#Return to Castle Wolfenstein (RTCW)
1 messages Β· Page 2 of 1
@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
and I mean I could ask for help from there too
I can edit on moddb as well
the game listing should allow any additional information required to run the game with remix
apon further inspection changing the textures for the torches into decal textures, as well as the floating chains into decal textures/ignore textures fixes the major lag issues
it apears to be anything animated
or anything that clips with anything animated
I dont know if we should actually add a moddb page yet bcuz it still has its issues
@little spruce making some progress
yes. i'll go ahead and do it
alrighty
also
no more lag
on some parts
optimizing the rest and doing some textures for the fun of it
Awesome
How do I add you to the moddb page so you can add your own articles and such
i'm a moderator on moddb, so i can already i think
Oh ok
i'd recommend against doing articles and things like that right now because it's so unstable
Yea
For now im just making a page
very cool
Anyways off to work I go
Looking great
Man
π¨
i have 0 time to dedicate to this unfortunately. i think it'll be quite a long time before i can
not much we can do for now anyway
I can't even edit the light parameters all that well and I still need to find a way to disable the sky
Plus my pc is out of commission until it's back from the repair shop
I should probably get back to work on this....
It's gamer time
(I don't have my pc still but I'm gonna steal my brother's 4060)
Actually maybe I shouldn't link it it might be sold
Friends mass trolling, by buying a domain to dm me
isnt that falls in domain hijacking?
It's not a hijack, they bought the domain name
The name itself is long
i mean
they bought the domain that you posted because they want to troll you
thats why i thought if it was domain hijacking
but nvm
If they bought the domain it's theirs
Hijacking would be say, stealing google.com to send someone to a bad site
@little spruce you down to test a setting real quick?
if it's real quick though
I believe it's where I have the saves
Could you (before loading a save) disable fallback light entirely and load up the lab map?
As well as the disable autoexec command that causes the heavy artifacts
what command?
Did you download autoexec from here or nah
nope
so just disable fallback, got it
mmm
I don't know what happened but it's not even hooking anymore
Ok so download the most recent version of the wrapper, and configure files (as well as the auto exec)
There's something strange going on with these files
it's all zoomed in, even by changing the res in the config file it does nothing
Remove the autoexec
nope
Damn
@fervent geyser 

@fervent geyser
@vague plinth
@vague plinth one sec
ok
Huh
Getting help from friends

Did I say say you can't?
@heady plank If your still down to re make any of the meshes I do have one thing I'd like to ask
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)
Again that's only if you want tho I ain't forcing you to do anything 
A model would take me a while probably
Especially if it needs rigging and stuff
If you wanna test textures and stuff, no problem, it's what I've been doing for Dark Messiah
Makes sense 
What gun did you want remade btw?
I wanted the luger remade but it's up to you if you wanna do any of the other ones done
Or not done
Idk I plan on doing some myself
Like ik I'm doing the mp40 at least
Or gonna try
THE LUGE
I'm down to at least try it
I'll start making a collection of reference images
Alright
I could theoretically port some of the maps to gmod or make a source mod - stay tuned
we shall see if my blender addon reads it
!!!!!!!!!!!
this is fucking mega
its time
located and decompiled every map
nothing draws tutorial time
https://developer.valvesoftware.com/wiki/User:SirYodaJedi/Porting_IdTech_3_maps_to_Source/en fortunatley theres this but its very messy to read
pain time
!!!!
textures loading its thinking
progress progress, I do have to decompile some of the baked textures so
located all(?) textures
That's the catacombs right?
The part with the round dome is where you fight that zombie which comes out the fire, right?
Yes
temporarily making a source texture version until I have time to port
@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
compressing
was able to fit alot more, here ya go
I'll probably be porting models over myself
i would like to know, which are brushes and which are props
but
ill try myself
with mipmaps or not?
with compression?
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
im not the smartest on vtf edit thats me bad 
but if i will use rgba8888?
whats that mean
thats fine really, I dont care how its ported as long as it is (really I just have no idea on all things texture porting just model and map stuff)
is that map stuff?
nope thats part of the intro I belive
7zip or just start making split files and put it in by 100 images per file
tysm
right and im gonna have to write thoes id assume
can i ask, how will you port all game from id tech to source?
im going to start with maps, then models, then npcs
thankfully ive decompilled almost everything (hence why I have the textures)
Generic vmts written
Let's hope it all auto assigns
again tysm
lemme know if you ever wanna do more (or if not ill just figure it out myself)
what can i do for you now?
Ice been getting this error saying when compiling saying luxe vale 0 needs to be 6 do you have any idea
uhm, does ice have water parameters?
or not?
There is no ice for water parameters it's saying all the faces
When compiling in hammer specifically
huh
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
Maybe it's the ring term I'm thinking of too
Wrong*
Basically all the faces have some value set to 0 that needs at least 6
and how to fix that?
I don't know really, supposedly setting the faces value to it but I have no idea
at home, this is the error, searching it up doesnt give much on it besides how to do it in game
wait, what shader do brushes use?
the ported shaders from RTCW
wha
wait, what
one sec lemme
shaders from another engine to source?
it wont work, you need to make shader from another game be compatible with source, and of course, with remix
but!
usually, models (not brushes) use vertexlitgeneric
brushes - lightmappedgeneric
how do I find the shader selection in hammer tho (i think) I remember seeing that somewhere probably (I could be wrong)
water (if i didn't forgor π) uses lightmappedreflective
you set what shader for brush or model only in vmt
ah so the lightmapgeneric for the brushes I did
yes, and for it to work, you just need to set the albedo or diffuse texture
"VertexLitGeneric" ///or lightmappedgeneric
{
"$baseTexture" "aboba" ///or whatever file you use
}
Gotcha, yeah I have that don't for the 45% textures that was ported
@fresh moat you down to make thoes textures now?
@zealous thicket remember that one issue from the very begining where there was white phasing blocks that were assumed to be lightmaps?
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
remix still picked up on it somehow
Exciting stuff you're showing Mocha π
thanks! until there is more implementation with the graphics api for nvidia I figured id decompile everything to make a source esc port but I cant wait for the graphics api
Don't blame you ^^
more updates soon ish but small break
Waiting patiently (lies) π
first build of my port :kekw:
A new window has been started
I like the sky
it is a really nice sky
there is a window but obviosly (I havent written the rest) its not taking anything form the game
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
But I don't wanna stray to far from base game because I know where that would lead me to
The fans wouldn't like that either.
I prefer them RTX Remasters to look like Half-Life: Ray Traced.
@full zinc are we allowed to ask for help via the mods article? or is that not allowed on moddb
yea if I wrote an article on my rtcw rtx mod page asking for help, is that allowed
imo yes
alright, thanks
mmmmm acid, but its getting better
Check and fix your motion vectors
Where is that
debug visualization
I cant find a visualization version of that in the debug view
seizure warning
And there'd no way to fix it via the runtime I'd assume
No wonder lighting looks messed up/shimmery
Nop
It's a compatibility issue so you'll have to fix it game/wrapper side
Idk how much I'm going to try and mess around with the base opengl game rather than wait on the person I have helping me for the d3d9 engine port itself but what would I need to do to the base game/wrapper
I genuinely have no idea
Alright lol
All I know is that it's broken, and can't be fixed remix-side
Yeahhh then I won't worry to much abt it
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
epilepsy gaming?
hooray!!!
its whatever
You can play with the hash rule in your rtx config file
Removing things until it's stable.
rtx.geometryGenerationHashRuleString = positions,texcoords,geometrydescriptor,vertexshader
That's what cod2 uses I think. Similar engine aint it
Testing this asap
Remove each word after the comma and reload the game π ez
To try different methods that is
Lol cool
so id just put it at the end like this?
Ctrl f and find it, should be there already
freak our how
ah
Polygons spiking every where
Yay it works. Now to try combinations of the rules to see what makes it stable
which one works for your engine
Remove one at a time. Mix and match
This one
#1229858482530943037 message
You need to turn on off portal fine cull from the game as well r_portalfinecull "0"
Think you can just turn off portals in this game completely you lucky boy you
draw portal skys?
Don't worry about that yet. Has it gotten more stable?
what about debug view? That's where we wanna be
one sec
not in the slightest lol
thats with only the last removed
I also need to update my rtx remix version idk if thatll help
its on 5.1
Aye aye
debug view geometry hash
It's stable when stood still. And your gun is stable. Great news
Open console and smash in r_portalfinecull 0
No that's it
Oh poop it's different here
r_smc_enable "0"
r_forcelod "0"
Try these
Both unknown, altho idk if there is some version of thing like sv_cheats or an admin command I need to start with
It must be slightly different here
IM searching for the Wolfenstein version. I only know the cod ones
Ah lol
r_singleCell
unknown command
https://strategywiki.org/wiki/Return_to_Castle_Wolfenstein/Console
Time to enable cheats
It's the same as cod 4, wild
r_drawSun 0
I'm don't know why but trust me.
turning on cheats first
it seems to register the command but
is that in the remix menu
if only there were a search feature for remix
I cant find the fuse world
which tab is it in
one sec, just booted my pc
k
ok now we're cooking
π₯
things getting better
in debug settings tick rtx.skipDrawCallsPostRTXInjection = True
dev settings sorry
ok sod that π
<path-to-game>\Main\wolfconfig.cfg
this is where your r_this and that goes
open it with notepad
whats next
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"
seta sv_cheats "0"
sv_cheats 0 would be off right
same difference
wow now we're talking
should I try changing any of the conf settings that you sent earlier
I only removed the one
whats your current rule say?
rtx.geometryGenerationHashRuleString = positions,texcoords,geometrydescriptor
rtx.geometryAssetHashRuleString = positions,texcoords,geometrydescriptor,vertexlayout,vertexshader
try this
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"
have these
mostly stable prop hashes on some parts 
earlier the chains were flashing
same with the dead guy
things are changing
maybe the seta thing is smthn to do with read only?
but its not
lets have a look here
gldirect
smc_enable fixed those props btw
gotcha
just gotta place opengl32.dll into the games root?
ah i see it in the menu, neato
here are the saves, I have "mochartx" for the map im using
just unzip and put in main/save
spdevmap mochartx?
i'll keep it default at first on second thought. so we dont inherit each others problems
btw wolfenstein is on sale for Β£1.50 on steam right now
i've never even played it
oh cool, and now your modding it
yep
its hooked, just sorting out cheats
fire
i'm in it works, i'm seeing what your seeing
it hangs every minute for about 10 seconds, that normal?
in game?
never happened to me
however turning on lightmaps instead of vertex lights seems to make the game look a wohle lot better
oh no, could you share your rtx.conf file with me please?
fanx
yup
any luck @sly timber ?
no luck on changine the commands to sv_cheats
or weather or not the other commands are working
the game still twitches too when standing still
oh i got cheats to work
open single player "spdevmap village1"
cheats forever
when you turn off capture vertex from shader nothing renders. thats worrying
how come
remix hates shaders
how to get cheats and use commands
i used a fallback light attached to the player
nice
still no luck on the flickering, will try to continue changing the games conf
I should probably start making a batch file to all of this lol
if you open console and type r_ when press tab you get a full list of commands
source code for the game is here
https://github.com/id-Software/RTCW-SP/blob/master/src/renderer/renderer.vcproj
Return to Castle Wolfenstein Single Player GPL Source Release - id-Software/RTCW-SP
we have the source code
side project besides getting the base game more stable is running a d3d9 pipeline
or nvapi
what these commands do is all in there. just gotta find the right one
yep
does it flicker without remix?
I mean the games lights dont flicker but im sure the geometry does
nope, it's gotta be the rtx.geometryAssetHashRuleString
I see
the thing is it only ever seems to flicker when there is either a sound or you move foward
the debug colours or the flicking geo?
flickering geo
the walking forward debug colours is because when you walk stuff is culling
we gotta stop that
gotcha
i get it standing still
soundscapes play in the background
altho there is some sort of pulse
pew pew
it's wierd, it's more stable without rtx.geometryAssetHashRuleString
rtx.geometryAssetHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader
is that default @full zinc ?
The geometry asset hash rule string is essentially the set of rules used to convert game geometry to remix geometry. Since you're having an issue with PVS, it's probably recognizing the entire game as a single place once you remove those rules. The downside is your game captures will be next to worthless for mesh replacements.
only if it batches geo, which is it for sure
but its the same for every bsp game
not useless though. you can still swap textures, bind meshes to the geo. replace whole pieces...you got loads of options
what about rtx.geometryAssetHashRuleString?
sorry rtx.geometryGenerationHashRuleString vs rtx.geometryAssetHashRuleString
rtx.geometryGenerationHashRuleString is positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader
rtx.geometryAssetHashRuleString = positions,indices,geometrydescriptor
those are the defaults
for this flickering
#1229858482530943037 message
i customized rtx.geometryGenerationHashRuleString in my rtx.conf file to reduce issues
i set it to:
rtx.geometryAssetHashRuleString = positions,geometrydescriptor```
in my testing this greatly reduced visual artifacts
are you saying removing those tweaks from the conf improved it now?
just playing around with it, it's getting better
i don't really have time for projects anymore unfortunately, otherwise i would've been messing with it π¦
i'm glad it's improving
but i got confused and needed your help again π
1.50 on steam though til wednesday
you can view all rtx.conf settings & defaults here btw: https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/RtxOptions.md
We got culling gone and there isn't anymore framedrop when turning corners 
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
you can lock pvs with r_lockpvs and it works but the culling still happens
so its not portals or anything
see what i mean? rock solid
no flickering as long as i look at this corner of the map
the kind of flickering that happens here on objects also happens in barnyard. it'll mess with motion blur among other things
so far unresolved in that game
the hashes changed when i picked up a gun behind me. maybe its got something to skinned meshes?
they're always moving around
that could be. unfortunately this is beyond my knowledge now. you seems to know your shit lol
i'll leave you to it. just ping me if anything's needed
cheers kim
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.
i think the characters are caching myself
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.
a direct x 9 port is being worked on for this game as a request to a friend, would that be viable at all
and does that also mean we cant further whats goin on atp
woah
so entities are batching
cod2 has smc_enabled and it's off
static mesh caching
cant see that in the list, must be called something else
its still very sparatic for me on my level
look away from everything. turn on r_noportal 1, r_nocull 1, r_drawentites 0, r_lockpvs 1
and this is my config files
loads more stable
yeah lol
what does smc stand for it might be searchable
static mesh culling
no search results lol
static mesh caching?
its got something to do with entities, everything gets more stable once you cull them
seta r_cacheshaders "0"
seta r_cache "0"
seta r_cachemodels "0"
still no beter, it's late. i'll try again tomorrow
Alright, thank you for all you've done today dude, gn 
I gotta note these down

Have you tried messing with alpha blending, I know it makes a ton of difference in OGL games (I know this isn't the case), it makes me lose the menu but the image is much more stable
Hello beylerbey
I could try that after work
Don't know if it'll do much
Please don't work
Stop working and just be rich
Ah yes
Also look at these
Also @paper egret idk what was done here but there isn't that much flickering in this
Might be Titanium wrapper
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
As of recently qindie seaced functionality for me, all it leaves is the skybox with what appears to be rasturization
You need to enable world transform
in fuse worldview
Alr noted
Is there still flickering for that
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
Most likely due to positioning of light rays
Constantly updating the shaders in game to follow the sun
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 π
Yea
So I should also try titaniumgl as well then?
Worth a try
back to experiments, it's 100% stable if you no clip and see everything all at once. so it's some form of culling
looking pretty good today
wow
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
will this trickery wrk on other opengl games like cs 1.6? π₯Ί
this is all game based, you need to get the opengl wrapper working
heres the different r_drawentities makes
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"
i think it means American english, theres a bit of difference between british and american english in spelling and pronunciation
seta cg_particleDist "0"
seta r_nocurves "1"
seta r_nocull "1"
seta r_noportals "1"
these are the important ones
wow
here we are, as stable as i can get it currently
@full zinc can you pin this
and this
maybe
at least the command list is editable
My collection grows
titanium gpu eccalaration = completely stable hash, but lag @paper egret
i couldnt get it to work at all
It would be perfect if the sun light was stable and the skybox didn't clip into the world
oops
Ignore the yap
just dissable fallback lighting and set world transform, then try to set the sky as skybox
Game uses portal sky
yeah lmao
moving objs also kill
thats looking good
nooooo
try the sky thing though, it should lock the sun in the sky
The damn skybox keeps leaking into the game world
No lights are being detected
we all gotta love opengl titles yes
yea thats ok, fallback, always on
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
yea, it will though if you change the fuse world mate
you sure it aint just pointing in some arbitrary position after the switch?
no it simply stops rendering
poop
post the qindiegl dll
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
aint you got a threshold to muck about with to fix that?
Doesn't do anything
i'd be surprised if you can fix this without it being patched on Remix's side
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
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
the issue i've seen from burrito's demonstrations seemingly aren't related
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
Ah right. Wolfy is just unstable when entities are on screen and you walk through a portal
ya. this is pretty different
A bit of a tangent but has anyone tried and succeeded with RealRTCW?
What's real rtcw?
Not as of yet
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...
The HD textures don't do for me either, it just does not work on low poly objects.
My hope was that it might solve some of the issues
But yeh, it's OpenGL.
It does add some new visual effects, so perhaps it's worth a try.
I haven't ever been able to get it to hook
I will probably try again tho later tonight
Wait that says x64 so ots running on 64 bit api yeah?
So real rtcw is put of the question because there is not 64 support
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
There's a portal between the rooms and one laying flat on the stairs at the top of them
In the video I replied to. We're very close and have options
Idk hiw to use the editor or what portals look like, but if there is an easy way to select all portals and just delete then at once I could try
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
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
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
Right right I forgot lol
tryna figure out this mapping shit is tough af iont know what im doing
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
Still issues with reloading+other sounds
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.
Zink?
It's the equivalent of dxvk but for opengl
Can you show me this
Minimum 
Wolf is 1.4 isn't it
Yeah, this would solve issues for more modern games but not really most of the ones Remix targets
*potentially, of course
Isn't there anyone like Elisha who is working on an OpenGL wrapper? I'd be happy to support them too
Idk ping them and ask, I know someone talker abt it once idk if they did it
@fading kayak do you know anything about people working on OGL wrappers we can support?
I'm pretty sure the sourceports upped it to ogl2
Thr minimum is stated to be 2
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)
It's not the sound it's the entities. turn them off and everything will be stable
They're being grouped up somehow. We need that optimization to be turned off and we'll have entities back
Entities were turned of, went into the area where the scientist resides and more flash every time hiz audio plays
Lemme recreate
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
or its equivilent, its unknown command
unknown, looking now
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.
is that what is causing this weird mass culling effect between portals
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
im also looking for a way to disable particles
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
didnt really remove the particles
wait one sec it might be in settings
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
I assume realrtcw supports much higher opengl version
realrtcw is running on a x64 branch, that doesnt have support for rtx remix
There is no 32 but exe, and the opengl renderer is also 64 bit
Realrtcw most likely won't hook unless there's some 64 support
you can build 32bit iortcw
Merge of ioquake3 features and fixes into RTCW code bases - iortcw/iortcw
They even provide binaries
What's iortcw and how is it different from base rtcw
realrtcw is a fork of it
Ok so looking into it iortcw is a resolution mod whereas realrtcw is a new port,
no no
iortcw is a sourceport which ports fixes from ioquake
to the rtcw source code released many years ago
Gotcha, and this will better support remix in some way?
@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
they must have fixed tons of rendering bugs so perhaps it will work better with the available wrappers
It would be Hella cool if it had a defined world and view model
and potentially somebody more experienced could look into adding some hacks to make it work even better
Adding some hacks? 
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
I think I had already tried it in the past, I'll see what I can do
Do I have to build it?
P think there's also a steam page
No
Or a github
Merge of ioquake3 features and fixes into RTCW code bases - iortcw/iortcw
this^
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
looking it up online
I don't understand why it would be anything less than gl1.4
maybe this can help
rend2? is that supported by remix
worth trying
there would need to be some kind of wrapper support, right?
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)
look ma, I remixed Wolfenstein https://www.youtube.com/watch?v=Yg_NgzUwwI0
Return to Castle Wolfenstein sound in Where Eagles Dare classic war movie from 1968.
- If like the content you can subscribe to follow upcoming news! / Se ti piace il contenuto puoi iscriverti per seguire le prossime novitΓ !
#meme #WhereEaglesDare #ReturnToCastleWolfenstein
Are the hash stable?
No, same as in the original, they're stable until the camera moves
Any benefits
Which patch for RTCW are you using?
I followed the instructions on the IORTCW github
Thanks but nothing changed for me
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...
Realrtcw is 64 bit only
Also the problem with this is there is no good hammer esc editor to just remove them
could probably compile 32bit binary
since it's just a modified iortcw after all
I dont have the means or the knowhow
but if iortcw doesn't work well then realrtcw wouldn't either
do you know of any rtcw/q3 map editors per chance
Oh nice. No it's the doors ways between rooms
so the wall that are cut inbetween doorways can be assumed to be portals (idk how to fix this shader not found stuff at all)
wait if i compile with the shaders not found will the map break
I'm not sure. Can you see any blocking objects in door ways?
That's the suckers. Nuke em
fucking hell I need to repack it as a pak3 
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
If its rasterizing it'd because something marked as UI is in the 3d scene
Unmark all UI mate
there is no ui
Try using my rtx remix config above?
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
I love ideas
Yes hello chat
I'd like one (1) person
To implement remix into heavy metal
Using the api
Ok thx
imma be real my headphones stopped working on my pc fsr after listening to this audio last night
Lol
im not kidding either
I was with professional yappers
now all it does is get stuck on connected, audio but never mic
and it never actually connected
Lmao
these two versions look so different itsg
ignore the errors thats just overlap
... i think
I'm not sure what's going on but you got this
oh you know just switching to the first version of the level editor that i showed b4 because it has shader preloading
but idk if its gonna work yet
Oh neat, we caching now
obv it doesnt really effect the base game but at least ill be able to see the portal shader
And nuke it
yep and nuke it ne mass
en
after the portals are gone we need to fix the caching of the models and entities yeah?

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
Maybe we need a test map to test our portal theory
With only one room you have no portals.
how are we able to do that, shaders/textures dont work in any hammer tool
cant make a test map without map tools
Oh I thought it was cause it was decompiled
no, the map tools wont work
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
we already technically have a coder working on a d3d9 port 
or will start
at some time
Don't need anything that fancy
its been months and they aint done nothin
Oh dear
I dont have any good coder contactrs
Let's keep trying those commands and see what's what
yeah
also we will for down the line, for stuff like a defined camera and world view, and the ability to have actual lighting/ omni support
unless we can get someone to do that opengl side
which again I dont have any good contact
Defined camera? What's that
so yknow how the sky moves around?
like the light
You stabilize the hashes you can do mesh replacement and stick lights to them including sun's and stuff
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
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
yeah but omni hates it
because it cant define a camera point for the capture
it cant define a point from where the player stands, the area where the character isnt and where the world is
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
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
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
ig we will have to see
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
ok
ok so y is up, write that one down π

try capturing from a new view angle
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

Such a shame
Lol
We will get there tho
Weather or not its b4 the port is all down to time
dems quiting words
I ain't quitting
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
Yo momma raised no quitter
i'm not sure what the problem is here, the hash colours are always the same but my replacements arent showing in game
Like I tolllldddd youuu
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
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
No, I am not aware of any OGL wrappers that can convert a game to DX9.
there are a few already:
- GLDirect (OGL 1.4)
- QindieGL (OGL 1.1)
- TitaniumGL
π
In my experience, qindiegl and titanimgl work best with quake3 engine games
Never had gl direct work
you can see which one is which in the Details tab in Properties
usually the files are singned
Hmm
@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
wow now we're cooking. @celest pumice has experience in this area stabilizing cod2, not sure if he's down to clown though
Disable the polygonal chopping and culling of brush items for stable hashes
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
Yea it chops up objects polygonally from the frustum view iirc.
yeah, weve been tryna figure out how to work j.a.c.k without luck, and the disable portal command doesnt work either
Basically, if you go listen to how John Carmack got the doom engine running with BSPs itβll show all ya all the bits ya need to find and destroy.
Weird. It certainly got carried over to to the IWD(?) engine
id tech 3 q3 arena mix up engine
q3/rtcw (idtech3)/iwd
it does have a disable portals command, however it does not do as it would
lemme make a video\
Is there a way to view portals 
in the hammer/jack
idk about any commands
@paper egret
any ideas
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 π
do you think its the leg
the leg?
the leg
oh yea thats no good, those enties causing trouble again aint they




great news



