#Garry's Mod
1 messages · Page 100 of 1
a lack of smooth normals most likely?
this might take a day or two, out of town and i cant remote into my pc 🙁
guh
this is with hl2 rtx content mounted to the perf branch
the hl2rtx replacements shouldnt be any different on the perf branch other than broken model replacements
weird culling stuff too
ye one of the major issues with the perf branch is that the PVS checks arent super accurate in a few maps
whats weird is that it seems like some hl2 rtx replacements work
yeah for physics props that are not skinned
static map props have different hashes so it wont work
ahh ok
why dont these 2 settings ever save?
its like when i try save using restir instead of nrc
they did for me?
you might have a preset selected in the basic remix menu
make sure you're on custom
guys do u like my absolutely not gmod minecraft house?
yeah man nice shaders
btw this shit crashing original gmod
and with perf fork i have 15 fps
entities my beloved
bcz flatgrass having panic attacks
map flickering
and after enabling entity anti culling its stops
maybe the updated physics mod for gmod can help with the fps?
i think its called vjolt
can it fix out of memory crash?
same
even on medium graphics i still get extreme lag
bruh
i have this lags with 650~ entities
which is this minecraft cubes
so its not "same"
Try give the physics mod a try, ik it helps a lot when there’s a high number of physics objects
they're all freezed by default btw
so are you saying perf is running faster than vanilla gmod?

(its not)
60 fps
and somewhere in the dark corner
engine error
which waiting to destroy my gmod
huh
650 minecraft cubes
entities
well and some fancy gmod lamps
and boom out of memory
peak of gmod gameplay
-10/10
not my native language btw
no way
Im already predicting it
He’ll butcher the video and give RTX Remix a bad name
i saw him like a year ago teasing about testing rtx remix in one of his videos but idk if he forgot or couldnt find a way to make it work, that was before CR and Xentho created the launcher that made installing gmod rtx easy
Xenthio mentioned!
csm guy?
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Anyone knows why, by default it's disabled in the show nav bar: the show detailed objects and show shadows? Can i turn them on?
Or isn't any differences?
for what reasons u need rtt shadows lol
they're should be disabled and u don't need to enable them
why think so?
ehhmmm ma gpy dying i have 2 fps😢😥😭😭😭
ok thanks
Because he does mod content primarily and big YouTubers tend to cover something wrong
I’m expecting him to not cover CR’s launcher since it’s not widely known and not to cover Moddb Remix mods for assets and stuff
csm guy
i think next update will have some funny engine errors
I'll make sure to put in my Gmod RTX video "If you have any problems, make sure to reach out to CR"
/jk
I want my own error
make me the error texture

maybe try contact them
New update soon
how? he doesn't have any public contacts
oh wait, he has an email
same dude who made this video btw
Check out my new channel here!: https://www.youtube.com/@DeckrosVideos
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Subscribe Plz :D? ...
ssr 🥀
ssr is one of the worst thing to appen to games
I'd GLADLY take planar/cubemap reflections any day
*parallax corrected cubemaps
that too
Uh
Media player
did you also get this too? https://steamcommunity.com/sharedfiles/filedetails/?id=3386889546&searchtext=media
No need for this
okie
i have really bad lag on perf fork that i didnt have before
is it my replacements?
or @weak ermine likes to say
Skill issue?
I wish nrc didn’t update so slow :(
u can instead of pinging me just say something relatable to me
🥀
skill issue btw
100%
150%
For me, the game randomly dropes to like 5 fps after looking through my PM selector for a while. IDK why it does, but I think it only happens on the PERF build
gmod
『x』『t』『r』 『d』『o』『m』『g』
You funny, funny man?
man funny funny me
Oh yeah I love XTR domG on my 0603 XTR ecroFeG AIDIVN
bro did it by hand
I'm barely awake so it took a bit
Anyways November 18th
Big Hana drop
You mean big Burrito drop
since always
hell yeah
release when
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im hoping sometime this weekend, last thing i want to do is fix the precision issues with the converted map and entity api lights
i've been slammed with IRL stuff so no promises
Added a PVS safety distance threshold for static props. This is only needed for maps where PVS culling is super aggressive, which thankfully isnt super common
you can also turn off the PVS culling flat out if you hate performance 
so basically just switch to non perf fork
yah
lmao
cs_militia is probably the worst offender for this btw lol
idk if its just bad parsing by niknaks or just how it was compiled but thats the only prop that just flat out dissapears in front of you
some trees on community map what i sent weeks ago
and some trees on csgo map
i don't remember which is
wonder if it has to do with the bounding box and vvis when the map is compiled?
something on clever language
either way its not an easy fix, so the safety threshold is the best workaround for now. the value is per-map so dont worry about it fucking up working ones
it will be off by default
this is pretty much what xoxor4d's p2rtx and l4d2-rtx does lol
adapted not stolen
2050m
if it can run on a ps5 apu well then i have done my job correctly
i need to grab that from my old place to test the new perf fork on
new culling menu
whoops messed up the world desc lol
voidplaces is a perfect example to see how the perf fork scales with PVS culling
you're probably safe to disable PVS for world and displacements as it has little perf impact compared to static props
512 works super well and eliminates all light leakage in this map, with almost no perf cost since anything beyond 512 units is still handled by PVS
this may be a dumb question, but is rtxlauncher the only way to install this atm? or can you install it manually?
why do u need installing it manually
ohh cause I remember earlier you had to manually place files
idk if that's still possible or the launcher is the only way
cleaned out my dev environment, updated to latest gmod, and installed the latest drivers
idk which was the biggest contributing factor but voidplaces is running so fucking well what the fuck
ok nvm looking at the video from yesterday its the same lmfao
fixed the accuracy issues with map api lights
they're more accurate than the remix converted ones as they all now vary in size like the source engine ones
stock gmod vs api lights
they wont be an exact match due to different attenuation types but their brightness and size are almost 1:1
not to mention the tonemapping on remix
adjusted the tonemapping to be closer to source
fixed prop skins
yea i'll look into the launcher repo to see what it downloads
I usually prefer to install stuff manually :c
you had no luck in hardware skinning support right?
or are you still trying?
it been a while since ive done anything related to rtx remix
im using patterson sewer map
if i get close to the water surface it looks normal again
i think the ground gets culled under the water surface?
perf fork?
nvm
yeah
rtx guy someone need ur help
are we sure the ground is getting culled or a 2nd water layer shows up? it looks like the latter to me
since map geometry barely has any performance difference with PVS culling, ill leave it off by default in the next update
i've excluded everything but dynamic entities from entity-anticulling, should make the perf cost far less now
What is that black square showing?
the render target preview, its invisible normally
just showing it for demonstration
There doesn't seem to be any player shadows as far as I can tell, will these have playermodel shadows?
i just have pseudoplayer off
Oh ok
Ah
Great work on those api lights though
They look awesome
They also seem to have way softer falloffs than the ones we have now?
And/or shadows?
they have proper penumbra so the rolloff is more natural
Oh really? Awesome.
initially i wanted to match the original converted remix lights but those werent accurate to begin with
So we won't have super sharp shadows with lighting in maps
This also seems to show that the point where the light starts is way brighter, or are you using a different tonemapper?
there will be sharp shadows, but it gets softer the further away the shadow is, which is the penumbra effect i was mentioning
Bro I'm dumb lmao
the old remix lights (not api) were completely soft to begin with because they had a fixed radius of 9
The right image is normal source engine lights lol
Yeah I know about that.
But for some lighting in maps, the lights shadows just stay sharp no matter how far you get from the caster
if they have a small radius they will have sharp shadows
since we're trying to match the source engine lights as much as possible, you can run into a few lights like that since they're physically small
Okay yeah that makes sense. So really what's the biggest difference with API lights versus the ones we have now? Performance?
you mean like normal remix lights on normal gmod rtx?
Yeah
- All lights can be rendered at once since remix is rendering them, no more lightupdater or culling (yay)
- Performance (due to no lightupdater)
- Accuracy to source engine lights
A backrooms map I play on gets about 15 fps as of now. Will the API lights make the map run better? Will it also fix the lights flickering and turning off and on sometimes. Like in half life 1 maps, the lights in those are super weird. If you cross something where you can't see the light anymore (like a wall) they will turn off. Will this be mitigated or will we still have that for performance on maps with tons of lights?
Oh this answered my question
lights themselves in remix have no performance cost, the issue is the lightupdater entities bogging down the engine
And the lightupdater makes the lights turn on and off?
they force the engine to render all lights in a map
Hang on I sent Xenthio a video of it I'll see if I can find it
when a light updater fails, thats when you see lights flicker or turn off when they arent supposed to
Like this?
yes
This was even before I got the installer, I did everything manually
all api lights are always on, they will never have this issue
Omg yay :D
except for when a map actually animates the light
That was the biggest issue I had with Gmod RTX in the first place. I don't have epilepsy but it did give me a headache seeing tons of lights flicker on a huge map.
I've seen the videos of API lights, it looks like you can make your own?
yeah i added stools for every type remix supports
Oh no way stools
you can test all of this right now, in the newest launcher under quick install, click the perf fork
all of the accuracy improvements and other fixes i've shown in the last few days arent present but the lights themselves and tools are
If something breaks, do I just switch back? Will it keep all my changes to addons and other things?
i would just make a new folder for the perf fork
Alr
From what I can see you can have point, spot, area, and sun lights
these are all of them
Cylinder??
I'm guessing it just projects light in 360 degrees
Can you color individual parts of the light? Like can you color each face of that cylinder, or will you have to get another light
no remix doesnt support that
Aw
So basically for these lights, it will take any source light and convert it into an API light.
And they are far superior than the remix ones
yeah, and addon and dupe lights in the next update
so stuff like glide base will have working headlights
in the current version they're a little worse than the remix ones
What about the weird color issue?
wdym?
Dupes, some particles, and other stuff, will not work with the color tool.
still broken
Damn
particles should be fine as long as they are marked as particle
What's the distant one? Sun?
yeah
This reminds me of this mod https://steamcommunity.com/sharedfiles/filedetails/?id=493751477
yeah thats what i was trying to base it off of lol
Oh lol
I wish source lights had a penumbra
So they got softer as it got farther away from the caster
you mean env_projectedtexture ones?
Yeah
But aren't those like fake shadows or something? I remember hearing in a video that the source flashlight isn't really a light, rather it's a projected texture with fake shadows or something.
the shadows are technically real, but i think the valve article explains it better https://developer.valvesoftware.com/wiki/Env_projectedtexture
one day we'll have projectors in remix
Hopefully....
Because all the lamp entities that do have projected texture don't work in gmod RTX
more tsp love i see
Mid
ur mid
mid
im surprised the music works but the map triggers dont 😭
the map triggers should work?
ohhhh u mean that
oh thats cause its smth stupid
is it a areaportal
yup, from portal 2
😭
the game uses a lottttttttt of portals
its been abandoned for awhile sadly
it sort of worked
you can kinda fix it with the doors addon which can take in area portals but its quite buggy, sometimes it doesn't work and when you go through a portal you get stuck in the geometry
the doors gmod addon ya
@subtle bison whats the flashlight radius?
anything you want, but these are my settings
btw the 2012 prototype works better
btw
i found out how to vertex explode the hand
you know what, with Minecraft RTX no longer working
Perfect replacement
i couldnt find them
they arent included yet?
Wdym Minecraft rtx is no longer working?
Nevermind fixed it
still broken though in terms of graphics and Mojang will no longer update it :/
Why not use the rtx fan update?
I do sometimes, but it's a pain to reinstall it every single update
map blockbase
They mean every time minecraft bedrock updates, the fan rtx mod breaks
language barrier 🥀
Edited the message to try be clearer about Minecraft sorry
he could be in this very channel, he could be you! he could be me! he could even be-
hdr monitors be like (also wtf in the living hell is that video)
ai generated goon bullshit
Elon's musk
Idk it goes kinda hard
🤮
if u deaf
I know it's slop
I never denied that
But at least some thought was put into the production
Or rather
Generation
hi
@subtle bison what are your planned features for gmod rtx in the future
hi rtx guy
Do you plan on a system where source engine materials get automatically used in rtx like the emissive maps
@weak ermine i saw u
no u don't
i dont know if there is any way to automatically submit those
maybe there is some FF state to pick up on but im not knowledgeable enough on that
How were u able to do emissive maps and not stuff like normal maps especially
Do other materials just not appear?
https://youtu.be/Sx-Ydo7ejPU?si=eyrVwLvLg3lZ7NQm
how far we've come
ist emissive maps are just alpha textures
they're manually checked in remix
source stores emissive maskes in the alpha layer, so it was easy to make a texture category for that
Ah ok, god I hope there’s some way to automatically take in other texture maps, would be a beyond game changer for gmod rtx and would help make every material not look like plastic
from zero to hero
hi csm guy
What did I do 💔
Is the sun leaking?
i will change ur 9070 to 2050

when u leave ur house
bruh i cant even run remix with that
him instead of gpu
🟢
🍈
oh did prop colouring break at some point
hi
i think CR disabled vertex colours
isee...
you can re enable them in alt+x menu somewhre
Always Cr fault 🙁
i do Not have the storage space on my laptop for remix shenanigans atm
** ** there are college computers i use that have 5070s in them that i could use for it though

(only caveat is no way to install steam and for some reason steamcmd specifically doesn't work)
it actually doesnt rely on them
the reason why its off by default is because it breaks albedos for a lot of mwbase or arc9 sweps, but i figured out the issue
most of these objects have a mask in the alpha layer to ignore coloring, we just need to make remix aware of it, just like emissive textures
it will fix the tinted hands on the player model and said weapons
YAY
ITS FIXED
prop coloring is so BACK
this fix doesnt require any texture category stuff, remix will now automatically pick up on the albedo mask for anything that uses texture stages
more importantly, guns dont break anymore
how?
^
hm
since the mask is present, it doesnt apply any color-related texture stages to it
glad this issue is finally fixed
its so peak having all of this working without any game engine bullshit ❤️
all remix api
🙏
i think its from one of the shaderapidx9 patches
Labubu
needs newest dxvk-remix-gmod runtime as well
if you care about the color tool that is
nightmare fuel
usually means the download is corrupted
Gm_wangan looks pretty good, I wish the 3d skybox worked
me too
😭
i will try to get it to play nice with the custom render stuff at some point
ive tried downgrading the launcher and it still happens
are you doing a quick install or trying to download a specific component?
So I can just simply update or do I need another clean install?
Cause i remember a few updates saying you need a clean install
you should be able to normally update with this one
you only need to clean install if you're going from normal gmod rtx to perf
or vice versa
guys is it normal 😭🙏
can someone test this piece of fucking shit for stability of textures?
https://steamcommunity.com/sharedfiles/filedetails/?id=1824747071&searchtext=awp_lego
every time i relaunch game this mf changes his hashes
Lmao what
is that true
or cake
custom flashlight is cool
but
it has delay
when u moving ur camera
yea update rate is a bit slow
Any way to fix that?
possibly, i just need to find where the lag comes from


yes
woah wait how'd you do this? Media Player?
whats this? new update?
NO WAY COLOR TOOL IS BACK?!?!?
i ran the installer in adminstrator mode and it fixed it. try that.
yes
yeah
so do i install it normally? how do i install this?
if you're using the latest launcher, download the latest dxvk-remix-gmod build and fixes package for the perf fork
thats it?
this right?
inside advanced install
ok
im in
how do i know if im on the perf fork
i still cant tell
(i think i am?)
bro having amnesia
yes.
bro having amnesia
if you have apu lights and stuff in your spawnmenu you do
bro hasing amnesia
how did u get the launcher to look like that?
guys how do i instal this
im guessing this is it?
nvm
its this
wait the flashlight isnt a replacement anymore?
all lights are API lights now
i meant the flashlight
yes its an API light now
great!
you can customize it and stuff
Booted this up after a very long time with new install launcher, is it just me or are direct light and reflections way less stable and more noisy? Even on DLAA... RR on...
is this on normal gmod rtx or the perf fork?
It was installed a long time ago. Look at what steam is doing. Doesn't even open the install folder.
discord video playback brokey
api lights are a lot noiser than remix converted lights, especially if you're in a map that has 500+ of them. I forced some RTXDI settings to mitigate this so it shouldnt be an issue anymore
does your game match mine?
i just noticed RT bias correction is off...
guh
that shouldnt be off
To start, the steam library is in view. The user right clicks on Garry's Mod and clicks on properties. I the properties panel, the user navigates to "installed files" and clicks on "Verify integrity of game files". Steam, instead of verifying Gmod, verifies "Steam common redistributables" only. When clicking on "browse loval files", steam does not open any windoes.
if you have the newest launcher, you can select the vanilla gmod path
Will verify
why are api lights noisier? didn't u fix that before?
yes with the RTXDI settings, thats why im asking if their RTXDI settings are similar to mine
but these are hardcoded in the compat mod so everyone should have the same settings
the api light issues themselves was not tracking their temporal history per frame, but fixed thanks to advice from xoxor4d
nevertheless, they're still noisy for reasons unknown, but gta 4 rtx also runs into this
launched the update and
guh
these are the default stats
aint no way i gotta try a clean install
it might be ray reconstruction related
nah those are the wrong settings
because its hard coded that when u use ray reconstruction rtx di switches to those settings
wait it does?
turn off RR and launch into another map, gmod sets the rtxdi settings so it should revert
ah i haven't loaded into a map yet
ah shi
soz
i haven't hacked into the mainframe yet
since im on amd i would have never caught this, ty
yeah i have the settings correct
this is on a clean install
if RR is reverting it, i'll need to modify the runtime
are these lights normal?
guh
this is on a clean install? im not experiencing that at all
also did u verify the RR thingy yet

nah i updated from my current perf install
yes this is a known issue
looks fine to me
ima clean install
@subtle bison also i can no longer use the prnt key to screenshot
did u change anything with the keys
ima do clean install
is this your catchphrase
@subtle bison the problem with multiple stage texture blending is that fake pbr materials use color2 for tinting metallic surfaces, so it doesn't exactly translate well to remix
its when im dumbfounded, so yes i guess lol
even with the alpha mask changes in the runtime?
Yeah it's a problem with how the materials themselves are set up
i can add a texture category to exclude specific materials from the stage texture blending if that sounds good
ill look into it when i can
MwEnvMapTint
if you can't check proxies check for $normalmapalphaenvmapmask, it's the most specific fakepbr parameter I can think of
mayyyybe $phongexponenttexture but that's a bit more broad
@subtle bison tried doing da fast branch quick install
i assume the windows defender alert is related to remix?
its when it finished its first part of the installation weirdly
weirdly i haven't gotten an error like this from ur downloads before
nah ik im just frustrated i have to deal with defender
(/j mods pls)
also is this still required?
yes
version list is still blank in the new launcher
we still have to patch shaderapi and a few other files
ye it pulls straight from source
ah ok
dont use the blueamulet one, its out of date
what ever update I did gmod no longer launches gotta reinstall again
flashlight not moving... no better lights addon light is getting picked up...
is something causing it to get stuck? I've never had that happen
its parented to the player's eyepos
wdym by the second sentence?
the Better Lights addon
so you're saying it is getting picked up?
none of the lights produced by that addon were appearing
ill have to look into how it creates lights then
well, no addons, flashlight moves now
I'm gonna try better lights now
still not working
but iirc you tested this addon?
i tested glide base
which crashes the game atm thanks to rubat
unless they fixed it today
oh yeah arc9 also worked
aaand the amnesia lantern
arc9 works
but I guess gun flashes are NOT supposed to fade out so sharply like that
yeah its a little slow to detect when lights are deleted
Does the API pick up on light intensity changes?
it should
amnesia lantern still works
Then I guess it really is too fast
Well I'm gonna try to find which addon was getting the flashlight stuck
I have a few guesses
if you find it pls let me know 🙏
also can you verify if RR is messing up RTXDI settings
Not that I noticed
yippee
looks like rubat fixed the glide base crash, but the scaling for env_projectedtexture lights is broken lmao
.
YAY coloring works
can confirm this fixed it
it should've auto applied those settings on map load
did you upgrade from a previous version or was this a clean install?
@weak ermine ok how do i test texture hash stability, mark anything in this map on a category and just reload the map and see if it sticks?
yes
relaunch game too
totally random but does the direct and indirect translucent sampling do anything? Been wondering that for a long time just never got a concrete answer
wtf
tf is this empty space🥀
where is this located?
im gonna have fucking headache with this type of maps
NOW its doesn't work in non perf fork
bro added some $randomisebullshit to troll someone in future
imagine tho if that was real
its the same issue as the gmod physgun glow beam
i need to figure out why this happens so i can get rid of it for good
🙏
https://steamcommunity.com/sharedfiles/filedetails/?id=3469367182
stack traceback:
lua/gmpp/util.lua:375: in function 'get_duck_offset'
lua/gmpp/modules/client/neck/init.lua:440: in function 'get_duck_frac'
lua/gmpp/modules/client/neck/init.lua:1354: in function <lua/gmpp/modules/client/neck/init.lua:1163>
[C]: in function 'xpcall'
lua/gmpp/holy/init.lua:56: in function 'sandbox'
lua/gmpp/modules/client/neck/init.lua:1905: in function <lua/gmpp/modules/client/neck/init.lua:1803>
[C]: in function 'xpcall'
lua/gmpp/hook.lua:416: in function 'trusted_call'
lua/gmpp/hook.lua:470: in function <lua/gmpp/hook.lua:469>
1. sandbox - lua/gmpp/holy/init.lua:58
2. unknown - lua/gmpp/modules/client/neck/init.lua:1905
3. xpcall - [C]:-1
4. trusted_call - lua/gmpp/hook.lua:416
5. unknown - lua/gmpp/hook.lua:470```
guh
Too bad it's a goated addon
so the only issue with this addon is that it breaks the flashlight?
i mean it might not be too hard to fix
Yeah, it didn't break anything before
the flashlight behaves about the same as the replacement-based one so im kinda dumbfounded it breaks all of a sudden, but i digress
fr the replacements are goated
looks like its not open source?
and given it touches camera stuff it's prone to break things like weapon bases
ok testing for myself i see the issue lmao
time to see if this breaks other wrapper stuff too
yes it does 💀
Supercop
rubat gifted power
cr pure effort
Supercop is so strong it transcends game engines
it is not supposed to be this bright
time ago
I know why
"its too bright"
the custom placed lights
smh my head
yeah
chat am i cooking with this rtx mod
looks very unnatural
when i look in real life i think to add displacements to my own walls

any tips?
increase roughness
Remix doesn't allow changing specularity so semi rough shit always ends up looking poopoo
So you gotta break that ugly sheen up by adding contrast to the roughness or adding a bumpy ass normal map
wbt this
so what was the point changing the roughness?
u didn't change anything
hdri editor's not working
enable entity-anticulling
i still need to make a proper update to make it not require that
de faq that
still not working, I already had it enabled
if you look in different directions, does the skybox eventually show? for all i know the dynamic_only filter mode for entity anticulling is ignoring it
nope
what
u did not just delete it
He in fact did not
collective harassment
Aaahhhhhhhhhhhhhhhhh
Much better.
worse
Oh yeah this shitty sss map, it shouldn't look like that
this looks sick ngl
🦅
512х512 texture
or even 256x256
why this shit so blirry
there we go that's full quality
upon further inspection i need to fix th hdir editor in general
this shit so fucked up on perf
🥀
It worked fine on the last perf version
well with the entity anti culling on but still
yeah but it doesnt turn off the env light when a HDRI is active
gn chat
cr plz fix
Oh yeah I had to tweak sun values
damn 0.3.0 gonna come early for yall fixing all of this 💔
There's your oil
if the finger bones werent so fucked up this would pass for a photo
and maybe some dof
this map works?
tf is that shit
one of the tmnt collab skins
everything was breaking for me idk
ski iss
♥️
Frostbite
Japanese Soldier Who Kept Admiring The Same Port For 29 Years
try a clean install of 0.2.0, and disable all addons other than the map to confirm
there were a few decals i had to tag to make terrain look correct but that was it
Bro is oiled up
I mean he's a turtle
Shitty cod skins 💔
So do my privates
Ain't no one buying but I appreciate the detail that's onthem
DO NOT DO THAT TO SHARK

Insane people.
sog
or dumb fucks
just eat that money
its gonna be way more better use
My friend had been shitting on bo7 ever since the revealed it. Yesterday he messaged me that he couldn't resist and pre-ordered the game
I haven't talked to him since
I mean I kinda get it
I don't
The marketing and some of the game did a 180 after bf6
If they keep their promises it's gonna be a good year
The game has been on a 180 since mw3
2009
The last fun cods were mw19, bocw, mw20
Mw3... exists. It's one of the cod games of all time.
My only complaints with mwiii are the campaign and the lack of other maps for mwz
btw
Like they could have just stuck some smaller stuff like ashika in there
whats the difference between rayquery(cs) and RGS
But noo muh dark aether
might want to ask a nvidia dev, but this combination boosts performance for RDNA 4 users on windows
you shipped that with the other files btw
either that or its the default
it might be the defualt for nvidia
i didnt make the change in the conf
the runtime will detect a RDNA 4 gpu and then set the settings
iirc nvidia had amd defaults that did not work well
if you dont believe me, this is the rtx.conf used in the perf fork
https://github.com/sambow23/garrys-mod-rtx-remixed-perf/blob/skybox/remix/rtx.conf
only required remix parameters are set, im not touching the RT modes
buying a 5090
i see
can confirm, its being frustrum culled, hdri shows while the player is looking directly down and then looking back up with the remix free cam
ill set the render bounds for it to be large so it doesnt cull on perf and also not break normal gmod rtx
after this ill set it up to control the sun api light so its disabled while the HDRI is active

Wonder if CR can fix the sprites on Glide cars, they're colorless (no colored police siren lights) and get obscured by some car polygons
Also here's a WIP remix mod for gm_wangan, I have only replaced a few textures so far
the car sprites rely on vertex colors, mark them as a particle in the runtime and they will work
Thank you!!
grub
tested my toolkit by upscaling all the gm_casino map
oh boy are the 1% lows abysmal it's like stuttering every couple seconds gotta figure that out (I don't remember it running that bad before)
pbrify looking good still though
the remix install and the quick install
sick shit
is the light from an addon?
nope
legacy emissiveity thing
set to 10000
i am on dlss balanced sadly
oh wait
5070 ti is on the family pc
im currently in the dorms
and that has a 3060 ti
and that 5070 ti is def not my money so of course i aint gonna be able to take it with me
does the normal gmod rtx version have that issue? I've noticed some stutters on perf on extremely dense maps due to lua GC but iirc it was not an issue on most maps?
people are extracting bf6 materials and models, yet I have failed to find a way to accomplish such a task
this frustrates me so
is there even an updated frosty fork?
On the assets mega I use there's beta stuff so I'd guess there is
i love it when wake on lan doesnt work, was gonna push the hdri fixes but i cant 🥀

what did bro do
you should make the r a emissive
What mod are you using for those ui sound effects?
mr burrito is this on the latest perf build?
no
oh ok
the
media player not working
guh
its my save
gotta re-re-re-figure out how to install the gah zamn skybox
@subtle bison can I put a console command in the launch options?
be brave and post this on twitter with the same caption
I'm hesitant
frosty hasn't been updated in years
there was a program someone made to extract stuff from the beta
but it's pretty barebones with no gui
you basically need to know where to look then extract
but there's bf6 models on the workshop now, so someone figured something out
and if there is a better tool, no one is sharing it
Tools for Battlefield 6 beta. Currently supports dumping the game, export models/maps. Usage is similar to previous tools for frostbite engine. toc_bf6.exe - dump tool Change .ini file parameters: - game path - dump path - selection to dump "ebx", "res", "chunks" or "all" Then drop any .toc file ...
this is all i could find
@subtle bison media player extended working?
it should, it was working in the past
Okay it randomly started working but bigger fish has shown up
You gotta fry, CR
ski iss
Why is this locked to 10?
i can raise the limit to like 1000 if that sounds good
networking
so what do I do now
wait for me to be able to reach my pc so i can raise the caps
or spawn multiple spotlights lol
moonlight
🤓
this shit don't have emissive?

