#Team Fortress 2
1 messages Β· Page 4 of 1
π β
also what launch options are you using
hl2.exe -game tf -allowdebug -condebug -dxlevel 70 -w 1920 -h 1080 -noborder -windowed -debug +sv_cheats 1 +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0 +r_lod 0 +mat_queue_mode 0 -novid -high
replace res
he sent screenshots earlier showing he was ingame
on koth viaduct
cause if you installed it properly it shouldnt be doing that
the flickering is from my config
because mat_queue_mode doesnt work for everyone (in my testing)
it can make the game become rasterized, so i disabled this option
@errant ore you can try enabling this
ok
setup tab
ill update the readme to inform users about the option
just wondering if i had outdated remix or smthn
nah the release build should be fine
most people here are using the portal rtx version of remix but thats only for ray reconstruction
i wasnt gonna tell people to buy portal rtx to use remix with tf2 lol
i just used the one from your github
ye thats the release build
is this autoexec a problem ```fov_desired 90
viewmodel_fov 70
tf_use_min_viewmodels 1
cl_interp 0.0325
cl_interp_ratio 1
rate 97000
cl_updaterate 66
cl_cmdrate 66
tf_dingalingaling 1
tf_dingalingaling_lasthit 1
tf_sniper_fullcharge_bell 1
tf_medigun_autoheal 1
cl_allowdownload 1
tf_playergib 1
cl_allowupload 1
cl_customsounds 1
cl_spraydisable 0
mp_decals 200
r_decals 200
r_spray_lifetime 2
tf_delete_temp_files 0
mat_picmip -10
fps_max 145
alias bhop_bind "+jump;wait 2;-jump;wait 2;bhop_jump"
alias bhop_alias "alias bhop_jump bhop_bind"
alias bhop_stop "alias bhop_jump"
alias +bhop "bhop_alias;bhop_jump"
alias -bhop "bhop_stop;-jump"
bind kp_downarrow +bhop
r_lod 0
r_rootlod 0
cl_new_impact_effects 1
cl_burninggibs 1
map itemtest; wait 5; disconnect; wait 3; echo
alias poop "addcond 56; addcond 52; addcond 72"
Alias voicetoggle "voicetoggleon"
alias voicetoggleon "+voicerecord; alias voicetoggle voicetoggleoff"
alias voicetoggleoff "-voicerecord; alias voicetoggle voicetoggleon"
bind v "voicetoggle"
echo "Toggle Voice Communications Script Loaded Properly"```
you can try removing it
did that remix option fix the UI or did it break rendering? @errant ore
lemme spectate
well if you dont notice a difference turning it on then yea it should be fixed
because if i turn it on, my game becomes rasterized again
wierd
gpu and or driver issues
verify game files??
nah i already reinstalled it thrice
oh
if it works for yall i can just enable the option and push it to github
seems to work for everyone except me lmao
fix is out
turn it off?
no one should have do deal with UI flicker anymore lol
this is wierd
hmm i marked those in my remix config, did you by any change settings ingame?
not that i know
hmm weird
lemme remove my tf folder and verify
nah dont do that
you can fix it by opening the remix menu > categorize textures and then select the decal and mark it as a decal texture
as for the hole in the floor (2nd pic), mark one of the terrain textures as a particle texture
sure enough, disabling steam cloud and deleting my cfg folder fixed the rasterization issue
man why did i not try this first
told you dumbass
how are people getting 60 fps on this map im getting 35 >_<
infinite ikea
if i change mjy config does it save on relaunch
Super late to the party but do yourself a favor and turn on frame gen. It comes in clutch for bottlenecks. That said I don't think a 4070 should be limited by the 7800X3d. I have the same CPU but with a 4090 though I think I remember seeing a bit of bottlenecking there? Hazy memory. Wasn't with tf2 though
I had anti-culling enabled and with frame gen I could do 120 iirc. Without anti culling I saw as high as 200fps
how
idk
i feel like something is missing with the lighting in tf2 rtx
idk what it is
its just bugging me
the lack of rim lighting?
its definitely what gives tf2 the unique look it has, also makes character silhouettes easier to see
there is also phong shading
not that
idk
maybe just cause we need better materials
but if feel if we make tf2 pbr id look dogshit
yeah thats why i kinda prefer all the materials as they are now, we could take inspiration from how the tf2 blender project does it
they somehow replicated tf2's look with PBR
does tf2 have normals
yes
ok
we can do a mostly flat look if we ever edit materials
not crazy shit
and MAYBE
upscaling
yea no reflective wood puddles
yep
i was thinking about the eyes, can i just convert them to eyerefract?
also, does anyone know why sfm has so shit cpu/gpu utilization?
because source is 20 years old π
sfm is pretty much a hack on top of old tf2's engine if you really think about it
i hope for a day when someone makes a SFM-like UI for gmod so we can use it with rtx remix
a lot more can be done there than trying to force sfm to work 
right
does that mean we can have rtx in sfm?
highly doubt it
I'd be surprised if this couldn't be simulated in some way or another 
Could tag mark and ask, he might know something to point you in the right direction
i think i have a general idea, the tf2 blender community was able to replicate it so i can probably get some inspiration there
Excuse my ignorance but what's the TF2 blender community
so basically since sfm has been largely unmaintained and has horrible stability issues, a lot of artists and creators have basically moved shop to blender for animations
they ported all assets, maps, models, gameplay demos, and even the phong shading
how did you get the shadows so crisp? it looks amazing!
It's a setting in light translation I think, it's called sun light angle, the more lower the value the more sharp the shadows, 0.028 is the lowest u can go, can do the same to spot and point lights 0.010
now 2fort uses water_movingplane
i can't select the water in remix
and how would you removed backed lights to do that
@blazing torrent @scenic belfry
its a dx shader im p sure
dx9
nah its probably not selectable as its already been tagged in remix
at least last since i tried it
you would have to manually find the material in the side panel
k thanks
also where exactly is the light translation setting
For Spot and point lights shadow sharpness checkout the Sphere/Spot light radius (set it to 0.010 for most sharpness) and for Shadows from sun checkout the Fallback light angle(set it to 0.028 for most sharpness, also for this one u need to disable directional and set fallback light mode to always and type to distance but u have to manually set the sun light direction using the Fallback light direction options as seen in the image)
wtff is jit laying
wtf is jit playing
Hi, on my main account, thanks for the help! This will be useful in my mod
how are we standing?
about the same, I dont really have the motivation/time to work on TF2 assets so its pretty inactive rn
i can keep maintaining the instructions on github but as for asset authoring, someone else might have to take the reigns
and its also reallllyyyy perf hungry dang, i tried the culling patches on some other src games CSS is the only one that still had good perf
also where can i get your dev map? that grey only tiled texture map that u used before to get in game when tf2 was still very buggy with remix
i need it for....sum tests...
will it break rtx?
It shouldn't. It only broke MacOS but that's perfectly fine.
so we don't we have to use remix bridge now?
it depends if we can use the same 64-bit patches that gmod uses
we have those?
yes but they're very incomplete
gmod x64 remix still has a lot of issues
so i imagine tf2 would be the same
trying wouldn't hurt right?
sure but i dont have the time to do it anytime soon
send the patches here and when i get home i'll try them
they're in blueamulets github
more of a blueamulet problem but they are on hiatus so i wouldn't ping them
im kinda busy too so i probably wont be able to fix it myself anytime soon
rest in pieces

how do i know my install is 64 bit?
does this work?
whoops my drivers got fucked by cuda install
woops i burned down my house cuz of cuda drivers βΊοΈ
i hate cuda

_
_<
@blazing torrent can i not apply the patches for visibility?
2 bugs:
- flickering ui
- lighting shits itself when death cam
does anyone have the old (modern) tf2 engine.dll π ?
did anyone try to patch tf2classic

^
so no?
i might eventully but no promises
it takes a lot of time to manually fix those patches
but realistically what changed?
i havent looked into it but i would imagine the game being compiled with 64-bit could mean anything
there is no guarantee the gmod x64 patches will even work when manually fixed
i looked at the structure and there is a separate folder for x64 and linux
unfortunately the 32 bit engine changed which will not let me play
i still have the old build but i don't have a working engine
use steamdepot to download the older version of the game?
tried but i dont understand it
i'm still figuring it out
also can i cut the patches for forcenovis?
wdym
my poor little 2060 struggles with ray tracing alone
so can i not use the patch for forcenovis?
sure but the lighting is going to be broken
if we had more time and effort could we manually set the visibility to not fuck the lighting?
i have no idea lol, maybe there is a way to do that in-engine but i wouldn't know where to start
i mean the hammer editor
doing it in engine would require the source code
(why don't we use team comtress for this?)
(i meant to include hammer in that statement)
the engine either uses vis or doesn't use vis
the only proper and smart thing to do is make vis less aggressive
and remove area portals
but for now we have no vis
TEAM THE FORT
FORT THE TEAM
The team fort
How do I use depot downloader to download the older 32bit version? Whenever I try it never completely downloads it.
make sure you're logged in in depot downloader, anonymous acts weird
How do i make sure of that?
oh ok
if you want i can give you the commands
i don't know if you can use the newest remix
yes please
could i have the commands
gimme a second
ok
-app 440 -depot 441 -manifest 310401172695269575 -username USERNAME -password PASSWORD
-app 440 -depot 232251 -manifest 3545034868290892873 -username USERNAME -password PASSWORD
thanks
do i use both?
yes
ok
one downloads the content and the other one binaries
did it work?
what timezone are you in?
i think you can retry
i got it working, but why are some maps like pl_borneo so broken?
did you install the patches?
there are some maps that have too many displaced faces like dustbowl that break rendering on anything below dx9
its not a remix issue
just like any AI upscaler, its gonna do a rough guess what the PBR is gonna be
so its not gonna look as good as manually authored textures
@blazing torrent Is there a way I can just put all of the textures in without having to use rtx remix to capture the scene?
sure but the issue is that there are unique hashes for each texture in remix, so it would be difficult to associate the texture with the hash in remix, unless there is some method that i am unaware of
so its easier to use captures since the hash is already associated
Is there a map that has all of the materials and objects in the game? Like a test map?
you could make one but it would be quite complex
How do I add the upscaled/pbr textures to remix? @blazing torrent
unrelated, viaduct looks super broken for me at the moment
NVIDIA RTX Remix is a powerful tool that enables modders to remaster classic games with high quality PBR Assets, full ray tracing (path tracing), and NVIDIA technologies like DLSS and Reflex. This video gives you a crash course on RTX Remix, and serves as an introduction on using the Toolkitβexcept instead of modding a real game, you will mod a ...
nvidia made a whole playlist to cover everything
i highly recommend watching those videos before getting started
ok
Do I have to replace each texture individually?
iirc there is a script somewhere on this server that lets you quickly replace assets per hash but I don't remember where it is. With the regular toolkit yes you have to do each texture manually
OctoTex and MagicUSDA, I think.
There's also PBROven + ChaiNNer, but it needs a lot of work [chaiNNer is fine, my beloved].
#1231062867697209354 message
there's this script that someone wrote recently
magicusda is archived now and i have no desire to do anything with it ever again
total nightmare
i also won't provide assistance using it, sorry π
Same kinda goes for PBROven haha. That thing needs so much love.
any news on the patches?
if there is no updates/changes on blueamulets github, then no
my custom sounds do work!
ok?
hey everyone I am new here. I've been trying to get RTX runtime working with tf2. It's working fine at the menus but it crashes on map load.
I am guessing this is because of the 64 bit content. Which mind you, I only ran the 32 bit exe
the 64 exe couldn't get hooked up by RTX runtime.
correct/help if possible (by pinging me please)
finally someone to revive this topic! you can hook the 64 bit but not the 32 bit right?
all the 32 bit binaries are in bin/ and 64 bit binaries are in bin/x64
for 32 bit you need bridge and dxvk, and for 64 bit only dxvk.
the patches don't currently work.
it is technically possible to run the game with the 64-bit remix runtime, but unfortunately, we do not have fully functional engine patches for 64-bit source yet. It's best to downgrade the game to the last 32-bit build and use the instructions pinned on this channel
oops meant to reply
^
I used to maintain the game for remix but unfortunately life got busy and blueamulet is on a hiatus so isn't much I can do
ah alright thanks CR
Does this work with Team Fortress 2 Classic
it may
Awesome Ill try it out
@blazing torrent why won't we use something like nillerusr engine or tc2? it would be way easier to implement changes.
Anybody have the Portal Remix stdshader_dx6.dll, stdshader_dx7.dll, stdshader_dx8.dll, stdshader_dx9.dll?
I have the game but don't have it installed
Its 24Gb
then get depotdownloader and only get the binaries
oh good idea
need help with the commands?
depotdownloader.exe -app 2012840 -depot 2012842 -username USERNAME -password PASSWORD
did it work?
Need to run it in directx 8
also the ips patch doesn't work with TF2C client.dll
nevermind it seems TF2C will not allow anything to run in directx 8 or lower
Works with Team Fortress 2 Classic Community Edition though
the rtx remix can run in dx9 but you will encounter numerous glitches and weird lighting
that's why we have to use dx8
good you managed to fire it up
I couldn\t get TF2C to work in Directx 9
What would I need to do to do that?
in dx9 you WILL get weird visuals and bugs. if the game doesn't support it, leave it.
all games after l4d don't support dx8
not entirely true, highly depends on the source branch. anything SDK2013 based still supports dx8
developer wiki says everything after l4d doesn't have dx8. i didn't see any game on l4d+ branch readd dx8
anything based on l4d's branch yes, but there are many games using SDK2013 that are modern
games yes, they might still have dx8, but no branch after l4d has dx8.
now everybody with engine access wants dx11/dx12
sure but that's a much smaller amount of source titles, l4d/l4d2, alien swarm, sfm, portal 2, csgo, etc
those should be treated separately from the rest of the source library, i wouldnt use a time-scale to determine compatibility for source games is my point
sorry, i meant branches
so tf2c removed dx8 right?
oh
too bad i guess
any news on the patches? it's been 2 months
nah im not the one responsible for them ultimately. You would have to check blueamulets github for anything
last commit to github was 2 months ago
then there is nothing new lol
why? TF2 source code in relation too graphics hasn't changed in like 10 years
Just look up the 2020 source code leak
it's more about making patches for all branches of source, primarily using legal methods such as extracting changes from portal rtx engine dlls
nope
isn't that what this result is though?
It does, just very buggy
you got past the dx requirement?
i think i will use tc2 or nillerusr fork
Does this have linux support?
should work under proton/wine. though I have not tested it myself
the rtx remix runtime after putting it in the x64 folder nothing happends not even the rtx remix ui comes up could you plz help me?
this project is kinda dead, but sure
as of now, we don't have any engine patches yet
your best bet is 32 bits
for 32 bits you need bridge and dxvk and for 64 only dxvk remix.
then you should be able to load a map like itemtest
thx
if that don't work, go a bit higher, you'll see how you can do it
#1133959564824424458 message
thanks!
does the latest version of this game work?
like even with the 32 bit .exe
64 bit isnt working whatsoever
sadly
it would be hard, since the binary changed a lot
hmm is the latest version broke or sumthing? ive put the remix files in the bin folder (32 bit) and its still not latching on the game like not showing the alt x menu indicator
the 64 bit update broke everything
this is due to a well known programming rule:
one codebase for 32 and 64 bits
so all the changes made to the code made us start all over again
what i would do is to get it all working in tc2, because we have the source code
ah dang it really broke it that bad now remix wont even latch uff
if i knew what functions to modify in the code i would propably make them and publish them here
its weird
but
why wont remix launch at all with tf2?

im pretty sure they developed the 64bit dlls different than gmod
thats why we need a different patch
oh definietly
valve did it that you can have both 64 and 32 bit binaries at the same time
not so sure about gmod, but i expect it's done like nillerusr's port
You don't need the bridge if its 64bit
tried
5 dollars its vulkan'
ez
@restive jasper
too bad its crashing when trying to load into itemtest
i might know why
time for a game reinstall!
seems like any 3d model appearing crashes the game
funky!
@blazing torrent
bless me
not really surprised since blueamulet's 64-bit patches are nowhere as complete as 32-bit
its 32 bit
did you apply the patches properly?
make sure you have all of the important portal rtx dlls
it only got the 32bit dlls
if it still crashes i have no idea, my last testing was way before the 64-bit update
read the github readme that's pinned
yum
you actually might not need these anymore depending on what blueamulet has done but i really got no idea
all you need to do it put -32bit in the command line
π§
lol
it was that simple
π tf2 rtx ded noooo....for now
so by script you run the 32 bit version
either
just add -32bit to launch options
woww
took me an embarressing amount of time to realise that the batch file was looking for hl2.exe instead of tf.exe Still I made my way to a black screen instead of nothing so progress has been made
Hmm that would do it. Seems like a fresh re-install and redoing the steps as I saved the browser pages as txt files and a bunch of stuff I did to the game before probrably broke it
doing a good job for my first ever game modding thing lol
Game loads but rtx remix doesn't work. Ima install portal rtx and research which Dlls I may need from it 'morrow as its now time to get off the pc
nobody knows why everything broke after the 64 bit update
I wish I knew how all this worked to try and help the community fix it but the knowledge gap is intense.
dll changes
-32bit in files
launches w remix
crashes when going ingame
dll changes 100%
when they adapted the code to 64 bit they didn't make a different codebase. they wanted everything to compile from one codebase. so 32 bit binaries also changed.
valve pls fix
π
up to you man, i dont really mess with tf2 anymore
at least for me, the newer engine is too much of a pain to keep up with and i dont think people have interest in playing tf2 mods as a workaround unless it was crafted specifically for RTX
What's tc2
32 bit binaries also changed
hello, im having issues with TF2 RTX mod where i can see only TF2 logo and nothing else
yeah it'a a bit abandoned
i have only tried using TF2 Port
not sure about modern tf2
oh that?
yeah
did you use the launch options from github?
yep
anything in the console?
i literally cant see anything
i have been wondering if i just dont know how to properly install this rtx remix
Ok
wut da hell
try running it via steam with these arguments
-dxlevel 70 -novid -w 1280 -h 720 -noborder -windowed +r_3dsky 0 +r_WaterDrawReflection 0 +r_WaterDrawRefraction 0 +r_shadows 0 +r_frustumcullworld 0 +r_unloadlightmaps 1 1 +mat_specular 0 +mat_bumpmap 0 +mat_normalmap 0 +mat_parallaxmap 0 +r_staticprop_lod 0
why did i leave dx9 in the remix.bat
i might have to make sure these instructions still work, maybe a SDK 2013 update broke it
it works!
good to know, guess ill need to fix the non-steam arguments
wait how is steam different
does it add it's own arguments?
TF2 never had dx7
no
and the "dx level" is material level
-dxlevel 70 will propably get rejected
and it will set itself to 80
or 81
correct
that port of tf2 supports feature level 70
i probably forgot to add it to the non-steam bat file
Was team fortress classic/forever on goldspurce or source 1?
what?
Does this work without getting banned
well
depends
if you're using the sdk 2013 port
we have no idea
if you're using (almost) up to date tf2
you can only play with bots
grr we need patches!
if someone else other than blueamulet has the free time to go learn and reverse engineer engine binaries, go ahead
I'm curious to, but i have much less free time than i did months ago
and its not something i want to spend my evenings on
maybe team comtress?
it's based on the leak so full source code
maybe someone knows what to change?
u got the latest tf2 to wrk?
nope
but the old one kind of does
i'm trying the newest rtx remix with it
and it does but unstable af
i'll try
yep doesn't hook
IT HOOKED
[18:58:15.521] info: No default config found for: D:\SteamLibrary\steamapps\common\Team Fortress 2 - Copy\tf.exe
[18:58:15.523] info: Trying to open config file: D:\SteamLibrary\steamapps\common\Team Fortress 2 - Copy.trex\bridge.conf
[18:58:15.525] info: ==================
[18:58:15.526] info: NVIDIA RTX Remix Bridge Client
[18:58:15.527] info: ==================
[18:58:15.528] info: Version: remix-0.4.1+856260f4
[18:58:15.529] info: Loaded d3d9.dll from D:\SteamLibrary\steamapps\common\Team Fortress 2 - Copy\tf.exe
[18:58:15.532] warn: Injected DirectInput8Create proc detected!
[18:58:15.665] info: DirectInput8 hook attached.
[18:58:15.670] warn: Injected DirectInputCreate proc detected!
[18:58:15.682] info: DirectInput hook attached.
[18:58:15.683] info: Initializing new shared memory object.
[18:58:15.684] info: Initializing new shared memory object.
[18:58:15.686] info: Initializing new shared memory object.
[18:58:15.713] info: Initializing new shared memory object.
[18:58:15.724] info: Launching server with GUID 4e76a1e1-f8b4-4047-b2fe-5f7f41629a75
[18:58:15.774] info: Process set as DPI aware
[18:58:15.776] info: Sending SYN command, waiting for ACK from server...
[18:58:16.248] info: Ack received! Handshake completed! Telling server to continue waiting for commands...
[18:58:17.673] info: Creating a thread-safe D3D9 device.
[18:58:48.062] info: Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake complete.
[18:58:48.069] info: Client window became inactive, disabling timeouts for bridge client...
@blazing torrent @scenic belfry
@latent pulsar
MODERN TF2 HOOKED
why wouldnt it hook?
nah i dont have it installed, i assume for 64-bit tf2 you just remove the bridge and add dxvk-remix to the bin directory instead
well thats how you would get it to hook for 64-bit tf2
patches are nowhere to be seen
im talking about remix itself, for 64-bit d3d9 games, you dont need bridge
err: [36] common device objects were not disposed of.
just dxvk-remix extract to the Game/bin folder
actually no
it only worked after i put it right next to the exe
so Game/bin/win64/game.exe?
im going off my knowledge of gmod
i havent touched 64-bit tf2
tf.exe
tf_win64.exe
bin -
.trex
win64 -
alltheremixfiles
i skipped x64
i got remix hooked
and
does that make remix inject into tf2 and work as before?
probably could, but i assume the patches need to be updated for the newest version
also, amazingly, all 32bit client patches work
just needs a bit of engine fixing i think

nope
still crashes i think
but you can get further
well
it injects
oh i'm stupid
i just saw i didn't apply the engine patches
not only that, it also crashes the engine!
whoops
atleast you can get to menus
yes
let me give you some more info on the crash
(tf2 console)
[...]
Sending full update to Client maksw
maksw doΕΔ
cza do gry
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Error: Material "potterywheelpanelwireframe" uses unknown shader "Wireframe"
Set Gravity 800.0 (0.250 tolerance)
TODO: Refusing to discard 23506 bytes
Signon traffic "CLIENT": incoming 142.269 KB, outgoing 6.912 KB
Queued Material System: ENABLED!
Compact freed 180224 bytes
JOY_AXIS_X: mapped to Turn (absolute)
JOY_AXIS_Y: mapped to Look (absolute)
JOY_AXIS_Z: unmapped
JOY_AXIS_R: mapped to Forward (absolute)
JOY_AXIS_U: mapped to Side (absolute)
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
material "vgui/../vgui/maps/menu_thumb_missing" not found.
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
Soundscape: Gorge.Inside
Redownloading all lightmaps
R_RedownloadAllLightmaps took 1.603 msec!
Error: Material "decals/rendermodelshadow" uses unknown shader "ShadowModel"
[Crash]
(dxvk)
[...]
warn: D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_MULTISAMPLEANTIALIAS
warn: D3D9Texture2D::QueryInterface: Unknown interface query
warn: 794950f2-adfc-458a-905e-10a10b0b503b
[...]
warn: Found a null sampler. Fallback to linear-repeat
info: [RTX-Compatibility-Info] Trying to bind a texture to a mesh without UVs. Was this intended?
err: [36] common device objects were not disposed of.
@latent pulsar
does that tell you anything?
i am able to go in game (map itemtest) with no dxvk.conf
but everything is black
with dxvk.conf and -dxlevel 90
menu is bugged, and it crashes
i will also try remix 0.5.4 instead of 0.4.1
nope
π¦
Seems like project is dead, but i'll drop it here anyway
tf2 64-bit might not be dead, i have been working on my own way to force fixed function rendering on source in a similar way xoxor4d is doing for portal 2. using this leak of source as a base:
(link removed because i would prefer to not get banned)
I already have hl2 64-bit sort of working, just need to fix skinned mesh transforms and then port it to tf2
since the leak is quite behind modern steam releases, it doesnt work on anything else, but hopefully i can stub a lot of things to at least start tf2
i thought we would use tc2 not nillerusr
tc2?
basicly tf2 but better
well my work isnt for tf2 only, its for all source games, thats why im using nillerusr
fair enough
also that build is still about as old as nillerusr so i would still be running into the same issue
its more of a hack but yeah, making changes to meshdx8.cpp and shaderapidx8.cpp in /materialsystem/shaderapidx9
it can be turned into something like a ASI mod like xoxor4d does
can you link the nillerusr fork?
oh
xoxor4d is gonna publish his mod eventually and that will become my base shortly after
he is much more of a programmer than i am lol
no point in making 2 of the same projects
mine is mostly for the learning experience
i do want to try porting my changes to TC2 just to see if it works lol
if you could share your changes please
if i ever get to it sure
im able to successfully compile the TC2 source but it constantly crashes trying to load lol
and that's without me changing anything yet
i followed the stack trace and it has something to do with the particle system
then disable them
then the game crashes for other reasons lol
oh
im sure the release builds work but i think the source is bugged, at least with modern tf2's content
i followed the guide lol, it says copy your tf2 game data to tc2 without replacing anything
which is what i did π

looking at the depot commands, its still downloading the latest data, unless they changed the appid for modern tf2
right but the guide doesnt mention anything about using older manifests/depots
@blazing torrent how is it going?
uhh 64-bit progress?
super unstable, but its rendering FF for sure
this is the only map i can load atm
spawning or doing anything crashes the game lol
hm? this is rendering ff
edit: oops i read this wrong initially
is there an available build right before 64 bit?
thx
use depotdownloader, i had luck with it
i fixed some more culling stuff
time to go through hell and figure out the shaderapidx9 stuff with IDA

gods work π«‘
i wonder if you can design an app for remix
any progress?
im not working on tf2 atm
do you at least know where it crashes
its not crashing
i legit just cant get it to fucking hook
whatsoever
all the commands and files in the world
nothing
are you sure the d3d9.dll is in the right place
where should it be
i have it in like 3 different places
lmao
hmm
Iirc tf2 has been broken for quite some time now
i had it hooked i think but it crashed

no hook
@blazing torrent
any idea where i should place my remix files
32 bit and 64 bit
i think
i386 bin/
amd64 bin/x64/
Faith driven development
its because in that video its using vertex shader rendering
you can see props falling behind geometry in motion
gochya
that's always worked but its basically unusable for anything lol
cant add lights, etc
oof
I've already tried porting patches to tf2 x64 for FF but we're missing a bunch of important ones so it's still broken
its really not worth messing with ngl
wdym important ones
shaderapidx9 stuff to prevent crashes, many engine/client culling patches
also
howd ya do it
does online even work
nope
i imagine VAC catches the downgraded dlls
im pretty sure its in infinite insecure mode
rtx fat
did you copy the gmod engine.dll to tf2 lol
i gotta stop posting in the gmod chat
@blazing torrent
oh my god
its cause dx seven was removed
i'm pretty sure dx7 was removed
it's over
π
i can't believe we never even noticed that
what contains dx7?
the shader files or the exe?
shaderapidx9
it has all of them, but there is also traces in materialsystem and stdshader
i would look at hl2 changes
i think hl2/tf2 still has 9b
9c is only enforced in maybe csgo
other branches just have dx11/12

in the newest update?
it isnt even 64 bit

what am i looking at
idk
seemily that 64 bit nor 32bit of the newest branch will not load into dx6 or seven
no matter what
so i dont really think itl work anymore
Doesn't dx8 also work fine with remix? I have CSS and Gmod in dx8 cause servers always seem to kick me if im using dx7
remember, when running dx7/dx8, you're still in a d3d9 container. the dxlevel corresponds with what graphical features are enabled.
so tl;dr source is always dx9 despite the dxlevel
im high as fuck rn
please genuinly tell me what this mean
i put the easy version right below it π
but
nuh uh
yes
wow
im stupid or sdk port is big news?
idk how itd be big news
idk tbh
dayum does tis mean we can make rtx remix specific version for tf2?
the full source code is out so I bet you could
valve would surely accept vulkan rt if somebody skilled enough would add it
the source code was leaked, and as such discussion of it isn't allowed here
that's the SDK, that's different
and valve was cool about the leak anyway
the SDK comes with client source code as well
and just to clarify, this doesn't matter in regards to the leaked source code. that's still not allowed
any changes by community will now be directly pulled to the game
yeah no reason to use it anymore
ok i managed to downgrade tf2 to 32 bit and now remix is hooked but this damn insecure mode happening even in offline mode
hmm now have to find non secure servers
yay
Woah
is this a older build
No latest
they probably patched the 32-bit build?
i've been trying to get 32 to work for like 5 hours
I watched a video on how to downgrade tf2 to 32bit from a infamous person in tf2 community π
zesty god
Nope his name starts with n
π₯·er
yus
damn theres no difference in fps from 2080 super to 4070 super in 2fort like man tf2 maps are so cpu intensive
30 percent gpu usage
This games maps are so stupidly pretty with rtx
sauce 2
π da heck is wrong with engies face π
Double cross
wow
downgrading
@scenic belfry some really nice screenshots!
@scenic belfry can you try running game with -steam launch parameter?
after checking deeper, I suspect you might get vac banned for it, wouldn't suggest
you cant even join matches
none
with modifies dll's
modified'
yeah it's pointless basically
yep
I meant it as looking for workarounds
I remember an old video of someone playing a koth match with rtx here
prob me lol, i wasnt using modified binaries when i first started messing with tf2
just shader rendering with remix
Pyro's flamethrower particles seem to break RT effects on some elements, but other than the horrible frame rates in big battles, I'd say its not too shabby. I installed a newer dxvk-remix version to fix some more alpha stuff but nothing too different from the previous video. I'll need to manually add lights in interiors of maps within nvidia omn...
hmm not me then
doesnt wrk π¦ but u can play offline with bots
yep
oh tats my channel hehe and the match was offline with bots
however though in that version non secure servers wrked i played few matches but in the current version now even non secure servers dnt wrk it gives "different tables" error
probably because everyone's moved over to 64-bit, in addition to you downgrading the game
uhh, the client should not matter
the networking is the same
and if i remember correctly the number of edict bits are a fixed macro
@brittle mango
am i allowed to share the old depot in this server
the old dlls and .exe
direct uploads?
idk
google drive it
Better ask Kim
redistributing exes isn't a good idea probably.
Just have a link and upload to an external website
goo goo!
aren't the old depots available through steam?
you're probably talking about older manifests (versions) of TF2?
If so, you can use steam to download those and don't have to share the files.
isnt the 4rt dll datacache.dll instead of meterial system?
thats for 32 bit
@latent pulsar please guide users how to get the specific depot themselves instead of uploading anywhere
kk
damn
and i am here working on my rasterizer and learning russian on duolingo
you stupid 'Ρ'
i came here to complain about Ρ
i guess the 3d skybox said goodbye
i guess that's a thing with newer remix versions
every new version breaks something with source
yep
patches64 = {
'bin/x64/engine.dll': [
# TODO: Missing c_frustumcull patches
[('48895c24084889742410574883ec20498bd8488bfa488bf1e8e3d7ffff', 0), '31c0c3'], # c_frustumcull
[('75??0f28d40f28c5f30f5950??0f28cbf30f5900f30f5948??f30f58d0f30f58d1f30f5c50??0f2fd673??498b42', 0), 'eb'], # brush entity backfaces
[('7e??448bcb6690', 0), 'eb'], # world backfaces
[('75??498b42??f30f1015', 0), 'eb'], # world backfaces
],
'bin/x64/shaderapidx9.dll': [
[('480f4ec18b008901488dbf????????0f10030f104b??488d9b????????0f1147??0f1043??0f114f??0f104b??0f1147??0f1043??0f114f??0f104b??0f1147??0f1043??0f114f??0f104b??0f1147??0f114f??4983ee??75??0f10030f104b??0f11070f1043??0f114f??0f104b??0f1147??0f1043??0f114f??0f104b??0f1147??0f114f??488b5c24??488b6c24??488b7424', 0), '90909090'], # four hardware lights
[('4883ec??4c8bda', 0), '31c0c3'], # shader constants
[('c3cccccccccccccccccccccccccccccc4c8bc2', 0), 'c34883c410415e85c0750466b80400c3'], # div by zero new p1
[('4883c410415ec3', 0), 'e95c3000009090'] # div by zero new p2
],
'tf/bin/x64/client.dll': [
[('48895c24??48897424??574883ec??498bd8488bfa488bf1e8????????83f8', 0), '31c0c3'], # c_frustumcull
[('0fb681????????c3cccccccccccccccc488b81????????4885c0', 0), 'b001c3'], # r_forcenovis [getter]
],
'bin/x64/datacache.dll': [
[('647838302e767478', 0), '647839302e767478'], # force load dx9 vtx
],
'bin/x64/materialsystem.dll': [
# [('f77c24683bc10f4fc1488b8c24300100004833cce8??bb04004881c448010000', 0), '448b4424684585c0740341f7f839c80f4fc14881c448010000c3'], # zero sized buffer protection DOESNT WORK NOW
],
}```
some of them will most likely stop working next update but this is all the patches ported to TF2. It is still missing a fix for the meshes which i dont have time to look for rn.
wait
would it be possible to just inject a dll?
with all the patched functions
@small wadi i don't mean to bug
you but do you think you might know what's breaking the models?
Oh nice work. Do you mean the missing patch for frustum culling or the zero sized buffer?
i have zero clue
something is breaking the skinned meshes/ map props
stretching vertex's
Ah that
any idea?
nsight
i'm kinda stumped

looks like the same vertex explosions we get in gmod x64
i think it originates from the shaderapidx9 patch
we havent fixed them either but they're very rare and only happen when r_3dsky is enabled
r_3dsky is off
π

s2



