#Garry's Mod
1 messages · Page 105 of 1
Well even though it failed, the launcher says I have this version (which it shouldnt be since it failed lol)
and
@subtle bison IGNORE
DIDN'T IGNORE
huh
Just trying something
lmao
@subtle bison is rtx logic gonna be useful? (in gmod rtx i mean)
yeah, though i cant really mess with it cuz you know, amd 🤓
is it only nvdia??
all of the logic editing is in the toolkit
zamn
its from this lol
https://github.com/Xenthio/RTXLauncher/pull/12#issuecomment-3733625194
just edit the usda manually
bruh thats hell
💀
I made a ui framework that's like blazor for desktop and I want to try it on the launcher
Lemme know what you think of just by looking at that code
ignore what
Cuz I'll be honest avalonia kinda sucks
To write things in
rtxlauncher 3, coming in 2099
rtxlauncher 2 episode 1
It's just to try my thing out on a real program
ofc eyes show up in the blender toolkit
this leads me to think our eye issue is that studiorender (or whatever system that animates them) just doesnt work at a DX6 FL
because the material is obviously picked up by remix
@past notch is there anyone who could shine light on this? I believe we've asked before but it would be nice to know what engine modifications were made to get these working. I know it doesnt work at all in the SDK 2013 base (what hl2rtx is based on)
it doesn't fully work in HL2RTX (yet, very close), but I can't be specific since I wasn't the engineer sorting it (and the engineer who did may not be able to be specific due to engine licensing)
as a general guide though it had something to do with the different methods different DX versions use for rendering eyes
I recall that older DX versions treat the iris as a decal on the eyes whereas newer DX versions are actually using texture transforms or something like that
and we found this was broken due to having to run on an older DX version
the edits were being made along those lines, to basically fix the rendering in that context and pick one or the other to be our method
gotcha, i'll see what i can dig into
didn't KingDavidW have that working in might and magic rtx or something? or am i misremembering
old source already had it working
ah
i tested gmod 10 a few months ago and eyes were working ootb
i know what david is talking about, source has a older eye shader called Eyes but its completely removed in modern source
i backported EyeRefract from dx9 but the issue is that eyes dont animate at all
and i havent figured what actually controls that but it's worth looking back into
if we register the shader via binary module and use the fxc and stuff from old source, would that work?
issue is that we dont want to use leaked code 🙁
ah
i dont think it's a shader issue at this point though, the material as-is for x64 renders, but it doesnt have any transforms
something has to actually move the texture otherwise it just doesnt show up
oh shoot
i've been looking for this
this is what we need
we can probably retrofit it for https://github.com/RaphaelIT7/obsolete-source-engine so we can compile a compatible stdshader.dx6 for gmod x64
i used it for the spritecard shader backport
you can just make shaders without needing that?
i meant compiling a compatible dll for the engine
oh
ohhhhhhhhhhh right because we used to use the portal rtx ones
but cant anymore
well you can still register shaders through a binary module just fine
you can for x32 still but the issue remains, eyes are entirely static
hm
gmod rtx from hell
doesn't this look 100x nicer to maintain? lol
yeah
this is just windows 11 theme right now
these are the themes I have right now
you mean like replace the rendering with the remix api methods?
i did some work on it but its a major pain with source
#1116089843479498782 message
same crash issues as API lights when the engine does its per-frame calls, so the runtime would have to be modified to present meshes each frame
i do want to work on it again, it would be far faster than the perf fork since i can actually turn off engine rendering for static meshes
Ah
Ig then my question would be do stuff that break due to rendering systems (such as gwater/betarun) function with the remix api?
Or would it still be a crash situation
gwater2 has a good chance of working if it were to use the remix api directly
its open source too but i havent looked into how it actually renders the water with normal source
beatrun?
it does some weird stuff with viewmodels but i havent looked into fixing that either, but should be easier in theory compared to gwater2
a bunch of triangles, theyre one huge mesh, everything else is a shader and isnt real geometry
each particle is a triangle
but how doesit integrate into source's rendering?
is it actually rendered in-engine?
just by adding a shader
ah
in engine
triangles are built in engine, then rendered as a model
using MeshBuilder
Gulp... the s word
CR can you get textures patterns to stop repeating too?
Pretty sure they are resources everywhere about this
And even LLMs should be able to do it
context?
i get this is text so its hard to infer emotion, but it sounds like you're frustrated lol
im going assume you mean the detail masks gm_flatgrass/construct use to make the terrain less tiled
we completely disable detail textures due to the previous rendering issues it would cause in remix. Since we have auto-categorization, we could probably stop doing that, but it would probably be more preferrable to just let the user handle this on the remix-side
i dont see how it's worth doing in the engine
yeah uhhh, nevermind
not quite the same yet
🥀
unless we start doing PBR replacements for all of these, i dont think we should bring detail textures back
thoughts?
what blending modes exist in remix, one of those might be correct for detail textures
but yeah we dont want detail textures on replaced things
🤢
i forgor, i know the official toolkit lists them
its snowing!
dandruf simulator
i expect this to fully replace avalonia tomorrow /s
what about linux support 
i did make sure macOS worked
which should mean linux
i dont have a linux install
or i do but i broke it
(grub rescue moment)
the detail textures definitely give off a horror vibe
you can compile it yourself if you want
clone fazor repo into a folder named UITest next to your clone of RTXLauncher
Looks kinda cool. Also wanted to let you know that the latest version of your gmod Remix DOESNT work with World At War. I jumped from 501666b-gmod to the December one. I havent tried any other in between so I dont know if they would work or not. Just thought youd find that nugget of info interesting.
So as far as I am aware right now, stick to 501666b-gmod for waw
How to fix white eyes?
can't be fixed right now
Replaced textures are also tiled
I think the changes should be done in remix too?
No
not even hl2rtx addresses this.
but you could probably avoid it by placing a bunch of decal meshes using instancing and some kind of paint tool on the remix side
I'm not exactly certain on the method dx9c gmod uses to avoid tiling but it's probably a shader?
Wouldn't it be better to do it rtx remix side?
But how would that even be done? afaik there isnt any clever way to tell remix what texture to untile, it would have to be a manual process
not to mention this would require new runtime and remix api features
there's a method?
i thought it was just detail textures
i think there's more, the detail textures aren't meant to look like this (repeating tile)
#1116089843479498782 message
oh yeah detail textures for some reason are extra small i think in fixed function mode
they're supposed to be randomized too iirc
Reminder that you guys can and should ship material replacements with shader changes (or intercept and change shaders directly)
Gmod support custom shaders too, dunno of you guys have experimented but it's an avenue to fix stuff
yeah i just discussed that yesterday for eye fixes lol
reminder we have screenspace_general_8tex now

not useful in rtx remix
Hello everyone
nothing to the extent of what you've done with dark messiah. We've done experimentation with the eye stuff but I'm still pretty bad at RE so I'm not sure when we'll get anything usable
hi
dumbest thing i ever heard
how it gonna help remix
that shit not gonna remixing my gmod and tracing ma rays
Omg!!!!!1!1@ is that a interloper referring
Ai generated image
yeah i just keep getting 404 not found errors when at the fetching patch definitions stage
which are you downgrading, perf or main (both work but i need to verify something)
perf
it might have worked? just not auto patching it afterwords
maybe
so it goes to the October build?
no, ignore that
version tells you what you're running
so does the launcher
https://github.com/sambow23/SourceRTXTweaks/tree/perf
@polar anchor
can you reach this URL
yeah
weird, if the patches arent working idk what's giving the launcher the 404, i cant reproduce this on my end
i can run them seperately, it just wont do it automatically
hmmm
wonder if the update install button will still tell me that Im still on the latest version
wont test that yet since i actually want to play gmod rn lol
fixed moddb downloads
@keen rivet
oldest and newest stuff work now
gonna update the UI a bit more while im at it
ahhhhh im cooking so hard
@keen rivet bad news, we have to get rid of trimming so PuppeteerSharp.Stealth works correctly (workaround for cloudflare)
Surely you can make a trimming exception right?
I refuse to believe it needs to be removed outright lol
ok ill keep poking at it
the embedded chrome browser fails to start if it's on, best i can explain it
Sounds like trimming exceptions need to be made
You just gotta figure out what
Are there trimming warnings in build output?
yeah lmao
ok i think i set up trim exclusions correctly this time, fingers crossed
yay
it was a little more than disabling trimming
there was a embdded json file not getting serialized correctly
Doesn't even look or feel like gmod!
We are so back
Annnnd we are back to gmod xD
if anyone wants to try the moddb stuff
https://github.com/Xenthio/RTXLauncher/actions/runs/20933483058
😎
Nice
I really can't wait till HL2 RTX comes out, it'll be the new Counter Strike Source texture pack for GMod xD
what is the map in the last pic?
Oh um rp solane i think
man i wish we actually had a all hand-made PBR mod for a gmod map, trying all of the ones currently on moddb look like shit because they're all made with AI
😭
I've never downloaded a single remix mod for Gmod from moddb.
Almost all of it is ai slop dogshit mass generated by either popo or skurty
yeh do it
after sky
clouds
stars
weather
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The mw22 pack isnt
yeah the cod warzone weps are peak thanks to @livid rapids
перекур

i should try messing with making my base gmod thing again
a lot, at least in terms of feature support and polish
i think the avalonia launcher was probably the most significant change since it makes setting it up mostly plainless?
i think i got most of the static non animated props working
was there a way to change skybox (or hdri), fog, etc?
Thank you for everything u did with gmod rtx
And thank you for starting what you did with rtx remix working in gmod, a dream come true really
there are some addons on the workshop that let you change it. to change an HDRI, there is a tutorial on the repo for importing your own
btw how do you download it?
if you're signed into github, you can download it here
i will make a formal release soon, need to iron out some linux issues
I miss Rust launcher
i miss it too but i dont think its reasonable to maintain two launchers
avalonia is very much ahead of the rust one in feature support
@keen rivet finally got around to testing linux, mods work there too now 
native depotdownloader integration 😊
all because i didnt want the launcher trying to open all common linux terminals the user might not have installed

has RR always been this bad with water on nvidia
lmao
not that ultra intensive
but yes
and we reported that
trillions years ago
so i assume its still not fixed? im pretty sure im running the newest nv driver on linux
yay another AMD win 🤓 /s
shadows
i guess but if you have the denoiser tuned correctly its not too far off
HDRI shadows are pretty bad still though
i hope they fix that shit😭🙏
maybe someone create gub report
bug report
request
idk
im not a gitshit nerd
git0,5mbit/s
Ray Redestruction
eyes degeneration
no freaking way, real life
wtf is real life
is that game where's GRASS grows in real time?
nah that game does not exist
psyop
i think it's a dev branch of half life where valve integrates experimental stuff, like procedural growing grass and trees, seasons, etc. my uncle at valve told me
woke up seeing as shit, so i got on my knees, put my hands together, and started submitting my bug report to the dev
what the dialog box looks like for steam creds
I have yet to try the QR stuff
ok i think im done with it, looks good
i know most probably wont care, but x32 has been broken for months because of dumb stuff i did with the avalonia launcher, but its fixed now 🧓. Also looks like i broke stuff on the main mod 
but it seems to be perfectly stable on the latest gmod version surprisingly
eyes
used hl2rtx stdshader_dx6, completely static still
Ah yes, let me enter my Steam account login stuff into this third party app

Could be more polished
tell me what i should polish
i get its a joke but fr there is no other way, steam wont download gmod depots for some reason. we are using depotdownloader which is fully open source so i can promise it wont hack your steam account, but i also get not trusting a 3rd party app for steam creds
hence why downgrading is optional 🙂
Are we not able to get binaries for free with no account from the gmod server builds?
i think we talked about it before, we need to verify if it actually has the dlls we need
i guess ill check right now while its on my mind
People will not be comfortable with entering their steam account password to install a gmod thing for sure
yeah for sure
guh
man can i just not download any gmod depots with official steam tools
Should be able to
time to try depot downloader
That's how all dedicated servers update
I meant more polished with Steam
Like not having to worry about a Gmod update break Gmod RTX

It doesn't break existing installs technically and never did
looks like it has mostly everything except client.dll
oh that would make sense lol
wonder if thats enough for most cases
no we need client.dll patches for culling
unless we can mix and match these binaries
most x64 crashes are in engine.dll these days iirc
if they have the same symbols then yeah should be able to
even if it works, the other issue i can see is that the symbols could change at any point
i'd prefer to avoid that
man if only gmod was free 
also there is no x64 server as far as i can tell
just x32
hope you're storing those creds properly
its using whatever depotdownloader does
ah
i just integrated it into the launcher so i dont have to deal with terminal BS on linux
ideally we wouldn't need to downgrade at all and just try to keep up with the latest versions
i tried to fix the patches a month or two ago, i didnt get anywhere
which ones changed?
none of the signatures, i meant fix as in find where they crash
oh so all the sigs are still correct?
yeah
ok good
and the patches do work, the game is just really unstable
youd want to fix that anyway since addons and map compatiblity moves alot
like new compiled maps might not work on older versions of the game because of changes
😭
even with LLMs, i dont think i have the technical understanding to figure out what exactly regressed using ghidra, etc
would be nice if we had another team member who specialized in RE
do you have any crash dumps?
not currently but i bet i could make some real quick
send me them if so

Guh
bro has a contact
no im just gonna try look at them lol
see if i can spot anything
gmod rtx will never get on steam lol
that just wont work
hell would freeze over before gmod rtx got on steam
that doesnt work, still sounds too likely, it would be more like hell would freeze over and gmod rtx would still not be on steam.
i just got it working but every time i open a map it crashes lol
if you have .dmp files in your game dir pls send them to xenthio lmao
its possible just one of the sigs is wrong and going to a near identical function
is this of significance?
-Lua Stack Traces-
Client
0. DrawModel - [C]:-1
1. (null) - addons/remixbinary/lua/remixlua/cl/cl_rtx_misc.lua:116
Server
Not in Lua call OR Lua has panicked
MenuSystem
Not in Lua call OR Lua has panicked
a lot
that means its happening as a direct cause of something in lua
oh damn
so what can I do to fix it?
this looks like the old vertex lighting fix

alr i will do that too
bro why the codebase so different LOL
because it got messy really quickly with the remix api stuff
i see

i guess thats what happens when you disappear for 5 months
it also means you could put a print before the draw to see what model is being drawn to crash it
i mean if we dont need it im just gonna nuke it from orbit but yeah i can try
ah fuck right
what map
its some map called "gm_aero_city"
its a nice chill map to be fair
i cant even get the map to load, gets stuck here
ooh 
add the prints and check console if theres a funny model there
oh wait nvm youre very early load
all maps seem to be doing this all of the sudden guh
is it loaded? can you see your mouse and hear sounds?
addon funny
this is what happens if you remove the studio flag
i managed to load into a different map that had a big text saying "use this for rtx" but it crashed within a few seconds
interesting ok i think you need the render flags
i had a feeling about something
but you should load that map and look at what crashes
is that an old version, btw?
no, newest
ok
what prints would I be adding? last processed mesh?
i dont think this is the games fault if it still works, its probably some crash happening in the rtx fixes
just before drawmodel about what model it is, if its crashing there
ofc it stops crashing when i add the debug prints, ill try workshop stuff again
regular gm_construct booted perfectly fine but the sky looks weird
need gm_construct_rtx version
in default construct, the skybox is above the map which means it casts a shadow on everything
ah ok i understand it now
while we figure this out, you can install the perf fork in the launcher which doesnt have any stability issues
alr
cool
looks like a skbox prop in a tf2 map, crashing in shaderapidx9
[DrawFix] Entity: prop_dynamic, Model: models/weapons/c_models/c_rocketboots_soldier.mdl
[DrawFix] Entity: prop_dynamic, Model: models/player/gibs/gibs_duck.mdl
[DrawFix] Entity: prop_dynamic, Model: models/props_doomsday/australium_container.mdl
[DrawFix] Entity: viewmodel, Model: models/weapons/c_superphyscannon.mdl
[DrawFix] Entity: viewmodel, Model: models/weapons/c_superphyscannon.mdl
[DrawFix] Entity: gmod_hands, Model: models/weapons/c_arms_citizen.mdl
[DrawFix] Entity: prop_dynamic, Model: models/skybox_mountain/skybox_mountain_256_d.mdl
what if you spawn it in constract
you could try playing around to see if any of those overrides in those functions causes it by specifically exclduing stuff from running if the modelpath is that
like skip the material stuff if its that model, etc.
right but that means we'd have to find every single problematic mesh
iirc these crashes only happen with the hwskin patches
no i just want to see if theres a specific thing we can nail it down to
like its a hint if its related to material replacements
but if you can find more that would also be a hint
weird i cant get this mesh to spawn in sandbox
nah its just not showing at all with gm_spawn models/skybox_mountain/skybox_mountain_256_d.mdl
prop_dynamic_create models/skybox_mountain/skybox_mountain_256_d.mdl just gives me an error
is tf2 mounted?
yeah
i can spawn tf2 stuff from the spawnmenu just fine
ill see if i can find an easier mesh to reproduce
i dont see models/skybox_mountain/skybox_mountain_256_d.mdl in tf2 vpk
guh
no idea at this moment
ooh that aero map is finally loading for me
and it crashes yippee
send the dump
ah its still drawmodel
same model i assume in console?
nope
[DrawFix] Entity: prop_dynamic, Model: models/models/props/fr_decoskybox.mdl
[DrawFix] Entity: prop_dynamic, Model: models/models/props/fr_decoskybox.mdl
[DrawFix] Entity: prop_dynamic, Model: models/models/props/fr_decoskybox1.mdl
[DrawFix] Entity: prop_dynamic, Model: models/effects/vol_light128x512.mdl```
interesting
whichs means it could be unrelated to the model
unless that crashes if you spawn it in sandbox mode
models/effects/vol_light128x512.mdl should exist though
thats not rtx tho
RT is off so you can see it
oh
yeah in this case i dont think its down to model quirks
ok well that means you have to figure out what function this is
head to instruction pointer (0x00007ffca74173a8)
lemme swap to 64bit gmod and look
im going to try disabling the hwskin patches and see if i can reproduce those crashes, i think that would save us some time if it ends up stopping them
the instruction pointer seems to be offset, do you habe a better crash from visual studio?
better as in?
likke what does visual studio show when you hit that crash
is that a different crash?
2nd occurrence of the same one that i sent you the dump for.
ok i confirmed it
disabling hw skin patches fixes the crashes
i guess ill need to set up some breakpoints?
👁️
part of me thinks i did those
well i dont think its actually relevant to our issue, that is for actual hw skinning, not the model draw fixes causing the crashes
wait those patches arent enabled
you changed those sigs at some point
ah i was trying to fixup x64 for hw skin patches
i think i got somewhere, there was a vid of it partially working
ok so those aren't related to this crash then because i never got those working on 64bit and i think theyre disabled via ifdef
they are
why were they enabled for you then?
#1116089843479498782 message
someday...
wait were you confusing it with model_draw_hook
^
or was it prop_fixes
guh i thought you made this
bro what are these LOL
😭
didnt exist when i was active
yeah lmao
wdym accidentally add?
like theres this mystery patch that you dont know what it does
and you thought i made it
im sure i had a reason for keeping it at that point (i do not remember and it was probably a bad one anyway lmao)
yeah its my fault for sure lmfao
it has a confusingly similar nameto mine
my dumb ass
this looks like it tries to do what mine does
what did you change
i commented out model draw hook only
so this entire stability issue for almost entire year was caused by some copy-cat code i added that doesnt even do anything
👏
brooooooo
😭
you're using vtables as well
those change more than sigs do
mine works higher level
i assume something mustve not been applicable?
because I forced static lighting from lua
did you add this for something that didnt work there?
iirc this was brought over from cl_rtx.lua but ill need to check
no whoops i meant thats supposed to be there
thats right
i posted the image on wrong message
image was meant to be on this one
the "this" im referring to is the model_draw_hook
if this type exists in a header why not just use that one lol
i dont remember, this could've been added when i was messing with hw skinning for x64 and i didnt realize it was conflicting with prop fixes
how are the goings today
#1116089843479498782 message 🙂
me showing up once a month, helping fix something, and leaving
keep it just incase lol
yeah
thoguh you can comment model_draw_hook out maybe because you might realise you had it for a reason lol
even then i feel like theres an easier way to do what you were trying to do there?
i dont think i will, this is the issue with vibecoding an entire compat mod
well thats why i didnt full vibecode lol
yeah... 
i guess you could fix this by documenting what things do better
the ai and also probably you mightve not known where everything was done
i mean i really cant do anything about model_draw_hook until the reason comes back into my head lmfao
if its long gone i dont see the use of keeping it around, especially if it causes issues
you could creat a doc explaining things like
hash fixes:
first we use lua in blahblah.lua to turn the static lighting flag on
then we in c++ force blahblah blah
because the AI mightve not known we did that first step in lua already
because thats what that file did, it look like it tried to do what i already did in a way more complex way
which to be fair, if theres a model draw that wasnt able to be intercepted by lua, would be needed
so its possible you added that for a reason
my best practice is having the AI read existing project files first before starting on something, at least for the last 6 months so this doesnt happen. so i'd like to blame my past self for not being more careful but i'd be lying if i said i'm far better than i was a year ago lmao
but i still think it could be done easier and without the need for all those vtables and manual offsets
i'm like fully expecting a "OHHH thats why I did that" from you btw LOL
there was probably reason to it
the slow punchline was that it broke months after adding it
dude im still kinda in shock about that
anyways yeah try to avoid vtables and manual offsets, try to stick to overriding functions via sigs because that seems to change the least
i have been tearing hair out trying to figure out these crash issues and it never occured to me to comment out just that until now for some reason
and i went and built an entire downgrading system into the launcher 😭

i couldnt even find messages from you in this server around that time about any change like this
me when the Push button is looking mighty fine
anyways, gonna also fix some 32-bit regressions before i push the hotfix
wth is this lmao
the sole reason why the main version of x64 was unstable
i mean not really?
perf runs worse for me
ok that should not be true
well i have super hardware so my bottleneck is probably different
is the launcher in rust updated?
no rustlauncher dead atm
i don't want to run the launcher in wine
super hardware as in?
4090 with i9 13900k
perf is GPU bottlenecked 90% of the time
4070 super lmaoo
RX 9070 with 7950X3D 
mine faster
rtx 3060 with i5-12400f 😭
yeah but you'd still be GPU bottlenecked 💀
all of the engine bottlenecks dont exist on the perf fork
can you provide some screenshots?
idk then when i last tried it normal ran better for me
my installs are probably a month or two out of date or so
normal gmod rtx and perf share the same runtime settings so it should be straightforward to test them
the latest versions at least
avalonia has had linux support for a while
zamn
i just didnt like rust 
i prefer avalonia at this point anyway, the c# stuff is just easier to deal with between OS's
most of the changes i make on windows end up working on linux with minimal changes
i think rust was the same but most of it had to be built from the ground up

main 64 is crashing for me
ye the hotfix isnt pushed yet
tidying up 32-bit since it deserves some love
🔥
SPR works pretty well on 32-bit, but the jump isnt as big as x64
meanwhile perf on x64 LMFAO
i mean i technically fixed it because the right thought hit my head but it probably wouldnt have happened without Xenthio's presence 
no more downgrading 😅
ok ngl a lot of maps are still crashing
im sure we fixed one part of the puzzle but there is something else causing crashes and i dont have a lua trace this time
lovely
i guess we might need to update our patches or something, ill make that a tomorrow me problem
Are there other vtable based patches you made?
#offtopic
not that i know of, but i found what's crashing it this time, its ModelRenderHooks. the sigs probably just need to be updated but im going to set a few breakpoints as its not much to go through
looks like GetModel() is the culpit
ok thanks to claude opus, adding a re-entrance guard to GetModel() fixes the crash
i dont really understand the full context but the game is stable for me now
ill update the 0.9.1 release
so idk if this is a gmod issue but hl2rtx maps have physical trigger props wtf
shouldnt need to downgrade anymore?
the addons and maps i was testing work now
lmao
oh fuck yeah the tf2 gauntlet works
I miss playing Gmod RTX
then play it 🤓
Nah, my favorite addons don’t even work
like wut
And I stopped hosting a server
oh yeah those are cursed
How does Portal get theirs to render?
im coming lois
nvidia has this really cool feature called "driver not crashing when r_3dsky is set to 1"
(i am very jealous)

Just go back to NVIDIA

50 series player?
or
u use ur
2080
🥀
1 frame per something
tell deepshitia about that
Oh that's odd that means they might not be compiled quite right then
I got them working on portal gun addon in gmod rtx
Or kinda working
fate worse then death
usually get that in l4d2
I don’t get it
Sometimes source engine games force you to redownload/scan every single mod you have
Anybody seeing this like this when they fire a weapon? I thought it was something I did to my rtx.conf but I untagged everything and its still showing

does it happen if all of your addons are disabled
if you find the addon causing it, pls let me know

messing with hw skinning again on x64
I’m sorry for you
i mean im definitely further than i was last time
pretty sure i found most of the important signatures for studiorender

@keen rivet
i may be cooking here
AR2 definitely is animating holy shit
@livid rapids
oh its definitely working 👁️
i need to fix the bone matrixes but holy shit this might actually be the day x64 gets hw skinning
😱
@livid rapids how are you missing this it’s happening
What tool are you using to record videos?
obs, but yeah im using av1 as it saves a lot of space and is far higher quality than h264
them bones are cursed
just use a separate model for every frame of every animation
HAhaha the eldrich horrors
big progress
Breaks my heart more devices don’t support av1
ios should do sw av1?
my m1 ipad plays it back ok
and i have an older android phone that also plays it
iOS supports hw av1 pretty sure
i meant if the device didnt support it
sw av1 should play fine on any modern cpu in the last 10 years
Av1 refuses to play on my device tho
Like no matter what
And this iPad is from 2021
So weird
skill issue
can you downlaod the video and play it back?
Oh ya I think I already said the device refuses to save it
guh
skill Issue
no crashes on latest non perf version for me
yippe i have succeeded then
haha the automatic emissives are very cool I havent seen them in action yet
i think most of those are already tagged
auto-emissives are disabled by default because some materials misuse the vmt flag that make them emissive
ah
grigori what did they do to you my boy
wait would it be possible to automatically forward normals and envmap masks over to remix lol
probably, just need to give the remix api access to the source filesystem
phong exponents, etc
we'd still need to convert the normals to be compatible with remix though
you could probably piece together some sort of primitive "ToPBR" conversion
im dead sure that remix does support opengl and directx normal maps
at least when i used to mess around in USDA files with my trusty notepad++
still my favourite way of doing remix replacements
i still can never get used to the toolkit
blender toolkit says hi 🤓 https://github.com/sambow23/blender-remix
yeah that's cool shit
better than dumbest ai degeneration
"upscaling"
numbers in my vram usage maybe
but not quality
holy grail of "i don't care about remixing but i do want the maps to have as much fidelity as possible with no external tools"

@subtle bison have you been neglecting build scripts i cant build the project]
@subtle bison wtf is module_alt bruh
builds when i delete that file
that water looks different..?
more moving lights in remix when
you know what I would love to see in rtx remix
realtime hotspot texture replacements
like hotspot textures in source 2
normalmaps if they were real
hands look better with them
theyre compiled into an addon at runtime
so simple yet it goes such a long way
the roughness translation worked on poison headcrabs
are they properly converted from tangent to octahedron?
they look very good
the problem with envmaps, much more than phong is that certain textures use it to convey really any sense of reflectivity for example this road in bigcity
and the closest modern relative to the envmap is a metallic map
or this one broken window texture
see here
That's good
i'll have a look at this
i am doing some sort of envmap mask parsing
that will be tricky to convert though
What are hotspot textures?
what track
wait wtf
i have no idea where that music was coming from
idk what that is
LOL
💔
ghosts
someone hacked ur computor
😱
can u check css models pls
I'm really need this
in a moment
my models are kinda pbrless
very interesting lookingmaterials being generated by accident here
just noticed he doesnt have fucked sized pupils
bcz its on texture
do css models not do eyes the same as hl2 ones?
no
ah
sicky shiny stuff
ok @subtle bison take a peep at this cool thing I'm heading to bed now feel free to continue and finetune it.
It writes to an addon currently, I have no idea if we can just skip that and send the replacements to remix directly.
works really well on anything phong enabled
.
Wtf did I wake up to
Same
The Great ToPBR Revolution for Assets In Need of Placeholder PBR
Good evening
@keen rivet may i ask why you used copilot via a github pr. Not that i really have a problem with it, but it seems like that would be a more painful method compared to using an IDE like cursor
anyway this is huge
i need to try mwbase and acr9 with it
i mean this "good enough" approximation from source engine textures is a lot better than AI generated ones by a long shot
yes
best part is that it's probably compatible with every texture available
yea no thx
my ssd is kinda storageless
so
its technically means
that og source water has normals too?
You’re saying there’s room for improvement?
or its kinda other normals
not normal normals
⣿⣿⣿⣿⣿⣿⣿⠿⠿⢛⣋⣙⣋⣩⣭⣭⣭⣭⣍⣉⡛⠻⢿⣿⣿⣿⣿
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⣿⡟⡡⠾⠛⠻⢿⣿⣿⣿⡿⠃⣿⡿⣿⠿⠛⠉⠠⠴⢶⡜⣦⡀⡈⢿⣿
⡿⢀⣰⡏⣼⠋⠁⢲⡌⢤⣠⣾⣷⡄⢄⠠⡶⣾⡀⠀⣸⡷⢸⡷⢹⠈⣿
⡇⢘⢿⣇⢻⣤⣠⡼⢃⣤⣾⣿⣿⣿⢌⣷⣅⡘⠻⠿⢛⣡⣿⠀⣾⢠⣿
⣷⠸⣮⣿⣷⣨⣥⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⢁⡼⠃⣼⣿
⡟⠛⠛⠛⣿⠛⠛⢻⡟⠛⠛⢿⡟⠛⠛⡿⢻⡿⠛⡛⢻⣿⠛⡟⠛⠛⢿
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⡇⢸⣿⠀⣿⠀⠛⢻⡇⢰⣿⣿⡇⠛⠛⣇⢸⣧⠈⣟⠃⣠⣿⡇⢰⣾⣿
⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢋⣿⠙⣷⢸⣷⠀⣿⣿⣿
⣿⣿⣿⡇⢻⣿⣿⣿⡿⠿⢿⣿⣿⣿⠟⠋⣡⡈⠻⣇⢹⣿⣿⢠⣿⣿⣿
⣿⣿⣿⣿⠘⣿⣿⣿⣿⣯⣽⣉⣿⣟⣛⠷⠙⢿⣷⣌⠀⢿⡇⣼⣿⣿⣿
⣿⣿⣿⡿⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣤⡙⢿⢗⣀⣁⠈⢻⣿⣿
⣿⡿⢋⣴⣿⣎⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡉⣯⣿⣷⠆⠙⢿
⣏⠀⠈⠧⠡⠉⠙⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃⠉⢉⣁⣀⣀⣾
I’m guessing the only issue that would arise is a quick increase in install size, since it has to copy all the source engine textures into a mod file, so it’d be like double the textures right?
Is there a way to fix those ugly sharp shadows on the hand?
vertex triangles
or some shit
😭🙏
can detail texture technically be normals/height textures
Wdym by addon based replacements?
i think
u download addon from workshop and its only for remix
maybe something like that
idk
maybe they mean remix replacements?
unless they really mean replacements from workshop addons
who knows
yeah
instead of using moddb use the workshop for replacements

its
uh
no idea about that, i just mean it's an approximation of PBR
maybe possible? we'd have to use a supported file format for the workshop
cr, what would happen if we men in blacked you
good question
i cant translate that shit
wiped my memory
can someone explain
who are you
all gmod rtx knowledge erased
why im free money billionaire
who is garry
and why he has mod
well
now we can just
subscribe to cool replacements
and remix automatically transfer them to pbr
🤑
hl2 beta aesthetics
oh hell nah
hl2 fake factory remaster
or how it called now
So from what I’m understanding this method works by converting the source engine textures into mod files remix can load?
yeah
love how subtle the effect is
the hand textures tho..
i havent looked closely to see how it approximates roughness maps, but im sure it wont ever be perfect
anyway, mwbase/arc9 time
ngl it does barely anything atm
y
show us mw2019 pewpew things
multi stage blending is off
tolerable
i think something might be missing for these sweps
it works well on normal source stuff
yeah not dlss
also im gamestreaming with the game running at 1080p with xess perf preset
i should probably take these at native 1080p
