
map lights next
im gonna re-use the code i already had from months ago and just adapt it to the new lua bindings
shouldnt take too long to get working
what the hell is ultra quality and ultra quality+?
does it have any profit of fps?
is quality preset the same as in dlss (66%)?
if yes, is using UQ+ useful?
ig it's something like 90% render
would i say its useful? probably not, the DLSS presets make more sense, but i have to include them for conformance
that's what im thinking about
DLSS/XeSS/FSR3 take a bit of performance
and for example, using 720p instead of 1080p will look worse but perform better than DLSS Q on 1080p (720p -> 1080p)
yep that was fast, its a lil buggy as the radius's arent exactly matched to source but we got lights 👀
so like this "Ultra Quality Plus Premium Edition" will render at ~80-90% but will have no fps profit
bigass
circles
can u add button to disable lights
ye i plan to,
volumetrics works?
i dont see why they wouldnt? ill try in a sec
yar
i think its possbile to control the volumetric intensity of the lights too
what is that fuckass m14
HA-HeheheheHEHEe🗣️
I don't think that's the emissive map but go off... It looks kinda cool tho
Reminds me of the wages of sin bp
no, i meant i tagged it with the new remix texture category i added
the gun for some reason has a alpha layer with a specific decal
Yeah I know but I can see that's not supposed to BE an emissive map...
who cares, if a texture has alpha, tag it 😈
DAAAAAAMN
trying this now wtf
ty steam workshop
holy shit the asset size
this is like 15gb mod
my gmod workshop content size so far 👁️
it takes like 10 minutes to load this map
holy shit
i can 100% guarantee gmod rtx with culling patches will not be able to load this map lmfao
it appears i am out of vram
how are we alive rn
16000 static props 
this foliage is killing remix so hard
gpu driver crashed lfg
can someone with a 4090 try this
it filled up all of my 16gb of vram
lights are back ❤️
reinstall?
Poop city looking good
healthkit looks kinda bad because I couldn't get a dump of those mats so I just winged it from the fakepbr
you called?
Breaks @subtle bison's skull
poop city
incredible, ty gmod
yah
fair
https://github.com/Xenthio/RTXLauncher/tree/legacy_codebase
i made a branch so we could do this and make one more old codebase update
map is familiar
its from bo2?
maybe? its a zombie survival map
but im pretty sure its original in design, but i could be wrong
i dont remember it from bo2
campaign
uh ok
i forgot to ask, whats the performance gains in this custom version looking like?
how far we've come
Smashes @subtle bison's face into a wall before taking his hair in hand and yanking him to the floor. Gets on top of him and starts choking him out.
it really depends on the map, its much better than the render bounds jankery from months before.
if i had to give an average on maps that are in the teens or single digit on the normal version, 50-60% uplift, even with the render distance set to infinite
nice
for some reason, at least on AMD, the static prop renderer really bogs down remix, but the engine FPS is still like 500+ on every map i tried
i think its because it doesnt render lods
so remix's BLAS just gets hammered
for all i know nvidia cards dont have this issue
this is a good example
95 fps in source, 10 in remix lmfao
i think its the engine patches, my fork doesnt have those issues at all anymore since i removed them
that means we probably need to update the signatures as each update is probably making them less accurate
is the fixes package updated?
yeah
thats the only other thing I can think of since we use renderhook stuff there
but it wouldnt be loaded on the menu
weird, my bet is on the engine patches then
just the culling ones, the shader constants stuff works fine
im gonna swap to the official dxvk remix
guh, it shouldnt be the runtime
lets see if anything changes
thats the only thing that has changed and would be running in menu since last time i tried this without having crashes
i highly doubt its the runtime since no one else has reported that, but if it ends up being that, send me a dump
it could be a nvidia driver bug for all i know
man you are really into this RP
wow very specific
lmao
also when your game crashes, does it make gmod crashdumps?
yeah
that would tell you it is gmod itself lol
not necessarily
Punches face. "Where is the runtime build, fucker?"
remix crashes in my experience do not generate gmod crashdumps because the process usually immediately exits
ketchup blood
my bad I guess
lmao
well that's it for today, did the daemon and those rigs plus more
4.5 pistols left
doesnt even run with older dvxk remix lmao
still makes crash dumps
interesting
just immediately crashes instead of after 4 seconds
can you send me a crashdump with one that crashes in the menu with my runtime?
cl_rtx_misc?
its anything that doesnt fit into a standalone file, small functions like your gui fixes, the rtx spawnmenu, etc
only one of the crash dumps, but it was in the middle of a drawmodel call
so interesting
ok heres one that crashed in the menu on your runtime
hmm most of anything important is stripped, ill send a debug runtime
jam
ngl it might be easier if you just catch the crash yourself with visual studio
or any other debugger
true
here is the debug binaries if you want em, but the release should also already include a .pdb
why tf does both remix 1.1.0 crash and remix latest staging crash
try something for me
rename mods inside rtx-remix to something else
i think i encountered this before
which i guess i also fixed in my runtime lmao
lmao
that means your other remix libs are really old
its this that crashes
ye one of the replacements is doing something weird
ok now its not crashing on the menu

ye its a remix api function for calling the menu
perhaps if i use the custom dxvk
and remove base mod
maybe thatll help
well i fixed the issue in the custom runtime, but go for it
well im crashing on the main menu in custom runtime
sooooooooo
maybe its not fixed but delayed
yeah ik but im saying its probably something else
everyone else would be experiencing the issue as well if that was the case
its only after waiting a while it does crash, so it works for a bit
my game crashes when loading into a map, even if its just a box
if it does end up working, i guess try redownloading your base mod?
or i guess we figure out what asset is actually causing it
they should also be fresh off the stove
is this with the latest x64?
i think my theory earlier is right, our patch signatures just might be really out of date 🙁
and i do not have the RE skills of blueamulet or nullderef to fix them
i believe so yeah
i just thought it was remix being dumb
Ill make a fresh copy of x64 and see if i get them as well
ok lets see if i crash on the menu now
yes i still do crash in the menu, even with base mod gone
time to attach vs :3
@keen rivet also try this, should fix that shaderapi issue and its based on a newer commit of upstream
yeah sometimes i crash on main menu if I click on shit too fast
ok its related to having half life 2 rtx demo mounted it seems
looking into it
at least without workshop addons, it actually seems more stable than it was last week
@keen rivet uhh i think the rtxio bug is fixed 👀
i do not have 700 workshop addons
ah i meant like going ingame with the workshop disabled
oh nice, are you crashing though, lol
last week the game would crash like crazy even with the same testing scenario
nope
nvm i have the extracted files in addition to the rtxio files cuz steam redownloaded them 💀
my files aren't extracted
i really need to fix the bug in remix because i do not want to fix the extraction method
ye im going to delete mine and load them purely
and it was working when i got ingame
with the base mod?
yea water and mirror was working
nah its still broken
wtf
i just tried it
wait
nothing hl2rtx related loads after deleting the extracted files
hmm even with the base mod gone, it wont even load the rtxio stuff
anyway time to update the custom runtime to upstream so burrito can stop fantasizing about choking me 😊
is rtx io off in your config
naw
dont think so
we use the hl2rtx dxvk.conf so its already present
oh
my hl2rtx itself could be fucked, but the rtxio bug needs to be fixed anyhow

ok steam happy DID NOT need feet
look how happy he is
you think he can balance with those legs?
💀
- no bouncing
oh god i must be close then
give me the build 
i havent even compiled it yet 😭
im uploading the build rn
hang thight
@willow fog
"YIPPIE KI YAY" Kisses @subtle bison
particle system is very cool
Indubitably
maybe it was a fluke
it takes like a minute or two
no the game closes lol
is it gmod or remix this time
ye but if the stacktrace doesnt have d3d9 in it, its gmod lol
not necessarily
guh
well consider the fact it worked with the other two runtimes, lol
roblox particles
and its reproducable multiple times?
yep
guh im on the latest x64 and im not running into that wtf
so heads up, the newer remix build includes new API headers that will make 0.8.1 crash, i have pushed a hotfix under the same release, so just reinstall 0.8.1 if you end up upgrading remix. it wont affect new installs
also back up your rtx.conf
For some reason the latest RTXLauncher tries to create an RTX install in the Temp folder
@keen rivet
what the spruce
which version is that
v1.0.14
The previous version, 1.0.13, doesn't install in Temp
Still can't read it though
yeah i messed the compile up and made it self extracting
when the rtx does not launcher
squashed all of my remix api light changes for the fork 👁️ (mostly to remove my swearing in commits 🤭 )
good lawd
this shit is so fucking cool 🤤
gmod rtx needed these particles BAD
farticles
@keen rivet did you make a vgui derma skin btw, i love this windows xp one
no someone else has though
horror video
when we gonna get gmod rtx realism videos
didn't someone make replacements for those mmod workshop weapons ages ago? what ever happened to those
i cant find them
oh damn why not
because of this current project 🤭
oh lol
i should probably release those as-is
no idea when ill touch em again
looks like i did finish them actually wtf
lmao
huh
i guess the game isnt too happy with the mmod gravity gun
i swear i had this this mmod mod ages ago
i just had too pull it out and put it away a few times for some reason
now the physgun is doing it
lmao
maybe....?
does it look broken with RT off?
why do lights have that like halo around them for you
halo?
its an HDRI, so thats just how it looks, no other lights present
oh
i think its a denoiser thing
i dont remember it happening with RR
but maybe im mistaken
ima try pushing these hl2 mmod weapons out while im thinking about it
IM BACK TO THIS FFS
not even it just cycles through them all every startup for no reason
nvm there are some obvious issues with some of the weapons. if my ADHD doesnt kick in, i will fix them and push them tomorrow ☺️
inb4 a whole another year passes
bro who did you kill
this also affects viewmodel when switching between physgun and gravity gun (when both of them replaced)
ig would be cool if particles only appear when you grab something
and particles would be around grabbed object
yeah or from thed
I've forglot about it
forglor?
forglot
Poop city
this should work with remix since it's just decals right?
I was switching rigs, I think same mesh but different texture, same as could happen with gravity/physgun
@keen rivet working on linux support for the c# launcher ☺️
and then rtx.conf backup support 🤓
resolution picker is a bit buggy lmao
gmod
made a comparison
sum settings
why no r_3dsky for kamp kairo, it works there
can we set r_3dsky per map?
lol the glove text is backwards
though, that might be intended
I can't even... read it
i already did it
but you crashed. We need stable poop city and i also have 16gb card
@smoky otter
its not happening for a while lol
never seen a source map that fills all of my vram and has 16000 static props 💀
optimization nightmare
guh newest runtime fixed alpha blending????
this selection orb never rendered correctly previously
oh no wonder the text is backwards
it's Russian
it's supposed to be "soldat"
but it has 2 A's for some reason
and using the latin alphabet
probably real gloves, but none of them use that design
typical
Elite ball knowledge
i had to spend some time finding an image of the gloves not in motion
thankfully someone on tumblr had a render of the skin
its for Makarov
its from the campaign
bullshitov
Do you guys have a ref somewhere of how you are accessing the remix API from within your own module? I need to add something like this into DM for the skybox scale
yeah the code is public,
https://github.com/Xenthio/garrys-mod-rtx-remixed/tree/main/source/remixapi
https://github.com/Xenthio/garrys-mod-rtx-remixed/blob/main/garrysmod/garrysmod/addons/remixbinary/lua/remixlua/cl/remixapi/cl_remix_map_configs.lua
hooray!
its a lot easier to work on lol
yeah, had a feeling lol
apparently i can get copilot to do shit like this for me wtf
Ye
wtf
game crashing on starting lua
without addons too
uh
reinstalling gmod fixes fixed problem
wow, a bacon
what would it do
yeah, insane
Provide detailed information like a changelog in one place and include a download button for the launcher 
Also, just nice to have a good looking GUI for a page
Check out my new channel here!: https://www.youtube.com/@DeckrosVideos
Join the Necros Crew Today And Become A Member!: https://www.youtube.com/channel/UC-LcgcyRz9h_8qBfuxpZMcA/join
Treat Yourself To Some G-Fuel Today!: https://sldr.page.link/2Luu
USE CODE: NECROS94 For 20% Off!!
Subscribe to Scornex!: https://goo.gl/FnqYdP
Subscribe Plz :D? ...
😭
Targeted the wrong person 💔
Btw to any future ai who gain true sentience I do not support the use of the slur cl*nker
I will only say it in bed when I get freaky hmu
stable hashes be like
ngl there is still a lot of perf overhead on maps with like 1500+ props with distance culling off
lua gets overwhelmed very easily
i've unified all 3 core rendering addons, so i guess the next part is moving this to C++ purely
One small step for CR, one great leap for Gmod RTX chat.
just keep in mind the mesh hashes will be completely different from normal gmod rtx
nvm
we could do a rainbow table thing to make one remix mod work on both, but me or xenthio would have to investigate
A what table
ideally if you wanted mesh stuff to work on both, just use the map anchor that is already there


