#SCP: Containment Breach
1 messages · Page 9 of 1
Yeah same result as compiling v1.108 without dxwrapper :/
This is the .exe if you're curious
and just for consistency
These are the two .bb files used to make it
should in theory fix render target if it were compiled in v1.106
Also, I think the FastExt.bb I gave was modified (something I tried randomly)
here's the correct one: comes directly from the .zip and it works with compiling
with the previous one I sent it gave me an Illegal Conversion Error when compiling
..yeah? ..
they always come in pairs
oh
Yeah I have no idea why but there was one bracket which was missing
it was even highlighted red, but it was in v1.3.11 source code as is, so it shouldn't cause an issue
I can't even remember where it was though
this one isn't highlighted so I'm dying
peak code editor
downloading a previous uer version and praying
I'm asking chatgpt to find it for me LMAO
it did not help
it could only read half the file
same thing on previous version
use vscode. it highlights errors pretty consistently
is it this file?
what language is this in?
blitzbasic
it's just from a comment
the extra )
imeant to reply to this
the engine says all of that is commented
here right?
remove the lines no difference
Messed around with the scrolling and when I hit error check it jumps to put line 95 at the top
so looking from there
i just meant for the character count for the ) character
^[^()]*[(][^()]*$|^[^()]*[)][^()]*$```
look at this monster regex. use it in vs code
it finds any line with a missing ( or )
the only one it finds is that comment
although it does fail for more complex lines
lmao
wait nvmd
well that's interesting then
wtf is it mad about
this is the source code off github untouched too
could it be some other file that's leading to this one having problems?
no this is just me error checking the file it opens when I get the compile error off main
then it jumps to line 95
just trying to compile the github code in general atm
and I tried two different game versions
it seems i missed a bit lol]
Yeah thats what highlights it red for me
VS Code is the only way I can keep my sanity while working on code
that's exactly how it looks for me
what's line 95 say ?
Yeah I've never gotten that error so I have no idea what's causing it
Local Deviated% = ((Dir = 0 And Current_Deviation >= Max_Deviation_Distance_) Lor (Dir = 2 And Current_Deviation <= -Max_Deviation_Distance_))
i marked it as C#
replace ; with # so that the comments don't cause errors
the rest of it seems close enough
i don't see an issue there?
oh nvm
bout to just join their discord and be like
your code no compile
There we go, I asked every channel I could think of on every discord of SCP:CB regarding v1.106 of Blitz3D
hopefully. someone, anyone.. has it
I don't think any archive still has it online, i've spent a long time looking, but its very likely someone.. especially maybe devs like Vain Brain do
I'm going to also Archive it in the SCP Archive once I get my hands on it :)
if... 
your looking for engine 1.106?
https://github.com/Veinhelm/Blitz3D-1.106
compile this maybe
the instructions at the bottom no help then
update
turns out you need Microsoft Visual Studio 6.0 to compile it
so.. that's what I've been trying to get the last two hours :)
lotta fun
released in 1998 for those of you that don't know
2017 is v15.5
its uh... old
Nvidia only predates it by 5 years
Founding of Nvidia anyhow
finally
only took a million years
Also @oak dirge
Found out what could be causing the error you had
If that’s not it, try moving the main.bb file to where the .exe is rather than the other .bbs and see if that fixes it
If you still need that fix
Will take a look this evening then
That makes a lot of sense with how the code was written that it needs to be in the folder alongside the exe and such.
That's how the base game source is structured
Dxwrapper makes this a bit of a brute force game. Is that with DLSS Performance?
i have framgen on and ultra performance on DLSS, 20 fps
Damn
Transformer or CNN model
Cnn is easier to run but looks worse
Tranformer
Dxwrapper eats the frames during the translation I think. Not sure how close the performance is with it to without but in the past it was like a third.
I think I get like 55 with my 4080 at 1080p
its an 4060, it has 24 ray trace cores
the 4090 has 128
I used to run DXR on my 1070Ti
Found v1.106 of Blitz3D btw
Trying to work on getting FastExt into 1.3.11, I was able to compile 1.2.4 successfully, but there’s a few steps to get it into 1.3.11
YAY
Fun fact, that would run better than a Steam Deck
I've seen the GTX 1660 outperform the Deck in RT
heck, the 1660 can run DOOM Dark Ages at 60fps
Dxr and hybrid rt workloads are totally different than path tracing
The optimizations done through RTXDI straight up double the fps when implemented on them.
But double the fps for free doesn't sell 4090's
well, the steam deck uses an APU and not an Dedicated GPU
Yeah, but it’s also Hardware vs Software
So it’s impressive for a GTX card to run better doing all the RT without dedicated cores
my phone can run better then the 1660 (i own an 1660)
I doubt my phone can (Have a iPhone 16 Pro)
Good for Resident Evil tho
I know, not really used tho, I remember like one game with RT Shadows for both
Hey I know this is going over and above and probably will be done later
but would you guys like to add Windowed mode to this remaster?
There's
- Borderless Windowed Mode, which we'll try getting working again,
- Fullscreen - no need to explain that one.
- but 1.2.4 and earlier had Windowed, by unchecking fullscreen. it's kinda self explanatory but its the game in a contained window with borders.
I kinda miss it honestly, It doesn't serve a ton of purpose.. but seeing as I'm adding FastExt and whatever else from 1.2.4 its possible
Did you compile 1.106
Didn't need to.. (yet) I need to copy over the changes Juan made to b3d 1.108 to make it Mavless (where it writes error logs and bumpmapping) to 1.106 and compile a bin folder fo 1.106
but I have a prebuilt of 1.106 rn
I'm also trying to get 1.3.11 working with render target functionality with FastExt, its the second thing I'm doing
Oh you found one?
Yep
Send plz
I have a couple
so the place I got it from, the archive is still as of now
Forgot what discord I was on lol
Blitz3D v1.106 - here
And incase the archive goes down:
But I was also given this guy from a member of Third Division
Crazy how tiny it is. 8mb for tss
not sure what the difference is, but it's different somehow
Since it's so tiny is that just the update changes
this is the one i've been using
I can attest it's 1.106
so far I've been able to get 1.3.11 working in 1.106, even with FastExt, but by cutting down FastExt functions by 40%, SetBuffer() which is used for the rendertarget stuff seems to be heavily used in 1.3.11 without the implications of FastExt, so sometimes SetBuffer() is called and it calls the function from FastExt, breaking whatever call is in 1.3.11
1.2.4 has the opposite issue where its impossible to get it working without Fastext, the source code is so hardcoded that even the fricking launcher uses fastext to set fullscreen, or set the width and height
I thought it might be easier to work my way backwards by removing FastExt from 1.2.4 and slowly adding it back in to get the results we want, but it might be easier to troubleshoot 1.3.11 with implimenting FastExt
maybe compare the lines where SetBuffer() is used in both 1.2.4 and 1.3.11's code, and if they don't match up, investigate those lines
that's kinda what I'm doing now
I also had the idea of renaming the function in FastExt of SetBuffer() to SetBuffer2() or something, but I haven't been able to get that working, the closest i've gotten is you'll load in game, but as soon as you walk towards the monitor; -MAV
MAVs aren't a super bad thing, it more or less just tells me there's a loop or something that is causing exponential memory usage in the code. the only problem is the game MAV for a variety of reasons, error logs don't exist in 1.106; they were added in the Mavless Bin compiled by Juan, that's what the MAVLESS means. it spits out an error log when it can instead of immediately MAV when it can't load something
that's where the benefit of compiling that modified 1.106 would come in
Does debug mode even do anything when compiling
when compiling, no idea, it makes the .exe really big
Idk if something like b3d supports live debugging process hooks or anything like that
but if you turn on debug and run program when it encounters a MAV itll show you where and why
Oh well that's what I meant
👍
its actually super handy
but don't delete lines
put ; infront of them if you want to disable
Ofc
Ctrl + Z or Undo doesn't really exist in editing in b3d
or be like me and keep a hundred dozen backups
Been opening the bb files outside of b3d since it sucks
I switch between
b3d can autofill my functions and has debug, but VS can find stuff among many .bb while b3d cannot
I might have found a fix for FastExt
if I rename all functions to their name"2" and then add that specific version of the function whereever needed, I should be able to use FastExt without screwing with other lines of code in 1.3.11
I like that method too, because it means 1.3.11 should work identical to how it does in v1.108 once we get Mavless Bin for 1.106, just with FastExt RenderTarget
which ultimately is the goal
the only hard part is figuring out which functions are for FastExt and which ones aren't
but that's where comparing to 1.2.4's code helps
The worst is when the game crashes, but the debuger doesn't tell you why
makes me feel like my code is so bad b3d is shaking its head
Blitz3D:
But I’ve able to get 1.3.11 running with all FastExt Libraries working under their name with a 2, but it still crashes when the monitor comes in sight, so still more investigating to be done
It’s likely there’s an area or two where the library isn’t implemented when it should be
Got somewhat of good news for you guys
not flawless news; but tepidly good news
The Render Target functionality from v1.2.4 using FastExt now works in v1.3.11
If you want to try it yourself, here is the files although be warned the .exe is very buggy, still a lot of issues and bugs to iron out; it works in a very basic sense, I added the code to get it working, and that's it. I reccomend checking out the video it provides better visuals and info. Runtime will make it run 8x worse as of right now (again) this is something I plan to make better with time.
Here's the .exe and dll files
and the .exe does require the nvmeshash.b3d files and the removedinremix.jpg from 0.07 of the mod's GTX, only because it was designed to work with 0.0.7 of the mod
just keep that in mind
Actually I made a .zip folder that has everything needed if you want to try it, so throwing that into a vanilla v1.3.11 should work too
holy moly
we are so back
great work! I honestly admire your passion for this project
It’s like nothing I’ve ever been passionate about before too, but I’m all for it
Like the blur effect?
It has two different names in game I think;
- Sanity Blur
- Dreamfilter
I’m not sure which one is more correct, when your sanity gets really low you have the blur, 106, PD, 970, and 895 are all things that lower that. At least that’s what I’ve noticed in the code
I wanna see if that's able to be fixed as well
I've been working with one of the Devs of UER and UERM and he said FastExt essentially is a Dx8+ retranslator
so it should have more tools that are helpful
Also, I might've fixed a lot of the lag
turns out FastText is really broken
FastText (not FastExt)
removing it had no change to the game, but made it run SO much better, even in debug mode
I'm gonna try with the 4GB patch and dxwrapper now. but yeah, I think FastText can be removed
Wonder if its from wrapper interaction or does it boost perf without wrapper
wrapper almost always helps from what I've seen
the wrapper just cant be used with debug mode
same with 4GB patch
Interesting since it used to be the opposite.
it all has to do with memory optimization
Glad to see wrapper isn't eating perf anymore
it might eat performance when it comes to RTX remix, but not for Blitz3D games
Cb is so small wonder how it would run on a ramdisk lol
keep in mind
- dxwrapper was made to make DX7 run better on newer hardware
- RTX remix was made for DX8/9 games
while dxwrapper translates dx7 to dx9, RTX remix wasn't designed for dx7 wrapped games specifically
How even is vanilla cb perf on a modern system I don't think I've actually looked since I had a 60hz monitor last time
No idea, its the seventh wonder of the world
Well you have one lol thought maybe you knew the fps
Like what fps are you getting with the changes now without rtx
Yeah still runs not as great, but more FPS, less Lag, i'd say about 1/3 as many crashes as it was with FastText from last night
this is about the same experiences I'd have with regular v1.3.11 with RTX from 0.0.7 of the mod
without the MAV at the end
the thing that was laggy the most with FastText (unsurprisingly) was menus, anything with text. all of those have completely been fixed for lag now just by removing it
but I'm gonna try without RTX now
so 4GB patch, and dxwrapper only
Yeah, wow
went through almost the whole game, LCZ to Exit1; if you didn't know better you'd say it's just vanilla 1.3.11, almost 60 fps throughout the whole thing. Dxwrapper and 4GB patch is OP as hell
there's a lot of MAVs that happen randomly which likely have to do with the missing Mavless bin modifications, so the next thing I wanna do is
- make a custom version of Mavless 1.108 without
SetAppCompatData - or make a custom 1.106 bin with the Mavless fixes and changes
either one of those, preferably the former if possible; should fix most of the current issues of using FastExt
Do you have decompiled 1.108
Is it locked to 60
nah but I have this
uh... probably I haven't played around with not doing that
I though CB was always locked to 60 or 70 no?
No
oh, well I can probably do something about that then
I'll check when I get home I wanna see how high I can get it lmao
Yea here
lemme send the new .exe without FastText
This; like the other one: can be thrown into a fresh install of v1.3.11 and it should work
has all the GTX, .dll, and .exe that's needed
plus dxwrapper of course
Also I was just talking to Vain Brain
he mentioned that if we're using FastExt, we could probably do the 860 door effect again too
v1.0 is getting closer, and it looks like we'll finally be able to add the SCP that many people have been waiting for since the beginning of SCP-CB.
The path inside the forest is procedurally generated, just like the facility. Now it just needs some minor visual improvements (like thicker vegetation), and the monster of course.
The model for ...
SO MANY JUMPSCARES!! I finally find out what's inside the forest (spoiler: it's terrifying) and I get a little closer and a littler farther from beating the game!
Subscribe Today! ► http://bit.ly/Markiplier
SCP Reaction Compilation ► https://www.youtube.com/watch?v=7vsgmTqC8pI&list=PL3tRBEVW0hiAAPW-07x3LDpbfu_oEovxp&index=32
More SCP Contain...
this timestamp shows it better, its in v1.0
by the way
Vain Brain had doubts that the SetAppCompatData and FastExt was only causing issues with ONLY windows 8 users; he said that he thought the door was broken on Windows 10 as well because that's when they added it, but I've found definitive proof of otherwise for the most part
Removed the "drawportal" from the door leading to SCP-860-1 to get rid of the crashes caused by it on certain computers.
that was released on May 14th 2015
Windows 10 wasn't released until july of the same year
so it had to be windows 7/8
Of course, FastExt otherwise would remain ingame for just under a year afterwards until it was removed in 1.3.1 in 2016, but There was still an awful a lot of people that would be using Windows 8. they made the switch from v1.106 FastExt to v1.108 no FastExt around the same time that people made the switch from Windows 8.1 to Windows 10. futhermore, they didn't have
- dxwrapper of course
- 4GB patch
- Juan's Mavless Modifications
so its very possible that while on Windows 10/11 and considering those factors, FastExt works a hell of a lot better than it did for them back then when they deemed it too broken and "unstable" to continue using
Mind boggling
Now I think about it, the MAV that happened at the end, happened when I quit, which I know what causes it, its the sound stream which is currently broken without the Mavless bin, but otherwise.. I haven't had a single MAV otherwise, besides running in RTX which I intend to tackle
I implore you guys to give it a try if you have the time, I WANT to be proven wrong so I can fix it XD
This game tries to Blt to the render target. That is very slow in d3d9 so I created a shadow surface to handle this. I write all the data from the render target to the shadow surface and then Blt to the shadow surface and then once all the Bltting is done I copy the whole shadow surface back to the render target. This makes the game run much faster, but could be causing the CopyRect issue. A better and faster way to do this is to draw the data to the render target instead. But that has a lot of technical issues and I haven't had a chance to really attempt it.
Anyways, I build a version that disables that shadow surface to see if it helps. Try this build and let me know how it works with SPC.
It will be very slow...
wait, try this in the FastExt version? in the older engine?
like the one that actually uses Render Target, or CopyRect
Also, I can try it with or without RTX depending
couldn't we just fake that with remix anyway
I have no idea how we could, it would require rewritting code to make the door open
in v1.3.11 it just teleports you to 860-1, no door opening
forgot about that
Here's my results
At least, thats with the version with Render Target and FastExt, both with and Without RTX, both pretty sluggish; 17-20 fps. and RTX is uhh.. very broken lol
navmash.b3d not found when I tried launching
You'll need the files inside GTX from here^
wait
it says navmesh.b3d not found? or nvhash.b3d?
ah ok
OMG lol
folder typo in da zip
didn't even think cause it still asked to overrwrite'
ikr
when I pause and quit I get mav is that normal
OK, thanks! It is hard for me to second guess what RTX is doing. I am not quite sure what I can do to help at this point.
BTW: I am also not able to keep up on everything in this thread.
That's ok! yeah we've been trying to get Render Target working in an older engine version, now I'm just trying to iron out performance issues regarding other things the older engine would do
That's about where we are
I could try the dxwrapper in the older version in the newer engine if you'd like
just to see if it fixes the CopyRect thingy
Performance would be much better if I can draw directly to the render target rather than using a shadow surface. That's probably the best way to improve performance.
lemme try the shadow surface with 0.0.7 just to see if it works or not, maybe if we hit a dead end with the older engine it'll be a plan b
if it works
Oh, I can also build a performance analyzer build for you. It will log all the significant calls and you can see which ones are slowest.
That would be awesome, I imagine more useful to you; although I could use it between the versions that have SetAppCompatData and which ones don't
so rn if you change dlss settings in game then walk up to a monitor you mav
so don't touch dlss after you get in
Here is a build of the latest dxwrapper with the profiling enabled. It will log a LOT of stuff. It will show timings on virtually everything significant.
Usually I try and find a frame (entries between a BeginScene and EndScene) and then look at all the calls. This makes it easier to see what the issue might be. Make sure to pick a frame where the timing is average, not too slow or too fast as you don't want to look at an outlier.
should I use Saved games to do to do it?
Actually, I take that back. I don't log Begin and End scene. Instead look for the Present. A frame is from one Present to anther.
You can do a Saved game or not. Just any place were you want to troubleshot any slowdowns.
This is just a performance logger.
alrighty
uh oh, theres apparently a tornado warning in my area lol
I'm more worried about my computron lol
that would be a lotta data to lose
I'm a data hoarder, for good reasons
Christ.. I might have to come back to the open 860 door thing
I've been trying all day to get it working, and I just can't I can't even find the code in v1.0.6 that opens the door rather than just teleporting the player, I've gone as far to literally copy and replace all room860 code from v1.0.6 to v1.3.11 and it only breaks the forest more and more, never changing the door opening, despite being aptly named for room860 instead of the forest
but, its frustrating to spend all day trying, and have nothing to show for it.. so I might come back to it later, for now.. i'm not going to bother with it. it's not in v.1.3.11 anyways
maybe once we get FastExt working a little bit better, and assuming it sticks around. maybe we can come back or consider adding it then
But for now, the monitors is more of a staple, and seeing as that's working, I'm gonna focus on optomizing that, and trying to get it into v0.0.8 of the mod
Yeah let's hold off on 860 till we get the core ironed out
Wonder why changing dlss breaks the monitors though
Unless your more stable recent changes fixed that
Time to start your offsite NAS
use to have one forever ago
also, I have news... not great news
FastExt doesn't look to preform as well on Steam Deck
I'm still going to look into building a modified version of the engine to help it prevent MAVs, and try to do some more digging on what makes v.1.106 more unstable than Juan600's Mavless v1.108
FastExt?
FastExt yea
What is that
its a library for Blitz3D to add more features, most notably it adds the ability to render from a camera to a texture (Render Target) without it, the game relies on CopyRect which completely breaks in RTX Remix
so I've been working at back porting the new version of the game to the older version of the engine to use the lib
Ah, will note: the latest runtime decreased performance even more on Steam Deck so that might also contribute
?
Steam Deck performance just keeps going down
its likely because of FastExt, it was a MAV
one of the biggest issues older versions of b3d and supposedly Fast Libraries holds is MAVs (Memory Access Violations)
it only really happens with this game, in this engine

I really hope it gets better by modifying the engine, because if it doesn't I really don't know how Render Target could be implemented or fixed
unless I were to write a .dll myself but that seems far too easier said than done
Average day for Xoxor, lol
Yeah i've spent so many days working hours on end with ending the day with nothing to show for it; I think that's why I never pursued computer programming of any kind in the past

Update: I ran v1.3.11 on v1.106 of Blitz3D without FastExt and noticed that it shared a lot of the same issues as the version I made with FastExt, Sounds failing to load, texture flickering, lag, low FPS.
So as a test, I compiled the same thing in v1.108 without Juan’s Mavless changes to the engine, again, no FastExt
Same issues
Which aligns with what I thought, SetAppCompatData was the only notable change in the changelog so the results should be the same
This also means the performance difference between v1.3.11 and what we have with FastExt, is likely the changes made by Juan to the engine in v1.108
So I’m gonna spend the next little bit to port those changes over and compile my own Blitz3D engine, but with compatibility for FastExt of course
It’ll be hard, and take a lot of time. But I think it’ll be worth it if done
Right now, sounds failing to load is causing the most lag, they implemented new code into the engine in that fix that changed the way sounds were loaded, without it, sounds don’t load, fail to load, continuously try to load, or load twice
It what’s using up the most memory, and thus causing lag
I'm used to spending 8 hours a day programming and researching and it gets frustrating until you hit that breakthrough. It's like crack though
was browsing through some soundrangers and found a lot of the CB door sounds lol
i was hoping they wouldn't sound so compressed, if that makes sense, but they sound pretty much the same
idk if this is useful to you, but here it is
for example, machine parts lock big XX
mechanical crude moving parts 10 for the 914 doors
they have a really good sound library ngl
and for free mostly as well
for metal footsteps: footstep single metal metal 02
It is useful
I’ll document it when I can
I’ve been busy with compiling b3d I’ve successfully done it, but there’s complications I gotta resolve
At least it compiles somewhat tho
Eh
For me it’s like meth
I feel and look awful doing it
I'm so close... and yet... still missing one piece
while I'm waiting for someone to answer or give me answer on it
heres my update
I've taught myself how to compile Juan's Mavless Blitz3D in VS 2015, when I first started it was at 175 errors and 48 warnings, over many hours, I've corrected them, typos, file paths, and I narrowed it down to 0 errors and 0 warnings; there was a lot of really weird changes that Juan put into the source code for the engine that I don't think actually made it into v1.3.11, for example, most lines in v1.3.11 have If statements, and some of these end with EndIf Juan put a requirement in the latest MAVless source code to REQUIRE a Then after every If essentially forcing anyone working on v1.3.11's source code to have to rewrite those lines, its been said he did changes like that for quality of life of coding, to make the syntax more consistent, strict, and hardcoded. ... Instead I installed an older version of Mavless source code, where it was moved to VS 2015, so I don't have to touch MSVS 6.0, but after he added some fixes, this is actually the Mavless bin most people use for modding, and probably is the most stable overall. I then removed SetAppCompatData and am ready to build.
Here's the current problem I realized that when I build, it builds all the files for /bin/ except Runtime.dll which is the most important, that's where the errorlog function and SetAppCompatData is stored, for several hours I kept building and tweaking trying to get it to work, while placing the built results in with v1.108, and I was baffled how FastExt refused to work even when removing large chunks of code, eventually I found out that the Runtime.dll file never built alongside the other files, and that's what I'm trying to figure out now, why?
once I do, and once that .dll is exported, we should have the best version of the engine for our use case (theoretically)
I'm trying to message anyone I can to get an answer, because I'm so fricking close
i would kill myself (digitally) if i had that many explorer windows open
I've been a busy man lol
my god is that inconsistent line endings thing something that irks me
like github desktop its ok i know 😭
My RAM would kill itself
Alright, get to the stake, we’re burning today
😭
I have the ram to back it
sometimes ill have premire pro, RTX Remix, photoshop (with 8K textures of PSBs) and all my chrome tabs at once
same lol
32 gigs actually does everything i need tbh
Hey I already knew that, I wouldn't be sitting here up for 32 hours if I wasn't lol
why am I getting errors now tfff
wheres the fix button
wheres the triple A button
wheres the remaster textures button
this is so frustrating
it always refuses to link at least one file, that is always present
any progress 
Nah I had to work my day job, just got off work now? But I have an idea for what I can try next
I’ll keep you guys posted of course
maybe try an ancient version of VS
It’s easier said than done
i saw in one of the videos that one of the libraries was from like 1999 right?
Yeah MSVS 6.0 is from 1998
It’s not even that it’s hard to use, it’s just unrecognizable
yeah very different from what we're used to
is it even runnable on modern windows lol
or is compatibility mode that fire
What is it?
Yes. But it takes a lot of acrobatics to install
It took me 2.5 hours just to install if I recall
idk i just searched up MSVS and thats what showed up lmao
bruh
Thats more like it
bro have you watched the show
nope
good
haven't played the games either
although I know what you're refering to
I feel bad for anyone who legitmately liked the characters from the game
they butchered it :(
ik and i was so excited to watch it too D:
at least the set design is decent
took me a minute to find but
even worse 😭
So VS doesnt even log why it won't compile runtime.dll?
lol
It gives me an error why, that’s about it
It’ll give me warnings too, but these warnings are mostly about it being outdated which is fine
I did it
I finally.. figured. it out
it literally took 3 days
but I now know how to compile blitz3d
I hope properly
but runtime.dll finally exports, and works. blitz3d is able to open, and even load v1.3.11
the game doesn't work with Fastext (yet.) its not producing any errors but the launcher crashes, and now I gotta troubleshoot and narrow down what other changes juan added affects FastExt, and work my way backwards from that
now that I'm able to successfully compile the engine though, only a few more steps
its easier to troubleshoot and try new things
I plan to also make a video with what I learned, and make a much needed and better instructions readme for building blitz3d, because no offense to Mark (May he rest in peace), or Juan, but their instructions generally sucked ass and were vague
I mean it took me 3 days to figure this crap out
thats proof of it
anyhow
thats my update
I'm gonna stop here for the night (morning technically) and hit the hay. gotta sleep at some point right?
here's a video of what it does when you try running it with fastext rn
IM SO PROUD
Now I get to customize the engine to my liking now that it works
Well, and find out about FastExt of course
BlitzBasic.com doesn’t exist any longer so there’s a line in the credits just for that and I’m replacing it to my social media for more info on the mod and my 3D work
I’m also putting a tribute to Mark (Rest in peace)
That’s about all I wanna change tho, I wasn’t going to change anything, but I had to rule out if FastExt is hardcoded to only accept blitz3D v1.106
And it’s not, changing the version had the same result
I still have to do this, but once the engine is good to go I’ll focus more on that and textures
I wanna make a trailer and such
Furthermore, I haven’t discussed this yet because again; I wanted to finish with the engine first, but I’d like to submit the mod if we can to the contest, obviously we need to do a few things before we can, but for now I’d like you guys to talk about or think about who wants to be included in that
There’s a lot of people on this chat, but I’d say only a handful actually put good work towards the mod, some people aren’t even on this chat and have lol
I’m not too picky with who though, I’m more concerned about
- if we ended up winning anyhow how the funds would be distributed,
- and what percentage of the funds would go to who.
just another good thing to talk about before/if we submit it
We have time though
I shouldn’t say “good work” and just say “work” in general, every bit has counted but some were just here to talk about the mod or run the mod is more what I meant
There’s also the people who started the chat from the very beginning, but aren’t as present these days
The stuff they did id like to think was still beneficial to maybe Kuro and Jevediah when first starting, but you guys would have to tell me, I wasn’t here yet :)
competition? wha
oh nvm it wasnt in my channels
oh damn thats a lot of money lol
You've done the vast majority of the actual remastering work and now compatibility. Definitely have a lot more time and dedication in the project as well as overall experience. To the point where I've just deferred to you. At this point if we went in I'm not sure what i could even provide.
emotional support 🥺
thats what you could provide
I’ve had help though, without at least you, and @stark lotus I likely wouldn’t have gone this far myself, there’s many other people like Itzslain that helped me, but he’s not on this channel (he helped me with learning BlitzBasic) but @oak dirge and @stark lotus really helped me with sourcing images and textures, there’s probably a few other things but you guys definitely had a bigger part to play
itzslain is chill af
He’s awesome, couldn’t have done it without him for sure
Found a higher resolution version of the Blitz3D logo
And remastered it using my own tools to a even higher resolution
Then made an alpha channel for it
Uncompressed masterpiece
pls don't go and RTX the entire engine too 😭
nah, just making the version of this engine (if ever distributed) look presentable, thats all
small changes, I'm gonna look at FastExt shortly here tho
yeah no need to lie
im gonna see: "added a special compositor effect to the script editor in blitz3d that makes each text character 3D and uses ray tracing to simulate light"
Someone did made a ray traced renderer in blitz3d
WHAT
#games #raytacing #blitz3d
Pseudo Ray Tracing with dynamic cubemaps
Who needs remix anyway
yeah just scrap using rtx remix when all you need is blitz3d
but ngl i feel like the core concept of ray tracing is easy to establish
its just that you need to make sure everything performs well and works with glass and stuff lol
wheres the ray tracing man 👿
unacceptable work
jk, i like the logo with your pfp on there a lot for some reason
could you at least RTXify the old ass tool icons at the top
its basically just a modified version of b3d I didn't do a lot of work into it, but eh
if anyone wants to also use FastExt with newer versions of the game, maybe they'll use this one
there you go i've saved the day
also sure, but you took you a shit ton of time to compile and thats work
true, but I largely just think thats because Juan and Mark suck at making instructions
btw, does the game run normally with the custom engine?
like not with FastExt or any other modifications
they said to put the dx7 sdk in a folder "in the same directory as blitz3d" but they didn't specifiy what to name the folder, depending on the version of b3d source code, it could be dxsdk DX7 or dx7sdk and "same directory as blitz3d" is also very vague, theres a blitz3d folder inside the source code main folder, a blitz3d solution file, project file, theres a folder where blitz3d.exe will be exported which is different than the bin folder where the other dll files export but not blitz3d!
just to name one of many things of bullshit I had to figure out along the way
by the way, they wanted fmod, fastimage, and dx7 sdk folders next to the source code folder in the parent directory of the solution :)
you're telling me there wasn't a giant green button on your screen that said "compile and add fastext later" 🥺
to make it more confusing, I asked TSS devs, their engine instead puts fmod and fastimage inside the source code folder instead
wait could you use fmod studio or does that not work with the old ass SDK used
Yes, v1.3.11 does
none of the other ones pre 1.3 would, because.. FMOD and the updated sound stuff, but it does run
FastExt looks to run.. based off a few tests, its just something causes it to crash at launch
If I try running an older version like 1.2.4 itll load and run just until it hits an error regarding fmod or the new sound
but.. key word, it has no problem with fastext
I should be able to.. and I want to
actually FMOD, the new sound, and Bump mapping, and error logs are the four things I want to keep with it if I can
I'm gonna try removing bump mapping now to see if it helps fastext we'll see
YAY :D
im not technical at all but fmod studio is fucking awesome
It'll be really good to have
keep in mind, the only reason 1.3.11 was unstable in 1.106 of b3d with fastext.. was because of the sound :)
its awesome the things you can do it with it... im not sure how hard it will be to implement into blitz3d, with fmod studio and all that, but its definitely worth it
in Unity, you can occlude sound based on geometry, play sounds when an item hits the floor, etc
im not sure how much you want to remaster, if its just textures, models, and sounds, or more
a little bit of everything, mainly textures and models
for some of the sounds I want to remaster seeing as we already have some of the sources for audio
im still so stoked for when the human model is completely done and shown in all its glory lmao
FINGERS
This is the last I'm doing of the html side of it for at least this week because this takes way too long and isnt as important lmao
but heres the credits I quickly made
#9909FF 👌
It’s the Hex code I came up with years ago for Inward related stuff
It’s easier to remember
thats smart but i have dementia so any hex codes i need to remember i don't remember :D
microsoft powertoys is awesome tho i can just do Windows+C and get the hex code of any given pixel
like boom one pixel on the roof of that house icon is #440404
My cats shut my PC down while I was outta the room 😭
I don’t think I lost any progress but bruh
oh my god the curse of CB remakes never getting finished got reincarnated as your cats
watch your back they might shank you one day
Uh
I might have to remove the bump mapping anyhow
This is how the game looks with it turned on lol
And turned off
Everything else seems to work
Except
Grrrrrr
At least while I have control of both the engine and game I could figure it out at some point
Still aggravating tho, because this is vanilla v1.3.11 with what should be the exact same stuff used to compile it
Except for setcompatdata
That gives me an idea tho
I'm not so worried about the bump mapping for three reasons
- most don't even have it turned on or notice
- its kinda faking the bumpmapping rather than actually having traditional normals like what FastExt does
- we're technically adding it back in via RTX remix anyhow
ultimately, if it comes down to having a tradeoff of Juan's bumpmapping for the Render Target monitors, and it works well, no lag or preformance issues.. im taking it
Alright Tex LOD and bumpmapping removed
lets see if it changes much
nah still nothing
although its interesting, if I throw in the DLL of FastExt into fresh install of v1.3.11 source code, still doesn't work if I go Include Fastext.bb which tells me its definitely a change made to the engine because it did work with 1.106 even on v1.3.11
Provided to YouTube by Routenote
Hush · Kevin MacLeod
PsychoKiller
℗ Kevin MacLeod
Released on: 2014-12-24
Auto-generated by YouTube.
heres the 096 chase music if you're planning to remaster things like that btw
i believe this classic animated horror stories song is also used for some of the horror stingers
https://www.youtube.com/watch?v=qP9igWiQOA8&list=PLBO2h-GzDvIb2OKDbVBr5Dwv5M9zRHD5X&index=17
Provided to YouTube by Routenote
Right Behind You · Kevin MacLeod
PsychoKiller
℗ Kevin MacLeod
Released on: 2014-12-24
Auto-generated by YouTube.
There was a time that we didn’t know where pic3, femur breaker, and 096 sounds were or where they came from
And now we have the sources for all of them
Yeah I have em, found the earliest one from I think it was 2006 or 2008
wheres the screaming SFX?
ive always wanted to hear the full thing in all its uncompressed glory
Damn I know I have a link for it somewhere
The one I found, the oldest is paid; I didn’t buy it at the time because I wasn’t very liquid, although I totally could now I just gotta find the link
In short though, it’s been used in lots of places, it’s been used in Invincible, in Silent Hill, and other things of media
In SCP:CB the scream is played, and then reversed with reverb
A lot of the crying and screams from femur breaker come from Freesound, and those I do have and I think already archived
Femur breaker specifically just mixes those freesound screams with ItsDuke voice lines
We also have raw recordings from him too
oh thats why theres a folder for him in the archive?
fuck yeah
i always get DukeLovesYou and ItsDuke confused lmao
actually now i don't even know if they are the same person or not
ikr
they're not
oh alr
Damnit it really bugs me that I cant find that link
I know i have it somewhere, Discords searching really sucks
I'll do more looking
heres what I can show ya tho
This was a reconstruction I did of the Femur Breaker using the original sounds, I went back and looked, we're only missing two, a crying/wimpering heard at the start, and the heavy breathing, the one used here is from a cleaned up version someone else did, besides that its ItsDukes voicelines and the sounds come from a freesound collection, all of them have been accurately placed but unaltered in this recreation
There's one more step I wanna do to make it even clearer but itll have to be done later on
these are the original screams and sounds used in Femur breaker
They all come from this freesound page
All of ItsDuke's voicelines and raw recordings can be found here too
Just a bunch of scattered audio bits that got stuck together (hope that makes it easier to edit, guys!). This is for the game SCP: Containment Breach. Enjoy!
they're pretty neat to hear
the one's used in Femur Breaker are from "106 session"
I was also able to find the crying used for 096 too, this also comes from free sound
Aha! I found them
finally
The original sources for 096 Screams
https://www.audiomicro.com/scream-male-man-scream-male-pain-burning-panic-fear-terror-human-voice-sound-effects-98716
https://www.audiomicro.com/scream-male-man-scream-male-pain-fear-terror-human-voice-sound-effects-98712
https://www.audiomicro.com/scream-male-man-scream-male-long-walking-on-hot-coals-fear-terror-human-voice-sound-effects-98717
Scream Male Man Scream, Male, Pain, Burning, Panic, Fear, Terror, Human Voice Sound Effects
Scream Male Man Scream, Male, Pain, Fear, Terror, Human Voice Sound Effects
Scream Male Man Scream, Male, Long, Walking On Hot Coals, Fear, Terror, Human Voice Sound Effects
Dated 2009
and I bought em just now too to have the highest quality for the archive
Here they are if you want to hear them
@formal sierra
holy moly guacamole
also i know Discord's search system is really fucking terrible sometimes lmao
its possible this is the only place I sent them
maybe I just need to spend a day archiving it all and sending it to as many people as I can
another good reason to get started on youtube docs
I wanna start getting up earlier, waking up at 1pm and going to bed at 3am isn't productive and I wanna get to most outta my day to get more done
3 am is crazy lol
idk why but when i get up by at least 5 AM i feel like one day is two days
right??
if I go to bed at midnight, but wake up at 5 or 5:30 I feel like shit for the first two minutes of waking up, but after that Im well rested and generally feel more human and lucid
I work better
Ultimately the biggest challenge or problem has been my long standing addiction with caffeine and stimulants; its a battle I've been fighting my entire life
that may sound like a joke, but its surely not. my parents decided to give me stuff like Coke (the beverage) as a baby. I've been consuming caffeine my entire life, haven't gone a day without, and ontop of that I have ADHD and take meds which also act as stimulants.
both have been good for my work-aholic nature, I do so much more than others, people say Its just luck that got me to where I am with my skills, with 3D modelling, animation, texturing, and now game development.. it was just my obsession with doing stuff
damn thats a terrible combo, im sorry :(
nah its alright
sometimes I wonder why I'm not dead tho
at one point, this is the most extreme its been, I had 19 energy drinks in the span of just under 5 hours, ontop of taking meds, I stopped at 19 because for whatever reason, without touching anything like my chest, by standing still; I could hear my hear beat. like HEAR it
HOLY SHIT
at that point I did the math too, given my body mass and weight, I'd have to consume over 60 in less than 24 hours for it to be lethal
so I didn't get nearly as close but still
i've never been too big on anything caffeine, since its effects are pretty extreme on me even in small doses
bro started doing math to see at what point he'd get a fuckin heart attack 😭
What makes it even scarier is that my family has had a history of men dying before the age of 40 by heart related failures, the last generation or so are the only ones to have not
its actually interesting, because my father was probably the most unhealthy in the entire bloodline so far, and is the only one besides his father to live past 40
is drinking anything caffeinated just like compulsory?
by law?
sorry, meant compulsive lol
op
I mean... kinda but also no
its more because I know what happens if I don't
the easiest way to cure an addiction is to stop it from ever starting
regardless of the steps taken after quiting withdrawal can be a pita, and more than that, with me having it basically my entire life, I get almost depressed when I'm fully off it, it just feels.. off. the world feel much duller than before
could be a genetic heart defect rather than lifestyle contributing to it
This is true
older generations also had a lot more going on
I mean my grandfather would've lived through the time of Leaded Gasoline, so even though hes lived passed 40 he's had to take several medication since he was 40. my dad has not had to
so theres likely many other factors at play of why
my father actually treats it like a form of destiny, waiting till the day he kicks the bucket just because men before him have
me? I don't see it as set in stone
it definitely can happen, but I honestly take pride in trying to enjoy life even if its short than spend more time that I would like to ensuring I live the longest.
That's always been my outlook on life
Alright now I'm gonna get back to coding, last night there was two things I wanted to try that might fix fastext and the sound
thats fair, but if that outlook/mindset is contributing to unhealthy habits i still would be really careful
i don't remember exactly who it was in my family (i don't know them at all), but they had hypertension and were constantly drinking upwards to 800mg of caffeine lol
mine is probably anywhere from 300-500mg
and so that led to just a bit of kidney failure 😬
I imagine I'm gonna deal with kidney stones later in life
if you can afford it, please get your heart checked out
i had mine checked a long time ago, and i did end up having a deformity
↑
ECG isn't really what i mean
i think mine was an ultrasound
basically imagery of your heart is what i mean
hm ill look into it if I can
I live in Canada so, its a lot easier to get stuff like that; at least I think so
also
for the mod and coding related stuff
I've noticed Juan added (int) into a lot of lines for textures for bump mapping
its a small change, but I wonder if the DLL for FastExt is hardcoded to only work with the line as is, and those changes are what affects it
regardless, I'm going to work my way backwards removing changes Juan made until I have just 1.106 basically, and then see if FastExt works somewhere along the way
then start adding those fixes back in, and see what breaks it and what doesn'
and FastExt isn't open source right?
(THIS IS A JOKE I'D PREFER TO LIVE IN CANADA)
its kinda interesting because I'm not patriotic at all
canada is my #1 goal for moving right now
my fiancé has a history of indigenous background, and I'm convinced that both Canada and the U.S. aren't as great as people are lead to believe
no point, the government isn't all that great anyway :P
the US def sucks
I'm of the belief that regardless of where you are in the world, the world is what sucks. not he country or nation
some are definitely worse than others though
just looking at canada because i wouldn't be targeted for all kinds of shit
not as much at least
the US has always been, since Columbus stepped foot on it, a never-ending goldrush in search of something that was never there to begin with.
thats the best way I can explain the US, and the idea of the American dream
have you heard about the pledge of allegiance you have to do in US schools lol
its like a patriotic prayer of sorts
its weird af
You should look into the history of Guantanamo Bay
that single reason is the only reason I don't respect Trump
not to say I support him for the other reasons.... but that one reason is the one that is unarguable, and clear when you look at it
let me guess before i even search up anything.. something immigrant related
There's a line from the matrix; where Agent Smith says the matrix is modeled off of "The peak of your civilization" the matrix in the movie is set to take place in 1999
its one of the most interesting things to me
to think about what happened in 2001, 2004, 2008, and onwards. maybe 1999 was
of course it was lmao
a lot of big things happened in 1999, so maybe it was
idk i wasn't born early enough to see it
like 90% of what he does can't be argued with tbh unless you're just completely out of touch with reality
well .. argued it can be, argued with factual info is a different story
some people are just really stupid and good at gaslighting, lying, and talking more confidently over other people smh
yeah that's what i meant lol
its depressing to know thats what politics turned into
remember when candidates use to interview each other and shake hands??
it feels like I haven't seen that since Obama
Sep.29 -- Democratic nominee Joe Biden Says to President Trump: “Will you shut up, man?”
its so strange
impossible nowadays
I was going to say earlier; no matter where you go in the world, the world you land in will always be horrible to some extent, because its made by humans. Nature has never seen a force so destructive as mankind before; Man isn't the one who opened pandora's box, they are the one's that created it.
well, it's always really nice when i find out for sure the people i talk to often aren't insane
so ty for that guys 😛
Oh I’m definitely insane. I just don’t have a bent moral compass and more than anything; unlike the average Trump supporter or radical anything; I’m able to question things and take a moment to think about something I disagree with rather than reject it on sight
A lot of people can’t do that, even with Trump, they’ll reach the same conclusion either way, but when you actually look into why you disagree with something or look into the details of it; you understand it way more than anyone who just takes it at face value
I think the reason I am the way I am, is because for a while (not anymore for obvious reasons 🤡) but for a period of time, my dad was Trump supporter, while my Fiancé is very liberal, left-winged politically, having both of those made me have a greater respect for certain areas of both and a better understanding of them both, where they both are right, wrong, where they both succeed or cause more problems than they solve
i gotta one up you and say that: trump supporter is much better than having a father who believes that 9/11 was actually just holograms 😬
you say that as if there isn't a huge overlap lol
he hates Trump 
i'm def very left leaning for all kinds of reasons
well that's good. i think that'd be the first 9/11 conspiracy theorist i've heard of that's like that
Ultimately the biggest problem society has to solve is being able to have a conversation, being able to disagree with someone at still hear them to communicate;
-don’t care what the color of your skin is, I don’t care what religion you believe in, I don’t care where you’ve come from, or where you are now. All I care about; is who you are now, and whether or not, you are free to be able to discover that. Because if we ever are to become more than we are now, we have to at least on the most basic level; respect one another.
That’s the biggest problem with society, everything else to me comes second
for the vast majority of people i know, the only reason we can't level is because the far right wants a large group of people to essentially have no rights. that's not really something you can just... respect, or have a decent conversation about. especially if you are one of those people
still though, i have tried
they're very irrational
It’s also very irrational
each conversation is filled will all kinds of manipulation tactics so it makes it especially hard to navigate
logical fallacies go crazy
yus
One of the biggest things I realized recently is that removing the accessibility of abortion to those who needs it; oversteps and disregards a woman’s bodily autonomy for the rights of the unborn.
I can come to understand (even while being a man) why most women get irritated when a man presents any argument against abortion, because it’s basically a man respecting the rights of something that isn’t born yet over a woman’s right to her own body
That’s also why I mentioned Guantanamo Bay earlier
It throws human rights out the window when you look into it
Here’s another one y’all probably don’t know; but the reason why what happened to the Native Americans was so horrible and a bad deal for them is not the reasons you may think; Their culture relied heavily on living and moving with where resources were, if it got to cold, they moved, to hot, they moved, if there wasn’t enough food in the area they moved to another location; they simply moved and lived in the path of nature and its resources, land ownership was a concept they simply weren’t interested in, it wasn’t about finding a place to settle down, it was simply about living. By putting them on a reserve of any kind, a set location of any kind. The damage was already done, and they could not live the way they always had.
It’s what I tell people whenever people go as so far to say the indigenous “owned” the land before us, they didn’t, but they didn’t want it to be owned, and it wasn’t ours to begin with either
With that, I’m gonna go back on working on the mod lmao
I always enjoy talking about it, even when I talked with my father, hearing what I disagreed with from someone who passionately agreed with it only made me more firm and knowledgeable about why I disagreed with it
To be open-minded; is to be able to become better and grow as an individual and furthermore when enough people do it, as a collective society.
Gosh this is tedious
but its kinda the only sure way to know or find out the cause
speaking of which though, incase FastExt doesn't end up working, I did think of another workaround we could do
or if FastExt makes the game run like ass somehow
its basically to turn render target monitors to work the same way all the other monitors from room2sl work, where they have a series of textures they switch between to make the camera seem like its turning or changing, we'd just need to do a hell of a lot more of those. and they would need to be updated to every change made in those rooms hence why its a last resort.
Also lock rooms wouldn't work, unless we did a check for whether 173 is in that room, but even then. everything else like NTF entering lockrooms, or where 173 is in the room would be off..
the other solution is to remove those monitors, and only keep it for the start room, 895, and 106's chamber, as those are the only places where its absolutely needed and where the enviroment doesn't change much.
that being said, you can kinda understand why these solutions aren't ideal, and why I've spend so much time to do actual render target
plus render target would make us able to add the 860 door effect
this is the only issue we'd have to fix, but otherwise its just finding a way to implement it.
shoot thats cool af
I know thats why I'd like to really add it back in if I can
it was removed right before the switch between windows 8 to windows 10, so I'm almost sure of it that it would work fine if reimplimented, it would just have to be rewritten to remove the bug fixes after v1.0.6 relating to 860
It feels like I've gone through like 90% of files replacing with 1.106 files to revert changes and still fastext don't work
at least it still builds and compiles
I haven't gone through all of them tho
is there any way to decompile extensions for Blitz3D?
like obviously theres ways to decompile .dll files but idk
cause like you said, it could be hardcoded
oh, and by the way, if the FastExt you're talking about is this one, the author is actually still active lol
when @oak dirge linked that ray tracing in Blitz3D, it was the same author as FastExt, and they're still uploading videos
wait nvm i saw hes not the actual original author, but he might have some knowledge
https://i.imgur.com/wmLqBtI.png
This is my current process by the way; what I gotta do for all files to narrow down the search
The original authur is somewhere, but FastLibraries is what doesn't exist anymore, its abandoned libraries and he is no where to be seen, heard from, nor has he touched fastext
I LOVE GITHUB DESKTOP SO MUCH
hes worked on fast text some more. but fast text is broken as hell and Im not gonna use it
oh well thats confusing lol
I've thought of maybe decompiling the DLL but even If i could, I doubt I'd understand what to change or look for
Its like the SCP unity devs
that project is not coming back
simply put
no trust me it totally will and the lead dev that stole all of the Patreon funds will totally come back
I love how oblivious markiplier is about it all lol
its messed up that all the team's hard work is wasted
its a tale as old as time with SCP apperently :/
i think he knows, but idk, maybe he just doesn't want to get involved with such complicated drama and at this point its a bit too late to cover lol
someone add a Fuck Zornor emoji to this discord server not related to SCP at all!!!11111!!!!!!!!!
by the way, you should really start up a dedicated Discord server for the project, since at this points its muchhh more than an RTX remix
eh I'd like to think its all related, the RTX remix is a big part, i've wanted to remaster SCP:CB for many years now, but I haven't had a good enough reasoning to until the idea of RTX
every asset remade still goes towards that
I guess the only reason why I wouldn't create one is because I suck at moderating, and I have no idea how to properly set one up, and I think my efforts are better spent on the project first
if it becomes really big like TSS, then perhaps
alr, well lmk if you ever want to set one up, cause i could definitely do it rq
i was just thinking it would be nice cause theres so many progress updates for the project getting lost in messages lol
There's way more for other games I think
like rtx remixs
I'm really worried that the thing that will fix fastext is something like the extra (int)s in the code, theres so many of those and replacing them all would also take a while
my hope is that its just something small, that isn't one of the things we still want from mavless,
something easily changable
my other fear is that FastExt is only meant to work with Blitz3D v1.106 and is hardcoded to work with it with no changes to the engine
if thats the case, I may never know
and you can't remove the syntax since it'll break a lot of things im presuming
hm?
the (int)
what do you mean by 'syntax' exactly?
nah it doesn't break much, at least I think
idk what to even call it
I mean ive been replacing files from the current build with ones from v1.106's source code that don't have the (int) and it will builds, it still runs as blitz3d
although, does it break one of the many features Juan adds? i have no idea
and thats kinda why I'm hoping its not the (int)s thats causing FastExt to not worko
i mean if by int it means integer in the code, idk what about that could cause FastExt to not work
idk im just doing some guesses
I.. think I give up on FastExt, christ..
I went through nearly all the files, until I got to blitz/lib.cpp and when I build that with the v1.106 changes, and tried running the game, it gave me an error of unknown function "FileSize" so I revert back the changes of lib.cpp and still got that error, reverted the entire blitz folder and still had that error, reverted back like three previous folders I went through and STILL had that fricking error, so I used my backup to restore all changes made for 1.106 and only then did the game launch (black screen crash) again
its probably not going to go anywhere though
I don't know why it doesn't work, but it simply doesn't
if there was a way to just compile 1.106 and go from there I would but
theres one more thing I could try
the worst part is, blitz3d doesn't give me a debug error to why its not working
Yeah I give up with that
at least FastExt
its just a better idea not to use it for one reason, FastExt isn't open source, we don't know how it works, so how it works, why it works when it does, what it does better or worse, and bending the game to work around FastExt, to bend the engine itself to work around FastExt.. it just doesn't make sense to do
and as proven to me, no matter which way I try it, nothing works
at least I know how compile Blitz3D as an engine incase I need to
who knows, maybe I find a way to implement render to texture into the engine itself
but until then, I just kinda give up on FastExt. I have the impression that's what the devs did too, they didn't mandate FastExt shall never be used, they just gave up on the library, because the authur of it did
What a waste of time, christ.
I've beem working on trying to get FastExt into the game for Render Target since 05/24/25; a week and a half ago 
At least now we know though
imagine the things you could have done
you could have PBR for every pore on D9341's beautiful face
I like this one
me too
Btw I just noticed why is the logo outwards
ik it symbolizes a breach but I think its the same in the intro
im so dumb
There already is one ingame XD
so we'll use that for the time being
if nothing esle
Eventually, if its not too hard to code, I might do something like this
And have either a series of textures or a video ingame to display
assuming its easy to code, that might not be a terrible idea, because RTX remix has free cam, so we can use that
But I'll tackle that another time
should be, i dont know how it works for blitzbasic, but you could probably just do a for loop of the images
I was also wondering whether FastExt would even like
work lol
since it uses separate cameras or a position to capture right?
I have been too, I just really wanted to give it an honest try
both CopyRect which is in the vanilla game and FastExt use camera positions yeah
its just one copies it to a texture buffer, which RTX remix can read and use, while the other copies it directly to the screen via memory, which causes it to flicker on the players view in RTX remix
im not sure why, but thats what it does
There's only a handful of places that would need CCTV monitors too
yeah i really don't think its that much of an issue
and for places that its sort of important, like the intro, you could just fake it
hey, at least you know how to compile an old ass version of Blitz3D now lol
I could have a series of images like this that loop for the intro (pre breach) and then have one after the breach just for the tutorial thingy that shows the scientist and guard, but when the light flickers it turns into the offline one
the lockroom would Need to be offline, unless we just have a looping one that isn't consistent with 173
Sur valence room would be easy, just 049 walking to, and away, same with 106
895 is probably the easiest
i kind of like that though, like 079 is trying to fuck you up so much that they turn off the cameras lol
Yeah thats why its not entirely a bad idea
it breaks a part of the game that has been in the game since indev, but oh well
what can ya do
thats kinda why I wanna keep it for 895, 106, and prebreach, and a little bit of after breach if I can
lockroom is just really unfortunate given 173
just make 173 glow through walls 
idk a sort of weird solution would be putting triggers for the entry doors in the lock room, and then checking to see if theres 173, and then boom if there is play a loud ass alarm sound
very good idea I know
I mean, its not a terrible idea, because of the gas you'd only need to know where he is in five regions, and because he can only move when line of sight is broken, it would be seamless
although wed need an animation of frames for the gas for each region hes in
yeah, I think a band aid solution would be to just play one of those concrete moving sound cues if 173 is in a lockroom and you're about to enter it
I think the buttons already have unique code since they have different behavior, so you could probably slap that SFX code in the function someplace
Not a bad bandaid for now
room2sl is probably the thing that stands out the most because there's now TOO many offline, but all I did was replace the default for the offline one, when they should be two separate things, I'll do coding later to play around with it, I really like the idea of having the monitors animate through a series of textures though, because we can just replace the texture using RTX remix and call it a day (assuming it works once coded)
oooooo all the offline cameras look pretty fitting honestly
I just realized something really sad
Markiplier has only done 3 videos on v1.3.11
only three
#56-#58
i feel like hes done more than that for some reason lol
its the easiest to figure out
I'd like to pinpoint and create a list of which video is on what version
i mean v1.3.11 didn't really change too much except fix some bugs and remove 714 ring from wallet
ye it would prolly be easy considering he starts on the main menu every video
actually, sometimes it doesn't
but the first one of 1.3.11 does, and the video before that didn't have 427 thats how I found out
427 is so OP lol
427 in uh, interesting
i think the time for it to kill you stacks
so maybe not so op after like 5 minutes because you'll just drop dead
I started recording and putting together looped framed recordings of what's supposed to be seen on the monitors
So here's pre-breach to start
once I'm done them all, I'll just need to turn them into textures
just turn an entire Markiplier lets play of CB into a texture sheet 
thats just my memory
lmao
is this real guys

After-Breach would have to be split into three sections,
- one for before you enter the room with the monitor looping
- one for the cutscene with the "Agent! behind you!"
- and one for after the cutscene. also looping
I've done the last one so far, the looping after breach, after cutscene
thats how it looked when i tried playing the mod lol
Which one?
Like 0.07?
Oh wait
lol
I just realized what you meant
Like the Resolution scale
Because it looks like it was recorded on a calculator
yeah lmao
I could’ve made it higher resolution but there’s a couple of reasons I didn’t
The biggest one is that the static textures used as CCTV security footage for various rooms in Heavy Containment Zone, are single images, and they hide movement of things that you’d normally be able to see such as light flickering and 008s gas cloud by being lower bitrate or resolution, and honestly I like that, it gives it a more realistic CCTV look and feel
Plus consistency
nah i like the potato resolution, thats how they were in 2012 anyway lol
I cant wait to make them of the RTX environment but still potato resolution lol
hows the freecam on RTX remix?
i tried it out when i first ran the mod but it didn't do anything 
Its ok, I wanna see if theres a way to lock the camera or change the controls though, because as of right now its kinda useless because when you move the player ingame it also moves the camera with WASD
it was pretty handy in troubleshooting the nvmeshash though
for the night vision in v0.0.7 of the mod
these dev videos I did shows the freecam pretty well
Alright the After Breach Cutscene took a bit, I have to rerecord it because it didn't line up too too well, but I need your guys' opinions on which to do
so technically, depending on which second you enter the room with the monitor, the camera rotation would be at a different point of the cutscene, but the most common are these two
- The camera starts at the Scientist, pans to 173 and stays at 173 until he teleports and they walk out of the room off screen
- or the camera starts at the guard to show 173 teleporting behind, as it pans towards the exit and them walking out of it.
The former:
The latter:
I'm just gonna pick one of them, and that will be the one used for the remaster
I'll re record them later because I also gotta record a loop of the guard and scientist before the cutscene
But lemme know which you'd prefer of the two
hmm idk both are good but i like the 1st one better personally
you could also include both and just pick one randomly
1st one looks nicer honestly not seeing him teleport just feels better for the world building
Yeah they both have pros and cons, I kinda prefer the first as well at least right now, I like seeing all three;
- the scientist
- the guard
- and 173
in the cutscene, while the second you only really see the guard and 173
its also probably the one I see the most when I do a playthrough of CB, I rarely see them go through the door through the monitor
I might have to make it play a video instead of a texture strip
there way too many frames
like one of the looping ones was 74 individual frames
luckily, v1.3.10 and v1.3.11 use a library for blitz3d called BlitzMovie, its used for the startup videos but potentially it can be used here too I think
why wouldn't it work?
74 frames for animation, assuming we have them on a single texture, and we want each to have a resolution of 512x512 thats at minimum a 18944x18944 square texture
