#SCP: Containment Breach
1 messages · Page 8 of 1
Unless I'm misunderstanding, that's what I mean. There were long stretches of time with RC RTX where I used a config that broke visuals that didn't have to be broken. There was always a reason behind me doing it originally but there's always some random bit you don't think of that changes the behavior of something
Yeah I agree to that
This is camerafog Near: 0.1 Far: 9.0 I think this is the best middle ground
for most areas it hides the room culling, there are some areas with light reflections where it's still an issue, but it has a decent amount of fog for functional purpose, while still leaving most of the environments easier to see and appreciate.
Also I think the game changes the camera fog depending on the area you're in, you can kinda see that when i walk between hallways and room4info
I have no control over that short of setting camerafog to 99999 and trying to do it in remix instead
which I'll do if possible, but the far distance based fog that SCP:CB relies on functionally, can't be done in remix as far as I've tried thus far
I think figuring out how to recreate the fog to the best of your ability through the remix runtime may be the play. As for changing fog values depending on the location, SCP is open source. There's nothing stopping you from interfacing with the game logic to send commands to the Remix runtime. This is what I'm doing with my project. We're trying to set up a system of triggers where we can adapt the fog settings according to each area. Clearly the game has some sort of trigger that already exists for changing fog, so you could use the existing system for this
Ah well there we go then, if camerafog isn't 99999 or disabled ingame, then volumetrics don't show, thats probably why @oak dirge couldn't see the difference with it
I knew someone would suggest that, and yes. I could compile my own version/build of SCP:CB and I might, I'm not against it but its obviously a little bit more work than just configuring settings, we might have to for other more important things such as NV
alternatively, I'm downloading the source code to read it
to see how the game does certain things to maybe use that too
You shouldn't need to edit the source code and recompile. Does the game have C++ headers exposed at all?
I wouldn't know
Disclaimer that this is going beyond my knowledge. I understand the Remix API relatively well on a conceptual level, but I don't have the background for the application of it
The Remix API doesn't need source code access, it just needs some way to plug into the game
I can pass on the documentation, it'll probably give better insight than I
Yeah what the heck happened with the culling when you changed the values too
I was wrong actually
hol up
So the volumetrics DO show up when you change camera fog, it's just the fog settings I had in Config 2 of the video was configured for camerafog 99999 and not any other value such as 0.1 9.0, if I change the color of the fog to something really noticeable like a vibrant blue, when I change the camerafog settings you can see the difference, the only reason we didn't notice this is because I configured the volumetrics to be subtle while camerafog was set to 99999, so when camerafog is changed the volumetrics go from subtle to unnoticeable.
This only means I'll just have to tweak Config 2 from the video to work more with a pre-set camerafog for the game
Also maybe a camera fog 1.5x the default would be good. Not literally 1.5
Just the distance being 1.5x further away
This is the best one I've come up with of Near 0.1 and Far 9.0, its less dense in far than default
ah gotcha then
that should be something like Near: 0.5 Far 7.5 then
That actually might work
Still want the fog just not as close in but not too far.
@lofty echo can you share some advice on where to start with implementing the Remix API I to a project like this?
The game itself is open source so in theory there are no limitations. But the game has a trigger event that changes the values used by the original fog system. With the API, isn't there a way to use this existing trigger event to push a command to Remix to change its volumetrics settings?
Inward and Kuro are doing the work for this game. I just offered the suggestion of using the API but don't have the background to give direct advice on how to go about implementing it
If that can be done by the way it would do wonders
because Nightvision in the game works only by changing the fog, so adjusting other settings such as lighting or such when the fog changes via NV would be neat
of course, if not source code is there
Being able to use the game to change remix values would be insane.
Which we know is a thing in some capacity due to uer
This is camerafog Near: 0.5 and Far 7.5 and even Near 0.1 and Far 7.5
this is 1.5x the default for far, and by far the best middle ground so far
Remix has functionality to do this. It's implemented into my own project in other ways. For example we added a flashlight mechanic through Remix. Whenever we trigger the night vision visor mode in Republic Commando RTX, the runtime is told to spawn a sphere light with pre defined color, strength, radius values etc
The underlying game isn't spawning the light to then be translated to Remix, it's entirely in Remix's renderer directly
Though this is the more advanced use of the API. Changing RTX.conf values based on game triggers is much easier than actually adding anything to the Remix scene
Exactly!! Yes exactly that the night vision by adding a sphere light
Infact by attaching a light to the hash of an item I’ve already been able to do something similar, it’s just there’s no hash directly attached to the player when wearing night vision that the tool kit can see
If it works better it’s not a bad idea
Pretty sure you can place sphere lights/objects relative to the camera in the API. Something you can't do with the toolkit
I think that's how we did it
This could be used in multiple parts of the game then. Is there a guide for this? How would we even go about detecting when x thing is triggered etc? In this game items are all equipped from inventory not with a button or anything
This is the volumetric fog settings I've configured so far for the current camerafog, pretty close to config 2
Actually scratch that
This one is like spot on to config 2 while still having the camerafog at 0.1 7.5
a lot less blue-ish, or teal colored
looks a lot better
I wanted to show this too, this is a comparison of RTX off and on, its really neat to see this now because the gamma is at default and the camerafog is the same between the two, so it really shows the closet thing to how the game was before and how it is in the mod
Absolutely stunning, its a tad bit different but doubly as claustrophobic in atmosphere
Looks ready to me for a Steam release /j

or an EA release
pun intended lmao
Also Enable Depth based fog in the developer menu does do something @oak dirge but it only works when you have camerafog enabled on the game's side, and also it just modifies the games depth fog, you can shorten the max distance with it or disable the game's camerafog entirely by disabling it. and that's about it
I guess remix to some extent recognizes the game's fog for that
Just found that out
Yeah that's the only setting i ever had work that I kept mentioning
ah
yeah doesn't help too too much, but its nice to know it works to some extent
right now I'm trying to figure out what this texture does
That’s the hash
I wonder if there's a way to use a texture's hash as a trigger, because the NV effect does have a separate texture for the UI overlay, which does have a hash
Basically I'm trying to understand what each and every texture does if I can, trying to troubleshoot A. Rendertarget (if its affected by that, may not be) and documents
hopefully I find out a solution to one or both 🙂
I have doubts on render target because render target is...........
And the fact there are like 4 cameras of the player view
Heck in that pic you see 3 of black doc but then you can see the doc fine below that in its viewport form
lemme put it this way, I've gone through countless patch notes of remix versions when I was trying to get 1.0.0 to work, and while I was reading those I looked for one thing; mention of Render Target, and I kid you not. only one sentence in the 0.6.0 patch notes even mentions render target, and it only mentions HL2 RTX regarding it
Yeah that was the one I was looking at
and what I wanna play around with to hopefully get the docs working
I say this, because as Jevediah mentioned Render target poses an issue in many other places such as Garry's mod, it may just be a problem that extends further than just the game's textures
Have we tried replacing document textures to see what happens
uuhh not documents, but I'll try that now
also
I found something you might like to see
@oak dirge
This modifies lights that are detected in the game by default in remix
This isn’t anything special in Vanilla; but in UER that uses lights, I recall we really wanted to just tweak the lights rather than delete them and re add them
That might be a way to do so
I also found a setting that modifies legacy materials, so near the end of development if we're searching for what textures/materials have not been modified or PBRed we can use that to more easily see them.
Pretty useful stuff
gonna try that doc thing now
Yeah I've used those settings before. I think before i wanted to use different spots for the lights but now that doesn't matter so I'll check again
The only thing that sucks is EVERY light is affected
But at least we can override the small number of unique lights which is way easier than a relight
I'll give it more of a try in UER when I can
That's not a terrible thing though because you could probably use it to create a default for lighting and then when there's a customization to lighting you want to make just creat a light for that room but delete the ligh hash that the game normally has for that room
also
I changed the size of one of the docs, the 173 doc and I edited by drawing on another one the dclass orientation
This is what each of those are supposed to look like
fundamentally enough, the orientation document does show up for a fraction of a second when switching between the two, I think this is also because one of them is a different size
Not a whole lot to go off of, but its something
The textures show them both weirdly overlayed on eachother
Does it reuse the same hash for every document or something
I've played around with nearly every texture in there, I wonder if there's some textures that aren't displayed in the game setup menu
and if so, then how could we obtain their hashes, I have no idea
I mean there definitely is, because almost all UI textures are missing
All these
As well as the hud and everything else
so there must be a missing piece
I have an idea
They only populate when you see and interact with the items
Assets fill in as they are loaded
Did you ever find a way to display these?
the .dds image files
I wanna see if the doc got at least captured when I make a capture while having it onscreen
Found a way to
tedious, but works
darn it
not a single one
Alright so
Finally adding materials for the screens, they will now be emissive but also, they'll actually have roughness secularity to them as well, before we were able to get them lit, but not have the shininess to them
but also, there's a material in the same place as the render target monitor in that room, and it isn't the monitor unlike any capture of 173's chamber, so I'm gonna try playing around with that to see if it has an effect on render target
theres a lot more settings and tags in remix than there is in the dev menu ingame
If you ever need someone to test AMD
Alright so not much, but I did find that the render target bug affects near and far planes and some of the camera settings by playing around with free cam
I found metalness map looks really good for an opaque glass like material. Btw are you making the texture an emissive map?
I bet if you lock the frame rate down you could seeexactly what it’s going
ugh my head hurts so much
I tried to teach myself how to edit or work with .rmesh files
I also tried changing the monitor mesh to cover up the screen, I was able to, but it seems the render target isn't an actual object or entity but rather projected based off player's location or something
I did find a issue request about render target someone submitted for SCP in March though
so thats something I guess
Here's my solution to the Render Target monitor bug;
AAA solution right here
it sucks complete ass
trying to look at the api but it only mentions toolkit
nothing about runtime
I will have another solution in a bit if what you find doesn't work
just finishing mine up
this is definitely it I just read the whole thing
I do not have the disk space to install all those sdk's
just doubled my disk space
attempting build now
building the sdk
what sdk
I'm currently recompiling cb
managed to get rid of render target security cams, but got rid on 895 too, so im trying to fix that
but if that works, then that might be better
so go ahead with it
we'll see what works best
it looks pretty cursed
but can straight up draw stuff to the screen
idk if that means you could make your own shader
it says you need the d3d9 apps source files
yeah I'm lost after the build steps
It’s not needed for progression reasons, is it?
It’s used as a sorta tutorial and that’s about it
Plus pragmatic reasoning, I.E. theres a camera around the corner, there’s a office with a monitor that shows what the camera is recording
Because of how old the game is, I don’t think it’s possible to get it working after what I’ve read
So the next solution is cutting it
Apparently someone already has in UER, so I’m just translating that to vanilla
But I’m also doing a few other things such as fixing Night vision goggles
yeah I have no idea how to actually make use of the api with the game
Das alright
If I compile a new version of the game tho
That means the .exe will have to be shared with the mod
Not a huge deal but still
As far as i know, just the .exe is needed
You could throw the modified .exe into a fresh install and see those changes
it has says I don't necessarily need the source code but the way it describes it is like I'm loading a custom remix rather than piggybacking off the existing
I’m teaching myself how to compile the source code for CB
It just says "yeah call these functions" all over the place with no context
and I'm like wuh
we actually need a remix api guide when it comes to hooking into the games
What’s UER
Ultimate Edition Reborn; it’s a mod for the base game that changes a lot
But the game is mostly rewritten in that, console commands and such npc tags are all different
But they’re both in the same engine and both open source
it's been a little while since i was last in here, how is progress going?
Heh heh
Gooodddd
Learning how to recompile SCP:CB source code
Dunno if it’ll help but it might fix the render target thing
oh nice
LCZ is also fully lit
i remember I did something similar for UER, i just disabled the monitor screens
oh hell yeah
took 4 days to do
but now theres more playable space
also PD
and more recently its been updated to v1.0.0 in the drive
sounds great
hopefully the render target issue is fixed in a later remix version, that's the issue I want resolved the most
well
today is your lucky day
Should work by dragging and replacing the .exe of the game's directory with the .exe in the .zip file
Enjoy 🙂
its not a fix yet, but its patched out of the game now
I'm going to go to bed now, because its like 5AM where I am, but if y'all want to do some testing with that go ahead 👌
Nice work, I might share my patched UER build for anyone who wants it too.
Have a good night
I definitely will now, I couldn't sleep knowing I haven't compiled a working get yet lol
well, now I have obviously
this but 096's face on the out of order sign
Saw y'all were having some confusion with the API, came across this bit and it actually seems relatively simple?
I didn't try using it yet, but @oak dirge was
Our game is Directx 7 though, dunno if thats worth mentioning
Mine is DirectX8 and we have the API working
we're only able to use it via a wrapper
Same here
ah alright
Also the 64 bit requirement is out of date, it's had 32bit support for a while (my project also uses that lol)
That said, I'm pretty sure the difference between DX8 and DX9 is dramatically smaller than DX7 and DX9
Yup
Now I'm talking out of my ass here, but maybe you'd need to target the wrapper creating the d3d9 device and intercept it there
If that call in the wrapper just uses the same device as however DX7 names it, then I guess it would be done in the DX7 call
Very limited coding experience so forgive any ignorance
same
I mean I'm officially coding the game via source code now, and its a long learning process for me
If you're in that deep then this should be extremely simple in theory. It really is just the DX7 thing that confuses me
We could ask Elisha, dev of the wrapper
@languid raptor do you have any insight into how DX7 creates a render device/how it's passed to DX9? They're trying to implement the RTX Remix API for more direct control over some functionality, and conceptually it seems simple to initialize but they don't quite know where to begin
I ask if he has insight but ofc he does lol
My issue is I have no idea where to call those functions or do any of the calls
Never worked with this at all I just have it compiled and don’t know where to go from there in general
Right, my hope is that Elisha might know something relevant here since there's a whole lot of behind the scenes stuff happening to make the DX7 to DX9 wrapper work at all
Yeah because we also know less about how the dxwrapper works than we do remix
I only just started learning stuff like this and the key differences between wrappers
in other words, im agreeing with this
@misty kite sorry to bug for something wildly unrelated to anything RC, but when initializing the Remix API are you doing that on the DX8.1 end which then automatically gets handed over through the DX9 wrapper to work as intended?
I feel like y'all's (kuro&inward3d) findings in getting the API working in SCP could help the community as a whole engage with the API more
If you guys can get it working then surely many others can too. That kind of thing
Yeah it makes sense
I'm all for it too, I just gotta install the SDK and/or API haven't touched it yet or touched on it yet
I've mainly just been playing around with the game's source code the last couple days
I'm pretty sure the API is just functionality built into the Remix runtime. You just need to engage it
Otherwise it's dormant
The bridge is one of two parts of the runtime. There's Remix's version of DXVK, then the Remix bridge. Both work together
That's what we're trying to find out lol
Right.. I keep forgetting thart
I forget even more now that they are packaged together
I meant the toolkit I think
but now I know its the runtime
the process in running the game
At one point we use to try our own DXVK and different bridge versions and mix and match them
see what the most stable combo was
now we're just using 1.0.0 release and it works fairly well
I'm seeing @split arch mentioning the api alot in various messages.
He's the most experienced with it but he only does DX9C titles really
If we can get solid steps on now to initiate into any game maybe we could extrapolate but my guess is Elisha is our best bet since we use wrapper.
For initialization you just need to give it the path to the remix d3d9.dll
https://github.com/SWRC-Modding/CT/blob/f67f94d03c903c7b2f77a629f9fa047bde666691/RtxDrv/Src/Rtx.cpp#L7
DX7 creates a render target pretty much the same way it creates all other surfaces and textures. It calls CreateSurface() with a specific flag that tells the driver it can be used as a render target. Dxwrapper then needs to call either CreateRenderTarget() or CreateTexture(). You can see the code directly here: https://github.com/elishacloud/dxwrapper/blob/6f7aa4900f4f02eb33bb115ed4a20d55a2927f0e/ddraw/IDirectDrawSurfaceX.cpp#L4449-L4483
Huh
Uh
I don’t think that’s how SCP:CB does
I’ve viewed the code, but I’m gonna review it when I get home
Unless I’m mistaken
SCP calls the CreateSurface() function. You can see that part of my code here: https://github.com/elishacloud/dxwrapper/blob/6f7aa4900f4f02eb33bb115ed4a20d55a2927f0e/ddraw/IDirectDrawX.cpp#L398-L660
The only way in DX7 to create any surface or texture is to call CreateSurface() function.
But there is no CreateSurface() function in DX9. So I need to call CreateRenderTarget() or CreateTexture() for DX9.
I wonder why it breaks then, hm
I’ll take a look when I get home to anything sent here too
DX7 is very different from DX9. There are very few functions I can pass on directly. I need to translate everything. It's a big job.
Yeah no kidding I imagine
I think this game uses render target textures. That is rare and I guess maybe RTX has poor support for it.
I had a build in the past that just converted them all to surfaces but that broke stuff in SCP.
From what I’ve read RTX has poor support for Render Target in a general sense
SCP:CB being DX7 is just the cherry on top
I could use surfaces and then create a shadow texture for them. But that could really slow things down.
Also, it is a lot of work and not really needed for dxwrapper.
Have you been able to get anyone from the RTX team to help you?
I am pretty sure I am properly converting this game to DX9. I tested it myself.
If there’s anything that should be added into the game itself to negate problems, i can also do that, it’s currently what im doing with night vision goggles but ill likely do it to help in other places
Here is a quick build I made, This forces the game to use render target surface rather than a texture. It will break things in this game but at least you can test if that is the issue.
I’ll give that a try thanks!
It’s also good to troubleshoot
Information to find out the problem
Then once we know, it’ll be easier to fix
unless I'm missing something the more I hear the more it seems like SCP's way of rendering in general is odd and Remix doesn't like it, even after translated to DX9 for whatever reason
I really don't know what the issue is. But I am trying to translate everything directly from DX7 to DX9. But DX7 does strange things that technically work in DX9, but things that RTX may not expect.
yeah. And first and foremost Elisha's working on general dx7 to dx9 support with his wrapper. Remix sometimes benefits as a byproduct but it's not what he's working towards
DX1-DX9 all use the same architecture so I can do that. But some of these things are rarely used in DX9. It's just a function of being so old.
If there is a specific thing I can do to make it more DX9 normalized or compatible I will do it, if I can.
I guess the tricky part is few of us have the technical background to give feedback that may be directly helpful for you
I don't really know much about RTX and none of my devices support RTX.
I have one that might work, but I don't have any access to it right now.
To be honest, SCP doesn't seem to do many strange things, at least what I can see.
so I'm really good for testing on different hardware
its uh....
its very hardcoded
thats the best word to describe it
I'm just looking at the calls that it makes to DX7.
lemme try that build tho
One thing though. I have seen issues with RTX in windowed mode. Try using only fullscreen mode. You can even use the dxwrapper ForceExclusiveFullscreen if needed.
Also, skip the loader and get into the game directly. The loader doesn't support fulscreen.
?
the loader works tho
wait
you're right, why does the loader work at windowed?
thats.. strange
No, that means I confuse RTX by loading into windowed mode first and then into fullscreen.
I recommend skipping it and also enabling ForceExclusiveFullscreen.
I've been using the launcher for development of RTX into SCP this whole time with no issues
besides the ones that happen regardless
It has to do with the window created. It's not an issue with dx7 or dx9 its an issue with how the window is created in Windows.
Certain windows styles (or missing styles) cause issues with RTX.
is that one .dll the only thing I'm throwing into the game? or with the other files from dx7.games?
Er, I should say have issues with dxvk that RTX uses.
dx7 games use all kinds of weird styles.
"Change the window style to 'WS_POPUP'"
thats in the source code
that looks to be a style of windows
they also have a note in there calling the function "fake fullscreen"
"fake fullscreen" - ENDSHN Psst, it's called borderless windowed mode --Love Mark,"
weird..
Theres also this comment in the source code
";might want to replace Float(GraphicWidth) with Max(GraphicWidth,GraphicHeight) if portrait sizes cause issues
;everyone uses landscape so it's probably a non-issue"
dunno if thats worth trying or not important
besides that, I'll try the dxwrapper thingy
build
so just the .dll?
You still need the ini and ddraw.dll stub. The dxwrapper.dll file just replaces your existing one.
ah gotcha, thats what I thought
Nah same result unfortunately
Tried looking to see if it recognizes the texture too, but it does not
Interesting. I have seen that type of thing before. I am not sure what is causing it.
I know whats causing my headache
not this, working with the source code
its been... supser.. funn
I have 1 compile works for every 1000 that don't :>
I got a treat for you guys
especially @stark lotus I think y'all will love this
Proper lit, Ray-Traced Night Vision will be added into the next updated version of the mod
Obviously, theres a couple of tweaks I gotta make first, but for the most part; works as intended
Looks awesome, good work!
Took literally all day coding it. and not for the reason you think
but I'm so happy it works
the next thing I wanna fix is documents
I'm gonna take a look at the source code and try to see why some are able to be seen and some aren't
oh yeah
should I change the color of the night vision too?
I leave that up to you guys
Like I could do something like this, like how it is in the base game
or something like this
more like outlast's night vision
I've never actually owned or tried Night Vision, so I have no idea which is more faithful
but it can easily be changed in the game's code, its just RGB values
What GPUs do you have access to? With AMD anything RDNA 2 and up has native RT support. You can also apparently emulate RT hardware through software and get it running even on GTX 10 series cards. Though with very poor performance. @north topaz would know more about that
@blissful pilot side note, have you experimented with using AI LLMs to help you parse through and understand the code? I've heard it's an incredibly useful tool if used properly
GTX doesn’t support software rt in Remix, Polaris and above AMD GPUs do
Polaris, Vega, RDNA 1
GTX is literally missing like one extension for Remix
In the past we HAD to disable launcher for game to work at all
Launcher working is a new thing
I have a RTX 4070 ti on my main desktop PC, a RTX 4050 on my laptop, a RTX 4060 on my fiancé’s PC (which I occasionally use for work related purposes relating to testing the mod) and lastly I have a Steam Deck OLED which I believe houses an integrated AMD RDNA 2 for its GPU
Surprisingly the mod is able to work on the steam deck with ray tracing at certain resolutions
I was asking about Elisha specifically lol
Though my back to back messages looks like it's all one thing 
Ah
That’s also a good question though I was wondering the same
LLM specifically, no I haven’t; I’ve mainly been using generative AI for visual purposes
I might look into the LLM part
I have all the stuff on my PC to run them
Wonder if RTX chat can do it LMAO
I wouldn't bother with RTX chat personally. It's not as streamlined as many websites often are
I think my captures are corrupted or something
in the remix toolkit, is there a easy way to find where the capture was taken? each time I load a capture I have to spend a few minutes just finding the meshes and the rooms where the capture is, since adding volumetrics; its been even harder because apparently those volumetric settings carry over, meaning I have to look for these rooms/meshes in pitch black, with a view distance
I can't find the room in one of the captures so I'm led to believe I fudged something up
furthermore, all the meshes are named something like: mesh_CD5D5DA7BF526F69 in whatever list they show up in, so to my eyes, they all look nearly identical; I guess unmemorable is a better term
Yeah it doesn’t always work
Usually before I’d turn stage lights off and then press f and was able to find it
Therrs should be a right click option too
And there is a camera light option top right of viewport
Yeah but it only lights from a distance
From the camera
Also, the fog
This one is better
I definitely think theres something just wrong with my captures
headache incoming
some weird stuff happening
the rooms just vanish when I move
This is the best video showing it
or the become broken and in pieces
Im not gonna post any more videos not to flood here, but if something remarkable happens thats new I'll show that
Im pretty sure the captures are breaking somehow
Im so confused
Did you test with a new project
Yeah It took a while
but i fixed it
and now I am able to share project files
now Im just configuring nv
what a headache tho
Disk lights don't disappear randomly unlike sphere lights
so Im tempted to use those
I've been using disk lights exclusively before
how come?
I find that lights (if there's too many of them I guess) disappear when they meet a limit of them to a certain hash or area. I think disk lights don't disappear because I've barely used them, if at all. so they're only used on the NV and therefore don't interfere with other lights
thats my theory anyhow
thats also why 1123 was having issues
I think I showed that on video if I recall
nah i thought that initally
ive had it happen at seemingly random number of lights
5 on average
but it depends on the hash
its why LCZ took me 4 days, thats the biggest reason
also
I wanna see if someone has more knowledge on CB
whats the quickest way to engage the sanity blur effect?
the quickest way I know of is 970
I don't know if 420-j can, I know 012 can, but that permentantly affects your vision and health
I'm doing a fresh install now to check
I got my answer
420-j is the quickest way to, but the effect is minimal, teleporting to coffin and looking at the monitor is the quickest way to maximize that effect on the screen
that being said, for whatever reason.. remix's runtime breaks it
even with ray-tracing off
it works with dxwrapper, that's what I was just testing now
I actually forgot just how unstable the base game is without dxwrapper
so many MAV
Dxwrapper is a delight
I'm sad now, because I really like that effect and would love to have it in the remaster
update to what ive been up to:
I managed to get it working
just needs tweaking, but I'll do that tomorrow, the meshes are better now, the captures are better now, and to some extent it works with both sphere lights and disk lights
I really want to get it working with disk lights, they function a lot better, but of course. gotta make it aimed at where the player is looking
This is an older take, but this is the underlying problem rn with disk lights
with that, Im gonna put it on the shelf for tonight
try again tomorrow
Reminder for myself for tomorrow, I need to check if 372's document shows up in RTX, or if its just the burnt note
ok so
Here's the documents that work ingame, Burnt Note, Ticket, Emily Ross's Badge, Old Badge, and partially; 1048 Drawings
I say partially, because the drawings will work when they are first picked up from the bear, but not when viewed afterwards
besides that, fundamentally enough SCP-372's document doesn't work like the burnt note does, even though it also has randomized text on it, the blue text is just displayed overtop the black texture
these documents also don't work regardless if ray-tracing is on, the next test I wanna do is if they show up with only dxwrapper, although I believe they likely will work with that.
besides that, looking at the game's code, the only difference between the documents that don't work and the document's that do is the way they are resized, the badges have a special line of code for resizing because of the masking, while the burnt note is its own thing with its own resizing, every other document has a default line for resizing
that could be why its causing issues, but that's what I hope to find out
oh that's cool
I didnt know the masks were separate images
The laptop I am currently using for development and testing has both Intel(R) HD Graphics 630 and NVIDIA GeForce GTX 1050 graphic cards in it.
It's good to hear that dxwrapper can make the game run stable. I wonder if it is just the fact of converting to d3d9 or if it is other code (like function hooks or critical sections added) I added that makes it stable.
you know this guy is a genius when his profile picture is of the default GitHub thingy ma jiggy
most likely, if it does anything with memory usage
memory access violations are an error that happens specifically in this engine, for the longest time, up until 1.3.10 the engine only had access to 2GB of memory, there was a patch file made to expand this to 4GB, by version 1.3.10 of the game the devs regularly applied this patch after compiling a .exe of the game. In fact; when I compile my own game using the game's source code, I also have to do this to avoid MAV. MAVs still happen in 1.3.10, or 1.3.11 even with this patch, but the reason I mention all this, is because I notice almost no MAV errors while using Dxwrapper, its extreamely rare, if ever; I don't actually have any memory of one occuring, although I wouldn't be confident to say they never happened. but if it did while I've been using dxwrapper, it would be surpising to me.
So the wrapper definitely helps; and my guess, would be if the wrapper does anything memeory usage related, not sure
or just a linux programmer
I've met like 5 linux programmers and they all have kinda the same thing lol
although they all are smart too.
Also Update: dxwrapper does not affect the documents; not surprised.
so its one of the things where the game's code conflicts with runtime, hopefully I'm able to fix it by the editing the game's code
once I finish the NV and docs, I want to approach the render target problem again, maybe I can rewrite the code to work better with remix.. one of the things I learned yesterday with the nv hash cubes, is that if the mesh doesn't have a texture, it doesn't get assigned a material, even if its been assigned one in fragmotion; so its possible the texture for render target isn't detected because of a similar reason.
I just remembered the Femur breaker last night, and come to realize that Jevediah is right, and Render Target might be the most important game breaking bug currently in the game
every time you stand next to 173
instead of light sphere with emissive texture
i've tried emissive, it would still have the light bleed issue if it did work, but regardless it didn't even show up
im not sure why
I think I should adjust the position of the cubes when they spawn so they are always facing the same way, then just use disk lights, probably the best way to go
Alright so
I removed the line of code for the default for all documents and for the 372 document for resizing them, and surprisingly, the documents work basically the same.. you can take a look here if you want, I can't see a difference. even with smaller documents like the sticky notes and such have no issues, the only issue I have noticed is that the text for the code on the 372 document is slightly lower.
This is how it's normally supposed to be positioned
but take a look, see if anything looks amiss; the sign for 1123 broke for some reason.. but I think its unrelated to the change, I had a couple textures not load and I think its just class Blitz3D/CB crap, it does it in vanilla too
I'm gonna try it in RTX and see if removing that resizing line of code fixes the docs
praying
If anything, I'm speculating that it might be there for differenet monitor sizes; (the resizing code) but if thats the case, its already gonna be an issue with other things such as the old badge, so I'm not super worried about it
we'll see though, if it fixes it; I'm willing to keep the modified .exe because changing the line of code back in the future if it poses problems is an easy thing to do.
WOooo HOOo
It works.
So documents and night vision will be fixed an implimented into the next version of the mod
that means the only two really big issues in the game rn is Sanity Blur and Render Target SC
fixing those two will bring the game closer to resembling a finished product
after that, its mainly asset replacing and lighting rooms
I forgot to try 1025, but I imagine its no different
There was a resize line of code on that too, so I removed that, should be fine
I think I fixed the nv issue
I feel so stupid for not thinking about this before
the reason it would break, is because it parented the cube to the player's camera when nv is first put on, not when its spawned it, meaning depending on which direction you put the nv on, the cube would be at a seemingly random position unless you're looking the right way the first time you put it on
so the simple solution is to parent it to the player's camera when it spawns in, which im gonna do now
then disk lights work, NV works, and I can move onto render target
N U T
what about black overlay in pocket
black overlay?
you might have to remind me because I'm not sure what you're refering to
I know it says Kneel, and flashes 106's face from time to time
Yes, there are a number of memory fixes I added in dxwrapper.
That's perfect then, because yeah.. base game generally runs about as well as a calculator does running on a potato battery
v0.0.7 patch notes
- New compiled .exe of the game
- Night Vision lights up now
- All documents are viewable and fixed
- Volumetric Fog settings
- Fixed camera fog settings
- Flickering Render Target patched out of the game
Ok, I was gonna message about this tomorrow, but this is pretty damn important
I have found out what is breaking Render Target in the game's source code
in fact, the Render Target ingame is done using a function called CopyRect a function used to copy a rectangular area from one surface (source) to another (destination). It's a fundamental function for graphics operations, allowing you to move blocks of pixels; which is probably why it doesn't play well with RTX Remix
but guess what other lines of code use CopyRect?
There was only five areas in the source code that uses it-
- Gamma,
- Render Target Security Cams,
- Sanity Blur effect,
- Documents (used in that resize line I removed),
- and Borderless windowed mode.
meaning, that single function is breaking all of those^^
If we're able to find a workaround or fix for CopyRect, we'd be fixing all those issues at once
hi while trying your new version whenever i start the game i get a Blitz3d Error. on 0.6 i did not
ah
the red/gray screen is weird, the error_log probably isn't much to worry about though
the error logs sometimes happen with changes to the game, it writes error logs that don't actually show any errors, but you can check that log in the game's directory if you want to make sure
it hapened once on the previous one but i fixed it by just restarting also i dont have an error log in the game directory
You're running in fullscreen yeah?
yes
also by 0.6 -Do you mean Remix 0.6? or the mod 0.0.6?
mod
ah
your previous one
Just wanted to make sure, had tips incase it was moving between 0.6.0 to 1.0.0 of Remix
What resolution are you running it on?
also in the launcher, if you haven't already, set the video card to (normally the second option) your RTX card (if you have one)
instead of Primary Video device or what the first option is
having it on that can do some weird screen effects like that, but if its not that;
this is new but i got a new error by selecting use primary graphics card
Set Graphics: to NVIDIA GeForce RTX 3050 Ti
instead of Primary Display Driver
second, check task manager, make sure "SCP Containment Breach.exe" isn't running in the background, sometimes the application sticks around after the game crashing or closing
third; ~between 0.0.6 and 0.0.7, the only change I can think of that might have issues would be the updated fog settings, so replacing the rtx.conf, fogrtx.conf, and options.ini from 0.0.6 would in theory resolve those: (If that's what's causing them) However another suggestion I was gonna mention gave me generally better performance in the past, make sure your graphics drivers are up to date if you haven't already, another thing is updating Microsoft Visual C++ runtime library, although that would mainly help with Visual C++ errors
one thing i noticed is when im in game its also incredibly slow as in 1-3 fps
i even changed the resolution to 720p just to see if performance whould change and it didnt
That is strange,
Try throwing these into your game's directory if you haven't already
no change
If that doesn't work, I'd recommend putting the OG .exe file in as well, and seeing if it makes a performance difference; mainly just for gathering information, at that point your game files should be identical to v0.0.6 of the mod, so if it still doesn't work after reverting the .exe it's likely not something with the mod version, but something else
Here's the OG .exe if you need
you can also find it in a fresh install of v.1.3.11 from the site
faster but no change
interesting, what does your game's directory look like? if you're able to send a screenshot
and the error_logs, do they have any errors in them?
also, inside rtx-remix/ see if theres a folder called "logs" and if there is, see if theres any logs in there, that should have logs for any runtime issues if any
besides that, I have one other thing we could attempt
hmmm
Vulkan looks up to date, video drivers look up to date, both Bridge and DXVK look to be the right versions,
What resolution is your display set to?
and how much VRAM does your specific GPU have?
ok just checked and 0.06 did the same but only on the first try on the second it worked
That was the next thing I was gonna ask, to make sure 0.0.6 still works if you had it installed
Besides that, I'm not sure, its definitely on the Runtime side, or perhaps the dxwrapper, but if both from 0.0.6 still don't work then, I'm not entirely sure, Restarting your computer and trying is also a good idea, sometimes random issues can be resolved that way, especially on laptops, I'm also tempted to try on my laptop
I only ask this because I've also had issues when playing the game at a different resolution than my display is, so if my display is set to 3840x2160, or 2560x1440, but I set the game to 1920x1080 on the game launcher, (sometimes, not always) it can cause issues, lag, screen tearing, and at worst, crashing, black screens
Besides that, I'm not too sure, at that point it should be either it works all together or doesn't work all together, so its strange if after all those steps listed above, it still works at 0.0.6 but not 0.0.7
There's one more thing we could try just for troubleshooting purposes, (if you want to, it more gathers information for me incase it happens to someone else)
Install v1.3.11, fresh install. -Install v0.0.7 from the drive, dxwrapper, Misc Files, and RTX Runtime, all in the fresh install, make sure to have the custom .exe from the release as well, try running the game, if still not working; download this rtx-remix, delete the one present in this Newly installed game, and place this new one from discord into your game's directory, and see what changes
This would make absolute sure that the mod files, and the assets from 0.0.7 in Remix isn't causing the issues, while keeping the .exe the same, I did some testing on this earlier, but the .exe should work without the mod, and the mod works without the .exe, they are independent of each other, the custom .exe only requires the updated GTX folder because it requires three .b3d files found in there, and the new 0.0.7 of the mod has captures for those files but only if they are present, if one is missing (the .exe or the updated mod) all that should change is that the new features don't work, NV, Docs, Render Target
Just some more info about how it all works or whats different
ok i think i found out why
when im in game i noticed rtx remix was using 4 gb while saying i had 3gb availble so i changed rendering to low and restarted and it worked
What setting was it on before?
also I think I asked this earlier because I was curious, but what's your VRAM?
the crappiest device I've tested the mod on is the Steam Deck, which has about ~5GB of VRAM, the 1-3 fps at 1080p is comparable to what that could do, and that required Ultra Performance in settings, and the resolution being turned down lower than 1280x800
high i think
the only reason I don't think I suggested this, is because I assumed the rtx.conf from both 0.0.7 and 0.0.6 automatically sets it, but I might have to take a look to find out
what FPS you're getting now?
and this is on 0.0.7 now? like 0.0.7 works now?
and VRAM? you said you have 3gb?
i should have 4 but it says 3
That sounds about on par to what I've seen on the Steam deck, so Maybe that's what it was then
Steam deck can run on this at a minimum
I'm glad it works though, and we found out why
This feature is kinda new, but it might help too
There’s a menu inside the developer menu for indirect illumination
See if it’s set to NRC or ReSTIR, or reference
NRC looks the second worst but preforms better, ReSTIR looks the best but is performance heavy, and reference looks the worst and performs the worst
I believe the rtx.conf file should naturally default to NRC, but I’m not sure, it’s possible I set it to ReSTIR
Give me like a few hours and I can have it playing at 800p 
yeah i can only run this on low rendering
setting CS here can also help, if its an option
Hey, if you can, do it; -and send me your rtx.conf once you're done
I'll even help with testing in inbetween if you need, I'd love to get better results on the Steam Deck
its the only lower-end device I have for testing
setting cs increased my fps from 17 to 31
again rendering on low and 720p
also ill check on my rog ally
Yea that one CS setting usually helps a ton with FPS
Where’s the latest build?
of the mod? or the runtime?
Mod
I meant where do I grab it, lol
here
its on my Google drive
"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 currently running in the rtx-remix folder, as well as the rtx.conf file that worked best for me after tinkering with it, and the custom compiled .exe with the required assets in GTX. and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its the latest version of elishacloud's dx7 games dxwrapper binaries."
just more info
I also have a video tutorial if needed, and there's a video showcase that goes more indepth of what's new, patched, or changed between 0.0.6 and 0.0.7 of the mod.
@languid raptor Hey Elisha, hate to bother you, but I'm trying everything I can, Right now its looking like theres a function in Blitz3D that is causing all the issues we currently have in the game, its called CopyRect I'm asking two things, 1. to adjust settings for dxwrapper and how DX7 calls are converted to DX9, do I need to do anything special besides setting settings to 1 instead of 0 in the AllSettings file? 2. If you know anything about CopyRect or what it does, why it could be causing an issue, it would also be helpful, I'm gonna spend the next couple days learning as much as I can, what I know is that it's used to copy a rectangular region from one image or screen area to another, rather than storing that image to a texture, that might be why it isn't read as a texture by Remix, but it extends as a much bigger issue for windowed borderless mode, screen blur, and gamma. so its not just textures. I'm gonna look for other ways this function can be implemented into the game without using CopyRect but the #1 question on my mind is if there's a setting in AllSettings that could potentially help.
Lemme know whenever you can, no rush. I have work the next couple of days as well, so truly; whenever is most convenient to you to get back to me
ok works on ally which is surprising considering its AMD
Steam Deck is AMD as well
some AMD processors can emulate Ray-Tracing
not as efficently as NVIDIA hardware obviously, but still cool
Ally is also RDNA 3 which has better RT performance than RDNA 2
If you try running Windows on Deck tho, you’re gonna get 1 frame per minute in Remix, lol
Oh windows on the deck is so bad
I've only tried it once and its 1/3 times i"ve have to go through Steam RMA for my deck
the other two times being A straight up defective steam deck, my first one 😭
and my girlfriend accidentally spill a glass of water on my second one
she actually found out that tech and water don't like each other that day, she had no idea prior
If it was powered off completely, it could have been fine
it wasn't
I had just finished playing on it and I remember I went to grab my keys or something and then it happened when I wasn't there
actually, I believe she tried turning it off and on right after it happened to make sure it was fine
and did still power on and stuff but the analog sticks didn't work at all after that
luckily, (like every other thing on steam) Steam support is awesome
There's a reason I've been a adamant advocator for Steam for so long
a lot of people cite steams 30% cut on games as a reason against it in favor of something like Epic games, I think deserves that 30% cut, they do so much for games and communities that most people aren't even aware of
anyhow, I could talk about why I love steam till Christmas, so I'm gonna stop myself there
Can’t take a cut if the game is free

Tho they do charge a $100 fee for each app registration
i agree that steam is amazing
Exactly
And I’m completely alright with that, I was already aware of it it’s mainly to prevent low effort titles or clones and prevent spam or scams
I’ve spent a hell of a lot more than $100 already on this remaster, and likely will spend far more in the future for it too
The point of our publishing initiative is to cover that cost for people 
Guys guys guys
Big big find
I edited a quick video explaining my findings; simply put I might've found the solution to the Render Target problem and maybe more, the NTF mod uses an extension for Blitz3D called FastExt, which adds a bunch of features but most importantly Render to texture, and the NTF mod uses Render to Texture instead of CopyRect for UpdateSecurityCams ingame, and I tried it with Dxwrapper and RTX runtime for NTF mod, and fundamentally enough; IT WORKS! which means I just need to swap out the code and install that extention for blitz3d when I can... But I gotta go work my day job rn
fastest bug fix ever, lol
Well, not fixed yet; but yeah fastest “I found a fix!” After cheesing a patch
huh, I didn't know the MTF mod actually extended the game that's cool
I wonder if there are any other benefits if you compile the game on a later engine build (if it exists/compatible with FastExt)
Well, there’s more to get into, more info I left out
I'm looking at the forums page for it and I'm seeing lots of blur effects
engine 1.106
But once I know more I’ll let yall know
Yep
Would be interesting if that library has any other updated calls that could benefit dxwrapper performance too
Apparently FastExt was used up to v1.3.1 of the game, removed in v1.3.2; but the reason it was removed is because it had issues running on newer versions of windows, but this was
- Before it was compiled using Juanjpro’s MavLess Blitz3D userlibs, which was used in v1.3.2
- It was before Dgvoodoo, or Dxwrapper was used, so it may be a non issue with Dxwrapper.
- It was before the 4GB patch file for SCP, meaning 1.3.1 and before was versions before only had access to 2gb of video memory
Yeah I see in the how to compile source code guide in undertow that FastExt is mentioned in step 2
The ONLY downside I can see with it, is FastExt is designed for Blitz3D v1.106 rather than v1.108 which 1.3.11 is made in, but I wanna check how true that is, if it cannot be done with the newer version, and even so, NTF mod works just fine on my computer; so again, it might be a non issue
But that’s what I’ll find out more in the next coming days
That fact that FastExt was used in older versions might make it easier to implement it into v1.3.11 vanilla
Keep in mind, in the patch notes said it made the switch because the game had a hard time running on anything newer than Windows 7, but if I’m on 11 and had no issues with it then who knows
The fact of the matter is though, CopyRect isn’t even traditional render target, it’s faking it, so there’s likely never going to be a fix for it in RTX Remix otherwise
This goes for every other feature that uses it such as borderless windowed mode
where did you get the 1.108 download
I got it from Softpedia initially, but I don’t recommend it; you should be able to get it from the Blitz website
I’ll see if I can find a link
Actually that should also be good
Just a web archive link of BlitzBasic, I suppose it doesn’t really exist so
You’ll likely get a notification from Windows Defender about a file from the source code when you go to compile; this is nothing to be worried about, I’ve ruled it out as a false positive; and it probably gets flagged because the application makes a .exe, plus the file that it detects only exists during the compiling process, it’s deleted afterwards, and I seem to remember the file ended in like .ml which gets flagged for machine learning
Also also, you’d probably want the 4GB patch file, and the MavLess Blitz3D files as well
You apply the 4GB patch to the .exe once it’s compiled, while the MavLess Blitz3D is a set of files that go in with your source code
I’m saying all this incase you are compiling the game, just things to know
That’s the 4GB patch file
The MavLessBlitz3D can be found in the games official source code; Download it, after that just unpack it in the program files(x86)\Blitz3D\bin folder
I was able to find a v1.749 of FastExt while most of the undertow forums talk about FastExt v1.17 not being compatible with v1.108 of blitz3D; so it’s possible there’s a newer version of FastExt that works with the newer version of blitz3D
So literally, the reason they removed it in v1.3.1 of CB might not even be relevant anymore
There was a release of FastExt from 2019 I think it was
AWESOME
I love how every time I check here its like a mini documentary lol
Sorry to Disturb, But is there a Playable Version?
on the forums I saw a 2022 post. ONly mentioned 1.108c being an issue or something and it was only for certain things
rn you can play through 95% of LCZ with lights
in base game
👍
How do i install the rtx remix?
You need the files from here
and the base game
No way they just updated UER 3 days ago
yeah I forget how people get zips onto there in the first place where it install instantly
do i just put the files in scp:cb folder?
looks like all the files in the 3 folders can be dragged and dropped into the root game folder
How to get RTX into SCP:CB v1.3.11
Mod Version 0.0.7
Here
This video is kind old, but it acts a pretty decent tutorial on how to install it and get it working step by step
"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 currently running in the rtx-remix folder, as well as the rtx.conf file that worked best for me after tinkering with it, and the custom compiled .exe with the required assets in GTX. and lastly the dxwrapper folder, which holds all the dxwrapper files needed, its the latest version of elishacloud's dx7 games dxwrapper binaries."
"Sometimes the RTX Runtime "unexpectedly closes" if that happens, just keep trying to open it, once I try it a couple times it works. besides that, you can also adjust settings for RTX by pressing "Alt + X" to bring up the developer menu"
if you can combine this all into a new single message, i'll pin it for you
I’d appreciate that, and yeah I’ll do up something a little bit better, now that we have more of a process going I want to make a proper video rather than one I just made for Kuro, but I’ll do that tomorrow, that’s the next time I’ll be at my computer
Meant to show this finding earlier but
The clearest version I could find of this song to date, it was remastered twice; once in 1978 to LP, which is the most common you'd find online, and the second remastered in 2012, in an album Turn Around look at us That's what this is, and it's the clearest version of the song I've found, been looking for many years
I've also found a clearer version of the Lettermen's Turn around Look at me, which was remastered in 1991 (which is the version most common, and the version that was used in the first SCP:CB Trailer) and then again also in 2015, which is the clearest version of that song
not as clear as this is though^
I bring this here, because I do plan to make teasers and trailers for the remaster when it comes time; and I think its perfect to use a remastered clearer, better version of the songs they used, to represent or showcase a remastered clearer, better version of CB (at least better fidelity in visuals) -This song kind is Containment Breach, out of all the songs and such that's been used, this one has stuck around a lot longer.
Of course, I'd love to hear your guys' opinions and takes as well: i'm all ears as always
uh that actually wouldn't be possible because if you were all ears how would you be able to have typed this out
jk lol, cool find, i love everything aound related so much
Because: SCP-1048-A
😱
Also apparently there's a port to DX9
"Hello community!
Recently we started work on DirectX 7 to DirectX 9 rewrite for engine (Blitz3D TSS), on which is written
SCP CB Ultimate Edition, SCP UERM, SCP SS, SCP NTF and many other projects based on SCP CB.
There's no that much progress, but the work is started and we hope someone who can do that will continue our work.
At the moment we are short of free hands to continue working on porting it. If you have experience in this, or want to help with this port in any way, then write to me in DM's or make a Pull Request directly in the repository with your changes.
Here's the link to public github repository:
https://github.com/itzslain/Blitz3D-TSS-Dx9"
idk if that would help you out with the FastExt stuff when its done
Yeah I got the message too
oh mb
ehh probably not, because its kinda the opposite issue, where we don't have a fastext version that is new enough; but it is interesting
Id help with it; if I knew more about Blitz3D TSS
ohhhh
does any version of CB use a compatible version of FastExt?
not sure how it works but seems complicated lol
so far, 1.2.4 may be the highest
so I want to try to just move the line of code and libs from fast ext to 1.3.11; at least thats the idea in theory
I wouldn't say complicated.. just theres not a lot of information surrounding it and most poeple just cite Undertow threads and information thats old
like a lot of people say using FastExt is a bad idea because it was unstabled on windows 7-8, except.. you can't really use RTX Runtime on windows 7 and 8 anyhow to my understanding
they only say that^ because thats what devs were concerned about from 2013-2015; hense why it was removed
Elishacloud's Dxwrapper also came around in 2017 as far as I could find; at least thats the earliest version
and I think Dxwrapper, the 4gb patch, and Mavless blitz3d nearly eradicates the issue of MAV, even on older versions of CB
tools that didn't exist prior to Fastext being removed btw
ohhh okay that makes more sense
for most it doesn't lol
people can't wrap their heads around why id want to use something that the devs removed for a reason when they did
but thats also because; again, the info they are going off of is old and outdated
well that explanation makes sense, but im confused on if it was unstabled for windows 7 & 8
how would it work on versions past that?
does it work, just not supported anymore
apperently it would has "issues" on windows 10, but its unclear and unsaid what these issues were, judging by everything else I've read about it, I'm guessing MAVs, before 1.3.1 when they started compiling the game using MavLess Blitz3D libs, the game would just straight up crash with a Memory access violation whenever that Blitz3D error log message would come up now, evem if the error log wasn't something so game breaking to cause a crash
also it was before the 4gb patch, which expands the game's limit of memory from 2gb to 4gb
also once again, they didn't have dxwrapper which also helps with memory usage a bit
during the time of 1.2.4 and before, the game and engine was extremely unstable and had a lot of MAV, they've done a lot from using a modified version of Blitz3D, a newer version of blitz3d, the 4gb patch, and mavless b3d to help the game get to where it is today
the biggest issue rn with FastExt is that FastExt is considered abandonedware rn, the versions most commonly linked to are only compatible with blitz3d v1.106 which is what 1.2.4 is compiled in
while v1.3.11 of CB is compiled in v1.108 of Blitz3D
I do believe theres a newer version of FastExt, I believe this because I've been able to find a newer version of Fast Text, a different library for Blitz3D, but made by the same person, same company, and apart of a simular thing
so my hope, Is I'm able to find a version compatible with Blitz3D v1.108
alternatively, I've suggested going back to v1.106 as a worst case scenario, but that would be a lot harder to do
the biggest issue I also deal with is any modder or dev of any form of CB besides maybe here given our needs; is adamently against FastExt on paper, this again; stems from things Regalis or Juan said at the latest of 2015
MAKE A MINI DOCUSERIES RN 😭
lot to go over that you said, but is there any alternatives that could be easier?
well thats the question I ask to people/modders whom are against fastext, and most of them say "idk" or say to just keep using copyrect, which CopyRect isn't even Render Target, its not even the same idea in concept; it will likely never get fixed for remix given the way it works
I do love scratch
this is why I was telling you to remake it in Scratch
for a kids dev platform it's actually pretty awesome lol
alternatively, I could look into other CB mods that exist in v1.108 of B3D or based off of 1.3.11 of CB that use a better system for the securitycams than CopyRect
IF it exists
never
you think the Ultimate Edition or the Directors Cut mod team would have any answers for that?
i know there's some other mods but they are mostly inactive now
possibly, or they'll just say the same thing here^
I've talked to so many people about it while at work and hearing the same thing over and over and over again
I can't even seek help from the people who know how to impliment FastExt into B3D because they're against the idea on paper lol
The thing is, I don't even know if it'll work, but I think its worth at least trying
I had no idea if the NV idea I had would work, or even the document fix I did
but I tried it, and luckily it did
I hope it does 
Also how bad would you rate the source code of CB from a 1 to 10
is it a little bit spaghetti or just complete
🍝
its like a tepid 3 or 4
its not absolutely awful, but its very hardcoded; harder to mod, and there's so many areas of optimization and logistical reasoning thats absent
I've compared it to like UERs code which I think is a solid 6
then again, I'm also new to coding in both, so Im biased
I remember looking for the headbobbing code and it was in Main like 4000 lines down or something crazy like that lol
ok i got it to work on both 1080p and 720p. i had to change DLSS performance from auto to ultra performance and then restart the game so it is most likely i dont have a powerful enough GPU
still works tho which is amazing, I really wanna get it working better with my Steam Deck if I can
I found your GPU
jk mine is worse 😔
RTX Remix on a modified Raspberry Pi 😎
just a solid square
it can barely run windows at like 720p 😦
raspberry pis are fucking awesome
too expensive these days, but still cool as hell
maybe you just have to be nicer to it and it'll work better
you joke but someone attached an AMD GPU to one and used RADV drivers to game
RayTracing even worked
Oh I don’t doubt it
I see new things I never thought possible on raspberry pis every day
They’re getting better and better with each model too
gosh my room is so incredibly hot its impossible to work on anything lol
its the highest room in the house, but also the room with the most computers
brutal
I'm gonna try to make some progress now though
Yay
Oh my god bro I hate this auto capitalization
lord let me have bad grammar in peace
i hate working from home so much
can't get a single thing done because see me working on the mod as he's free to help me- such and such
story of my life
Interesting. I guess this kind of makes sense. dxwrapper renders everything to a render target and then just copies the data to the backbuffer and then displays it. I suppose RTX didn't like that because the data it displayed on the backbuffer is "flat" and it is just presenting the flat data. When you use a texture instead then dxwrapper will draw the texture to the backbuffer, potentially allowing RTX to see the depth of everything.
Here is a build of dxwrapper where I force the render target to be a texture and then draw it to the backbuffer. The one issue with this is that it doesn't support AA. In d3d9 AA won't work on a texture.
Ok, here is another option. In this case I render to a surface and then copy it to a texture and then draw the texture to a backbuffer. If this one works then it would be a bit better because it can still support AA. I guess maybe the only issue with CopyRect is when it is used to copy to the backbuffer.
Let me know if either of these work. I can make an option for one or both of these.
We also found this @languid raptor
But this should be useful for the other effects
Ok... the results are interesting
like legitimately,
but I need @oak dirge to refresh my memory, did Borderless Windowed mode crash the game immediately? or did it run to some extent?
If you search back to messages by me including fullscreen you should see the issues I had trying to run it borderless.
Can't search atm
I think it was the black menu
Like the game would work, but it was black at the main menu
And unprogressable from there
You could see the main menu in the game setup and that was about it
So what happens now
I edited a video
gonna show it
speaking of
@languid raptor I have two videos I've put together,
- one is a breakdown and the results of both those dxwrapper.dlls you sent
- the second is me showing the differences between 1.3.11's (where Render Target isn't implemented)
and 1.2.4's (where it is) source code. Maybe seeing it is able to assist you, if it does; it's there
Dxwrapper Test Results
in short, the first one you sent fixes Borderless Windowed mode, it works; but at 13 FPS, that's about all that's different, but the video goes more in depth
Source comparision of 1.3.11, 1.2.4 and more
Another thing I forgot to mention yesterday, but it's pretty important, no idea if it'll help Elisha, but I was able to find the full changelog between blitz3D versions: 1.3.11 was compiled in v1.108 of Blitz3D, and 1.2.4 was compiled in v1.106 of Blitz3D which was capable of using FastExt thus Render2Texture. so I was able to find All changes made between v1.106 and v1.108
***** V1.108b ***** Installed docspak188.
***** V1.108 ***** Fixed app not starting on directinput error.
***** V1.107 ***** Implemented DirectDraw SetAppCompatData kludge to fix slow fullscreen FPS on Windows 8. Big thanks to user jackfuste for the fix!
***** V1.106 ***** Kludge attempt #2 to solve mystery nvidia/sprite crashes on Windows 7.
That's the changelog
the most notable thing, and the thing I believe is breaking FastExt on newer versions is the DirectDraw SetAppCompatData
which was only implemented to help windows 8 users play Blitz3D games in fullscreen, it was a workaround for DDraw, which didn't work the same way it did between versions of windows and versions of directx
I wanted to mention this because, this issue is completely eradicated by two simple facts, one is Dxwrapper; any issue they we're having Dxwrapper fixes, especially because it's regarding directdraw, something dxwrapper directly affects. but furthermore, this issue only affected Windows 8 users, which means its its completely irrelevant to Windows 10/11 users which is required to my knowledge to even run RTX remix.
So the next thing I want to try is
- A. Compiling a version of Blitz3D without
SetAppCompatDataor - B. compiling the game in v1.106 of Blitz3D, the issue I'm dealing with now is I'm pretty sure its lost media at this point
I mention all this to @languid raptor only because, if you are able to make a dxwrapper that can disregard or not be affected by SetAppCompatData it would sidestep this issue entirely, when compiling a FastExt application in Blitz3D with newer versions such as v.1.108, the game Instantly MAV, and it crashes at the SetBuffer thingy, which is directly affected by SetAppCompatData if I recall correctly
it might not be possible for dxwrapper to fix that, and thats alright, but I thought i'd mension it just in case
now that all that's outta the way, I'm gonna go restock my fridge, but I'm still able to message :)
Might be able to talk to the UER people in their discord
They just updated it again so they are active and I'm sure they'd know about compiling the game and such. I wonder if they use the extension
They wouldn't; trust me
I mean I could just decompile uer and look
Don't see why they couldn't say if they use FastExt
the SCP Community for whatever reason is very much against FastExt, the main reason being they want to make their mods/games compatible with as many versions as possible, including Windows 8, so they'd need SetAppCompatData for that, the only exception is the NTF mod which is made to work with 1.2.4 anyhow, but even the creator of the NTF mod Vain Brain; has said that he doesn't really like FastExt considering
Interesting
when I get back I could take a quick look into the source code if you'd like
we're in a really unique situation, because we don't need to cater to Windows 8 users for RTX remix
Uer I don't think has source code it needs to be decompiled
UER also uses a modified version of Blitz3D; called Blitz3D TSS, I believe this is the biggest reason that our captures don't transfer over from vanilla to these mods
Blitz3D TSS, as far as I know can't use FastExt either, but don't quote me on that
That's normal ultimate edition but they are probably same version
although yeah, probs
Oh the link title confused me
That's why I missed it the other day then lmao
Id have to look but to me appcompat data seems like something that could be set separate from the engine
Idk if you noticed but the first thing that comes up when googling that is dxwrapper
And it mentions blitz
According to the source: * SetAppCompatData code created based on information from here: * http://www.blitzbasic.com/Community/post.php?topic=99477&post=1202996 website seems to be down, howeve...
When dd7to9 is enabled then SetAppCompatData is ignored. I could do the same thing for when only EnableDdrawWrapper is enabled, but I'm not sure that what you need.
looks like the issue is the engine not compiling the game due to that value
CopyRect is also used by Blt(). So it looks like I would need to change all render targets to textures and then draw them onto the render target rather than using CopyRect anywhere.
I wonder if using the dxwrapper ddraw at compile time could resolve that
That seems like it would slow things down a lot. It seems weird that RTX would not eventually support CopyRect. That is the only way to copy data between Render Targets.
sucks that all the links from the github are dead
and I can't use waybackmachine for some reason
https://web.archive.org/web/20170418171908/http://www.blitzbasic.com/Community/posts.php?topic=99477
forum:Blitz3D Programming, bbs:Blitz3D
BTW: by CopyRect, I assume you mean StretchRect which is the DX9 equivalent.
That would be what it gets converted to by the wrapper then?
That site just tell you how to programmatically call SetAppCompatData().
So with the version change I guess the question would be what flag they used that broke the extension?
***** V1.107 ***** Implemented DirectDraw SetAppCompatData kludge to fix slow fullscreen FPS on Windows 8. Big thanks to user jackfuste for the fix!
I have the code for that already in dxwrapper, so you can just use that as an example.
I guess I could just go through the flags and try compiling with each, assuming that my replacing the ddraw thing even works
@blissful pilot, one more thing. If CopyRect/StretchRect ever fails it will log the failure in the dxwrapper log file. If you're not seeing a failure there then the function succeeds.
Most likely, CopyRect is the function inside BlitzBasic, so I'd assume its just the DX7 version of it
DX7 and older use Blt(). DX8 uses CopyRect(). DX9 uses StretchRect().
But if a Blt fails then it should be logged in the dxwrapper log.
Well.. lets try it, I have a compiled .exe that uses FastExt, but it cannot even load the launcher due to whatever changes between v1.106 and v1.108 of the engine, but it may not fix it because I worry it may be hardcompiled into the .exe, but if SetAppCompatData is something you can control or change to a certain degree, thats the only change that was made between v1.106 and v1.108
Thats interesting, I wonder why its CopyRect in BlitzBasic
I'm gonna take a look, see if one of those came up
SetAppCompatData is already ignored in dxwrapper when using dd7to9.
Nothing there should have any effect on dxwrapper.
There was two archives of v1.106 of Blitz3D, both got taken down for a violation of -something, those were the only two places people downloaded it from, hense why I say its probably lost media at this point
oh.. aw
also
would dxwrapper have any effect on the engine?
like if I threw that into Program Files(x86)/Blitz3D/ and compiled a game, would it ignore the changes of SetAppCompatData?
You can see the code here: https://github.com/elishacloud/dxwrapper/blob/9b97435a0e449576274179a6ba07e920d9bb1b02/ddraw/ddraw.cpp#L669-L687
probably not but, im curious about it
SetAppCompatData is a call to ddraw.dll. I hook it and intercept the call.
Hm.. well its one of the things I'll try then, I'm not gonna find v1.106 anytime soon, so I have time to
if it works that would be really funny
could also be fastext is hard coded not to compile with anything greater than 1.106
To my understanding (keep in mind this info is majorly outdated) v1.107 doesn't work with FastExt either, and seeing as SetAppCompatData was the only change, by ruling it out, it should directly be the thing affecting FastExt,
and the 1.749 is fastImage not fastEXT
Yeah I know, it was only really interesting because its made by the same person, and v1.749 is newer than the FastImage that came out with v1.17 if FastExt which only works v1.106
I was hopeful that there could've been a newer version of FastExt, but I have my doubts there is now..
It is possible, but then again.. if that's true, the BlitzBasic code in v1.3.11 of CB shouldn't differ that much from v1.2.4 to be hardcoded to not work without SetAppCompatData which again, is the only change in between in the engine.. and furthermore RTX Runtime only works on Win10/11 machines, so SetAppCompatData doesn't affect us at all, so If I had to compile the game to run in v1.106 of Blitz3D, the Benefits of FastExt outweighs the "downsides" if they even exist; of not having SetAppCompatData
seeing as Elisha said this is already ignored by default with Dxwrapper; even more so.
scpuer looking really enticing right now with the engine fork
Ultimately, I believe this is best thing to try, v1.106 of Blitz3D, I've already tried v1.2.4 of CB and there's like no performance difference, but Render Texture works. as well as a few other things
indeed indeed
since ntf uses fastext then uer should be able to right
it uses TSS
if its higher than 1.3; it cannot use FastExt, that being said, you've discovered one of the few things I still don't understand because NTF mod was created in Blitz3D TSS yet it uses FastExt
I think this is because the mod hooks onto V1.2.4 of CB rather than compiling a new .exe all together, you can't run NTF mod without v1.2.4 of CB which was compiled in Blitz3D v1.106 instead of Blitz3D TSS which the NTF mod was compiled in
that might be the version of the mod, I was more refering to what version of CB it's closest to, which might be hard to figure out actually
that's the engine version
NTF mod is easy to figure that out, because its dependent on v1.2.4 of CB to work
ohh
interesting, yeah its the modified engine
That's really intersting
also
I did try compiling v1.3.11 on Blitz3D TSS
nope :(
looking at the code for uer now to find the camera stuff
Should be UpdateSecurityCams() or at least thats what it is in vanilla
The code where rendertarget would be in v1.3.11 but isn't is
RenderWorld
CopyRect 0,0,512,512,0,0,BackBuffer(),TextureBuffer(ScreenTexs[sc\ScrTexture])```
for v1.2.4 this is that same line of code:
RenderWorld
SetBuffer BackBuffer()```
UER uses CopyRect
it also requires two other lines of code to work however, one scan be found in DrawPortals.bb and the other in Main.bb
So theortically I copy the ntf code over to uer
drawportals.bb is where the render target function actually takes place with taking over the texturebuffer, while Main.bb is supposed to have Include FastExt.bb in the include section
it probably won't work, again, NTF mod attaches itself onto version 1.2.4 so the monitors that work in 1.2.4 probably only work because of v1.106 even tho the mod that is attached (the NTF mod) is made in Blitz3D TSS
If you want you can give it a try though, I haven't yet
There's two executables in NTF mod, one for the mod. and one for v1.2.4 vanilla
its compiled entirely in Blitz3d TSS
well I guess to start I just try compiling uer with fastext to begin with
where do I have to put the libraries
you can, I had issues compiling anything in Blitz3D TSS but if you want, I have everything you need for FastExt
I have 1.17 already
Put these in your /userlibs in your Blitz3D folder in Program Files(x86)
next, you'll need FastExt.dll inside the same folder as the source code along with FastExt.bb
next, in main.bb (I presume) you'll need to include Include "FastExt.bb" in the include section to actually attach the library to the game's compiling
after that, you'd need to change a few lines such as CopyRect so it uses FastExt, but I can also provide those too, as said before its these^ but also with that one line in DrawPortals.bb
Quite a process eh? lol
you can imagine how depressed I was when I did all that and found a definite MAV at launch in v1.108 of B3D
I also have the source code for
- Blitz3D v1.106
- SCP:CB v1.2.4
- NTF mod
- SCP:CB v1.3.11
-if you need anything from those
it goes without saying if we had the source code for FastExt this wouldn't be as much of an issue, but alas, not the case
so far I keep getting unable to open include but I think it's cause where I'm trying to compile
yes I'm gonna try restarting the engine maybe it didn't like I dragged them in after
if that doesn't work you can also put these two^ inside Program Files(x86)/Blitz3D/bin/
the error I keep getting with Blitz3D TSS is Expecting Expression so if you get that then that's where I am with TSS
weird, yeah that usually happens when its unable to include a lib
um
is there a game.bb?
or just the main.bb
also, possibly try compiling it without Include "FastExt.bb"
if it still has the error, its not that lib its not able to attach
or "include" I guess
it happens without my line
hmm
expecting )
thats stange
the problem was the "source code" in front
does b3d not jump to error lines
looks like the expecting is totally unrelated
I honestly have no idea, for me sometimes it doesn't sometimes it does
its kinda a pain
a lot of guessing
its why I was up for like 49 hours when I taught myself BlitzBasic to make 0.0.7
it opened math_core but no idea where the line is guess I gotta hunt it down