#SCP: Containment Breach

1 messages · Page 2 of 1

oak dirge
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that perf looks exactly like mine

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but at 1080p

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If you want, do this #1275507355231977584 message and I'll add it to the github issue

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just in case this is actually a bug

stark lotus
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~55

oak dirge
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in toolkit right?

stark lotus
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Yeah

oak dirge
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so you aren't getting perf like your other pics anymore?

stark lotus
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The 939 screenshot was taken at 100%

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And I also use the full frame option in viewport settings in toolkit

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I never liked having it restricted to 16:9, and I find that having it restricted usually means higher input delay

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I haven’t opened any other games or captures in RTX remix in months really, so I can’t remember if my fps was always this bad at 100%

oak dirge
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gotcha

stark lotus
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Archive Room 01

stark lotus
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There's some color banding in-game. I think its caused by setting 16bit = true in options.ini, but remix won't launch the game without it.

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I found the original material files for two of the textures online, one of which is what is powering the emissive here. I might change the color to something less potent.

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first image is the original texture in SCP:CB, the rest are remakes made from the original materials which were put online in 2008 i think

oak dirge
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That texture being an atlas makes things more annoying but still looks good.

stark lotus
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Luckily all the environment hashes are stable, so we can replace them with their own meshes later on if we want

oak dirge
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Will have to look at trying some stock asset imports or something. Then it’ll look a true scp mod / spinoff

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Just massively lowered the render resolution and now I'm at 30 fps in toolkit at least

oak dirge
stark lotus
oak dirge
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Ah big time difference then.

stark lotus
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Oh and I’m usually godded and noclipped when I take a capture

languid raptor
stark lotus
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and sorry for the delay

stark lotus
stark lotus
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changed the color

oak dirge
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Thanks. No delay btw. Big time zone difference + work. You sent this at 5AM my time

languid raptor
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On my older laptop, I am getting almost twice the FPS with dxwrapper as I am getting with the native DirectDraw/Direct3D.

Also, I tested the in-game anti-aliasing (AA) and it was implemented incorrectly. According to Microsoft's documentation: "If your application will use antialiasing, it should create the render-target surface with the DDSCAPS2_HINTANTIALIASING capability flag. Applications that omit the flag might suffer from poor performance when antialiasing is enabled, or might not receive antialiasing serices at all."

However, SCP doesn't set the DDSCAPS2_HINTANTIALIASING capability flag. So, at least on my laptop AA is not working even on the native DirectDraw/Direct3D. So that is a bug in the game, not an issue with dxwrapper. I don't plan on fixing that. Instead, I recommend just using the dxwrapper's AA. That does work on this game.

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As far as the monitors, I will work on that as well and get them working.

languid raptor
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It is pretty easy to add texture support for render targets. What is the best way to test the in-game monitors to ensure they are working?

rare epoch
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I imagine @stark lotus is best equipped to say

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there are seeds for the procedural maps, you could probably get a seed that has the test cases close to the start or something like that. There are a few rooms that use monitors for gameplay purposes I wanna say

stark lotus
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If you want to test more than that, you can;
enable console in advanced settings
Press F3 in game to open it
then I believe you can type teleport lockroom to teleport to one of the rooms that generate with a monitor. It spawns you in the center of the room inside a wall, but you can type the noclip command to get unstuck

oak dirge
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Could also go crazy with the surveillance room

stark lotus
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IIRC the surveillance room only has one real camera, the one outside the room itself. The rest are static textures i think

oak dirge
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Oh yeah you might be right there

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Don’t forget about the literal gore texture for coffin scp btw

stark lotus
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Oh yeah.. probably just going to upscale those and call it a day lmao

oak dirge
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I don’t even wanna know what the upscale does to that

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One idea I have when I actually get to work on something is I wanna add flickering lights to places

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I think sprite sheets will let me do that

languid raptor
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Thanks! I put an update in yesterday that allows render targets to be textures. I have not had a chance to test if it works with the monitors yet though..

stark lotus
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From what I can tell, monitors work fine with dxwrapper. It just seems like remix doesn’t really know how to handle it

rare epoch
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it'll then pathtrace through them

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if you haven't already tried that out, see what comes of it. Works with GMOD and stuff like that

stark lotus
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I've tried that already, but it doesn't work as I would expect it to. I'll record a short clip later and send it to show what i mean

rare epoch
languid raptor
rare epoch
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No worries on the Remix side Elisha 🫡 you did your part so whatever's left is up to Nvidia. We appreciate your work as always

oak dirge
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More wanting the insta launch crashes on multiple games to be fixed. It’s so bad on this one.

hallow obsidian
oak dirge
languid raptor
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Have you tried setting the game to run in fullscreen and disabling the launcher? Remix has an issue with windowed mode apps, like the launcher.

rare epoch
languid raptor
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If the launcher is a different process, which I don't think it is.

oak dirge
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the launcher is disabled via the settings ini

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I'm launching it in fullscreen btw

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I just tried 50 times and couldn't get it to launch then it got stuck in the background 8 times and caused windows explorer to crash and I had to restart my pc

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Just got it to launch but it wasn't ray traced it was like super weird looking

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then it crashed

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idk what's happening now since it wasn't like that before

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oh it was in a weird debug view

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why do all the walls look like jpeg artifacts

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guess it's ray tracing disabled being weird

stark lotus
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Game doesn’t launch without it for me

oak dirge
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I'm using your options.ini

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with 16bit mode

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with rt on the floor looks mega wacky

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Also I like that all the textures are loaded at the start

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but PBRify won't upscale them

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and rtx-remix won't capture them for some reason

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and I can't open them

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might just be corrupted and I need to delete and redo

fading fractal
oak dirge
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Lemme recapture and try again just in case the dds files not loading is the problem

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it was giving some weird unknown shader format error or something

stark lotus
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Yeah it does that for me too, something about the .dds not being a correct format and therefore corrupted or something. I just edit the original textures from the GFX folder

oak dirge
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Okay I’ll try that

stark lotus
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I can send you the newest version of my mod if you want, it’s got a few more rooms lit up, but nothing in heavy containment or entrance zone

oak dirge
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sounds good

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also 782 textures what

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Seems to be working now with the original pngs

oak dirge
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I’ll let everything upscale and see how it looks

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Question is how are these going to ingest

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And will I need to manually set all of them

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Cause that will be a humongous pain

stark lotus
oak dirge
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I’m going through and not selecting the useless textures

stark lotus
oak dirge
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Stuff like this makes me wonder if we can actually spawn a light on it rather than it being emissive

stark lotus
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Yeah we probably could, the hash for the electricity is stable as far as I can tell

oak dirge
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Doesn’t that mean we can turn the png into a model like how remakes do it?

stark lotus
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That too

oak dirge
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Lots of cool stuff that’s out of my experience

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Would rather focus on the map as a whole first anyway

oak dirge
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I'm on minute 20 of the game not launching

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I've got to be missing something

stark lotus
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Only thing I can think of is clear your task manager of any instances of SCP and keep trying

oak dirge
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I wait 2 second before launching again and that keeps em from building up

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If I don't it'll lock up the whole desktop making me shut off the computer

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I just want a capture 😢

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Why is it getting worse

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It still hasn't launched

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It used to take 30 seconds not 30 minutes

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I give up

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I wanna bind the textures I upscaled last night

oak dirge
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it's back to crashing when I click into the remix menu reeeeeeeeeeeeeeeeeeeeeeeeeee

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If I spam alt tab after clicking exe I can get it to open consistently

oak dirge
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Got some of the intro area textures replaced. As I thought, I need to manually assign them. Have yet to check them out though gotta go to work

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Toolkit is also running normal now for some reason

oak dirge
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Also when you get on Jevediah, if you wanna let me know what rooms you’ve done / are working on as well as how you are naming them would be great. I’m guessing your teleporting to them via console?

stark lotus
# oak dirge Also when you get on Jevediah, if you wanna let me know what rooms you’ve done /...

I'm not teleporting to them with console, but that'd probably be a better idea than what im doing right now (generating random levels and flying around with noclip)

here's all the rooms i have re-lit so far as far as my memory can recall

4 Way Hallway (LCZ)
Two Way Hallways (LCZ)
Security Gateway (Disabled)
Light Test Room 2B
Monitor Lock Room
SCP-205 Containment Chamber
LCZ-HCZ Checkpoint
Storage Area 6 (Upper + Lower)
SCP-912 Containment Chamber
SCP-1162 Containment Chamber
SCP-970 Containment Chamber (incomplete i think)
SCP-012 Containment Chamber
T-Shaped Lock Room
Tesla Coil Hallway (LCZ)
Surveillance Room
Containment Room 5
T-Shaped hallways (there's a light here that i forgot to place that i will add later)
Archive Room
SCP-1048 Hallway

I'm naming them based on their name on the SCP wiki, and i append a number (-01, -02) to the capture to help me identify them if i take multiple captures of one room: https://scpcb.fandom.com/wiki/Rooms. So I name the Surveillance Room as SurveillanceRoom-01.usd, or StorageArea6-02 for SCP 939's area.

I've got a captures of the following rooms, so im going to do these soon too:

SCP Storage Chambers (one whole 'room' for SCP 714, 427, 1025, 860)
Security Gateway (Active)
Storeroom (that one event room with 173 and the two people)
SCP-372 Containment Chamber
SCP-106 Containment Chamber
oak dirge
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Are any light instances transferring between captures?

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Since the lamp and the square light thing are shared hundreds of times.

stark lotus
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Yeah, mostly those hanging red ceiling lights and desk lamps. Though sometimes they don't transfer for some rooms.

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Those little tiny lights have to be placed manually though, cause its a different geometry hash for each type of room

oak dirge
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Well at least some of em work

oak dirge
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I swear I have the worst luck with projects as once again it isn't working, but this time I'm not using that one method so idk what it is this time

oak dirge
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Remade the project and now it's good

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well sorta

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some of the materials aren't being replaced

oak dirge
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the guards, ceilings, and walls so far aren't being replaced, some of the textures are black like path error.

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still looking

languid raptor
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If any of these issues are related to dxwrapper, please let me know. I am working on the Alt+Tab issue. I found out that the textures are being recreated correctly after the restore, but it still shows a black screen. This makes me think that some device state is getting lost and the game never resets it. I am trying to figure out if that is the case.

oak dirge
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for me I can alt+tab fine outside of the remix glitch where it'll randomly crash when you do

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I'm not in exclusive fullscreen though more like borderless fullscreen since it isn't doing the monitor refresh thing

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My main thing is why does the whole game look like a jpeg compression artifact

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and after the intro it's 50x worse

rare epoch
oak dirge
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Seems to be, unless it’s also causing the weird jpeg compression filter

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Game crashed when I tried debug view so not so on my specific hashes atm

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Also I meant textures not materials.

oak dirge
stark lotus
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Hashes for guards aren’t stable so you can’t replace them, but everything else should be stable. Are you sure you’re using the absolute latest of everything and my RTX.conf and options.ini?

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When you say everything looks like a jpeg, are you talking about the color banding? It’s caused by 16 bit mode because the game doesn’t launch without it for me

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Are you using the download I sent you? That should be working fine

languid raptor
oak dirge
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I wish I could enable debug mode without crashing though

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I want to check the hashes for the stuff that isn't working

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trying to test the banding issue but now the actual vanilla game won't launch lmao

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had to launch in reduced res windowed mode lol

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okay 16 bit true doesn't add banding to vanilla

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testing with just dxwrapper

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doesn't happen there either

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so it's remix causing the deband color issues

stark lotus
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how? this is what mine looks like with just dxwrapper and 16bit = true

stark lotus
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another screenshot, are you sure you used dxwrapper and 16bit = true?

oak dirge
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I tested no wrapper DX7 with 16bit on and off

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then wrapper on DX9 with 16 bit on and off

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then wrapper + remix with 16 bit off

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no banding

stark lotus
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remix was the only one that had banding?

oak dirge
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yes

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I'll copy your options maybe it's a specific setting

stark lotus
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or you were able to play without 16 bit mode?

oak dirge
stark lotus
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usually my game just doesn't launch whenever i have 16bit mode off

oak dirge
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this is remix with 16 bit mode

stark lotus
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doesn't look like its path tracing

oak dirge
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if I turn on ray tracing the game breaks map wise

stark lotus
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oh

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i might try it

oak dirge
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just testing the banding

stark lotus
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yeah i used to have that kind of issue

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i think one of the remix updates recently fixed it for me, but that i only ever tested with 16 bit and other specific settings because that's what seemed to work best

oak dirge
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I'm on latest pull from two days ago rn

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in either mode fullscreen effects do this

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prob a 2K issue

stark lotus
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actually wait my memory is wrong

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i think i was able to play without 16bit true, but i think i ended up having the same error you're having, which is why i changed it back to 16bit

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yup this is what i was experiencing

oak dirge
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yup

stark lotus
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i wonder why 16bit mode works and the defualt mode doesn't

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actually i think 16bit mode is the same, but in 16bit mode there is a texture that you can select as a lightmap, and suddenly everything pops back in i believe (my memory is very bad, but i think that was the gist)

oak dirge
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I'll look

oak dirge
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no luck with any textures

stark lotus
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seems like all the geometry that is missing textures use this 2x2 black texture, i think i already found this a few months ago

oak dirge
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yeah I see it

stark lotus
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setting it as sky texture does some funky stuff

oak dirge
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didn't do anything for me

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or maybe I was setting the one next to it on accident

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is that 16 bit false still

stark lotus
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hashes without the texture ignored. theoretically you could replace the mesh with individual bits that are meant to have their own material, but that sounds hella tedious

stark lotus
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or wait im dumb you could probably just swap the material without any mesh shenanigans in the toolkit

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but i think that involves reingesting the mesh anyway
idk

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honestly i don't really mind the color banding with 16 bit mode

oak dirge
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I only get that behavior with 16 bit true

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If i set 16 bit false the invisible geometry isn't there at all

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and no matter how I tag the 2x2 nothing changes

stark lotus
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let me test the latest remix versions and stuff

oak dirge
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I'll grab again in case there was an update

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now it shows everything in debug view

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if you set the 2x2 as ui the game just becomes raster

stark lotus
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i can't even launch the game with the newest remix

oak dirge
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still working fine for me

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oh wait the tool is grabbing two versions behind one sec

stark lotus
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i think im just gonna stay with 16 bit mode as true

oak dirge
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game still works no change and yeah

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sucks that it destroys the visuals though

stark lotus
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i tried making a drag and drop folder that contained the right versions of dxwrapper and remix as well as an options.ini and rtx.conf, but i tested it and couldn't get the game running

stark lotus
oak dirge
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for me the banding is way worse than what you sent

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oh I guess the dark the room the more that one texture shows up

stark lotus
# stark lotus tesla gate

does it look like this? It looks better when you're actually playing without any video compression going on

oak dirge
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and certain materials get nuked by it

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found that stupid texture

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that helps with banding a shit ton

stark lotus
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Nice

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remix has its own post-processing vignette, right? we could probably just ignore the texture and use remix's own one

oak dirge
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yeah

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the banding is there but it's no longer deep fried

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problem is that I can't type in the remix ui

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so I can't test live

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also eye adaption is boosting the brightness by multiple times

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but it helps with banding

oak dirge
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Also I'm able to replace textures on non stable npc's somehow

stark lotus
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material edits don't require stable hashes, but mesh/light replacements do

oak dirge
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yeah I thought that was the case

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so I wonder what's happening

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I can't replace the ceiling, the walls with the metal strips on the bottom, the intro computer monitors, the guards...

stark lotus
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are you replacing the mesh or material?

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cause I haven't attempted any mesh replacements, but material stuff should work fine

oak dirge
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just the material

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yeah no meshes so far

stark lotus
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do they show up in the toolkit or runtime?

oak dirge
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works perfectly in toolkit, but remix runtime is saying they aren't legacy, but they also aren't updating

stark lotus
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i don't think i've ever had that, the only thing i can think about is where you're ingesting them to? apparently if you ingest them in some place the runtime can't access, then they won't show up or something. Also, you sure you have enhancements turned on in the runtime menu?

oak dirge
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all in the same folder (where the project is)
and yes, other textures are being replaced (look at the floor in the pic)

stark lotus
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oh yeah

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im not sure honestly

oak dirge
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it seems to randomly start happening to I don't get it

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yet I just updated the label for 173 and that worked

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and it did it live

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I guess I could try packaging it

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might have figured it out

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yup

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it was like bugged because a broken symlink from the old bugged project was there

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or because I still had your 0.0.2 there

stark lotus
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so the materials are working now?

oak dirge
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yeah

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just trying to figure out some of the decals

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for some reason all the blood stains on 173's floors merged together

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looks like it was just the capture

oak dirge
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and 1162 sadly doesn't render

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and 205 render target issue or something

stark lotus
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yea 205 is kinda busted, but 1162 renders for me iirc, its just a plane that's slightly above the surface of the wall

oak dirge
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yeah for me it's just invis for some reason

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tried tagging the texture but nothing

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also maintenance tunnels having blinding insane lights for some reason

stark lotus
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weird, I haven't done anything in the tunnels yet

oak dirge
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remix going crazy I guess

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I added pom to 173 btw and it's pretty funny

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since he curves the map gets a little weird

oak dirge
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I wonder if we can do something to automatically dim the lights without manually making a whole new project

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#general-remix message
Testing this now, curious to see how it does

oak dirge
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Also testing ultimate edition reborn

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remix actually detects lights with it and I can see documents but it's also really finicky so far

stark lotus
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you were able to boot into ultimate edition reborn with remix?

oak dirge
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Haven’t done more than boot and look around for a few seconds though

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Main issue I saw is that the game rapidly flickers

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And the hud and ui stuff randomly vanishes with camera angle

rare epoch
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@oak dirge @stark lotus was wondering if you guys would mind re-testing the game with the newest version of dxwrapper + remix runtime 0.6.0. Elisha posted about hitting a major milestone but doing a quick and dirty test of my own, it's just a black screen once I load in-game

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I tested 1.0 specifically

stark lotus
rare epoch
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I've reopened it a few times and it seems to get to the menu every time so there might be some notable improvements since the last time

stark lotus
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I have so many copies of this game now it's becoming absurd 😭

rare epoch
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lol reminds me of when I had about 4 or 5 installs of Republic Commando early on

stark lotus
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Seems like nothing has changed from what I can tell, it's definitely something that needs to be worked on from remix's side because remix either only boots with the game like 20% of the time or displays a raster image depending on options.ini

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ill try an older version as well

rare epoch
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well I guess I'll try your options/rtx conf files sometime

stark lotus
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I think i also had a mod to add lights to most of the rooms, but I think they have different hashes now or something because the only room that has lighting is the main starting one

rare epoch
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probably a seed related thing where the same room has different hashes

stark lotus
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it could be, but I think it worked with different seeds in the past if my memory is correct

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might test it more later

rare epoch
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if you do, feel free to toss me one or two really commonly used textures from a capture. That game reuses so much that just one or two replacements will make a dramatic difference

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might work on a couple in my spare time

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also keep in mind worst case scenario we could use emissives for lighting. Not ideal generally but using ray reconstruction it should be totally fine vs proper light sources

stark lotus
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I might try and test versions inbetween as well again. I haven't done that in a while
hopefully I can find a version more recent than v0.1 that plays nicely with remix as well

rare epoch
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yeah the newer the better. Once we find the sweet spot I'm down to put a bit of time into remastering. I wouldn't cover the whole game but there's so much that can be covered with such a small number of assets that there could be a sweet proof of concept mod to put out there

stark lotus
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the only thing that still concerns me that is consistent across all versions is the TV screen camera glitch, which is really really unpleasant to look at

blissful pilot
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Wow, I'm actually surpised that I'm not the only one that tried running SCP:CB with RTX remix, but that theres this whole discord chat for it. I got as so far as to get some of the lighting working, but whenever ray-tracing is enabled most of the map materials turned white, after digging around I found this is because they don't have materials assigned to them? really strange, I'm curious if you guys are able to get me up to speed on the progress you guys have done, in return; I have something that might make this project even bigger

blissful pilot
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And here's the thing that I think will make this project even more ambitious, I work on the side as a 3D asset artist, I prefer it over debugging RTX Remix, but I've already been going through and remaking assets for the game using real life equivalents, I buy props and items that were used for their original wiki document photos, and then photoscan/3D model them into assets that can go into the game, I've only done a few so far, being SCP-1499, SCP-049's mask, SCP-173, Severed Hands, among other things, I plan to do every asset in the game if I can, remaking all the assets, with PBR, as a RTX Remix is kinda my hope.

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Here's a montage and some of the best photos I have of what I've made

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Lemme know what y'all think, And once again, any progress you've made so far I'd appreciate if you're willing to share, I was never able to get textures for the map working, I'm not sure if it's my config file or what have you, I'd love to get the ball rolling on this idea

stark lotus
# blissful pilot Lemme know what y'all think, And once again, any progress you've made so far I'd...

Hi there. First of all, I really like your assets, and would love to see them in the remixed version of the game. I personally haven't been working on this project recently, but to fix the map materials IIRC there is a white material that you can find in the remix menu, setting it to Lightmap Texture should resolve the issue. Here's the config file I think I used last time i booted SCP v1.3.11 with remix if you want to try it:

blissful pilot
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Thanks I appreciate it! I'll give it a try, and I anticipate that this project will take a while anyways, I've been making SCP assets and content for years now, since 2017, and even sourcing the origins for some of the SCPs such as SCP-049's mask being a Disguise brand venetian mask; takes time, So no worries there, I'm just glad I don't have to do it entirely alone, before today I thought I was the only one who fiddled with this idea.

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before I hit the hay, I'll share this as well, It's a spoof trailer I made for SCP Containment Breach when Portal RTX was announced, it's pretty funny, and was made during a time I thought it was impossible being on Directx 7

stark lotus
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That's pretty cool, hopefully it will one day be that stable enough to look that good!

blissful pilot
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Did you guys use a specific dxwrapper version?

blissful pilot
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I think the first thing I want to do is put together a .zip with the barebones for what's needed to run this game with what we find, any fixes or changes we make will go into that file and be updated overtime, including the updated options.ini, rtx.conf, any specific release/build of dxwrapper, the RTX Remix runtime, and anything else to get the game running at a basic level with ray-tracing; that way if we have new people coming to work on this we can simply hand off that .zip to get them up to speed with what progress is made, especially as we make changes and improvements.

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I think that's my first goal, I've already put the options.ini, Once that .zip is finalized I think I'll move onto either trying to figure out the render target issue with the cameras, or lighting the rooms; seeing as most of them are pitch black right now for me

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I think I read somewhere that you guys used a mod or something that added lights to the rooms? or we're you guys adding them manually over time?

rare epoch
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afaik the rooms don't have consistent hashes, so unless a lightsource mesh (like a lamp for instance) has a consistent hash, we may have to rely on emissives for lighting as those don't have the same limitations with parenting

blissful pilot
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Were you guys able to get 1.3.11 working with RTX? or is it stictly 1.3 or older?

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and/or Ultimate edition

stark lotus
stark lotus
stark lotus
blissful pilot
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I'm working on a .zip file for newcomers to get RTX working with ease, I am able to get RTX working on a basic level, but I have no idea how to get mod usds to work, I assume drop them into rtx-remix/mods/ but that doesn't have them working ingame, I know one way could be to create a new project file in RTX Remix and then load a mod file, but I don't know if that's the only way, hopefully not for people who just want to play around with what progress we make

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That's thing i gotta figure out before I can start working on the video, -Thats the other thing, I'm working on a beginners guide to get it working, breaking it down step by step, current issues, and I'll show what modding the game looks like, what to look out for, how to save rooms once they've been edited, that kind of stuff. It'll be really helpful keeping everyone on the same page, and hopefully get more people able to add lighting into rooms if they choose to do so

stark lotus
#

Sounds good! About the mod usds, I think each mod is meant to have its own subfolder like this SCP - Containment Breach v1.3.11\rtx-remix\mods\modname\mod.usda
My memory isn't the best, but I think this was the mod I used for lighting in the past. Let me know if it works, I'm unsure.

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actually now that im looking at it, im not sure if I added any lights to anything in that mod I sent, my bad.

blissful pilot
#

I have lights in mine, I just can't get it to work on a fresh install by throwing it into /rtx-remix/mods/ so I think I'm doing something wrong

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anyhow, here's the google drive link I made with all the files to get ray-tracing working In SCP Containment Breach v1.3.11, It consists of three folders, RTX Runtime; which has all the RTX runtime files latest version, Misc; which has the options.ini, - Launcher is enabled and can be disabled by preference, The Misc folder also holds the mod usd file I'm trying to get running in the rtx-remix folder, as well as the rtx.conf file that worked best for me after tinkering with it. and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its a mix of elishacloud's debug and dx7 games dxwrapper binaries.

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As I said, I want to create a video going more indepth of it, but that's the jist of the work I've done in the last 24 hours, In that mod file I actually went through and relit the entire intro sequence but wasn't able to get it working on a fresh install as I said.

stark lotus
#

Hey, thanks for the share! I'll take a look at it in a bit after I play around with SCP myself. So far, i've had a 100% boot success rate which is much higher than before. Did you experience many crashes in-game? My game has crashed a few times for seemingly no reason

blissful pilot
#

Crashes no, sometimes the RTX Runtime "unexpectedly closes" but I find if my graphics card fans arent running or my RTX card hasn't been doing much work in a bit that happens, once I try it a couple times it works, and once it works that first time I don't have that issue again unless my PC goes cold again, like if i restart

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I was able to run it without 16-bit turned on too

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thought that was pretty neat

stark lotus
#

yeah, im able to run it without 16-bit mode now as well. The crashes could just me a me-thing as well.

blissful pilot
#

Honestly at this point I prefer troubleshooting running it over whatever needs to be done in RTX Remix, getting the lights right is a fruitless task for those who are new to it

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So this is the video I recorded last night, there's some 'screen tearing' due to interpolation because for whatever reason my recording came out 10 fps, when i played it was a solid 30-40 if I remember correctly. that being said, It shows the extent of the lighting work done, and what the mod would look like if we getting working on a fresh install

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the same mod usd used in the video can also be found in the google drive in RTX Files/Misc/rtx-remix/mods/

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It goes without saying too, the lighting is not perfect, it was done very quick and dirty as a learning experience for myself to learn the tools, I was very much rushing it

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Oh! one more thing, this video includes my fancy SCP-173 model, it looks pretty neat, I'll add that too into the google drive link

stark lotus
#

Awesome! Soon I might open an issue for the CCTV monitor bug and hopefully culling can be working out too, as those two things seem to be the glaring issues whenever I play through the game with remix

blissful pilot
#

Yeah that and the UI, after those two are fixed it'll mainly be remastering assets and lighting for the rooms

stark lotus
#

Did you ignore texure AE8C29D5A34CF923? Setting that texture hash to UI should bring back the UI like this rtx.uiTextures = 0xAE8C29D5A34CF923

blissful pilot
#

I am also a 3D artist, and I have no issues making models, textures, materials, for the game, a lot of the time I don't even have to rely on AI I have a bunch of tools such as Crazybump, Topaz AI, and even just the native baking tools in Blender that can help me. I'd love to help in that regard, the RTX remix stuff is the only thing that is enigmatic to me, given I'm new to it

blissful pilot
stark lotus
#

If you look in the texture list in Remix it should be a fully black texture, or you can edit the rtx.conf file to include the uiTextures addition I typed above and make sure to remove it from rtx.ignoreTextures

blissful pilot
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Wow haha, so yeah I already had that ignored, I just forgot to turn on hud in options

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Goof on my part

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at least it works now

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I have discovered something else

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that AE8C29D5A34CF923 Texture, I know what it's for, It's the blinking mechanic, and switching it from ignore texture to UI kept everything else working, and brought back blinking

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I'm going to update the rtx.conf file too

stark lotus
blissful pilot
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oh whoops my bad then

stark lotus
#

its all good

blissful pilot
#

so all thats left then is Yes, the render target cameras

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no idea where to start with that one

stark lotus
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i think those are gonna have to be fixed by a remix dev, i've flipped about every switch in that darn menu and never saw any improvement

blissful pilot
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same

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even disabling it entirely did not help, I've read this entire discord chat as well, and it seems that render targets just generally don't play well with RTX remix at the best of times

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another thing I wanna do is create a spreadsheet with all the rooms that need to be remastered/relit, and share that, that way we can keep track of which rooms have been done and not have to do it multiple times, this also helps incase we want to make changes or improvements to what we've already done

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but I'll do the video first so we have better chances of getting more people on this project if they so wish to work on it

blissful pilot
#

Finally got the mod working, I think I had the wrong mod or something, I back tracked and cleaned up the folder and I'm going to update the Google drive once more

blissful pilot
#

I'm going to try it out one more time on the two other computers I have

blissful pilot
#

So I'd say that's a success on that, The mod files from the Google Drive works on all three, My personal computer with a 4070 ti, my laptop with a 4050, and my fiancé's PC with a 4060, I even ran the mod on my CRT TV that I have just for the hell of it, looks neat, My fiancé's PC and my laptop aren't very great when it comes to RTX, with one having 8 gb of VRAM and the other having 6gb, so It's really something to see it work well on both, It's only going to get better from here.

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This isn't directly related to the RTX mod, but it's still funny and I had to share it

fading fractal
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@blissful pilot sorry. your edit got caught in our spam filter

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go ahead, i disabled it temporarily

blissful pilot
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no worries, and thank you

blissful pilot
#

Just upscaled and slightly remade the ceiling tile and floor tile textures, also made normal, roughness, and metallic maps for them, They are still pretty close to the original, but they look nice. its a lot of trial and error getting it looking just right, as well as doing one texture at a time

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Eventually, I want to replace actual sections of the map such as that low poly toilet in the cell, but for now I'm focusing on making things lit and PBR

rare epoch
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Ok hold on bossman these textures are too simple to be using AI for. What's the original of the floor look like so I can recreate it by hand

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I'll admit it does look pretty good though

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@blissful pilot

blissful pilot
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Yeah go ahead, these textures were mainly generated using AI, and they are just the 1024x1024 textures from the game files, like tilefloor.jpg

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If anyone wants to try recreating them I’m totes down for it, I’m only hoping the art style is kept for the game whenever these assets are made

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I’m still trying to figure out how to get animated models into the game

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There’s a LOT of assets to go through though, so I’m probably gonna finish that video I was gonna make, to make it easier to get more people into it

stark lotus
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Haven't tested the Ultimate Edition Reborn mod in a while.. I can finally boot it AND Remix detects lights!? I wonder what Ultimate Edition Reborn is doing differently to the base game for Remix to pickup the lights.

blissful pilot
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I imagine its because it has lights while the base game does not, I seem to remember that SCP:CB relies heavily on baked lighting and light maps, I'm not sure.. -although this reminds me of another thought I had regarding another modded version of SCP:CB, some modded versions have a playermodel, which would be neat to put into the RTX Remix (If its possible) to have the player's shadow interact with the enviroment lighting

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It's both versions of the multiplayer mods that I believe have player models

blissful pilot
# oak dirge Don’t forget about the literal gore texture for coffin scp btw

I forgot to comment on this before, But I actually have some remastered images for 895pic's images, including the gory ones, they were made from sourcing the original image files years ago, there's only a couple I haven't done, most notably is SCP-087-B's smile, I haven't been able to source the original teeth photo

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But the one you're worried about "pic3.jpg" is already remastered to it's highest resolution

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So no one has to worry about that going forward Lol

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And no one has been able to find SCP-106's original image source, but this was my best attempt at remaking it using a couple of tools

oak dirge
stark lotus
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The lighting is a bit glitchy, but that’s because it only seems to render 8 or 9 of the lights at a time and it sometimes doesn’t render lights for some reason. I was looking through the code of the mod to see what I could possibly change to fix it but I couldn’t figure out in the limited time I had before I went to sleep.

blissful pilot
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I’ve been using the Map creator for SCP Containment Breach to possibly create the best map layout for lighting the rooms, lining up similar rooms that have similar lighting in them that way we can capture a couple of rooms and then copy and paste lights accordingly

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But it just occurred to me; when you go to preview your map layout in the map creator, all the rooms are fully lit like in game, yet these rooms don’t have lights, it’s just a preview and the game isn’t running; and then I finally realized that the rooms are displaying with baked light maps, hence why they are able to display in the map creator that way; after looking at many clips of gameplay I realized that for most of the game, there are no lights; not a single one. Characters, items, none of them have shadows, the darkness is faked with fog. It’s why when we ran it with RTX for the first time, not a single room was lit, they were all pitch black; except for one. The starting room Pre-breach: both the cell and SCP-173’s chamber had lights and were lit to some degree, albeit barely. And wouldn’t you know it, guess what’s the one room that doesn’t appear at all in the Map creator? It’s the pre-breach variant of the start

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Bit of a long message, but that’s what I just realized tonight, I can share pictures tomorrow of what I mean, but I gotta get some rest, making this map layout has been the closest thing to relatability of SCP-012. -Ultimate edition differs in that the mod actually adds lights to game when they weren’t in the base game to start with, it adds a ton of new content overall

stark lotus
#

Ultimate Edition Reborn's lighting is nice, but it still has its limits, literally. From the Blitz3D docs:

Other notes:
There is a DirectX limit on the number of lights available per scene - this is either 8 or 16 depending on your video card, but you should always assume 8.

I think its the nicest to work with so far, I am contemplating whether or not I want to work on base SCP:CB or if I want to work on Ultimate Edition Reborn. UER is the only one i've successfully been able to compile from source, so that's a bonus.

blissful pilot
#

I’m trying to get the base game running primarily, it’s the version I grew up with and love dearly, RTX remix kinda works as a middle man inbetween the graphics pipeline of your graphics card and the game itself, which is how it’s able to have PBR materials, lights, and all sorts of stuff that would never work natively in Blitz3D. It’s not impossible to get it finalized, it’ll just be a lot of work, and I’ve been working on something pretty big that will hopefully make it easier for everyone going forward, but primarily we’ll just have to go through and light all 97 rooms and then work on remastering textures

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We’ll have to see though, whatever makes more progress overall

blissful pilot
stark lotus
blissful pilot
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Does Reborn have dynamic lights as opposed to static ones? That would be kickass

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Also, no idea how we’re going to implement SCP-205

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Given they are lights that turn on and off

stark lotus
blissful pilot
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Ah ok yeah that’s just lights in general, as I said earlier, the base game has like NO lighting, it’s all smoke and mirrors with some clever light maps

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It’s actually kinda impressive that they were able to make it that way

vague spindle
#

How do i install this or get RTX working on SCP:CB (Or SCP - Containment Breach Ultimate Edition Reborn?)

stark lotus
#

as for Ultimate Edition Reborn, its the same steps except that you must head to your AppData in order to replace the options.ini, as they modified to game to store it there instead of the game's directory

vague spindle
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On the Og SCP:CB

stark lotus
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v1.3.11?

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i'll try it on my machine

vague spindle
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the lastest

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yes

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idk why set 1080p rather than 1440p i'm on

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it's rans in launcher

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i click launch then it's shows that error

stark lotus
#

yeah im getting the same error

vague spindle
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UE:R works fine

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in 1440p

stark lotus
#

yeah ultimate edition reborn is a lot more stable than the base game with remix

vague spindle
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bit werid

stark lotus
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should fix those textures up

vague spindle
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also running like 15-20fps

stark lotus
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actually that doesn't look like its raytracing

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try the rtx conf i sent and see if it fixes it

vague spindle
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hmm

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it's hangs on 10%

stark lotus
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hmm

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try going to %appdata%/scpcb-ue/Data and replace the options there with that one i sent

vague spindle
stark lotus
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if you've replaced the rtx.conf and the options.ini with the ones i provided, then all I can say is keep trying because those are what work for me (Ultimate Edition Reborn v1.4)

vague spindle
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in-game

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when paused

stark lotus
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are you sure you copied the options.ini? it seems like you still have smooth bars enabled, which my options.ini does not

vague spindle
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i did

stark lotus
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weird

vague spindle
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i meant

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i copyied the one from RTX files zip

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which worked

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i'll try again

stark lotus
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i sent an options.ini and an rtx.conf above meant for Ultimate Edition Reborn specifically

stark lotus
vague spindle
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idk

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?

stark lotus
#

sorry, if you copied all the files I sent on discord correctly, then i'm not sure how I can help you because i don't know what is going wrong

vague spindle
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it's able to run on windowed mode

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but still back screen during gameplay but not the pause menu

stark lotus
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im not sure, it could be an incorrectly tagged texture

vague spindle
rare epoch
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Last time I tried SCP I had the same issue with the black blank gameplay screen

stark lotus
rare epoch
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Unfortunately I don't remember. Just wanted to say they weren't the only one basically

stark lotus
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i've probably encountered it sometime in the past, but its likely that i've forgotten that it even happened

oak dirge
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Any changes with 1.0 release

stark lotus
#

less crashes when initially booting, atleast for me.

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Ultimate Edition Reborn has been the most stable version of the game, i almost never crash with it, but others haven't had the same luck that i've had

oak dirge
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I'll have to look back at it then.
The whole thing with seeds and lights was annoying before

stark lotus
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lights are still slightly an issue. Ultimate Edition Reborn does have its own lighting system compatible with remix, but it only renders ~8 lights at a single time, so its more playable right off the bat than the og game

oak dirge
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Interesting that it has the same light count as source

stark lotus
#

source as in DX7 source?

oak dirge
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Source engine

stark lotus
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cause im thinking it could be a directx 7 thing, but i havent confirmed it

oak dirge
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If it was that'd fall to wrapper wouldn't it

stark lotus
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i think the wrapper is doing a good job, but if Dx7 itself is only giving the wrapper 8 lights, then that's all were gonna get

oak dirge
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There are threads on blitz3d forums about this is that where you get directx7 issues from?

stark lotus
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yeah, and also this excerpt from the blitz3d documentation on the CreateLight command:

Other notes: There is a DirectX limit on the number of lights available per scene - this is either 8 or 16 depending on your video card, but you should always assume 8.

oak dirge
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Okay then that explains why source engine has the same issue on old dx

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Idr what their workaround was i could maybe dig through the thread

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How does anticulling do with it?

stark lotus
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i didn't notice any difference when i turned on anticull for lights, maybe there's some optimal settings i didn't test with it but yeah

oak dirge
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Pretty sure their fix was an engine dll patch

stark lotus
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i did have an idea in the shower a few nights ago, while i was messing around with the lighting sprite system in UE:R, I accidentally enabled constant rendering for all the sprites in the map. I wonder if we could spawn a lamp there somehow or create a dummy object that has a lamp attatched to it in remix and spawn that at every sprite, but idk im just throwing darts at the board

oak dirge
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Wouldn't that make all the lights the sameb

stark lotus
#

yeah it would

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i mean the best way to get lighting working again is just to do it all manually i think

oak dirge
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Yeah but would hashing break it on different seeds again or was that not an issue before

stark lotus
#

im pretty sure hashes aren't an issue

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i think they remain consistent between different seeds

oak dirge
#

And the monitors are still broken

stark lotus
#

yup, i just disabled them in my UE:R by changing some of the code

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i opened an issue a few days ago for scp:cb monitors, so hopefully the remix team looks into it and can figure out a fix

oak dirge
#

Also thinking about how scp is, wouldn't 8 lights be fine for the majority of rooms due to distance fog?

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Most rooms only have a couple lights like 3 max I thought

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I was using the forced cutoff before to emulated the games fog I think

stark lotus
oak dirge
#

The intro area also has way more lights too

stark lotus
oak dirge
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Not a biggie though if the lights are a one time thing and only certain areas will need tweaking

stark lotus
#

emissives would be fun to use if they were more stable. NRC makes them a lot more stable but i've also found that it can make the emissives "explode", where they just stop being as bright as they should.

oak dirge
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Wish I was better with textures spent a lot of time looking for solid ones to try.

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And metal always looked like plastic

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And I don't want to make stuff look completely different like a mod

stark lotus
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yeah, i've tried recreating a texture in substance but it doesn't really look how i wanted it to and it didn't look too good in remix either

oak dirge
#

I think not having the game crash my whole pc constantly and took 30 mins to launch will be huge

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I liked the wall texture I had but it doesn't really have much detail too plain

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And upscaling the existing is just bad

blissful pilot
#

Just finished the SCP-087-B cheshire smile texture for SCP-895 pics about a week ago

blissful pilot
#

For the past week I've been working on making a new model for 'classd.b3d' its one of the more reused character models all over the game, I've remodeled, rigged, and animated the model from scratch and then made some temporary UVs just so the current textures can be mapped onto the model, I wanted to keep the characters looking the same.. just better, more typology, more detail. so far only the idle and walking animation is done, and its very much a W.I.P. still have lots of modeling to go into it, more animations to make, and I still have yet to make proper remastered textures or materials.

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But as of tonight, I finally found a way to actually put all this work into the game and play with it, I've included a video with some gameplay showing that. Still very much a work in progress. But I wanted to share what I've accomplished so far.

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I still have that video on my to-do list too, and I've been slowly working on the intro area as well, I've just been procrastinating, But I do plan to finish it soon, I've had a few folk ask about the project indirectly, and I think making a video to get more modders, asset creators, and such working toward this would be amazing.

pure marsh
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Aren't the hashes completely unstable tho

blissful pilot
#

like in RTX remix?

pure marsh
#

Yeah

blissful pilot
#

Haven't tried it yet, That's the next thing I'm going to play around with though

blissful pilot
#

Uh .. yeah; So I guess ultimately, it comes down to this

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I have no idea if SCP:CB utilizes a "GPU-Based" skeleton animation, I'm going to guess no for two reasons, one of which being the USD capture doesn't bring in or recognize any skeletons in the capture, even when trying to capture just the assets which mainly captures characters.

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They said on their official doc that if it doesn't have GPU-based skeleton animation, replacing these assets would have to be done on the engine side, I'm not sure exactly what they mean by that, but I would assume that's just ol' regular asset swapping in the game; which if that's the case, its possible

blissful pilot
#

Just to try it out, I threw the remade classd.b3d model into my current mod for RTX, and it works like a charm with just the base game. So If we want to replace character models that way, totally doable.

stark lotus
#

yeah replacing the models in the base game will work, but fyi scp:cb doesn't use GPU-based skeleton animation

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models look good btw good work

blissful pilot
blissful pilot
# stark lotus models look good btw good work

And thank you, I appreciate it. learning how to work with .b3d was by far the most difficult part, not a single tutorial or anything online, it's why it took a week for me to get back with these results.

blissful pilot
#

I updated the showcase video for the model mainly because I forgot to add labels saying what is what, at a glance it can look the same except for the fingers, I also added a portion to the video showing the model with no textures; to show off topology. also has the RTX gameplay. With that; I'm gonna hit the hay, and continue tomorrow. I'm very happy I got it working tonight.

rare epoch
oak dirge
#

Very nice dboi

blissful pilot
#

It’s on the to-do list for me

vague spindle
#

I really wish i need get my game to work with RTX-Remix rather than just crashing and black screen. :\

oak dirge
#

We are running ultimate edition reborn with latest remix and dxwrapper

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Should be a post further up with instructions somewhere

blissful pilot
blissful pilot
# blissful pilot [RTX Files - Includes options.ini, rtx.conf, RTX runtime, dxwrapper, and the mod...

This google drive link should also have the files necessary to at least get it running with the first intro area lit -It consists of three folders, RTX Runtime; which has all the RTX runtime files latest version, Misc; which has the options.ini, the rtx-remix folder with my mod.usd file, as well as the rtx.conf file that worked best for me, and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its a mix of elishacloud's debug and dx7 games dxwrapper binaries.

#

If I remember correctly, putting everything that is inside each respective folder straight into the game’s directory should work out of a fresh install of v1.3.11; it may crash or fail to start a couple of times with either a error on blitz3Ds side, or an error of the RTX runtime, but I find after one or two attempts it works; for me at least this happens often if I haven’t been using my graphics card.

blissful pilot
#

I’d like to mention that I’ve been working with v1.3.11 vanilla this whole time, I think the others have been able to get ultimate edition working and have had better success with it lighting wise

vague spindle
blissful pilot
#

Does it give any error message or anything of the sort when it crashes?

vague spindle
blissful pilot
#

I was curious if it was a “unable to create 3D scene” and you’re running it on 1920x1080p?

#

If I jog my memory, I did have the same thing at some point when I put the files together, the black screen not the crashes, like the game was still running but I couldn’t see anything; -does that description match what you’re experiencing?

vague spindle
#

1440p

#

trying on 1080p dosen't fix

blissful pilot
#

Interesting, and yeah 1080p is only option as of right now, I was able to get 4K working on vanilla without RTX, but with RTX as of right now I cannot go higher than 1080p, I hope to find a fix for that at some point if I can

blissful pilot
#

I’ll try to play around with it when I get back to my computer tomorrow though, try to recreate it

oak dirge
#

I could run 1440p
I think I remember black screen being due to launcher not disabled or intro not disabled
Or the menu is just invis and I would alt+x to navigate

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with all the configs I never had black screen issues just launch issues before

blissful pilot
#

at least when I had the black screen issues

oak dirge
#

gonna reDL and check

blissful pilot
#

I'm gonna do the same, my current computer is pretty cluttered so I'll do it on the crappier of the three I have, with the current RTX drive files

#

I haven't tried it with 1440p yet, so I''m gonna try that now

oak dirge
#

bitdefender just nuked my remix runtime lmao

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didn't even come back after restore how rude

#

it blocked all the files individually wow

#

wtf it flagged like half my actual files too

#

I copied the files over and it did it again lmao

blissful pilot
#

alright I'm back to my main computer, worked on 1080p and 1440p, 3840x2160p was the only resolution that didn't work which is expected

oak dirge
#

Still trying to launch the game bitdefender took control of the whole folder

blissful pilot
#

The one thing I was reminded about, which probably isn't the issue but something to be cognizant about; -sometimes when the game crashes inexpiably, at least on my machine, it'll run in the background as "game.exe" and trying to run the game again unaware of it being open in the background causes it to instantly crash or have runtime errors.

#

again, likely not the problem, but may be useful advice for someone later on.

oak dirge
#

yes would happen to me constantly when the game would take 50 tries to boot before

#

Had to end task every time

blissful pilot
#

I'm curious what his specs were too, I've only had access to 40 series RTX cards, I haven't done any testing on AMD or 20/30 series cards

#

I use to own a 2070 and I kinda wish I kept it for performance testing

oak dirge
#

The reverse scaling is hard

#

Especially if you try to run transformer on 20 series. Talking a good 15% loss just from that

#

My av just kept tweaking out nonstop so I didn't get it running yesterday

blissful pilot
#

Aw man, and yeah I remember 20 series cards were bare minimum for ray-tracing and didn’t have much VRAM, my laptop has a 4050 with 5GB, and that’s able to put out more and more efficiently than my old 2070 with 8GB. And that’s with the 2070 being on a desktop arguably more powerful than a laptop;

blissful pilot
#

Hey if anyone is good with reverse image searching or finding source images, I'm looking for the source assets for the ending screen, I was able to separate a little bit with the reds and saturation, and extract this, but that's about it; if anyone wants to give it a try, go right ahead.

#

I'm posting it here because it's part of recreating/remastering textures, so it's related to the task a tiny bit, and who knows maybe someone here knows something or has better method of searching blood splatter textures

oak dirge
#

got the game booted

blissful pilot
#

That’s great! Any hiccups this time?

oak dirge
#

loading atm stuck at 10% with music playing

blissful pilot
#

It’s also weird, because when I started development on this, I had crashes all the time, but these days I don’t have it crash unless I do something to provoke the game intentionally

oak dirge
#

crashed

#

which drwrapped stub file should I be using actually

#

I forgot

blissful pilot
#

There’s a Google drive link I posted that has my configuration

oak dirge
#

I ahve it

blissful pilot
#

It has three separate files “Dxwrapper” “RTX runtime” and “misc” the stub files and everything else for the D wrapper should be in there

#

I plan to add another folder for in game changes, such as models or textures that don’t go through the RTX Remix graphic pipeline

#

It’ll probably just be a GTX folder

oak dirge
#

I'm in

#

all black atm

blissful pilot
#

The main menu? Or in game?

oak dirge
#

no lights

#

I have my own project files but not loaded

blissful pilot
#

Forgot to mention it, but this background texture I’m also trying to source to remake assets, I’m pretty sure it’s the same used for main menu and pause menu stuff; like the blood texture, if you wanna try to find the texture please go ahead, I’ve tried cleaning it up a bit here so it’s easier to identify

blissful pilot
oak dirge
#

the 0.03

#

also game is at 9 fps whyyyyyyyyy

#

oh my gpu is running at 600mhz wtf

blissful pilot
# oak dirge the 0.03

Oh if I recall I think that’s one of Jevediah’s mod files, if he didn’t make it directly it’s probably from a time when I was trying to play around with his mod file in RTX remix when I first got it installed, Ditto though, the mod file and everything included in the google drive link should work if you wanna give that a try

#

I’m gonna tinker with it and make sure it’s up to date when I get to my computron too

oak dirge
#

my 0.03 is from the drive

#

trying to load mine back

#

game is still acting up/crashing

#

I can't copy files to folder either must be bitdefender again

#

uninstalled the av

#

still super laggy reinstalled

#

can't make captures for some reason either

#

and game is blinding white

#

obv the game doesn't like me

#

and game randomly crashes at 10% loading

#

looks like I'm having the EXACT issues that other guy was having

#

wait a second

#

the game is not using the options in the files

blissful pilot
#

Oh damn you’re right, it is 0.03

#

Yeah the rtx.conf is also important

#

I’m not sure if your bitdefender will have a problem with it; but I forgot to mention that everything in the “Misc Files” can be dragged into the games directory

#

I really want to finish the video I’m working on, it breaks it down a little better; just a few more pieces I need to add to it

oak dirge
#

i uninstalled bitdefender then redownloaded and reinstalled everything prior

#

game doesn't even launch without the conf

#

I don't think remix is even working properly

#

doesn't work with old or new remix files

#

yeah remix isn't actually working

oak dirge
#

I'm going through literally everything

blissful pilot
#

Weird, which version of RTX remix do you have?

#

it's kinda weird too, because the mod should work on a fresh install on windows 11, as I've tested before

#

Like SCP:CB v1.3.11, The RTX files, throw them into the game's directory and that should be it

#

I'm curious if outdated drivers could cause it too, I had to update mine when installing RTX Remix, and that was the only constant between my devices; that they all had updated drivers

#

Anyhow, I'm on my computer now so I can troubleshoot things if you have anything for me

oak dirge
#

ignore my previous remix is working, but only partially

#

I've tried all drive files
just a normal install from the latest commits
a different wrapper version

#

different settings

#

game doesn't even launch with a blank rtx.conf

#

something is obviously broken now for anyone trying to install the game that didn't have it before

#

just the fact it runs at 8 fps aside from everything else is a dead giveaway

#

i'm guessing something with wrapper

blissful pilot
#

I'm going to try to locate which version I put into it

oak dirge
#

highlighting doesn't work for texture selection in remix neither can I actually ignore textures properly etc

#

zip up your whole game folder tbh and upload it to drive

#

jebediah had to do that before

#

the dxwrapper ver the drive has is latest github release btw

#

I give up till then cause I've tried literally everything

blissful pilot
blissful pilot
#

I'm also whipping up something else for the discord that should be at least a little helpful

#

and second to lastly

#

Last, but certainly not least; A quick video breaking down exactly step by step what I did: as a visual aid.

#

This way, at least on my end to you or anyone else, it's not a game of telephone; truly hope it helps 🙏

oak dirge
#

Lmao

#

You aren't using Ultimate Edition Reborn

blissful pilot
#

nah, were you? lmao

oak dirge
#

Same as the other dude that's what me and jev were talking about

#

Thought we migrated

#

It all makes sense now

blissful pilot
#

That would definitely be why it didn't work lol

oak dirge
#

So the real question is what happened to UER

oak dirge
#

Actually does uer even run dx7 native and need wrapper...

blissful pilot
#

I'm still on vanilla because It's the base game, honestly; I think it makes more sense to build a mod onto the game itself rather than building a mod onto a mod, anyone who wants to use other mods that are compatible to Vanilla 1.3.11 but not ultimate edition won't work in that case; there's more reasons, but that is the reason why I haven't migrated, I would rather individually light each room in the base game than try to MacGyver a mod together off of the pre-existing lights in ultimate edition, Absolutely no offense to anyone trying Ultimate edition with RTX Remix, because relighting all ~97 rooms is obviously a lot of work, and I can totally understand the incentive to work with ultimate edition

#

I'll go more indepth into it when I make the on-boarding video for new-comers/modders, it's that big video I keep mention I'm working on

#

but for the time being, yeah; that's why I've been modding vanilla v1.3.11

oak dirge
#

Tbh id rather run uer if we can disable the lights

blissful pilot
#

Which one is uer again? it sounds so familar

oak dirge
#

Ultimate edition reborn

blissful pilot
#

oooooohh right

#

Yeah there's a ton of mods I'd love to get working once this project is done, I was watching the director's cut mod showcase and some of the interactions in that is amazing, again though; that's kind of part of the reasons I focus on the base game above all else

#

I imagine if this project becomes BIG, and gets the attention of a lot of people, its easier to make a fix or a separate mod version of UE, or UER to be compatible with SCP RTX (when it exists) than it would be for Regalis to make the base game compatible with an RTX mod designed and dependant on either UE or UER

oak dirge
#

Luckily it all carries over for the most part from base gameb

blissful pilot
#

That's also how I'm designing the models and textures too, to work with the vanilla game even without RTX remix

#

backwards compatibility

#

I wonder if that's why Brucektrain was having problems too though

#

I didn't even consider it

oak dirge
#

He was using uer

blissful pilot
#

yeah thats definitely it

oak dirge
#

No idea what special stuff jev did to boot it

blissful pilot
#

what else does UE add to the game besides lights?

oak dirge
#

Tons of rooms items scps etc

#

It's basically the game remastered

blissful pilot
#

I'm just curious; if I were to light all rooms manually, and distribute the .usd files and project files for each room incase someone wants to go into it into RTX Remix to change models and textures and such, would you guys still want to work on UE or UER? or is there other stuff that makes those two mods of the game desirable over the base game

blissful pilot
blissful pilot
oak dirge
#

I'm gonna lose it

#

your files

blissful pilot
#

My files probably won't work with UE

oak dirge
#

this is your whole game

blissful pilot
#

Unless that's the base game

#

oh, when then I can understand the frustration

#

yeah.. what hell is going on

#

this is very strange

#

Do you skip the intro?

blissful pilot
#

the 8 fps is by far the weirdest part

blissful pilot
#

alrighty just making sure

#

1440p?

oak dirge
#

1080 atm

blissful pilot
#

fullscreen or windowed/borderless

#

I'm also going to try to extract that exact .zip

oak dirge
#

borderless

blissful pilot
#

oh interesting, I'll give that a try

oak dirge
#

now I have black screen with alt+x

blissful pilot
#

i've been fullscreen this entire time

#

so far windowed borderless appears to instantly crash runtime

blissful pilot
# oak dirge

I'm gonna try a few more things though, I really want to try to recreate this

oak dirge
#

the game HAS to be in fullscreen

#

or no work

blissful pilot
#

Ah, yeah I think I just discovered that now

oak dirge
#

Well that's why uer didn't work too

blissful pilot
#

Yeah still nothing

#

but

#

that's my options.ini

#

And in the meantime, I'm going to try one more thing

oak dirge
#

I got it working in fullscreen that's what I meant before sorry

blissful pilot
#

nah it's alright, textures still not loading and 8fps still right?

blissful pilot
# oak dirge

I honestly have no clue why, I've played around with a dozen different options to try to recreate that, but nothing did; I'm tempted to try running it on something really crappy like my steam deck and seeing then

oak dirge
#

As long as it's in proper fullscreen it works perfect 80+ fps ray traced

blissful pilot
#

oh interesting, textures too?

oak dirge
#

Didn't have any loaded

#

Didn't check for enhancements i should say

#

Just saw it worked then closed will look more tmmr

blissful pilot
#

alrighty, I'll keep working on the video as I have been

oak dirge
#

I have to see if my mod works or not but I lost all my old caps

blissful pilot
#

still; learned a thing or two at least

oak dirge
#

Idk if you already know but you can Teleport to most of the rooms via console for caps

blissful pilot
#

Yep, I know, the hardest part is just doing it in RTX Remix, just doing the intro room alone got confusing quickly, and I want to make the video and such to make it cohesive and easy to mod multiple rooms and come back to working on them smoothly

oak dirge
#

Main thing I want from my mod is the glass material.
We just need to standardize the light properties for the light types

blissful pilot
#

I'm constantly worried about having inconsitant lighting and such

oak dirge
#

I just randomly wonder how using spotlights would look for horror factor

blissful pilot
#

scp-205 keeps me up at night

oak dirge
#

Like narrow cone lights

#

So gi does most of the lifting

blissful pilot
#

also how SCP-860 the forest is going to look

#

as well as the 1499 world

#

probably a nightmare to make look good

oak dirge
#

It will need hdri skybox for light

blissful pilot
#

Yep probably best

#

Actually, the secondary light switch

#

thats what im REALLY worried about

#

I've tried a couple of things, there's not any way I can think of for that switch to communicate with RTX remix modded lights

oak dirge
#

I think it would only work with emissives

#

But idek if the game updates the textures when switch is pulled for blackout

blissful pilot
#

Even then, the switch just fades out lightmaps, makes them darker; some of the areas that are partly lit like the intro area still are lit after pulling the switch and going back, which means it only affects those lightmaps

oak dirge
#

I think this is where uer would come in clutch

blissful pilot
#

I'm curious what UER does for it

oak dirge
#

Since it use light instances that would be destroyed

#

At least I hope since it uses actual lights

#

It's main issue is it can only render 8 lights at a time

blissful pilot
#

Or it just has the same issue when 079 "turns the lights off" and the rest of the game is played with the lights off even though everything is still lit lol

blissful pilot
oak dirge
#

There are workarounds

#

But we'd need a custom game version

#

I think figuring that out we be the biggest thing we could do in terms of functionality for rtx

#

I would think since we aren't actually running dx7 we can skip that light limit

#

Id assume the dxwrapper person would know

blissful pilot
#

holy crap UER adds so much

#

I'm definitely going to tinker with it for a bit

oak dirge
#

There are a few other versions as well

#

A couple on steam

#

One of them runs dx11 native

blissful pilot
#

Multiplayer was the first one i tried it on

#

because I knew that had a a wrapper

#

never got the textures or anything working with that one though

oak dirge
#

There is a remastered version of cb multiplayer too

#

Idk if any of the others add lights like uer

blissful pilot
#

If we did UE or UER too; we'd easily be doubling the amount of work needed to be done, isn't a bad thing, but it is worth noting

oak dirge
#

I think it could be worth it if we can get working light mechanics with it

#

Try booting it and flicking the switch

blissful pilot
#

maybe, there's potential, I'd have to play through it in its entirety because I'm not sure exactly all it has

#

I have the vanilla game memorized

#

I know everything there is to know about it almost

oak dirge
#

If the switch works it’s worth looking at more but otherwise I don’t see the benefit rn

blissful pilot
#

ill try doing a capture too, linking a light to the the light or something, seeing if the switch changes that if it does anything

blissful pilot
#

which version am i trying out first>?

#

UE?

oak dirge
#

Remix auto adds the lights from uer

#

So try that

blissful pilot
#

oh sick

oak dirge
#

That’s why I think it could maybe work

blissful pilot
# blissful pilot and then yeah ditto

I imagine we'd still need to adjust the lights anyhow to look good so even if it does work with RTX really well, we'd still have to work with the lights in each room manually, just with more rooms; but that's also why I agree with ya that the switch is main deciding factor, otherwise its the same amount of work or more

#

so UE
? qm

#

or UER

oak dirge
#

Uer 1.4

blissful pilot
#

👍

oak dirge
#

I also wonder if the game lights would take over for manually placed lights in proximity in terms of functionality or not

#

In other games it seems to work that way

blissful pilot
#

oh cause of the light limit?

oak dirge
#

Yeah

#

That and lights being modified by the game itself

blissful pilot
#

Oh my SCP-035 model would look amazing here

#

Do you know the console command for the electrical centre?

#

I thought it was room2ccont like the base game, but it isn’t

stark lotus
#

holy moly so manny messages I just woke up lmao

#

I’ll try to get a written guide for what I did to make UER work, because for me UER is way more stable than the base game

blissful pilot
#

ugh christ, spilt redbull on my keyboard; just finished cleaning that up, its why it took me a while to get back

#

so my findings; the light switch in electrical centre; does infact affect the lights, and it works in ray-tracing too, I was able to get RTX working by dragging all my files from v1.3.11 except for the rtx-remix folder because it has a mod made for vanilla which is probably why it wasn't working for Kuro earlier

#

I forgot to make a capture, but that's what I'm doing now, I spilt redbull on everything and closed the game in doing so

#

for some reason though; all the textures when ray-tracing is turned on is blue, it displays the bump/normal textures as the diffuse textures

#

but only when ray tracing is enabled

#

Basically, throw the contents of this .zip into SCP Containment Breach Ultimate Edition Reborn's game directory, and it should work and produce the same result

#

ray-tracing works, bump textures as said before

#

I'm still opposed to making a RTX mod designed for a mod, because once again, it's harder to get it working with the base game after the fact and alienates people who only play vanilla and want to play with RTX, that being said; I'm considering it, I want to fully play through the mod to see the full extent of what it has to offer, I think thats the best place to start

stark lotus
blissful pilot
#

Does it fix the texture thingy? or is it just to get it working with raytracing

#

?

stark lotus
#

And the cameras, of course, but that’s unfixable until the remix team looks at it

#

I think the RTX conf I provided in the repo disables the game lights, but you can re enable them in the alt+x settings

blissful pilot
#

gonna give it a try

#

Is the repository yours?

stark lotus
blissful pilot
#

ah figured

#

I don't think im doing this right

#

it downloads the bridge-remix-main which looks like way too many files and i don't think thats the correct one

#

I think its my knowledge on downloading from github thats the problem though

#

ahhh gotta switch the branch

#

.....annndd doesn't work

#

what did i do wrong hmm

#

has to be something with bridge

#

Very confused, Anyhow; I got it working, but I had to put my RTX runtime folder in, it contains the stuff to make Nvidia recgonize it, I followed the instructions, tried to follow it by the letter, and all kinds of weird stuff happened, flashing white, textures still blue (bump maps) lights don't work as you mentioned

#

I'm most confused to how it's worse than the copy I tried prior

stark lotus
#

You added the RTX.conf and I really gotta stress, you replaced the options.ini in Appdata, right?

#

I really don’t know why this is so like independent or whatever you would call it

#

Like idk why it’s only working for me

#

I’ll try from a fresh install and see if I have the same issues

stark lotus
#

I wrote it with the assumption someone knows how to install remix from GitHub actions which could’ve been an oversight on my part

blissful pilot
#

tried to record it just so its not a game of telephone, as before

#

aw man

#

this is what I tried with the github stuff

#

the first one is me showing the files i threw together and used earlier

#

my bad

stark lotus
#

recording a quick vid rn on my installation process

#

cause i just did it from scratch and i don't have that bump map issue

blissful pilot
#

what's your rtx.conf file?

#

I recorded a video too

stark lotus
#

i think the pastebin is down or something

blissful pilot
#

gonna quickly edit it

stark lotus
blissful pilot
#

just send it through discord if you can

blissful pilot
#

boom

#

I think im getting faster at editing too

#

For the time being, unless something else comes up; I'm still going to be working in v1.3.11 vanilla, I'm curious if I can make a mod that works with both, I haven't tried it yet

#

Most of what I'm doing is asset recreation anyhow which applies to both either way

#

the most pointless work if I do it is lighting rooms if we move to UE or UER

#

even then, I'm confident I can make it looks really good

stark lotus
#

that's fair, the only thing I don't like about the base game with remix is how unstable it is for me

blissful pilot
#

That is fair, I havent had a single crash once I got UER working

#

then again, its less a problem with RTX remix, and more a testimate to how jank the base game can be

#

I'm exporting models to the same format they would be in for Half Life from 1998 to get them working in fragmotion and into the game

#

das very old

stark lotus
#

i have to upload the vid to YT cause i dont have nitro

blissful pilot
#

all good, I can't blame ya there, Nitro is heckin expensive

#

I think this RTX project is the only reason I kept my subscription

#

This isn't done yet, still has some work to be done, but I redid the textures for 035 entirely, and redid the animation as well as obviously did a draft of the mask. it's not finalized I want to make a few changes, but it is close to being like done.

#

I wanted to show it when it's fully done, but that may not be for a bit, so I'm sharing it now because it's still worth sharing

stark lotus
#

hell yeah, looks awesome!

#

dont mind the lip smacking i was eating pop tarts

blissful pilot
#

yeah no problem lol

#

wow, it's crazy how it makes such a difference

#

I kinda want to give that a try

blissful pilot
#

I'm giving it a try now

#

so I got a question

#

What exactly is the "dxvk-remix"? what does it do?

#

I'm curious because I've been running vanilla without it, or at least I think I have been, I wonder if theres something that would make vanilla better or something

#

also, watching your video; I forgot to log in to github, thats where i went wrong

stark lotus
#

from the dxvk-remix repo:

dxvk-remix is a fork of the DXVK project, which overhauls the fixed-function graphics pipeline implementation in order to remaster games with path tracing.
blissful pilot
#

uh

stark lotus
#

where have you been downloading remix from?

#

the releases on github?

blissful pilot
#

yea pretty sure

stark lotus
#

yeah those basically contain bridge-remix and dxvk-remix

blissful pilot
#

ahhhh

#

I see, must've just never noticed then

stark lotus
#

but if you download both those seperatly from github actions and combien them yourself, you get the absolute latest version

blissful pilot
#

I see I see

#

neat-o

stark lotus
#

yeah its nice for trying new features, and also because there's only a stable release of remix every few months or so

blissful pilot
#

didn't work for me, no idea why or how lol

#

I'm going to attempt my mod on the steam deck because I've been super curious about it, In the future I also want to try that method of manually downloading bridge-remix and dxvk-remix and throwing them into vanilla to see what comes of it

#

But theres a recording of me trying to get it working but to no avail

stark lotus
#

You need to put options in the appdata folder

#

%appdata%/scpcb-ue/Data/options.ini

blissful pilot
#

An interesting, I’ll give that a try

#

Is it just UER that’s like that?

stark lotus
#

Yeah UE and UER store the options in appdata and not in the game folder

blissful pilot
#

So I was never able to get UER working using the exact method you provided from the github, it would always crash with the "RTX Remix has unexpectedly" error, I was eventually able to get it working by putting the RTX bridge files I used for v1.3.11 in and it worked! best part is, with your RTX.conf and Options.ini, no more blue textures, my game looked identical to yours in the video, Oddly, lighting is different, it seemed like every room was constantly lit when I played UER in the video I made, but when I tried it this time using your config files, sometimes everything would go pitch black if the lights weren't in view of the player's camera, furthermore; I recall this not being the case in the video I did of UER last night. strange; this effect is even more bothersome with the light limit, With working with UER the light limit will 100% be the first problem we'll have to fix if we can, the second being consistently getting good looking results

#

because that's the other thought I had, I slept on our findings from last night and im really torn, I love vanilla CB, it may be boring in a few places, but its the version I grew up with; it's unique in it's own rites, UE and UER is really cool, but if I had it my way; I'd love to have all three be their own RTX mods, And ultimately, I think that's what I'm going to do, I'd love to port the work done on SCP RTX in general amongst all the mods, but the way I see it, there isn't a easy way to create a mod that will work with all three, they're just too different in how the game handles... my question for @stark lotus is; If I were to light all rooms in Vanilla v1.3.11, would you want to work on the RTX mod there instead of playing around with UE or UER, it really doesn't matter, but in my mind I have this vision I have in my head for how SCP:CB can be like with RTX, you can see a glimspe of that vision in the mod I made in the google drive, and I intend to keep going with that.

#

other things I found while trying UER using the github stuff; I think the reason the textures weren't blue this time was because of a option in your options.ini for "enable bump mapping" because I remember mine was set to 1, while yours was 0, I'm going to try that out now to find out for sure

#

so far, I've had more crashes with UER than vanilla which is strange, I think its also just how much more complex the games structure is too, I have no idea

#

At the end of the day too, both use .b3d as far as I'm aware, and you guys have a 3D artist, modeler, texture artist, animation artist, and more on your side for both Vanilla, UE, and UER

#

so if there's any asset that needs to get remasterd from the other two that isn't present in vanilla, I'd be happy to do it anyways

#

the one thing I am concerned about is animations, I worry that they changed the way animations are scripted from the way they are in vanilla, it's different for each character, but if its different between vanilla to the mods; it may not be as easy as drag and dropping from one to the other, they would have to be reanimated or reassigned their animations based off how UE or UER's .b3d files are configurated.

oak dirge
#

I am back

blissful pilot
#

Welcome back

oak dirge
#

trying to get uer to launch so I can see the switch

#

keep getting blackscreen or stuck on loading very annoying

#

finally in
no lights atm

#

just my luck lol
want to test the auto lights and it no work

blissful pilot
#

Which bridge and dxvk files are you using too? is it the same ones that Jevediah linked in the github?

oak dirge
#

latest
just remembered the repo exists though

blissful pilot
#

ah alrighty

oak dirge
#

hopefully their repo version solves it

blissful pilot
#

by the way, I found a way to pin "RTX Remix" to the taskbar if anyone needs or wants that

oak dirge
#

like toolkit or?

blissful pilot
#

it took some time to figure out being that it runs off a .bat file in program files

oak dirge
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yes

blissful pilot
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yeah if you create a mod or edit one

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With that in mind; I've spent the day organizing and renaming files and recreating stuff, I now have the project that I'm working on aptly named for vanilla v1.3.11, and I named each capture based off their ID name in the map creator, "start" being after the breach and "173" being before the breach, I'm also naming the captures the same way; throughout the week I want to go through and capture and name each room in the game, and systematically light them.

blissful pilot
oak dirge
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nvmd missing wrapper lmao

blissful pilot
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Yeah, I had that too with the repo, or at least I had "RTX Remix unexpectedly" errors

oak dirge
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I wonder if we can increase draw dist or remove culling for these caps

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having entities and doors and such despawn when trying to cap properly is annoying

blissful pilot
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the biggest graphical thing we both faced last night was just lights turning off at a certain distance because of the limit 😦

oak dirge
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I'm on repo version
still no auto lights

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could jsut be where I'm at actually

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game getting stuck at 10% is so annoying

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still black in intro whyyyyyyy

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fallback light works so game def working

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guide followed idk what I'm missing

blissful pilot
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did you put the options.ini in %appdata%

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?

oak dirge
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made a cap but toolkit keeps getting mad about loading it

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good old toolkit

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might have to make a whole new project

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my install might just be messed up

blissful pilot
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It can also be confusing to use, the tools anyhow

oak dirge
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I used to use composer so yeah...

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it's something

blissful pilot
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I'm working on a portion of the video that breifly touches on it too

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right now I'm dealing with the fact that RTX remix doesn't capture tihngs like the ceiling lamps which makes it harder to pin point where lights should go, probably also an issue with culling

oak dirge
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I used the emergency thingies

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huh

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the teleport room cmd goes off progression or something

blissful pilot
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yeah I was never able to get them working in UER

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the console teleport commands

oak dirge
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ez looks nice in uer

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I got a horrible seed for electrical though

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so the switch sadly doesn't change the texture of the thingies just the light intensity

blissful pilot
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yea thats what I noticed

oak dirge
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If I can get the capture to work I wanna see what happens to the light limit if I manually add lights

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woah my version was old apparently

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didn't fix though

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new project it is then

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stage loaded but the room is like teeny tiny what's your scale set to

blissful pilot
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I'm not sure, but if it feels like the stage moves way too quickly the mouse wheel can adjust the speed you move in RTX Remix, and if you ever lose sight of the capture area pressing "F" brings it all back in frame

oak dirge
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my problem is I can't find it in the scene

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oh

blissful pilot
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pressing F should frame everything captured where it was captured

oak dirge
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yeah thought I had to have something else selected for that

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but the world scale setting controls how big the cpature is in remix

blissful pilot
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naturally things captured are in a .usd, .usdc or .usda i cant remember, its really tiny in size, I imported one into blender and it is naturally increadibly small

oak dirge
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yeah gotta up the scale
but idk if that messes with anything else

blissful pilot
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never tried it, so you can give it a shot

oak dirge
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new toolkit is def different

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trying to figure out how to select stuff now
I can't just click anymore

blissful pilot
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Once you get use to it its really nice, it just takes a long time to get use to lol

oak dirge
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there we go

blissful pilot
oak dirge
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just to get properties and waht not
the explorer was just being weird

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I ahd to select the root node

blissful pilot
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ah yeah

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if you are having trouble with the gizmo to move lights once they are added in, I have a tip for that too

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took me forever to figure out

oak dirge
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I'm trying to just add lights lmao

blissful pilot
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I don't have it open rn, but I believe you have to click on a piece of the scene you want to attach the light to, and then go "add new scene light"

oak dirge
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that's the button I'm trying to find now

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it used to be a right click menu

blissful pilot
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when that portion of the capture is loaded up; and whenever the thing you attached it to is loaded, it should load the light in game should

oak dirge
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there is no way the removed the right click menu