#Return to Castle Wolfenstein (RTCW)

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sly timber
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any work but others work well more than others

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@full zinc do you think its ok to start a moddb page for this btw, its not finished and idk if moddb will say its rtx compatible

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and I mean I could ask for help from there too

sly timber
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well

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this is odd

prisma crown
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I can edit on moddb as well

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the game listing should allow any additional information required to run the game with remix

sly timber
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it apears to be anything animated

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or anything that clips with anything animated

sly timber
sly timber
sly timber
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now if only the editor worked

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probably will later down the line

sly timber
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alrighty

sly timber
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no more lag

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on some parts

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optimizing the rest and doing some textures for the fun of it

full zinc
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all done

sly timber
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How do I add you to the moddb page so you can add your own articles and such

full zinc
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i'm a moderator on moddb, so i can already i think

sly timber
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Oh ok

full zinc
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i'd recommend against doing articles and things like that right now because it's so unstable

sly timber
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Yea

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For now im just making a page

full zinc
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very cool

sly timber
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Anyways off to work I go

little spruce
sly timber
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Man

full zinc
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πŸ‘¨

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i have 0 time to dedicate to this unfortunately. i think it'll be quite a long time before i can

sly timber
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Shrug0 not much we can do for now anyway

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I can't even edit the light parameters all that well and I still need to find a way to disable the sky

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Plus my pc is out of commission until it's back from the repair shop

sly timber
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I should probably get back to work on this....

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It's gamer time

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(I don't have my pc still but I'm gonna steal my brother's 4060)

sly timber
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Actually maybe I shouldn't link it it might be sold

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Friends mass trolling, by buying a domain to dm me

somber quartz
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isnt that falls in domain hijacking?

sly timber
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The name itself is long

somber quartz
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i mean

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they bought the domain that you posted because they want to troll you

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thats why i thought if it was domain hijacking

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but nvm

sly timber
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Hijacking would be say, stealing google.com to send someone to a bad site

sly timber
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@little spruce you down to test a setting real quick?

little spruce
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if it's real quick though

sly timber
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You know the lab map correct?

little spruce
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I believe it's where I have the saves

sly timber
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As well as the disable autoexec command that causes the heavy artifacts

sly timber
little spruce
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nope

sly timber
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Ok nvm then

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Just the fallback disable

little spruce
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so just disable fallback, got it

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mmm

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I don't know what happened but it's not even hooking anymore

sly timber
little spruce
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do you have a link for config and autoexec?

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what wrapper were we using again?

sly timber
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^

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These

little spruce
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There's something strange going on with these files

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it's all zoomed in, even by changing the res in the config file it does nothing

little spruce
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nope

sly timber
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Damn

sly timber
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@fervent geyser a_silly_cat

fervent geyser
sly timber
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@fervent geyser

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@vague plinth

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@vague plinth one sec

vague plinth
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ok

grand shoal
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Huh

sly timber
grand shoal
sly timber
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I can take all the help I can get lol

grand shoal
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Did I say say you can't?

sly timber
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@heady plank If your still down to re make any of the meshes I do have one thing I'd like to ask

heady plank
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I can do meshes yeah

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Shoot, what's up?

sly timber
# heady plank Shoot, what's up?

Well currently we can't replace meshes but there is a specific gun I wanted to ask if you could remake rq (for testing purposes)

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Again that's only if you want tho I ain't forcing you to do anything ch_cattype

heady plank
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A model would take me a while probably

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Especially if it needs rigging and stuff

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If you wanna test textures and stuff, no problem, it's what I've been doing for Dark Messiah

sly timber
heady plank
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What gun did you want remade btw?

sly timber
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Or not done

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Idk I plan on doing some myself

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Like ik I'm doing the mp40 at least

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Or gonna try

heady plank
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THE LUGE

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I'm down to at least try it

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I'll start making a collection of reference images

sly timber
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Alright

sly timber
sly timber
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I could theoretically port some of the maps to gmod or make a source mod - stay tuned

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we shall see if my blender addon reads it

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!!!!!!!!!!!

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this is fucking mega

sly timber
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its time

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located and decompiled every map

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nothing draws tutorial time

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pain time

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PepePog textures loading its thinking

sly timber
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progress progress, I do have to decompile some of the baked textures so

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located all(?) textures

ripe hazel
# sly timber !!!!!!!!!!!

That's the catacombs right?
The part with the round dome is where you fight that zombie which comes out the fire, right?

sly timber
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sucsessfully ported to hammer

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convertine all textues atm

sly timber
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temporarily making a source texture version until I have time to port

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@rocky trout im gonna compress part of it, send you it here and then once you finish that if your still down to help ill send other things

rocky trout
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oke!

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lets go

sly timber
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compressing

sly timber
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I'll probably be porting models over myself

rocky trout
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i would like to know, which are brushes and which are props

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but

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ill try myself

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with mipmaps or not?

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with compression?

sly timber
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with compression is fine, no minimaps (tried that alread) and yea i can sort it between props and brushes if you give me time, however it should auto read the textures names when opening hammer

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im not the smartest on vtf edit thats me bad ch_dumb

sly timber
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whats that mean

rocky trout
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format that has the highest quality

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without any compession

sly timber
rocky trout
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is that map stuff?

sly timber
rocky trout
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oke, ill convert this in vtf also

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I FORGOT THAT VTF EDIT HAS THAT FEATUREπŸ’€

sly timber
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oh

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lol

rocky trout
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can i know how to compress archives?

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200 mb

sly timber
rocky trout
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you know what?

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ill put it on my gdrive

sly timber
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yayay_hyper tysm

rocky trout
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you're welcome!

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but they are without vmts...

sly timber
rocky trout
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can i ask, how will you port all game from id tech to source?

sly timber
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thankfully ive decompilled almost everything (hence why I have the textures)

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Generic vmts written

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Let's hope it all auto assigns

sly timber
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again tysm

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lemme know if you ever wanna do more (or if not ill just figure it out myself)

rocky trout
sly timber
rocky trout
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uhm, does ice have water parameters?

sly timber
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When compiling in hammer specifically

rocky trout
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huh

sly timber
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I'll show a video when I'm off work but I assume (?) It's from all the lights altho I have no idea really if there is a way to set thoes

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Maybe it's the ring term I'm thinking of too

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Wrong*

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Basically all the faces have some value set to 0 that needs at least 6

rocky trout
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and how to fix that?

sly timber
sly timber
# rocky trout huh

at home, this is the error, searching it up doesnt give much on it besides how to do it in game

rocky trout
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wait, what shader do brushes use?

sly timber
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the ported shaders from RTCW

rocky trout
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wha

sly timber
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when using the porting tool it ported over the shaders ig

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thats what shows up

rocky trout
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wait, what

sly timber
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one sec lemme

rocky trout
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shaders from another engine to source?

sly timber
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I cant find the shaders section

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im not to good at this DUMBASS

rocky trout
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it wont work, you need to make shader from another game be compatible with source, and of course, with remix

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but!

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usually, models (not brushes) use vertexlitgeneric

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brushes - lightmappedgeneric

sly timber
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how do I find the shader selection in hammer tho (i think) I remember seeing that somewhere probably (I could be wrong)

rocky trout
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water (if i didn't forgor πŸ’€) uses lightmappedreflective

rocky trout
sly timber
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ah so the lightmapgeneric for the brushes I did

rocky trout
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yes, and for it to work, you just need to set the albedo or diffuse texture

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"VertexLitGeneric" ///or lightmappedgeneric
{
"$baseTexture" "aboba" ///or whatever file you use
}

sly timber
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Gotcha, yeah I have that don't for the 45% textures that was ported

sly timber
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@fresh moat you down to make thoes textures now?

sly timber
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@zealous thicket remember that one issue from the very begining where there was white phasing blocks that were assumed to be lightmaps?

sly timber
# zealous thicket Vaguely, yeah

after looking into the map editor it turns out it wasnt just lightmaps, but also an in game clip called monsterclip that was rendered as a white box, that the game rendered as invisable

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remix still picked up on it somehow

ripe hazel
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Exciting stuff you're showing Mocha πŸ˜„

sly timber
ripe hazel
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Don't blame you ^^

sly timber
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worksonmymachine more updates soon ish but small break

ripe hazel
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Waiting patiently (lies) πŸ˜›

sly timber
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first build of my port :kekw:

sly timber
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A new window has been started

little spruce
sly timber
sly timber
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there is a window but obviosly (I havent written the rest) its not taking anything form the game

sly timber
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To do list after completing all this

Model updates (not a high possibility)
A new ost similar to the original (like a couple of songs nothing Mik
Bew textures

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But I don't wanna stray to far from base game because I know where that would lead me to

ripe hazel
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I prefer them RTX Remasters to look like Half-Life: Ray Traced.

sly timber
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@full zinc are we allowed to ask for help via the mods article? or is that not allowed on moddb

full zinc
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i'm not sure what you mean

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like an article written for a mod that's hosted on moddb?

sly timber
full zinc
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imo yes

sly timber
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alright, thanks

sly timber
grand shoal
sly timber
grand shoal
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debug visualization

sly timber
grand shoal
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Then you're blind

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Look for anything that says vectors

grand shoal
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ohhh yeah

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That's messed up

sly timber
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yayyyy

sly timber
grand shoal
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No wonder lighting looks messed up/shimmery

grand shoal
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It's a compatibility issue so you'll have to fix it game/wrapper side

sly timber
grand shoal
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I genuinely have no idea

sly timber
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Alright lol

grand shoal
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All I know is that it's broken, and can't be fixed remix-side

sly timber
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Yeahhh then I won't worry to much abt it

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It's more of a hassle to try and fix the base game to be compatible than to just make a pre compatible port with bo culling and proper support for hashes and meshes

rocky trout
sly timber
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yup

rocky trout
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hooray!!!

sly timber
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its whatever

paper egret
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You can play with the hash rule in your rtx config file

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Removing things until it's stable.

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rtx.geometryGenerationHashRuleString = positions,texcoords,geometrydescriptor,vertexshader

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That's what cod2 uses I think. Similar engine aint it

paper egret
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To try different methods that is

sly timber
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We shall see

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Rn I'm welding but as soon as I get home I am trying it

paper egret
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Lol cool

sly timber
paper egret
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Ctrl f and find it, should be there already

sly timber
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there isnt one when finding

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lemme try again

paper egret
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Guess that's right then

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Remove all but one and the game will freak out. try that

sly timber
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ah

paper egret
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Polygons spiking every where

sly timber
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I see

paper egret
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Yay it works. Now to try combinations of the rules to see what makes it stable

sly timber
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which one works for your engine

paper egret
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Remove one at a time. Mix and match

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This one
#1229858482530943037 message

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You need to turn on off portal fine cull from the game as well r_portalfinecull "0"

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Think you can just turn off portals in this game completely you lucky boy you

sly timber
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how so

paper egret
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No the game setting not remix

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Your player profile game settings one

sly timber
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draw portal skys?

paper egret
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Don't worry about that yet. Has it gotten more stable?

sly timber
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its still flashy

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but its smoother

paper egret
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what about debug view? That's where we wanna be

sly timber
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one sec

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thats with only the last removed

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I also need to update my rtx remix version idk if thatll help

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its on 5.1

paper egret
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Change it to geometry hash

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Please

sly timber
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Aye aye

sly timber
paper egret
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It's stable when stood still. And your gun is stable. Great news

sly timber
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pepeSPEED great news

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First time

paper egret
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Open console and smash in r_portalfinecull 0

sly timber
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Done

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or is it a different console

paper egret
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No that's it

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Oh poop it's different here

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r_smc_enable "0"
r_forcelod "0"
Try these

sly timber
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Both unknown, altho idk if there is some version of thing like sv_cheats or an admin command I need to start with

paper egret
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It must be slightly different here

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IM searching for the Wolfenstein version. I only know the cod ones

sly timber
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Ah lol

paper egret
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r_singleCell

sly timber
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unknown command

paper egret
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It's the same as cod 4, wild

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r_drawSun 0
I'm don't know why but trust me.

sly timber
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turning on cheats first

paper egret
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Yea nice one

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You got stable hashes. Its great news

sly timber
paper egret
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Think you need to fuse world

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The settings are here we just need to correct combo

sly timber
paper egret
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Yea

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Z up, scale 0.01

sly timber
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if only there were a search feature for remix

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I cant find the fuse world stupitfukignidoitcag which tab is it in

paper egret
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one sec, just booted my pc

sly timber
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k

paper egret
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copy that

sly timber
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copied

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its all still there, however the lights are less(?) flashy

paper egret
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ok now we're cooking

sly timber
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πŸ”₯

somber quartz
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things getting better

paper egret
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in debug settings tick rtx.skipDrawCallsPostRTXInjection = True

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dev settings sorry

sly timber
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it removed the ui

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except for the gun ui

paper egret
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ok sod that πŸ˜›

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<path-to-game>\Main\wolfconfig.cfg
this is where your r_this and that goes

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open it with notepad

sly timber
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whats next

paper egret
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put these at the bottom and save the file, reload the game
seta r_drawSun "0"
seta r_portalFineCull "0"
seta r_smc_enable "0"
seta sc_enable "0"

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seta sv_cheats "0"

sly timber
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sv_cheats 0 would be off right

paper egret
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nope πŸ˜›

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playin the old switcheroo

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i have no idea i'm copying out of mine

sly timber
paper egret
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mesh hash dude

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that doesnt matter til we sort that

sly timber
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its started hashing the props at least

paper egret
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wow now we're talking

sly timber
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should I try changing any of the conf settings that you sent earlier

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I only removed the one

paper egret
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whats your current rule say?

sly timber
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rtx.geometryGenerationHashRuleString = positions,texcoords,geometrydescriptor

paper egret
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rtx.geometryAssetHashRuleString = positions,texcoords,geometrydescriptor,vertexlayout,vertexshader
try this

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and add the commands to "Main\wolfconfig.cfg"
seta r_drawSun "0"
seta r_portalFineCull "0"
seta r_smc_enable "0"
seta sc_enable "0"
seta sv_cheats "0"

sly timber
#

earlier the chains were flashing

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same with the dead guy

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things are changing

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maybe the seta thing is smthn to do with read only?

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but its not

paper egret
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lets have a look here

sly timber
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leaving no stone unturned

paper egret
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lol

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whats the wrapped you used mate?

sly timber
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gldirect

paper egret
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smc_enable fixed those props btw

sly timber
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gotcha

paper egret
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just gotta place opengl32.dll into the games root?

sly timber
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yep

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right next to the exe

paper egret
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ah i see it in the menu, neato

sly timber
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wdym

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also would you llike my saves, so you can skip the intro

paper egret
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yes please

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gotta update my nvidia driver

sly timber
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here are the saves, I have "mochartx" for the map im using

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just unzip and put in main/save

paper egret
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spdevmap mochartx?

sly timber
paper egret
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i'll keep it default at first on second thought. so we dont inherit each others problems

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btw wolfenstein is on sale for Β£1.50 on steam right now

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i've never even played it

sly timber
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nice

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ive played it for most of my childhood

paper egret
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oh cool, and now your modding it

sly timber
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yep

paper egret
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its hooked, just sorting out cheats

sly timber
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fire

paper egret
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i'm in it works, i'm seeing what your seeing

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it hangs every minute for about 10 seconds, that normal?

sly timber
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never happened to me

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however turning on lightmaps instead of vertex lights seems to make the game look a wohle lot better

paper egret
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cant see the console now 😦

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while in game

sly timber
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did you mark it as ui?

paper egret
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oh no, could you share your rtx.conf file with me please?

sly timber
paper egret
#

fanx

sly timber
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yup

paper egret
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any luck @sly timber ?

sly timber
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or weather or not the other commands are working

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the game still twitches too when standing still

paper egret
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oh i got cheats to work

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open single player "spdevmap village1"

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cheats forever

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when you turn off capture vertex from shader nothing renders. thats worrying

paper egret
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remix hates shaders

sly timber
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yeah

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also I did have luck with the sun

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disabling fallback light does the trick

paper egret
sly timber
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woah how did you get light in that area

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also neat view for the geometry

paper egret
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i used a fallback light attached to the player

sly timber
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nice

sly timber
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still no luck on the flickering, will try to continue changing the games conf

paper egret
#

r_noportals 1
r_nocull 1
fixes culling

sly timber
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I should probably start making a batch file to all of this lol

paper egret
sly timber
#

side project besides getting the base game more stable is running a d3d9 pipeline

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or nvapi

paper egret
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what these commands do is all in there. just gotta find the right one

sly timber
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yep

paper egret
#

does it flicker without remix?

sly timber
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I mean the games lights dont flicker but im sure the geometry does

paper egret
#

nope, it's gotta be the rtx.geometryAssetHashRuleString

sly timber
#

I see

sly timber
paper egret
#

the debug colours or the flicking geo?

sly timber
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flickering geo

paper egret
#

the walking forward debug colours is because when you walk stuff is culling

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we gotta stop that

sly timber
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gotcha

paper egret
sly timber
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altho there is some sort of pulse

paper egret
#

it's wierd, it's more stable without rtx.geometryAssetHashRuleString

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rtx.geometryAssetHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader

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is that default @full zinc ?

wintry hearth
paper egret
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only if it batches geo, which is it for sure

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but its the same for every bsp game

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not useless though. you can still swap textures, bind meshes to the geo. replace whole pieces...you got loads of options

full zinc
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yes

paper egret
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what about rtx.geometryAssetHashRuleString?

full zinc
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that's what that was

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actually no

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ugh i hate this it's so confusing lmao

paper egret
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sorry rtx.geometryGenerationHashRuleString vs rtx.geometryAssetHashRuleString

full zinc
#

rtx.geometryGenerationHashRuleString is positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader

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rtx.geometryAssetHashRuleString = positions,indices,geometrydescriptor

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those are the defaults

paper egret
#

for this flickering
#1229858482530943037 message

full zinc
#

i customized rtx.geometryGenerationHashRuleString in my rtx.conf file to reduce issues

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i set it to:

rtx.geometryAssetHashRuleString = positions,geometrydescriptor```
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in my testing this greatly reduced visual artifacts

full zinc
paper egret
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just playing around with it, it's getting better

full zinc
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i don't really have time for projects anymore unfortunately, otherwise i would've been messing with it 😦

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i'm glad it's improving

paper egret
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but i got confused and needed your help again πŸ˜›

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1.50 on steam though til wednesday

full zinc
sly timber
paper egret
#

yea we got some sort of culling based on view that causing this. the flicker stops when you stand still and look at a wall cause nothing coming in or out

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you can lock pvs with r_lockpvs and it works but the culling still happens

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so its not portals or anything

sly timber
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Gotcha

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could it be solved as simply as the nvidia anti cull or most likely not

paper egret
#

no flickering as long as i look at this corner of the map

full zinc
# paper egret pew pew

the kind of flickering that happens here on objects also happens in barnyard. it'll mess with motion blur among other things

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so far unresolved in that game

paper egret
#

the hashes changed when i picked up a gun behind me. maybe its got something to skinned meshes?

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they're always moving around

full zinc
#

that could be. unfortunately this is beyond my knowledge now. you seems to know your shit lol

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i'll leave you to it. just ping me if anything's needed

paper egret
#

cheers kim

wintry hearth
#

AFAIk, what it would actually take to fix is a custom renderer along the lines of what happened with UE1 where the renderer passes reliable data instead of index soup.

paper egret
#

i think the characters are caching myself

wintry hearth
#

I don't know when I'll get back to Anox but i want to crack this problem one day so I can actually make a mod of my own for that game.

sly timber
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and does that also mean we cant further whats goin on atp

paper egret
#

yea it's this

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r_drawentities 0 seems to fix a lot of it

sly timber
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woah

paper egret
#

so entities are batching

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cod2 has smc_enabled and it's off

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static mesh caching

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cant see that in the list, must be called something else

sly timber
#

its still very sparatic for me on my level

paper egret
#

look away from everything. turn on r_noportal 1, r_nocull 1, r_drawentites 0, r_lockpvs 1

sly timber
#

yeah lol

sly timber
paper egret
#

static mesh culling

sly timber
#

no search results lol

paper egret
#

static mesh caching?

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its got something to do with entities, everything gets more stable once you cull them

sly timber
#

also no

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no public forum post or anything about that

paper egret
#

seta r_cacheshaders "0"
seta r_cache "0"
seta r_cachemodels "0"

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still no beter, it's late. i'll try again tomorrow

sly timber
grand shoal
#

I gotta note these down

sly timber
little spruce
sly timber
#

I could try that after work

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Don't know if it'll do much

little spruce
sly timber
little spruce
#

Stop working and just be rich

sly timber
#

Also @paper egret idk what was done here but there isn't that much flickering in this

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Might be Titanium wrapper

little spruce
#

Yes I'm following even though I don't write here, I can confirm alpha blending makes no difference expect it takes away the UI

#

I don't know how hepful this is but switching the wrapper to QindieGL there is no need to capture shaders in order to have geometry, however it is very broken and the hashes still change

sly timber
little spruce
#

in fuse worldview

sly timber
#

Is there still flickering for that

paper egret
#

I think it's going to be a case of getting the right commands set up myself. The games got loads of options to set. I'm just going through then one at a time

#

Cod2 was all about turning off the sun and portal fine cull. Fixed so much

#

Super random as well. The sun? Why

sly timber
#

Constantly updating the shaders in game to follow the sun

paper egret
#

I think this is just controlled the sun shape in the sky on the dome

#

Wolfy has it as well so that's off now too πŸ™‚

sly timber
#

Yea

paper egret
#

So I should also try titaniumgl as well then?

sly timber
paper egret
#

back to experiments, it's 100% stable if you no clip and see everything all at once. so it's some form of culling

fresh moat
paper egret
#

you can see here it's stable right until i touch the portal where the hashes change, then while i'm inside the portal its solid and changes again after i pass through the other side

fresh moat
#

will this trickery wrk on other opengl games like cs 1.6? πŸ₯Ί

paper egret
#

if i didnt lockpvs at that point the hashes would have changed when that black door opened during the cutscene

#

da fuq is this shit
language "american"

fresh moat
paper egret
#

seta cg_particleDist "0"
seta r_nocurves "1"
seta r_nocull "1"
seta r_noportals "1"
these are the important ones

sly timber
paper egret
sly timber
#

maybe

#

at least the command list is editable

grand shoal
#

My collection grows

sly timber
#

titanium gpu eccalaration = completely stable hash, but lag @paper egret

paper egret
grand shoal
#

It would be perfect if the sun light was stable and the skybox didn't clip into the world

#

oops

#

Ignore the yap

sly timber
paper egret
#

and stability

sly timber
grand shoal
#

It works but kills the performance

sly timber
grand shoal
#

nooooo

paper egret
#

try the sky thing though, it should lock the sun in the sky

grand shoal
#

The damn skybox keeps leaking into the game world

grand shoal
sly timber
#

we all gotta love opengl titles yes

paper egret
grand shoal
#

Yeah but fallback doesn't sit still

#

Apparently the game rotates the whole world around the camera

#

So the camera and the debug sun sit still, but the whole map rotates around it

paper egret
#

yea, it will though if you change the fuse world mate

grand shoal
#

Won't render

#

I would looooove to redo things in that game

paper egret
#

you sure it aint just pointing in some arbitrary position after the switch?

grand shoal
#

no it simply stops rendering

paper egret
#

poop

grand shoal
sly timber
#

seperate hash valuers for everything, but stable

grand shoal
grand shoal
#

Alright well, qindiegl makes the skybox show up

#

But the light is still not attached to remix

#

And pieces of the skybox still leak into the main game world

paper egret
#

aint you got a threshold to muck about with to fix that?

grand shoal
#

Doesn't do anything

full zinc
#

it's been an issue for soooo long in some games

#

looks great now at least. you could start doing some texture replacements just using the original assets & use emissives (what i've done for Barnyard). unfortunately quite limited though

grand shoal
#

Hmm

#

Dad

#

Sad

paper egret
#

limitations! ew no way

#

the unstable hashes are due to portals, we know this

#

if you no clip out the map and look back towards everything it's 100% stable

#

could rebuild the maps from source without portals, that'll fix it

#

dont forget adam has used this game for reference when sorting out cod2

#

but now its beddy bye byes

full zinc
#

it's more akin to what happens in other games like Barnyard

#

replacements kinda follow the camera around, instead of staying anchored in place. at least iirc

paper egret
#

Ah right. Wolfy is just unstable when entities are on screen and you walk through a portal

full zinc
#

ya. this is pretty different

little spruce
#

A bit of a tangent but has anyone tried and succeeded with RealRTCW?

paper egret
#

What's real rtcw?

sly timber
#

Still opengl I think

ripe hazel
# paper egret What's real rtcw?

Mod for RTCW, i personally hate the new weapon models, they look as thin as a stick figures.
https://store.steampowered.com/app/1379630/RealRTCW/

In order to launch the mod make sure that Steam version of original Return to Castle Wolfenstein is installedRealRTCW is an overhaul mod for critically acclaimed Wolfenstein classic. It features improved visuals, expanded arsenal, rebalanced gunplay and proper modern systems support!Technical upgrades:Proper widescreen support (iortcw)OpenAL sou...

β–Ά Play video
#

The HD textures don't do for me either, it just does not work on low poly objects.

little spruce
ripe hazel
#

But yeh, it's OpenGL.

#

It does add some new visual effects, so perhaps it's worth a try.

sly timber
sly timber
#

I will probably try again tho later tonight

#

Wait that says x64 so ots running on 64 bit api yeah?

ripe hazel
#

Yeah

#

Just to confirm, the vanilla game.

sly timber
paper egret
#

Anyone trying out these r_ commands then? Just gotta fix portals and it's stable and perfect

#

Could even reexport maps after deleting portals in the editor

paper egret
#

In the video I replied to. We're very close and have options

sly timber
paper egret
#

Yea you can, they're yellow and have the words portal in red on them I think

#

Just deleting one between two rooms will be enough to test

#

Turn off entities (r_drawentities 0) and walk between the rooms where the portal was and presto. Should work

sly timber
#

While I get that are you able to make a full list on what to do to get to this point (to pin and such)

#

You don't have to tho

paper egret
#

Even better, I uploaded my files didn't i
#1229858482530943037 message

#

Back up your current one on your desktop or something

#

These are them, expect the lockpvs one
#1229858482530943037 message

sly timber
#

Right right I forgot lol

sly timber
#

tryna figure out this mapping shit is tough af iont know what im doing

sly timber
#

imma be honest I have no earthly clue here, cant afford or configure jack and realrtcw doesnt have a good map editor

#

still workin on it tho

sly timber
fickle heart
#

i wonder if nvidia is experimenting with zink to add rt to opengl games. Last I checked it had 100% support for all opengl versions.

fickle heart
#

It's the equivalent of dxvk but for opengl

sly timber
little spruce
#

I think it's this

#

"OpenGL 2.1 is the minimum version Zink can support"

sly timber
#

Wolf is 1.4 isn't it

little spruce
#

Yeah, this would solve issues for more modern games but not really most of the ones Remix targets

#

*potentially, of course

sly timber
little spruce
#

Isn't there anyone like Elisha who is working on an OpenGL wrapper? I'd be happy to support them too

sly timber
little spruce
#

@fading kayak do you know anything about people working on OGL wrappers we can support?

fickle heart
fickle heart
sly timber
#

Most rtx opengl games wouldn't work as they are either 1.1, 1.2 1.4 or 1.7 (on one game I think)

paper egret
#

They're being grouped up somehow. We need that optimization to be turned off and we'll have entities back

sly timber
#

Lemme recreate

paper egret
#

S_mute

#

Turn off all sound, still flicking

#

The sound effect plays when bullets fire in that video. Those are new materials that get grouped into the optimisation group and cause it to change all hashes and Flickr again

#

R_brass 0 would help

sly timber
paper egret
#

Type r_ and press tab to see the whole list

#

Might be cg_brass

sly timber
#

unknown, looking now

paper egret
#

It's why I had to turn particles lod distance to 0

#

Each sprite has it's own id and they change size over every frame so you get a new id every frame.

sly timber
paper egret
#

That's a large part of the mesh getting culled two rooms away

#

The mesh is changing the amount of verts it has. Remix thinks it's a new mesh so gives it a new id

#

Which is what flicker is

sly timber
paper egret
#

If you get rid of portals nothing disappears. if nothing disappears the id can remain the same and you have a solid game

#

Cg_particledist 0

#

Lol yea that video demonstrates it perfectly

#

Every zap causes id change

sly timber
#

wait one sec it might be in settings

paper egret
#

Thought it was particle lod as well.

#

Damn lunch is over, I'll come play after work

#

It's in that config I uploaded though

sly timber
#

yup

#

vya later

#

I gotta work to soon anywho

fickle heart
sly timber
fickle heart
#

ah yes it's 64bit only

#

although maybe they still support 32bit

sly timber
#

Realrtcw most likely won't hook unless there's some 64 support

fickle heart
#

you can build 32bit iortcw

#

They even provide binaries

sly timber
fickle heart
#

realrtcw is a fork of it

sly timber
fickle heart
#

no no

#

iortcw is a sourceport which ports fixes from ioquake

#

to the rtcw source code released many years ago

sly timber
#

Gotcha, and this will better support remix in some way?

fickle heart
#

you could try

#

the binaries are provided

sly timber
#

@little spruce do you have time to try this? I'm about to boot off for work, if you don't have time that's aight I'll try it at 2 est

fickle heart
#

they must have fixed tons of rendering bugs so perhaps it will work better with the available wrappers

sly timber
#

It would be Hella cool if it had a defined world and view model

fickle heart
#

and potentially somebody more experienced could look into adding some hacks to make it work even better

fickle heart
#

yea as in make it work better with wrappers and remix

#

Jedi knight series need to be looked into as well as it's basically the same engine

little spruce
little spruce
sly timber
fickle heart
sly timber
#

Or a github

fickle heart
#

this^

little spruce
#

Ok the base game launches, let me see what happens with Remix

#

Unsupported OpenGL Version (1.1 Mesa 6.0), OpenGL 1.2 is required

sly timber
#

I don't understand why it would be anything less than gl1.4

little spruce
#

It launches with the normal launcher, I was using the one marked x86

#

however

fickle heart
#

maybe this can help

sly timber
#

rend2? is that supported by remix

fickle heart
#

worth trying

sly timber
#

there would need to be some kind of wrapper support, right?

fickle heart
#

it's still opengl

#

just with newer feature set

#

and more options to customize it

sly timber
#

interesting, trying it out in a sec

#

doesnt hook @fickle heart

little spruce
#

Looks GREAT

#

I think it's more broken than the original for Remix, it's missing texture, the UI is unrecoverable for some reason, it doesn't see text (I tried TitaniumGL and QindieGL)

sly timber
little spruce
ripe hazel
#

Which patch for RTCW are you using?

little spruce
#

I followed the instructions on the IORTCW github

ripe hazel
#

1.42d is the preferred one.

little spruce
#

Thanks but nothing changed for me

paper egret
#

Sorry what's going on here?

#

Real return to castle Wolfenstein any good for us?

#

Portals...portals!
A breakdown of what they are and why we hate them
https://youtu.be/IfCRHSIg6zo?si=hLXEb06ypt5cs8L5

A look at how Quake uses portal graphs to pre-calculate visibility information.

Support: https://www.buymeacoffee.com/mattsramblings
Mastodon: https://mastodon.cloud/@mattsramblings/

00:00 Intro
00:43 Portal graphs
01:57 Visibility in a linear graph
05:15 Recursive trace

Music Credits:

Heavy Interlude by Kevin MacLeod...

β–Ά Play video
sly timber
sly timber
fickle heart
#

since it's just a modified iortcw after all

sly timber
fickle heart
#

but if iortcw doesn't work well then realrtcw wouldn't either

sly timber
sly timber
#

nvm we cookin

#

@paper egret are the diamond things portals?

paper egret
#

Oh nice. No it's the doors ways between rooms

sly timber
#

wait if i compile with the shaders not found will the map break

paper egret
#

I'm not sure. Can you see any blocking objects in door ways?

sly timber
#

yeah their brushes

#

id assume them to be portals

paper egret
#

That's the suckers. Nuke em

sly timber
#

fucking hell I need to repack it as a pak3 pain

sly timber
# paper egret That's the suckers. Nuke em

it doesnt work fsr and rasterizes the map to fullbright with no rtx hash hook, and i have no time to go deep through this to learn how to do allat, so we need to find a way to disable portals

paper egret
#

If its rasterizing it'd because something marked as UI is in the 3d scene

#

Unmark all UI mate

sly timber
#

there is no ui

paper egret
#

Don't have to save

#

It's the only reason it would rasterize

sly timber
#

same map, same shaders but somehow this happens

paper egret
#

Try using my rtx remix config above?

sly timber
#

thats what im using

#

we probably need someone who proper knows how to do all this map stuff, or some way to remove portals

#

lemme try one more thing

#

I have one last idea

paper egret
#

I love ideas

grand shoal
#

Yes hello chat

#

I'd like one (1) person

#

To implement remix into heavy metal

#

Using the api

#

Ok thx

full zinc
sly timber
#

preloaded shaders+rtcw bsp support

sly timber
grand shoal
#

Lol

sly timber
#

im not kidding either

grand shoal
#

I was with professional yappers

sly timber
#

now all it does is get stuck on connected, audio but never mic

#

and it never actually connected

grand shoal
#

Lmao

sly timber
#

ignore the errors thats just overlap

#

... i think

paper egret
#

I'm not sure what's going on but you got this

sly timber
#

but idk if its gonna work yet

paper egret
#

Ah I see

#

Fingers crossed

sly timber
#

ong

#

yes.... YES......

paper egret
#

Oh neat, we caching now

sly timber
#

obv it doesnt really effect the base game but at least ill be able to see the portal shader

paper egret
#

And nuke it

sly timber
#

yep and nuke it ne mass

#

en

#

after the portals are gone we need to fix the caching of the models and entities yeah?

paper egret
#

Yep that's next

#

Hell that might be stuff walking through portals

sly timber
#

i forgot it preloads all 3.5k textures and shadermodels lol

#

in j.a.c.k

#

@paper egretfucking hell its a lost cause here too

paper egret
#

Damn it

#

Can you make a new map and load that? One room and a prop

paper egret
#

Maybe we need a test map to test our portal theory

#

With only one room you have no portals.

sly timber
#

how are we able to do that, shaders/textures dont work in any hammer tool

#

cant make a test map without map tools

paper egret
#

Oh I thought it was cause it was decompiled

sly timber
#

no, the map tools wont work

paper egret
#

Got it

#

We need a coder type to do stuff with the source and take our portal culling I guess

#

It's all on GitHub ain't it

sly timber
#

we already technically have a coder working on a d3d9 port card

#

or will start

#

at some time

paper egret
#

Don't need anything that fancy

sly timber
#

its been months and they aint done nothin

paper egret
#

Oh dear

sly timber
#

I dont have any good coder contactrs

paper egret
#

Let's keep trying those commands and see what's what

sly timber
#

yeah

sly timber
#

unless we can get someone to do that opengl side

#

which again I dont have any good contact

paper egret
#

Defined camera? What's that

sly timber
#

like the light

paper egret
#

You stabilize the hashes you can do mesh replacement and stick lights to them including sun's and stuff

sly timber
#

yeah but the problem is the world moves around the camera, so all light moves around

#

which also means no matter how stable the hash we cant add lights to the game

paper egret
#

Yea you can.

#

You can do it now as long as you don't walk through a portal.

#

Capture a USD of the opening scene in village1, turn off entities first. And attach a light to the ground plane. One direct light

#

If the world moves around the player it's all relative ain't it. Your anchor is the mesh that also moves around so it's relatively static

sly timber
#

because it cant define a camera point for the capture

paper egret
#

Define a who now?

#

What you see there is the result of an unstable capture

sly timber
paper egret
#

That's not a step in the process of making a mod with remix

#

You can already edit texture and materials as much as you like. Including making stuff emissive

sly timber
#

idk how to explain this right idrk, i was told it would be usefull in the #1240000103285260328 message

#

#1240000103285260328 message *

#

i still plan on defining the camera using remix api, it really would be helpfull

#

but the world moving around the player is causing a lot of problems

#

like fallback lighting and such

#

I also have culling disabled in my tweak of the source code so it might be helpfull

paper egret
#

He's talking about render camera not ones in 3d space

#

I'm 100% sure you stabilize one mesh that can be your anchor for your sun

sly timber
#

ig we will have to see

paper egret
#

No matter how it moves around

#

I've anchored stuff on animated characters before

#

Helmets on ww2 soldiers running around. Stabilized parts of a gun and then anchored stuff onto those new stable but totally animated bits. Theyre moving all over the place

#

Imma just do it in village1

#

One sec

sly timber
#

ok

paper egret
#

ok so y is up, write that one down πŸ˜›

sly timber
#

try capturing from a new view angle

paper egret
#

just gotta switch to y is up, no bother

#

right, mod made. lets test this baby

#

damn all new hashes

#

every time it loads

#

you can see how portals are chopping it up

sly timber
#

Such a shame

#

Lol

#

We will get there tho

#

Weather or not its b4 the port is all down to time

paper egret
#

dems quiting words

sly timber
#

No sir

#

I haven't gave up in the ought 4 months I've been at this

#

My motto is a stone may be stuck but if there is a push with means there is a way to get it to roll

grand shoal
#

Yo momma raised no quitter

paper egret
#

i'm not sure what the problem is here, the hash colours are always the same but my replacements arent showing in game

sly timber
#

There is no definition between the player camera and world geometry

#

It's fused

#

Sorry I didn't mean to sound rude there

#

Holy shit that sounds rude

paper egret
#

hash is hash!

#

nah its cool πŸ˜›

sly timber
# paper egret hash is hash!

Hash is hash but the game doesn't know where the light should be because it doesn't know where it is relative to the player

fading kayak
full zinc
grand shoal
#

In my experience, qindiegl and titanimgl work best with quake3 engine games

#

Never had gl direct work

sly timber
#

gldirect is the only functional one for this game

#

tit and qindie used to work

grand shoal
#

I can give gldirect another shot. They're all called opengl32.dll so I get confused

full zinc
#

you can see which one is which in the Details tab in Properties

grand shoal
#

Oh....

sly timber
grand shoal
#

Hmm

sly timber
#

@paper egret might as well start setting up the d3d9 port of the game myself to see if theres a chance I can make it function well with rtx remix

paper egret
#

wow now we're cooking. @celest pumice has experience in this area stabilizing cod2, not sure if he's down to clown though

celest pumice
#

Disable the polygonal chopping and culling of brush items for stable hashes

sly timber
#

we got culling down, dont know what the chopping is

#

is it like portals?

#

we also have weapon and particle caching that is an issue

celest pumice
#

Yea it chops up objects polygonally from the frustum view iirc.

sly timber
#

yeah, weve been tryna figure out how to work j.a.c.k without luck, and the disable portal command doesnt work either

celest pumice
#

Basically, if you go listen to how John Carmack got the doom engine running with BSPs it’ll show all ya all the bits ya need to find and destroy.

celest pumice
sly timber
celest pumice
#

Thought it was q3 / RCTW / IWD?

sly timber
#

it does have a disable portals command, however it does not do as it would

#

lemme make a video\

celest pumice
#

Is there a way to view portals hm

sly timber
#

idk about any commands

#

@paper egret

#

any ideas

paper egret
#

no i've not seen any debug options like cod2 has

#

and the free cam doesnt work so you can just dev free cam around to get an idea of how it works either

#

you can lock pvs but unlike with cod2 its not instantly stable. something still culling

#

noclipping out the map and looking at everything we get stability and happy little polygons though so fixing culling is going to work I feel πŸ™‚

paper egret
#

the leg?

sly timber
paper egret
#

oh yea thats no good, those enties causing trouble again aint they

sly timber
#

yeah

#

and thats with pvs locked