#Garry's Mod
1 messages ยท Page 102 of 1
make it small
did
cr ur light balls kinda massive by default
PLEASE CR I NEED THIS! my light balls are kinda massive....
๐ฅ
i live with my perf fork i wanna help gmod rtx
CR IM LOOKING AT YOUR STEAM PAGE WHY YOU TRYING NOT TO LAUGH
THATS DISRESPECTFUL AS SHIT bruh
huh?
are the map lights at their default settings? also are you using 0.2.0?
Yes and yes
check the map in normal gmod, the API lights try to match the radius of the gmod ones
that still doesnt sound right...
i tested a handful of maps before releasing 0.2.0 but please send me maps where they look big
are yall sure you reset the light settings by default
the default radius is 9
or rather most are around that
what are you seeing in the remix light visualisation
you could try making a separate clean install to see if it looks normal as well
no
erm ok ๐ค
this is coming in 0.3.0, remix api brainrot
ask burito for that
hell yeah
in toolgun screen
when u try to spawn api light
or on
idk
fuck english
hey spongeboby guy
try clean install
or its gonna be u
yeah they should have that IMO as its more realistic lol
light doesnt suddenly stop in real life
but thats an opinion
i dont have the reverse engineering skills for it i dont think :(
infmap2 works already i'm pretty sure
Infmap maps work for the most part, just models and the flashlight visually are extremely far away from your view. Including the view legs from gmod legs3 dont appear underneath you
Also is there a sequel to infmap? Ive never seen infmap2
yeah
When did it come out?
should have wot, im confused
oops i mean this part
High radius
so when you mean lights suddenly stop, are you talking about clipping into the ground?
Oh wait do you mean radius like point size?
I fix that in gmod rtx by setting the scene scale to 0.38
The size of the actual light that makes more sense
changing the scene scale breaks other stuff, you can independently adjust the remix converted light radius btw
maybe? i mean radius as in physical size of the light
personally i think we should be trying to match the original source engine one as much as possible. The api lights are still physically accurate while doing this as well
but people can always replace them with manually authored lights
I set it to that because It is the conversation it asks for technically
Inch to cm
If it's not the max far the light can spread then nvm I was dumb, which it seems it wasn't
ah i get it now. API lights use remix's own attenuation method so yeah its a physically natural falloff
right but iirc nv_mark said the default setting is the one correct for source games
its what portal rtx uses
I thought it must've been, since yeah that
I can't remember why else I changed it personally?
I had some other reason I forgot
it does affect other things, so it probably fixed a specific issue for you? but not that i know of
took 3 hours but i have refactored most of my gmod-specific changes for remix to work on the latest master, we're fully up to date so we get the component and graph system
not pushing yet as i gotta make sure nothing broke
i've trimmed out a lot of things that got merged or are just not needed atm
We Believe
lmao
no
PBR working good
looks so slippery, isn't it supposed to be DUSTy?
it has no normals looks like
it's very flat, no bump maps
it looks slippery because there's no roughness either
I don't think it has pbr at all lol
do it urself
wdym it went open source?
oh nah its the finances
no like
source 2 isn't open source i believe but this is like so much more than gmod providing just like
lua and stuff
oh shoot
how is there not a steam post of this
pretty sure they are doing a blog post soon
a little off-topicness doesn't hurt
gm gmod rtxians
cool
guys make gmod rtx launcher but not for gmod for every dx9 game NOW
go fuck yourself
simple answer
for ur question

why are you so mean... calm down....
Go my red tinted Nina
(the path tracer is making the redness of the cushion bounce off and hit nina)
it hard crashes for me
maybe vram
leak
ye ye guy with quadrillion gb of vram (and no rr) go test this map

latest perf fork works fine
this is on a clean install
ill check normal gmod rtx
nah this map uses like no vram
i think
3GB total used for me?
nah i think its something with the binary module
its crashes on loading?
after loading, its ingame for like 2 sec and then dies
bcz i remember one map which crashes on loading
cs_m something
with ship
interesting is it fixed
or it still crashes
found the crash, it has to do with the patches that make hl2rtx model replacements work
yippee
maybe i can fix
on normal gmod rtx?
on everything
bcz its crashed on loading
time ago
maybe magic exist
and this map works
works?
nah still trying to debug the crash on normal gmod rtx for gm_flux2, the studiorender patches are kinda fucked
okay
i think all of these gmod updates have messed up the signatures
i will fix that another day i guess, they're mostly for hl2rtx assets so maybe i can just put them behind a cvar
@royal vortex tl;dr use perf fork for gm_flux2
why there's no beams from lamps or sun
huh?
normal gmod rtx stuck here
perf fork is the same
gets stuck
maybe recompile the map with a modern hammer
only reason they wouldnt be visible if those were ignored in the runtime
i think its more of a map issue
this is the 2nd old css map that gets stuck like this
somewhere in 200*: "lets compile this map with 'rtDeepshitbrokingrtxremix' for future guys"
you can try decompiling the map with something like bspsrc and then recompile it with gmod hammer
it might fix it
today i try to fix my HDR implementation
which is first
uhh lemme see if i can remember
bro using all power of his brain to remember that one map
i cant ๐ญ
@sonic apex best tonemapper for HDR?
i need to remove my mangled ACES implementation for something better
frostbite isn't the most accurate but it's kinda set and forget
also highly suggest skipping the local / global tonemapping built into remix and just use straight frostbite
UI brightness scaling is offical

i tried to record in HDR but OBS was being a bit fussy, hopefully it comes across correctly in SDR
Idk how fixable it is but I think remix might be applying the tonemapping to the ui
it doesnt
rasterized UI is passed straight to DXVK
and still is with these HDR changes
ahhh
Idk what I was seeing then lol
yeah blending ui kinda breaks in hdr
pumbo has code for it I believe but idk where that would be
im currently treating black pixels as transparent which probably isnt the best thing to do
-# I really need sit down and how to figure out how to probably implement my tonemapping stuff lol
-# I've been just replacing remix's tonemapping with mine instead of building out another option which is really dumb
challenge to read that black fucking letters on black background with absolute minimum brightness
๐ฅ
20% cooler
heh
Does AGX not just work? I'm using AGX in DM and it looks pretty much 1:1
agx doesn't support hdr
and from what I've been told it's not really a tonemapper
it's basically just an s curve look for between 0-1
it should, its mostly obvious for peaking highlights
#1116089843479498782 message
#1116089843479498782 message
finally implemented this
this vid should be in HDR
i think it looks good
these are the settings for the recording/my display
looks better than before
should set the paper white to 203 though
for any reason? i dont understand
350 is really bright lol
203 is the go to for 1,000 nit peak brightness
also what do you have max_value and rolloff_start set too?
hm? wdym?
the parameters in this function
https://github.com/clshortfuse/renodx/blob/7e06b24c5289b0934ee869ec042f3639ce9facf3/src/shaders/frostbite.hlsl#L37
for rolloff_start, 0.18
max_value is whatever the max nits is set for the display
ngl i still think im out of my depth on this a little bit, so if im doing this wrong please point it out
for max_value you want to do peak / paperwhite
lemme look on my phone
my phone is my favourite hdr monitor
iphone 17 pro max peak brightness of 3000 nits ๐
your text looks pretty bright, high paper white value?
getting mad that the software i made months ago doesnt work >:(
300 nits for the UI itself
-# 203 is also the suggested value for UI at 1,000 nits peak
yea i have it set to that now ๐
its also now the default
good lol
holy fuck this is bright
i set the max nits to 10000 so hopefully brighter phone screens can see how eye searing this is
i just watched this on my pixel 9 pro fold, holy shit 
the frostbite tonemapper was the right choice
-# this an sdr video? hdr videos never work for me on mobile and this one does
its HDR, it shows to be HDR on my phone and other PC as well
interesting ๐ค
oh that might be why it's actually playing lol
0:33 when im zooming into the light literally lights up my irl room
i gotta try this build on hl2rtx
have you commited the code to your repo?
wanna take a look at it
also do you have anything for hdr debug?
normally I use Lilium's reshade hdr analysis shader
yeah thats what i've been using, but i added two debug overlays in remix, heat map for luminance ranges, and peaking
i created a new horror game
eyes fuckage
i think its
limbo
lindo
lido
how the fuck its called
where u with pistol scans map
lidar
rtx on papers
sick
a few things:
- I would only support hdr10 (bt2020 + pq) personally since dlss frame gen is only supported by hdr10 and bt2020 with hlg is technically apart of the hdr10 spec iirc but it's not really used in games
- I wouldn't prioritize R16G16B16A16_SFLOAT over A2B10G10R10_UNORM because I think that's technically against the hdr10 spec (hdr10 should be bt2020 + pq + A2B10G10R10_UNORM)
looks way better than what you had before though
yeah i plan to strip away a lot of that when I get it ready to be a PR
a lot of unused/old stuff is still left over and i havent cleaned it up
btw the frostbite tonemapper looks a lot like linear but with better highlight handling? but from what I have read, this is intentional as its not to be in the way of game color grading iirc?
yeah it's technically a "displaymapper"
displaymappers just roll off the highlights so that they fit the peak brightness of your display
It makes a lot more sense to use a displaymapper for remix imo because the games that remix targets don't usually tonemap at all
yeah true
like with renodx if a game doesn't tonemap we use displaymappers so that the artistic intent isn't altered
sure
its unfair how bad my g80sd monitor clips with HDR, gamestreaming HDR to my pixel phone looks so much better
Bro has the doohickey phone
yuh
I want one but they're fucking expensive
yeah, my 1st one had some kind of internal hw failure
i got my replacement for free but i am done with foldables after this one
feel like I would turn into an ipad adult if I had one
tbh i barely use the inner screen
its useful for work stuff when i need the extra space in a pinch but i usually carry a laptop with me for serious work
gta 4 with frostbite hdr when?
isnt the directx level too high for that?
ye its dx11
yeah, i just dream
well, there is a mantle to vulkan wrapper ๐
lets modify it to be dx9!
it was the predecessor to vulkan. AMD donated the Mantle code to help with Vulkan's development
oh
interesting
ya
Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.[17]
In 2015, Mantle's public development was suspended and in 2019 completely discontinued, as DirectX 12 and the Mantle-derived Vulkan rose in popularity.[4][5][6][7]
idk why but I always thought vulkan was built off of opengl
vulkan was developed by the same group that maintained opengl
ahh
Let's see what's going on in gmo... oh.
ah so its not me or my mods, good to know lmao
what
i clicked on this USDA button and then this window came up
how do i install the perf fork again?
via the setup, but do it in a new folder
i think its a bug with the vgui theme, clicking yes just confirms to install the hl2rtx usda fixes
thats it?
i thought it was harder lmao
there is an option to select the perf fork as the preferred version
provided you have the latest launcher
if i mind to ask, whats the difference between perf and normal
perf doesnt use culling patches or model fix patches (for hl2rtx replacements), it instead disables a lot of engine rendering pipelines and re-renders them with custom versions made in lua. It runs a lot faster than normal gmod rtx
oh awesome
it has its own downsides and features which are listed here
https://github.com/sambow23/garrys-mod-rtx-remixed-perf
https://github.com/sambow23/garrys-mod-rtx-remixed-perf/wiki/Known-issues
Disconnected Fork of Garry's Mod RTX Remixed. Focuses on performance by using alternative rendering methods - sambow23/garrys-mod-rtx-remixed-perf
i forgor how to install gmod rtx ๐
like in a new folder
without overriding the old install
drop the launcher in there, run as admin, go through setup
this is why you do in a seperate folder, the perf fork will conflict with normal gmod rtx
guh
no, download the latest rtx launcher exe, drop it in that folder, run as admin, follow the setup
yeah
and i run quick install?
yep thats it
wait i had preoblems running it without admin privledges
should i use administrator?
yes
ok i did it
now i think im done
thanks @subtle bison
wait can i take my rtx.conf from the non perf fork and add it to perf?
or whatever files used for saving changes made to rtx gmod
like textures or volumetrics and stuff
yeah, the rtx.conf for perf is a little newer so there might be issues using yours from normal gmod rtx
but try it i guess
ill just skip that for now and see if i can load up flux 2
should be able to
i would read the known issues link i sent a bit earlier btw, there are some things that are different with the perf fork
its just stuck on the loading screen lol
you probably have an addon causing the game to freeze
nah its usually sweps for other valve games
read this
did you try having flux 2 as the only enabled addon?
i can try flux2 on the perf fork again rq but im pretty sure it still works fine
i'll try that
it worked
my game looks weird
ALSO FUCKING RESHADE
i literally cannot get rid of it
where is my playershadow
this map is trippy af
i dunno why i have no playermodel shadow
you gotta enable pseudoplayer and reload the map
ah
its like
year
and people still can't understand that if u need playermodel shadow u need to enable it
even more than year
fixed some nasty GC leaks due to bucket table allocations in material sorting in custom render
tl;dr frametimes should be super smooth now
was a pita to find until i added some profiling tools to render core, the addon in charge of the other custom render addons. I dont feel as motivated to replace world rendering with remix api meshes now ๐ค
@night bramble this was probably what was causing your frametime issues
what map is this?
gm_flux2
hm
is this normal, im on the latest perf patch on a clean install no addons
ya props seem to be culling
issue skill
Disconnected Fork of Garry's Mod RTX Remixed. Focuses on performance by using alternative rendering methods - sambow23/garrys-mod-rtx-remixed-perf
you need to enable entity anti culling
Thatโs not enabled by default?
still culls even at max setting
no, it causes performance issues
its not foolproof when inside interiors
ah ok
april fool!
its a very far away RT camera so it tries to capture everything in the map, but if a wall is behind a prop, it doesnt work too well.
hopefully i can figure something out for that

many months away ๐ค
so nothing like how portal rtx does anti culling?
portal rtx and normal gmod rtx use engine modifications to disable culling, but at the expense of performance overall
perf fork has to use other methods that prevent the engine from being overwhelmed, especially for larger maps like voidplaces
static props and world geometry use custom renderers so culling is minimal there. Anything rendered by the engine will still cull unless that anti culling option is on
this is why i dont whole-heartedly recommend perf fork over normal gmod rtx, it might be more faster and stable, but its more prone to visual issues
newest remix runs a lot worse wtf
im getting over 40 less fps compapred to the remix version we currently use in gmod rtx
time to do a binary search on the commits 
yeah
thankfully its not too many

my guess its the component graph system but i will find out soon enough
now that i have downgraded to a faster remix version, these frametime spikes are back YAY
as far as i can tell, rendering thousands of meshes via lua is really stressing out the garbage collection which is why these spikes happen. I've removed any leaks from my end, so i think we're running into a engine limit at this point
so i guess remix api meshes are back on the table ๐
Literally had to close my eyes watching this on my iPad Pro
Looks amazing though

feel like i watched on a sun
and my eyes burned
cool shadows btw
very
cool
ez ssg
Is anyone else able to upgrade to the development stage? I keep getting this error 
i think u need to be cr or xenthio
i've never tested that
i just download it straight from GH 
i dont think there is anything in the github action builds that isnt in the latest launcher release as well
https://github.com/Xenthio/RTXLauncher/raw/refs/heads/master/RTXLauncher/bin/Release/net8.0-windows/win-x64/publish/RTXLauncher.exe i looked in source code im so cool
this is the url for it
im so cool
uhh no that is just a publish folder from visual studio
you download github action builds from here
https://github.com/Xenthio/RTXLauncher/actions/runs/18543471565
Easily Install, Configure and Mod Garry's Mod w/ RTX Remix - advanced install: add perf specific branch for sambow23/SourceRTXTwโฆ ยท Xenthio/RTXLauncher@19609fe
but like i said, this commit is already in the latest release
but but but
lmao
i used the perf fork yesterday and noticed all my data (from addons, like my HUDs) wernt carried over to the perf fork, how would i move said data from my non perf fork version to the perf fork?
Move the folders from the addons you want inside garrysmod/data
And the cl.db file
hi
wdym no tonemapper?
the gt7 tonemapper
it looks really good, i still havent gottern arounf to looking into it tho ๐ญ
gaytracing7 tonemapper
we need fishmap smh
-# main renodx guy has been toying with tonemapping based off of human vision
-# we call it fishmap for reasons
oh I forgot you see the value in it already sorry
I was basically spamming every once in a while to kinda like
virtue signal GT7
humanmap
imagine if develper of this tonemapper colourblind
-# the math initially came from a paper on the cones in fish eyes lol
where ?
I still don't see it
oh, i forgot theat they're in the tool menu
also i fucked up my flashlight and i dunno the og settings, please add a default preset so i can go back to the original settings.
these are my settings
set the radius to under 10
thanks
mounted hl2 rtx stuffs onto gmod perf fork, now it hard crashes when i load into ravenholm
what the fuck
this just means the UVs of the mesh dont match the texture replacement
I know hl2rtx content in general doesnt play nice with the perf fork but i dont remember crashes, ill mess with it tomorrow
oh btw general disclaimer to anyone in this channel, normal gmod rtx is broken atm
rubat pushed something and one of the patches we apply now instantly crashes the game after loading a map
haven't looked into it yet but i will tomorrow
it was some of my mods.
finally
rubat trying destroy our gmod rtx
normal gmod rtx now gets the custom static prop renderer for optional performance
i hate to admit it but this negates the need for the perf fork since you get the best of both worlds, no weird entity culling while still being able to regain a lot of lost perf on large maps
expanded the help section, hopefully this declares some of the pitfalls with SPR
the very definition of peak
auto-categorization now works for displacements and map decals
Legacy emissives when?
sick
vmt for that light
"$selfillum" 1

thank you valve for making this a flag, this will make things very easy
๐
gotta test it in a few more places but i think it works

this is with no rtx.conf btw
AHH ITS SO PEAK

thats peak
Try out that one parkour map that I showed you
The one with lots of billboards and screens
me forgor
got a link or name?
i think i know of a surf map that uses the fuck out of emissives tho
i think cyberpunk maps have quadrillion emissives
sorta works
beautiful
got an example?
maybe this lol
https://steamcommunity.com/sharedfiles/filedetails/?id=3094710017
https://steamcommunity.com/sharedfiles/filedetails/?id=3110660376
https://steamcommunity.com/sharedfiles/filedetails/?id=3426691611
https://steamcommunity.com/sharedfiles/filedetails/?id=3176312318
https://steamcommunity.com/sharedfiles/filedetails/?id=3256304807
https://steamcommunity.com/sharedfiles/filedetails/?id=3270289847
Have fun!
He reuses assets tho so a couple maps have the same signs
THIS FUCKER
I never saw the lights
In fact a long time ago I think they were untextured drawcalls
Now I just see the model without the lights
ipari_transit
the only issue is the vending machine being fullbright but i assume its marked emissive in the VMT but the vtf lacks an alphamap to mask it
i can modify the runtime to disable legacy emissive for textures that dont have/use the alpha channel to mitigate that
oops i reuploaded the same vid
Yeah source treats no alpha as full black
So not illuminated
yeah i guess someone at valve forgot to remove "$selfillum" 1 for that vending machine 
see if anything's replacing materials/models/props/cs_office/vending_machine.vtf
with the whereis command
i dont even have to do that, i have a remix reverse search where i can find the material by pasting the remix hash 
it makes that super simple now
oh yeah hashes
maybe it's not the same texture since it was probably bundled with the map
๐
huh
changed the texture but forgot the alpha
yeah looks like im just gonna modify the runtime
i dont wanna fuck with the texture
oh
wonder why the hash is different
im on ipari still but its the same model
yeah even on the metro map its still different guh
you can tell mw3 tokyo doesnt use alpha maps
tokyo night also has a broken skybox!
does it use a shader skybox?
Honestly don't know
hdri came in clutch for that
the day one works but I think that's a normal skybox
๐๏ธ
a lot slower than my 9070 but it would be nice to have a nv card for testing
yeah i agree but the price is pretty good lol
its like 10% faster than my 2080 so thats ass but the vram is good
ur 20 series card
Omg performance shrinkflation
I remember 60s cards slaying but now they're keeping them back 3 gens
naw its at my old place im too lazy to get it ๐ญ
hopefully artifacts like this are normal during the process
i have never seen anything like that
im gonna put that on my "nvidia driver bug" bingo card
@willow fog witness peak
this is real life. you're lying
send it to ai claiming its real life
works on grok
my envy knows no bounds
gmod 10 from 2007 in dx6 mode
everything fucking works including eyes
i didnt have to patch anything
she's so cross-eyed lmao
Was res u using here?
1440p
Path tracing at 1440p native?
no
ultra perf
here is native lol
lights dont seem to work which is really weird
you'd think they would since this is entirely fixed function
blud is on some shi ๐ฅ
I wanna ask is there a way to change the upscalerโs sharpness in remix?
Like dlss sharpness
not currently
Do they plan on it?
i mean i can add it to xess but idk about dlss
I do notice when using dlss the more modes I go down the blurrier it gets
optionally you could also use lossless scaling or reshade to add FSR1 or CAS sharpening
that would be the easiest route
for doing almost nothing other than adding remix, this shit works too well ๐ญ
Switch development to gmod 10
if gmod now still has dx6 mode how much easier would everything be
dx6 sort of still exists but a lot of stuff is broken
Like what?
spritecard particles, npc eyes, etc
cant you just copy stdshaderdx6 from it?
i can try but im pretty sure its not gonna work because of linking issues
this is source 2006 and modern gmod is on some csgo/sdk2013 hybrid rlmao
ok nvm i dont have 32-bit gmod installed and im not gonna change branches on steam
ill try copying it to hl2rtx
it just hangs indefinitely when launching
isnt there a repo for garry's mod reverse engineering?
and a RULE 6 repo of source 2006
i already ported eyerefract to dx6 but the issue is studiorender doesnt send anything to the FF backend anymore
so thats why you get static eyes on gmod x32 with the portal rtx dlls
there needs to be a lot of engine work to get eyes working under FF again
yes i have it already
me when i'm born (gmod rtx exists)
particle auto-tagging
im going to try to make this one continuous so it automatically adds stuff as you play
its not perfect but i can definitely see us removing texture hashes from the rtx.conf if this can be further polished ๐
fucking fire
Bro is barely clinging to life
Not a very nice gif
makes me sad
u didnt see the end lmao
I did
still
baby prolly wasn't supposed to born
this is a better baby
fuck
I love this
ABSOLUTELY
FUCKING
COOKING
i moved auto-tagging to the binary module and it INSTANTLY marks any particles
its so perfect... holy fuck...
this massively lowers the barrier of entry for new remix users since the game does all of the tagging for you, I still havent saved to a rtx.conf yet,

CR is a gift that keeps on giving.
i think the last thing is to wire up the physgun color to the ingame setting
should be easy now that we have bi-directional hash checking ๐
legacy emissives now also auto-tagged in realtime
3d sky is fucked on normal gmod rtx so not soon lol
i get driver crashes every time i enable it as well
skill issue
@keen rivet u seeing this peak shit?
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
i think at this point we never need to mark textures again
i've accounted for everything
would you be able to auto tag everything that isn't particles or ui?
wdym?
it already auto-tags what needs to be tagged, anything else is untouched
thank god for vmt params
I was just curious about Halo because you have to ignore transparency on all of the bsp textures
get's really annoying after a while lol
transparency as in detail textures?
im out of my element with halo but thats what it sounds like to me
they're transparent overlays to add extra grit to textures
halo uses the alpha channel in textures for things besides transparency so a ton of the textures have an alpha value baked and are rendered as transparent in remix but they aren't rendered by the normal renderer
i assume nothing can be done on the game-side?
no idea tbh
I haven't looked at the ancient mod tools
holy emissive
biggest benefit is that you no longer have to hunt down each frame of a flipbook texture fucking finally
holly fuck lois
peak
try and somehow mount hl2 rtx on this
omg finally, this is fucking huge
will this unmark any textures that were using the "worldspace UI texture" for emisives? Almost all half life 1 emissive get tagged with that, will it unmark WSUI and replace it with legacy emissive?
yeah world space ui will not be utilized
good chance we are no longer going to ship a rtx.conf at all next release
I will migrate the rest of the required runtime settings to the compat mod itself
nice.
@subtle bison any progress on making remix ignore color changes on fake pbr textures?
you mean the texture stage stuff?
yeah
if you're gonna detect the envmap proxy, arc9 and mw base have different proxy names
ill see what i can figure out
ill probably have to make a texture category to ignore texture stages for
and i guess add a check if the current weapon the player is using is mwb or arc9 and see if it can auto determine the hash without vmt info
it sounds plausible but i will find out sooner or later
Chat types requests for things to happen in the streamer's game and the program delivers. @Xenthio coded this and has open sourced the code for this mod here: https://github.com/Xenthio/AIChaos
The idea came from this stream clip:
https://x.com/SocksBX/status/1993791266228981808
https://www.twitch.tv/videos/2627979025
Mod re-created in an hour ...
xenthio spotted in my recommendations
a wild xenthio spotted
i think the map was dm_sunburst
working on a global solution for other parts of a map showing in the skybox...
also counts as a performance enhancement ๐ค
Thank god ๐
[Crowbar Swoosh]
no way gm_flux will look good now!
hi
hi
holy shit xenthio in my Garry's Mod forum post
API lights galore
If only I could bonemerge them
๐ 
how do you install the HDRI thingy
rfully...
ok so the ui is here but the hdri's arent working
refully*
if you're on the perf fork, they dont work yet. I have fixed it but I haven't pushed it
aw damn
i should be able to now, I've just forgot about it
lol its fine
naw im doing it rn otherwise my adhd ass will forget again
bro reverted me to the beginning of the year
yay i fixed the sun in this map
So is the light below the skybox?
above
this has been a longtime issue
im working on some runtime changes to hopefully fix it for good
but is the remix api light below the skybox? because if it isnt then how is the light going thru the skybox
depends, how did you fix it? did you spawn a distant light or use a HDRI? the original light is above the 3d skybox, so its casting a shadow over the main map
spawned a "distant" api light
then it's positioned wherever you're pointing it at
basically the "distant" api light is like the sun editor
its not, its spawning a 2nd distant light
yeah but im talking about how you can move the sun around like the sun editor
ah yeah in that case yes
ty
it only gets better in the next update
ooo?
everything is auto-tagged so no more manually hunthing those down
no way
#1116089843479498782 message
#1116089843479498782 message
#1116089843479498782 message
omg i wont have to do host_timescale 0.1 and mark every frame of a gif in a map now
yeah even your playermodel for pseudoplayer and weapon are also automatically marked
will these cull stuff behind them?
not exactly, its just blocking any rays from hitting that object and creates a portal for the sky camera
so its basically a sky passthrough
so then whats the "sky texture" one?
some objects still casts shadows through it so it needs work, but it hides the actual map geo
oh sick.
will these automatically get tagged too? like for gm_flux 2?
nah, im going to create meshes where NODRAW materials are located and give them a unique texture and mark as an occluder, so it should be just like how it is in source
oh awesome.
@royal vortex try this
https://github.com/sambow23/hdri_editor/releases/tag/v0.4.2
this wont work for normal gmod rtx until i push out 0.9.0
@willow fog i think you also wanted this? working hdri for perf fork
Tru dat
Testing on my brother's 4060 man I need FG NOW
or better gpu
4060 is trash
imagine having blurred as fuck 60 fps gameplay
with latency of turtle
hi
*boneworks
Beat it with hammers
Fuck them. Ugly little dumb things
Toss null rats off roofs
boneowkrs?
i sure hop it does
it'll be weird like 20 years in the future when i'm playing bonelab again with rtx remix 4d which makes any unity game released before 2034 look realer than real life and adds full tactile sensations and directly beams your thoughts of movement into games
CR is gonna make all of that happen
Correct
Incorrect
I wouldn't use fg under 40-50 fps
But I've used fsr3 fg on bo6 and it's actually good
First impressions are dlss fg has noticeably less blur than fsr
i use fg at like 10 fps and i don't mind it ๐ญ
like i can tell it's more sluggish but it's not unplayably sluggish
i wouldn't try a competitive shooter like that (not that i play those) but for just messing about and looking at the pretty lighting it's fine
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This guy's voice is so calming
nightmare nightmare nightmare
Yeah in a competitive setting it's nerfing yourself (specially with fsr3fg latency) but I use it on zombies and now endgame and it's fine
hmm weird im pretty sure i fixed these in 0.2.0
Welp made it freeze bruh
i aint about to reboot it, since it takes like 15 mins to get back in
if it takes 15 mins to load into a game i think you have too many addons enabled lmao
i could never bro
only a few
i mean you could disable the ones you dont need ingame
Granted some of them are disabled, but how many of those are maps and playermodels
314 of those are maps
ok nvm these are fucked,
i broke tfa weapons somehow, gotta find a fix
my lights are fucked in general
light what the hell is that bro
the easy fix for glide is to crank down the radius like this
I have dark spots in some of my map lights
I dont know what that random light circle is from
do your settings match this?
I dont know, let me check
just had an epifany, maybe i should boot without workshop to check settings xD
booting without workshop wont fix the lights
ah
i mean would it not be possible one of the million addons are messing with lights
hmm it got stuck on ready to play, gotta reboot
no they dont
maybe? but i really doubt it, their issue just looks like the default values are off
click tthe reset buttons
l4d map didnt really..... work
oh also is there a lua api for doing remix things
yes
we have full api integration except for mesh creation, the game can even automatically mark textures just by the source material name, which is coming in the next update
docs when
none yet
update when?
what are you thinking of creating?
docs
Source 2 update when?
trying to get 0.3.0 for perf fork, and 0.9.0 for normal gmod rtx today if i dont run into any personal stuff
nothing in mind i was mostly curious
tomorrow
i've finished mostly everything
roblos 2
I dont think it is possible
Atleast not yet. Either way I got 0 coding knowledge and ai aint that far yet to make mods for s&box
ai is very far enough for that
it's open source i have no idea what you're wanting
also s&box uses c# for all third-party stuff so its absolutely possible to remake gmod in source 2
they're working on the sandbox mode now that they have most of the engine in place
Basically gmod 1 to 1, in source 2. That is all I ever wanted from facepunch. Not roblox in source
even the unfinished one had spawnables and maps and tools
flux2 my beloved
kinda broken
how so
Once i can download mods and custom weapon bases and play hl2 with those mods, then i would like s&box.
afaik first two are a thing
Again with the huge fucking lights
guh this is fixed on 0.2.0
last one is 100% possible but i don't know if they're going to do it officially or leave it up to the community
I'm on 0.2
(there's like an entire thing for creating custom setups for mounting other games, even non-source ones)
then there is a cvar causing the scale multiplier to be too high, lemme check
@willow fog can you type the command like this and sent a screenshot like mine
okay just send me the default config
default config already has it for 0.2.0 but it wont override something already set
those values are prob from 0.1.0
I saw that, though arent those just models? Id like a way for the weapons and npcs to work if possible. And on that playable hl2 note, i think it will be up to the community. Hopefully vavle wont shutter it like tf2 source 2 project
if they go the custom mounting route valve wouldn't need to bother
here's to hoping someone makes an rtx renderer for s&box
someone already added raytracing to s&box
one of the main devs

mmm




