#Return to Castle Wolfenstein (RTCW)

1 messages · Page 3 of 1

paper egret
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man thats looking good though

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precomputed visible sets. wonder if you can mod the asset, whatever it is, to be always visible

sly timber
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and or sound fsr

paper egret
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s_mute to kill sound

sly timber
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entity

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I will also be working on d3d9 still as the more options towards stability the better

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wrong file anyways, that was the wrapper lol

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@paper egret try /r_cull model 0

paper egret
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Sorry just nipping out for dinner with the fam

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Damn good find though

sly timber
grand shoal
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@sly timber

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help

sly timber
grand shoal
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the raytracing four thousand and ninety

sly timber
grand shoal
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I have the latest envideo drivers

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They have everything

sly timber
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Is this your game or rtcw

grand shoal
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same engine tho

sly timber
grand shoal
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yes

sly timber
grand shoal
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ok

sly timber
# grand shoal ok

Won't belive how many times I've gotten this error that usually fixes it

grand shoal
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This thing

sly timber
grand shoal
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amazing

full zinc
grand shoal
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Well

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It's doing something for me

full zinc
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the one in dxvk.conf is the correct one

grand shoal
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oh yeah'

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I said the wrong thing

full zinc
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ah okay

grand shoal
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I'm changing the dxvk conf

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@sly timber what cvars are you using

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remix can't even find a camera with gldirect

sly timber
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Who says we have a functioning camera either it thinks the world is the camera

grand shoal
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no

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It isn't raytracing

grand shoal
sly timber
sly timber
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it seems the geometry flashes in base game as much as it does in the remix

ripe hazel
sly timber
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but a friend sent that idk if he uses a conf or not

ripe hazel
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If that's vanilla then something is wrong, cuz i played the game multiple times and never seen it flash like that.

sly timber
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Imma be out for like a month or so because I gotta work on stuff for my mom's funeral n stuff so there won't be any progress on this for a while thumbsupsmiley

paper egret
somber quartz
sly timber
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@prisma crown pins is a start

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But there are commands to make it function

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Basically these

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It's very much a mess until we can remove caching and portals which I don't have the time to dig deep into

prisma crown
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I'll report back when I get it working

sly timber
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I forgot qhat video that was

prisma crown
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holy fuck that's unstable

full zinc
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ya

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it was worse before too lmao

sly timber
prisma crown
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and now im gonna have a epileptic seizure

sly timber
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Minus everyone's favorite ploy

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Portals

prisma crown
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yeah

sly timber
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Have you got it to work for you?

prisma crown
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going to test it in a bit

sly timber
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Aight

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Beat of luck to you

prisma crown
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@sly timber hi sorry for the ping if you're asleep lol, want to ask what remix runtime version are you using currently?

prisma crown
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i couldn't find any OGL wrappers in the pins, do you use QindieGL or TitaniumGL?

sly timber
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Sadly Titanium is the best at stability 😔 minus moving meshes

prisma crown
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oh wait maybe it's for linux

full zinc
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rememmmber #1055002970091176006

sly timber
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Hi kim

full zinc
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hoi

prisma crown
full zinc
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i just jump into random convos to help, and also to lecture about #remix-beginners-guide and other resources

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anyone is subject to this

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including myself

sly timber
prisma crown
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i assume i didn't need this cryingif

full zinc
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i'm just messing around lol

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because i get pinged to pin stuff in so many threads though, i end up seeing most conversations whenever i'm online

sly timber
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Ah lol

full zinc
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right now this is the active list

prisma crown
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im seeing MM2 👀

full zinc
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mhm 😛

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been keeping close track of that one

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anything involving dxwrapper is exciting for me lol

sly timber
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I'm a bit curious tho happysu, what made you peak interest at rtcw?

prisma crown
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i love Wolfenstein series

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but i never tried the older games

full zinc
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the short bit i actually played of RTCW was great

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plan to play through it eventually lol. maybe after Bailey fully remixes it 😛

sly timber
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Can't wait for 2034 when I finish for sure

prisma crown
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im gonna wait for the native dx9 api support

full zinc
sly timber
full zinc
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😢

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they're gone

sly timber
prisma crown
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also if we have these commands then why are portals still appearing as shown in the video above

full zinc
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well, even in COD 2 those commands weren't enough. it took more manual tweaking and patching iirc

sly timber
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For some reason particledist and noportals just don't work

prisma crown
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nvm

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had to use a VPN

sly timber
prisma crown
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well...

sly timber
full zinc
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they break some sites

prisma crown
full zinc
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i use quad9 myself

prisma crown
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is it me or the game is extremely dark

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without remix

sly timber
prisma crown
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ATI Trueform 👀

sly timber
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Wait

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How have I not seen allat

full zinc
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these were the settings i configured early on

prisma crown
sly timber
full zinc
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dunno why 😦

sly timber
sly timber
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Alright well it's 2 am, I need to sleep, do again feel free to ping me I'd you have any trouble happysu I will answer them all tmrw

dim hound
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hi guys, im really new to this, could someone provide to me a updated autoexec, wolfconfig, opengl32 and rtx conf files that actually works? ive tried gldirect and its showing me just colorful world and not actually rendering the game textures..

sly timber
dim hound
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looks like a wolferland

sly timber
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Oh!

sly timber
# dim hound

So what you want to do is hit alt+x at the same time, scroll down till you see debug view and turn off debug view

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The debug is a tool we use to check stuff like if the game is stable or not

dim hound
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well as a game developer im well aware of this colorfull art ❤️

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ty mate

sly timber
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Ooh nice!

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Ofc

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Fair warning tho the game isn't the prettiest in rtx remix - because it has no direct x 9 pipeline

dim hound
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well but still a childhood game xD

sly timber
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Fr, between 2009 and this, both were mine as well lol

dim hound
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hahahaha i've overplayed the campaign year after year and its still so good

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Weird, with the QindieGL everything is just gray.

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but B.J is being rendered at the main menu properly

sly timber
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Weird, maybe try using gldirect

dim hound
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well with gldirect i can see the skybox through the wall

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i mean its a progress though xD

full zinc
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you need to use the pinned config file

sly timber
dim hound
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wolfconfig?

sly timber
full zinc
full zinc
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when i last messed with this, that white blob stayed gone

full zinc
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huh

sly timber
full zinc
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maybe you share my curse with software not working right

sly timber
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Yeah

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The worst part is I payed a dev a while ago to make a dx9 pipeline and they haven't responded to any further inquiry

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:/

full zinc
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damn

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no way to get a refund?

sly timber
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Not without them refunding me

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Ill probably ask again today

full zinc
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if they didn't respond within like 3 days i'd have tried to get a refund

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if it's through a more formal service

sly timber
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Yeah

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Eventually someone will be able to do the task old

full estuary
sly timber
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Thats... my repo

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Lol

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Or I guess a fork of my repo

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But hell yeah!!

sly timber
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brug

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idk if its a false positive or not

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@full estuary necoarcagony

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oop

full estuary
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It’s created by github actions, I did not want to upload binaries created on my machine for this exact reason 😢

sly timber
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wdym

full estuary
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Github built those binaries

sly timber
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ahh

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so do you know if its safe or nah

full estuary
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Its safe, that’s my repo

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Trust me bro 😉

sly timber
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oh hell yeah

full estuary
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I included a library to unwind the stack, in case of crashes

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That’s whats most probably triggering the virus warning

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Feel free to compile it yourself if worried

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But like I said camera is not ready so do not expect an improvement

sly timber
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im not all that worried if its your repo, because people who make viruses dont usually publically state that

full estuary
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At least I did not see an improvement

sly timber
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now i just gotta figure out how to let it download the binarys

full estuary
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I got stuck at the matrix transforms, I need to do more studying, the hard stuff 😄

sly timber
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so do i really just copy over the exe and paste the file into the game location?

full estuary
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Yes

sly timber
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alright

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and my last question i promise, do i still need a wrapper

full estuary
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You might need the visual studio 2019 redistributables. No wrapper, it loads directx9.dll

sly timber
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the first noticable improvement

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this is hella cool

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do any of the maps work, or are they all grey?

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if so i probably have some wrong settings

full estuary
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Without remix, should be working 100%

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With remix I get protuding skybox geometry, and sunlight (?) direction changes when I rotate the camera

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Similar to what you guys have been posting in your videos

sly timber
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yeah lol the fallback light stays solid while the world moves around the camera basically

full estuary
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Ye

sly timber
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this is all i see with remix

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so i assume its probably because of my opengl wolfconfig

full estuary
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So I need to implement the camera next, but it’s a headscratcher

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Hmm

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Let me share my wolfconfig

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One sec

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Or maybe rename your wolfconfig and let the game create a new one?

sly timber
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true hold on

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i could also just delete it cuz i wont really be using opengl anymore (there isnt a point its to bloby)

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still nothing minus the ui

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do you have anything different in your folder besides the binarys, like anything removed?

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maybe the opengl folder?

full estuary
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nah, let me doublecheck

sly timber
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without remix it looks great tho

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lil foggy tho

full estuary
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this is with remix

sly timber
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ah yeah, probably nothing the texture editor cant fix

full estuary
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what gpu do you have, I've tested on 3060ti and a laptop 940m

sly timber
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4070

full estuary
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seta r_wolffog 0 disables the fog

sly timber
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alr

full estuary
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but like I said I'm work in progress, and you mentioned trying to pay someone; I'd be upset if somebody would try to pass my work as theirs and try to ask money for it

sly timber
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i wouldnt do that :eyye: and ill make sure nobody else claims it as their own

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and im sorry for assuming that was my repo at the start lol i just have something unused thats similar

full estuary
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nah, I meant, somebody might scam you. But now you know

sly timber
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ive already been scammed sadly iont think theres fixing any of that

full estuary
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yea that was shitty, well you meet all sorts of people

sly timber
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im still confused on why the remix side wont work for melike it does for you

full estuary
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so I did not use the configs posted on this channel

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maybe I have a bare config, don't know..

dim hound
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When deleting the cfgs (autoexec and wolf) its still gray, but with a slight change, the light orbs showing up on the screen

sly timber
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^

full estuary
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so the light orbs show for mee to, tht's the cinematic

dim hound
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not only in cinematics

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in gameplay aswell

sly timber
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yeah

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thoes are the gl light particles

dim hound
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so i assume something wrong going on with the wrapper + remix

sly timber
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do we need a dxvk.conf here?

sly timber
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its a compatibility mod

full estuary
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Version: remix-0.5.1+c099b404

sly timber
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0.5.1, maybe its because im using 6.0

full estuary
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ok, I need to log-off, dinner time over here

dim hound
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with the rtcw-sp-d3d9 wrapper im getting a lot of hud error for some reason

sly timber
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this is using dxvk.conf altho it breaks everything

full estuary
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So most probably it's the remix version

dim hound
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with the rtx you've send i actually can see the game

sly timber
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wait wait hold on,,,

dim hound
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what you've changed?

sly timber
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ive edited the texture editors

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and use a dxvk

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dxvk helps alot

full estuary
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So listen, I'm logging off; from my POV, I really want to tackle the camera first, and then it may be worth to put some more effort into this

sly timber
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aye aye, good luck and again thank you

dim hound
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nice! btw which wrapper you using?

sly timber
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pfft still not stable, only one thing was, the corpse, this is all on someones custom dx9 renderer and they are working on it all

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im just messing around with it rn

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not from what i can see

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it was also

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very

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very pasty

sly timber
sly timber
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but the point is it works!

sly timber
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fr

sly timber
full estuary
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that's great, that's the type of thing I wanted to see in this game. now I'm hyped 😻

sly timber
full estuary
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For sure; it’s however a glimpse of our destination, and, importantly, not a figment of our imagination. We’re getting there

sly timber
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Frr!!! Speak yo shit 🗣️

full estuary
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Hell yea! But for now … house chores 😂

sly timber
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Lol

mighty lotus
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This shits amazing

sly timber
keen dagger
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Is that not fog in some way?

sly timber
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also the trees

keen dagger
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It just seems more like it's got a film going over it rather than the texture itself completely unloading and based on how jagged those edges are it also doesn't look like the geo is completely disappearing either

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My natural thought would be a render "fog" of some kind so some fog related commands may do it

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But IIRC that level specifically has some fog since it's a huge area

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In the tram level there is 100% fog, but I believe a trigger removes it once you get to the generator room at the bottom of it, does that texture issue happen there too?

sly timber
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idk, tram is to dark rn to even go through it

keen dagger
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Ahh damn

sly timber
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i mean this is an early early version of the dx9 renderer by them so im not here complaining or anything lol

keen dagger
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Are these commands enemy territory exclusive?

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there is r_wolffog 0

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and you also have r_znear

sly timber
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wolffog doesnt do it lemme try znear

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what would i do, 0?

keen dagger
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I'd imagine you'd just crank it up to 9999 or something since it's gonna cull anything greater than it

sly timber
keen dagger
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okay maybe try 0 lol

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I mean the good news is it does something I'm happy those commands even work

sly timber
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zero does cull everything into the abyss

keen dagger
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Yeah that's what I expected

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Interesting

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Is it possible to dump all the commands?

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I'd assume if there is a znear there may be a zfar

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that's the one that should probably be pushed further back

sly timber
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there is a zfar, anything less than 1k and it does what znear does

keen dagger
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Yeah ZFar needs to be a higher number and ZNear is basically right up to your face which it seems it defaults to 4

sly timber
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setting it to 9999 does nothing tho

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sadge

sly timber
sly timber
sly timber
keen dagger
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Damn okay

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Are there a list of concommands anywhere

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like a more extensive one

sly timber
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uhhh lemme look

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/cmdlist my beloved

keen dagger
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oh good

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does that include the r_ type settings

sly timber
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no 💔

keen dagger
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/cvarlist

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got it

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COuld it bethe picmaps?

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If oyu think it's texture related there are quite a few

sly timber
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iont know if its texture related or not

keen dagger
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Alright are the pinned messages still the best way to get this going

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Or do I have to do something new now

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I'm convinced this is just a convar being silly somewhere

sly timber
sly timber
keen dagger
sly timber
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add the rtx remix files and a dxvk

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d3d9.shaderModel = 0

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paste this into the dxvk.conf and save

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then launch the replaced exe

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but the sun will move around

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the dx9 exe works better functionally for the games (and is where im having the fog issue)

keen dagger
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Can confirm it is 100% mipmap related

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regular

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nearest

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I'm not familiar with all the options at this stage

sly timber
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What's the command for it

keen dagger
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r_textureMode

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and you need to use the GL_ prefixes

sly timber
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Ah I see

keen dagger
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If the guy who made that DX9 module is your guy, maybe you can get him to prevent the mipmap call in OpenGL

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I believe that will solve this for you

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When I google it, people say this happens when you have bad mipmaps or something

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you don't really need that anyway since I think remix does mipmapping for you

sly timber
keen dagger
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for your info

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Gives some more insight onto the concommands, including the prefix definitions

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again it's for ET

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but the principle should carry through

sly timber
sly timber
keen dagger
sly timber
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i see

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sadly there is no explination for what types there are

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@full estuary one cool thing that carried over from opengl is that the "fixes" we have still semi work for stability, ofc pvs and caching as well as some form of culling is getting in the way still so idk if thisll help in future reference

keen dagger
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The commands here are standardized

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So you'll want to be looking at the OpenGL documentation

sly timber
keen dagger
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There is strictly a function that is used to turn off the mipmap stuff on OpenGL

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So whoever's doing your mod can put that in

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I think it's like one line or two lines of code it just depends where he executes it

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I think there's also an open GL extension capability because I saw a console command that permits it so that may also be a possibility

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Though again I have no idea how any of this works

keen dagger
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Yeah that's exactly it! I wonder if you could just use an OpenGL extension to patch it

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It would make the whole thing trivial

sly timber
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shrudge if only i knew how buut im not knowledgeable on gl extensions

keen dagger
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If nothing else a good opportunity to learn

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They're pretty easy to set up

sly timber
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any good place to start learning on how to set something like that up?

keen dagger
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Honestly not a clue, this is out of my field

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I saw NVIDIA had a tutorial actually on OpenGL extensions

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But that PDF doesn't work

full estuary
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i've added a cvar r_nomipmaps, it can be set to "1" to disable mipmap creation

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I did not create a release yet

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With this build, I do not see the tree coronas fading out with distance

sly timber
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Alright ill check it out in a second, thank you froggonodding

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it worked!

keen dagger
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had a feeling

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very nice!

sly timber
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also there is one completely stable hash in the entire map and its the lake sooooo, "water"

sly timber
sly timber
sly timber
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yeah LOL

full estuary
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@sly timber what do you do to get rid of the poligons making up the skybox? Edit: I find them annoying and was wondering if I can search for those drawcalls and disable them with a cvar if at all possible

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also there may be a low hanging fruit to get rid of those hard edges on geometry and guns/hand models: to pass the normals to directx; they are already calculated by the engine..

sly timber
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here my config fixes the sky poligons

full estuary
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great, ty

full estuary
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these are what I mean by hard edges

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when rendering in DX9 or OGL those edges are smoother

sly timber
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oh yeah with normals, so are you saying there is a way or are you asking me if there is a way

full estuary
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i think there is a way

sly timber
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i see

full estuary
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r_shownormals 1 looks like this

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so they are calculated by the engine

mighty lotus
sly timber
mighty lotus
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Okay

sly timber
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thats just opepngl stank

mighty lotus
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Makes sense

sly timber
full estuary
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k then, I'll write when I get new builds. I did not work on camera so far at all, i'm taking it slower rn

sly timber
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fair fair, theres no rush on allat so take your time 😄

full estuary
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ah, and good job with the screenshots and videos! it's impressive considering the limitations we have so far with game+remix

sly timber
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Thanks lol, it was all thanks to cheating the rtx.conf and finding 1 stable hash throughout each map, first one being the table corpse and the second one being the lake lol

mighty lotus
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I’m not asking for like a whole tutorial of how you made the render, but what would you do in order to achieve this

sly timber
mighty lotus
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Dx9 render

sly timber
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From what I understand from my basic knowledge it's getting game data to communicate with the dx9 library and display it on screen, but I'm sure saint can explain it better

mighty lotus
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Alrighty, no rush to get anything to me, just when you guys can, lmk

sly timber
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✨ mood lighitng ✨

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unfortunately after one or two launches the remix mod stops working...

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as in the edited lights not the dx9 stuff

sly timber
full estuary
# sly timber <@321353860507631619> sorry to ping you again but is there any cvars or minor fi...

except r_nocull 1 and r_novis 1, I did not see other cvars so far (I am not that familiar with id3 engine either, I just dabble). Nonetheless, I have a feeling there is some f*ckery afoot with with how triangles are drawn and how remix recognizes geometry, no idea why; I am praying implementing the camera fixes it, but.. there is a significant chance it isn't; but then 'that' will be the top prio item on the list and I'll try to fix that 😄

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r_lockpvs should not be used, here is the comment for it: // lockpvs lets designers walk around to determine the extent of the current pvs; so basically devs can check is pvs was generated OK for that specific location in the map (I think)

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r_noportals just disables sky, just like r_fastSky, maybe in quake 3 the portals are used for teleporters, so that disabling them does not render the portal's destination geometry

sly timber
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I see, here i was thinking r_noportals meant the possible visibility portals 😅 thank you for explaining, and I'll stop bugging ya and let you do your thing lol

full estuary
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@sly timber do you write code?

sly timber
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Ehhhh sorta barley, i used to be a game dev for a couple of small games and a few roblox "codes" if you can call it that

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Wanted to stufy dx9 but it just became a little bit to much for me

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I can tell ya the ins and outs of how a game engine works its mappings but not how a game functions calculations wise

full estuary
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Got it. Yes it gets overwhelming, you need to be able to get little wins along the way to be able to push through. I'm a corporate dev myself, and going into game engines and 3D is purely a hobby

sly timber
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I see! That's very cool

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What made you choose rtcw specifically? Similar reasoning to mine?

full estuary
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I think so, once in a while I went back and played it; I think I like the dark atmosphere (ghouls and witches) and the ambient/battle music is great.

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There were some other games I considered but I don't have the source and I dont really play them; like Heretic2, DeepSpaceNine: The Fallen, Wheel of Time, Thief of course

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but yea RTCW and HL1 I would replay a couple of years

full estuary
# mighty lotus Alrighty, no rush to get anything to me, just when you guys can, lmk

what helped is to start with some tutorials and get an intuition about how, in my case, directx9 and opengl work (and also have a small sandbox project to test different experiments, making sure they work before putting the code in the game and having it not working for days.. oof)
-the first difficult part was to understand how the game initialises, where it stores all the options you see in the video settings, how the window is created, how OGL is initialed, how it checks for GPU supported features. How and Where, what's the flow?
-the next part was just replacing OGL calls with DirectX equivalents
-the other not-straightforward part was the DrawCalls, since they are done differently in OGL vs DX9: OGL is like store this data, store this option, disable this one, later on in the code store this other thing, and some time later DRAW NOW with every option I ever specified, while DX9 is building all these structures with all the info and then sends them to gpu with fewer calls; so I had to bridge these two approaches
-and this was done for an engine where you have the sourcecode. And I used the debugger alot, just to understand how the game works
-if you do not have the source, go do some CTF challenges; you'll be able to figure things on your own from that point 😄

sly timber
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Ogl draw calls vs dx9 draw calls sure are hectic, its pretty cool that you were able to get and replace each ogl call with its counterpart tho, something I struggled with

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I got as far asssss drawing a blank window

full estuary
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It took me a couple of years to even start with OGL 😂 I think begining of last year I got significant progress

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then it snowballed

sly timber
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I think personally I'm better off sticking to my simple game dev stuff lol

full estuary
#

To each their own 😄 I heard one something along the lines that motivation/willpower is a small part of the story, it's the support systems you have in place i.e. are you comfortable working with the debugger, it it one click away? Do you have a sandbox project to quickly prototype/validate this idea; something strange is going on, do you have a habit of creating figurative traps/chocking points for the dataflow to extract more info faster. Every wasted hour just brings your motivation down and you might give up eventually

sly timber
#

Ye ofc 🙂 whatever works out in the end is what I belive in n such

full estuary
#

That too 💯

sly timber
#

1000 even

full estuary
#

@mighty lotus do you have a specific game in mind that you want to work on?

mighty lotus
#

No

#

Just was looking to learn a bit about this

sly timber
#

You should learn and then try to help here, would be an "easy" experience/j

mighty lotus
#

I don’t own rtcw on PC, I would be open to if I did

sly timber
#

I mean i could gift it to you eventually but the source code is free for anybody

mighty lotus
#

Alright

#

Don’t feel overly obligated too

sly timber
#

may have slightlyyy broke it

sly timber
#

recreating the moonlight but for whatever reason the mod doesnt work

dim hound
sly timber
#

in the first level

dim hound
sly timber
#

no

#

hold on

dim hound
#

ah. you mean the light itself emitted

sly timber
#

what

dim hound
sly timber
#

correct

dim hound
#

and with the mod it doesnt work?

#

i never checked it, but does the mod has light bounce debugger?

#

might be an overlapped light or the light settings of the placed "light actor" is too low?

sly timber
#

what times two

#

none of the replaced assets are working rn

dim hound
#

gotcha. i might will look later into it aswell thats why im asking

sly timber
#

i see

keen dagger
#

Is it possible the geo you've anchored it to is changing hash?

sly timber
#

Or whatnot

sly timber
# sly timber ✨ mood lighitng ✨

so basically from what i can guess the player would have to be in exactly the same positions as the capture in the start for it to work, which is why i was able to get it to work here

sly timber
full estuary
#

a slight visual improvement by sending normals to dx9-remix

#

one sec

full estuary
sly timber
#

Its just messin around this ain't the final product, however there is a sun in the sky so therefor,,,

#

A sun emmits light

full estuary
#

Having a bright earth sun was what made me complete quake2-rtx. I tried in the past with the original version but it was not fun 😜

sly timber
#

Fair lol

#

Once it's in a good state is when real effort will put into it, right now it's just "how can I do this"

sly timber
full estuary
#

I already had stuff in place, and had noticed the normals being passed to opengl IF ATI `Trueform would have been supported

#

so 30min this morning

sly timber
#

I see, that's cool lol

sly timber
#

trying to make it more doom and gloom, might have to finish it after work but im still trying

sly timber
#

moonlight

grand shoal
# sly timber moonlight

Support Team Grad (ᗒᗨᗕ)

https://www.youtube.com/channel/UCNG4AqyWQnCZImFhR2ouNaw?view_as=subscriber

✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭

• Video: Nightcore - Moonlight [NMV] ✔

• Artist: xxxTentacion | Gaullin Remix

• Title: Moonlight

✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭✭

♔ xxxTentacion ♔
https://soundcloud.com/jahseh-on...

▶ Play video
#

I wonder if these patches can be ported to other games running on the engine.

sly timber
grand shoal
full estuary
grand shoal
#

Huge bummer because that makes the lighting unstable.

#

#1229858482530943037 message

full estuary
grand shoal
#

Ah

sly timber
sly timber
#

more vf

fickle heart
#

Would these improvements apply to other open source idtech3 games such as Jedi knight series?

full estuary
# sly timber moonlight

I really like this moonlight/midnight idea for the escape maps, then reaching the village early morning; this also fits with the cable tram map being all foggy 😃

full estuary
fickle heart
#

So based 💪green_fire green_fire

full estuary
#

@fickle heart do we have an open source engine for jedi academy?

fickle heart
#

Yup and Jedi outcast too

#

all in one

sly timber
grand shoal
#

So that the camera is moving and the world stays in place

sly timber
#

That's what saint is working on

sly timber
grand shoal
#

Yeah, that's the issue.

#

You're only seeing one part of the fog since the camera stays still and the geometry moves through it

#

And that breaks it

sly timber
grand shoal
#

correct

#

Now let me see if I can make him patch Fakk2 as well.

sly timber
grand shoal
#

yes

sly timber
# grand shoal

#1229858482530943037 message i ain't gonna call anything I'm just quoting them but

grand shoal
#

I hope so

sly timber
grand shoal
#

It would be epic

sly timber
#

I see no other games on idtech 3 that interest me

#

Besides rtcw

grand shoal
#

All I'm interested in is FAKK2

#

Pretty sure it was the first game I ever played

sly timber
#

Same for me and wolfenstein

#

If you don't count early learning games like that uh leapfrog thing

grand shoal
#

Never played any of those. I used to watch my dad play that game. Eventually I tried playing it myself.

#

Very fun.

#

And very much not for kids lmao

#

But I still liked it

sly timber
#

Wolfenstein def ain't for kids but I still played it 😄

grand shoal
#

We all did

sly timber
#

Especially the summoning scene that 100% wasn't for kids

grand shoal
#

yeah

sly timber
#

no new media today of wizarding shit, was busy with laser tag saintpensive

#

for 5 hours

#

my legs are toast

pine bronze
sly timber
#

that one thing i did with the forest map but witht he intro map

sly timber
#

I am the mumbojumbo of rtx remix, and by that I mean what I'm doing isn't as advanced or hard to replicate as it's made out to be

#

Its just finding the one stable mesh on every map and attaching a distance light to it

#

Every map has what I'm gonna call anchor meshes

#

The first level has 4

#

The second 1

#

Third 1

#

4th 1

#

Etc

dim hound
#

me still seeing dark sceneries in rtcw 👁️ 👄 👁️

#

how do you assume what is anchor meshes and whats not?

sly timber
sly timber
dim hound
#

ah kk

pine bronze
sly timber
pine bronze
#

i wonder why you called it like that

sly timber
#

i just did is all shrudge

#

better than another one called "remixed"

pine bronze
#

its funny how old version of logo (this) was done in my birthday, and new (that will be outdated now thanks to new your naming) version (above) was done in your birthday

sly timber
#

yeah

pine bronze
#

Well, here is aligned with your new "not another Remixed" naming

#

tbh, name kinda fits considering that in story the final boss is the who was...you know....REBORN

sly timber
#

yeah

pine bronze
#

Well, anyway, logo is done

Happy birthday gal!

sly timber
#

thanks!

full estuary
#

Happy birthday Bailey!

sly timber
#

thanks!

pine bronze
#

better?

full zinc
pine bronze
#

Hooray i guess?

#

finally

#

But for clarify, that bump came from logo, from Wolfenstein symbol that i used

full estuary
#

I've ducked around with that camera implementation and I have a somewhat BETA build: sky and skybox does not render, and geometry hashes are still sh1t, but I guess you guys might like to have a bit of fun with it anyway:

#

r_nocull 1 and r_dynamiclight 1 -> to have those torches show up as rtx point lights

sly timber
sly timber
# full estuary

is there any way to change the torch color or will we have to edit that in the nvidia omni app

full estuary
#

The torch color is from the .map file (.bsp) maybe we can mod that. Or I could implement a config file and replace the color maybe

#

I wonder how difficult it would be to mod the map, because if we add a Sun ☀️ which is missing from all maps I believe, we might have that stable mesh we are looking for

full estuary
#

@sly timber are the omni exports useable, with the unstable geometry hashes and such?

#

I should prb do one myself and try…😅😂

sly timber
#

so it works for lights at least

sly timber
sly timber
sly timber
upper nexus
sly timber
full estuary
sly timber
#

For the flamethrower I mean

#

Its not hard to add it myself tho so

#

In the opengl*

full estuary
#

Ah, makes sense

mighty lotus
#

Is that because of OpenGL

sly timber
#

Its why we needed a dx9 renderer

sly timber
#

Sorry guys no new stuff cuz I didn't get to look deep into rtcw I'm lagging behind

full estuary
#

need Sky Auto Detect, otherwise the camera shows in the Sky Diorama; then the model stuff prevents weapons going thru walls, and removes the shadow of the floating hand and weapon

#

and now, I'll make an attempt at those pesky geometry hashes; @sly timber in case you find bugs or stuff that does not work in directx9 but it did work opengl, let me know

full estuary
grand shoal
#

Crazy

#

I wish I knew how to do that lmao

full estuary
sly timber
#

I will try it a bunch when I get home from welding shi

terse sparrow
#

do doom 3 next 😁

sly timber
#

Man do you remind me of beylerbey

terse sparrow
#

iunno who that is

grand shoal
#

Dw about it

sly timber
#

worry about it

full zinc
#

Dw = do worry

sly timber
#

Sadly beylerbey helped alot along this project but will not get to see it finished (I think he blocked me)

full zinc
#

i'm sorry 😦

#

he might just have all DMs disabled if he doesn't share a server

sly timber
#

True true

#

Oh well lmao he got too fiesty

sly timber
sly timber
#

Really appreciate your enthusiasm

#

Lol

fickle heart
#

well it has a modern source port

#

but there seem to be a lack of a vanilla+ sort of mods

#

realrtcw and venom are interesting but they change a lot

sly timber
#

I want to keep the game as vanilla as possible but maybe doing a remodel side project

#

supersoldat?

#

yeah that room was sucky

#

yeah

#

i wont be changing any of the maps around trust

#

yeah

#

if we get stability it sholdnt be too hard to add high poly meshes

prisma crown
sly timber
#

Saint is working on the compatibility

#

Its already ou5

#

Out

prisma crown
#

oh

prisma crown
#

so all that light work is directly responsible because of the compatibility thing?

#

it looked so good

sly timber
#

They added stuff like dynamic lights and whatnot

#

Except some of the dynamic lights didn't translate so I can send my mod which has some of the non dynamic lights covered

sly timber
#

Idk if I posted this here yet but I confused my friends they thought this was an actual embassy type shi

#

Also @sick elk I wanted to ask but if we get this in a stable state could I get your help with pbr stuff (I suck ass setting up the upscale stuff) pleading

sick elk
sly timber
#

Thanks!!

strong plinth
sly timber
#

Ye

sly timber
#

Cuz it's free on their (I could also give you a gamepass code)

sick elk
#

I don't sad_cat But das okay, it turns out one of my brothers has it so I got it on family share BLANKIES

sly timber
#

Kewl!

#

Rtcw is on gamepass altho you will need to make a copy of the folders otherwise Xbox freaks out iirc

#

Unless they changed the exe binary it should be the same

sick elk
#

This shit about to look so good peepoM

sly timber
#

Ong

#

I need to make an updated tutorial for it now that we have dx9 binary

sly timber
#

(my wolf conf and rtx conf are mode updated than theres

sly timber
#

until i go about editing the bsps, some dynamic lights dont work well,,, so i edited them in the runtime, unfortunately they lose their flicker

#

@paper egret btw wasnt there something with the opengl port that helped stabilize the game that wasnt a command? could it carry over to the dx9 port?

paper egret
#

I have no idea mate

sly timber
#

alright, sorry to bother ya then lol

full estuary
sly timber
sly timber
grand shoal
sly timber
grand shoal
#

My fucking heavy metal

sly timber
#

Dw bruddah it'll work out in the end

grand shoal
#

They all say that

sly timber
grand shoal
#

And you are?

sly timber
#

Plus saint said it might work for other idtech3 games in the future

grand shoal
#

I'm holding out hope because you said so, bailey.

#

Don't let me down.

sly timber
grand shoal
sly timber
#

I'm just a messenger parroting what others have told you

grand shoal
#

So you aren't an intelligent individual

sly timber
#

"Intelligent"

grand shoal
#

I take that as a no

sly timber
#

If you get the jyst

grand shoal
sly timber
#

Not quite no

#

But close enough anyway ig

grand shoal
#

The first step to acceptance

sly timber
#

The second step, scoring 2/200 on the test abd prove I'm not

grand shoal
#

Better than nothing

sly timber
#

😭

full estuary
# sly timber LMAO

😂 yea, when I saw that I noclip-ped and tried to reach it to no avail, then I noticed the skybox diorama (sandbox?) on the side of the castle, exactly at your back as you sit in this screenshot; I've got a fix for this in the github, to ignore r_novis while rendering the sky

sly timber
full estuary
sly timber
#

Oh sorry lol

#

Its 2 am I ain't thinkin

full estuary
#

Did you see it in the level with noclip on?

sly timber
#

I saw it without noclip altho doing noclip seems to cause it more

#

Like for me it's kinda random almost(?)

full estuary
#

ah interesting, lemme send a screenshot first, to show you what I'm talking about

#

If you fly out of the castle, right about there, and you look down, you will see the sky-box

#

I call it a diorama because it's a tiny level, and camera goes there when a frame begins rendering

#

that is also why you see the castle in the sky, because if you disable PVS with r_novis, then the true game geometry is visible from the small skybox

#

So I guess my question is, did you use r_novis when seeing it?

sly timber
#

I don't think I did no

#

I'll check tomorrow

#

Because rn it's 2 am lol

full estuary
#

yea, sure, my bad, good night

sly timber
#

@full estuary yeah it's gone when r_novis is off

full estuary
sly timber
#

Sure if your able to

full estuary
sly timber
#

Alright, thank you 1r_nod

sly timber
#

and with that fixed i wanted to try out more of the moonlight theme, so i was messing around with fallback lights to get that feel (ofc there isnt any working lights so its kinda dark,,,

#

i love how malleable the runtime itself is

terse sparrow
#

looks really moody and overcast that way

full estuary
# grand shoal

I've studied a bit how the camera(view) and world(model) transforms/matrixes are passed to opengl by heavy metal (and wolf and I guess other idtech3) cause I was hoping the camera gets passed first (for solid geometry which does not need a world transform) and then for entities (which need a world transform and a camera). Tough luck: some ff'in entities go first, so there's no way to guess the camera matrix from opengl wrapper; that would have been too easy. We would need to grab the camera from within the gamecode; I'm looking at it with ghidra, but it's on the backburner when I need some time off from wolf. The bad part is that even if we pass the camera, we might not be able to get stable hashes, and that gets us nowhere.

sly timber
#

why might we not be able to get stable hashes exactly? or do you mean in the other game and not wolf

full estuary
grand shoal
sly timber
full estuary
sly timber
prisma crown
sly timber
#

like that

#

or at least close enough i guess

#

its not an exact angle

sly timber
#

Yeah because using light maps buggs everything

#

Amd i only have 1 install of rtcw rn :p

sly timber
sly timber
pine bronze
#

Not so far from current RTX variation

sly timber
#

Cuz its lightmaps

full zinc
#

hm

#

words come out please

sly timber
full zinc
#

can you share your rtx.conf and like basic steps on how to get it to that state

#

i have an idea to improve the way it looks drastically without much tweaking

sly timber
#

Lemme just make a new one actually

full zinc
#

i'll pin it 🙂

sly timber
#

HOW TO MAKE RTCW RTX WORK

  • to start youll need to install Saintmaths compatibility mod (https://github.com/whisperglen/RTCW-SP)
    drag and drop the binaries into the game, replacing everything

  • the next step is to drop the latest runtime into the game files right next to your exe

  • make a file called "dxvk.conf" and add d3d9.shaderModel = 0 to the text, and save

  • add the given rtx.conf to the same root folder ass your remix files and then change the in game settings to have both gl extension and lightmaps off

  • once in any map type in r_wolffog 0, sv_cheats 1 r_nocull, r_noportals "1", r_nocurves "1 and cg_particleDist "0"

now the world isnt entirely stable and currently flickers with sound and movement from npcs/chairs and alot of light is missing from most maps, however this mod helps with the first maps lighting at least (just place it in rtx-remix/mods)

#

@full zinc there ya go

#

you could also probably unpin the old stuff too to keep it clean

sly timber
#

Thanks!

full estuary
#

While reading some more code, I notices that Flares are very similar to the Dynamic lights I was already sending to Remix.. so now it's possible to convert all flares to lights

#

It's all hacky at the moment because I removed the old lights, but I will clean it up and create a build soon

sly timber
#

Woah??? Cool as hell and saves me time

full estuary
#

Yup, and some look really good, like that colored window in the tower. Not all of them have flares, for example the chandeliers you showed in a screenshot above don’t have any flares attached, that is a dark corridor

sly timber
#

Makes sense

#

@full estuary does the flamethrower have any flares

full estuary
sly timber
#

damn

#

do you think there is any way to pass off the flame particles into emissive textures through the api? it was able to do that somehow in the opengl form with the wrapper

#

#1229858482530943037 message (referencing this again)

sly timber
#

no idea, i used the wrapper and it did it automatically on launch

#

for the opengl title ver.

full estuary
#

Hmm I’ll have to look into it tommorow as it’s late here

#

It is possible not all things are converted well to directx

#

I’ll run it with wrapper and remix ad see what I get. If you remember any settings you changed activated in remix let me know

sly timber
#

no settings changed other than disabled lightmaps and no opengl extensions were changed, as well as the usual /r_nocurves 1 and /r_nocull 1

sly timber
grand shoal
#

CHEETOS

sly timber
#

Cheetos?

grand shoal
sly timber
#

Yeah, fore tends to be orange

pine bronze
grand shoal
sly timber
severe sapphire
#

Ain’t this the woke game series /jk

#

I love Wolfenstein

sly timber
#

yea

sly timber
#

On GANG bruddah

sly timber
#

you really should

sly timber
#

Hell yeah

sly timber
#

Work lowkey so boring, wish I was raytracing rtcw rn

sly timber
#

the way the bullet shells cast shadows wowie (not my screen shot I asked a friend to do some stuff with my modifications)

upper nexus
#

100k poly bulletshell models

#

with your name imprinted on them

#

or my name because its my idea

sly timber
sly timber
#

saving this for later

#

been talking to the person who made RealRTCW; got alot of good info for stuff

fickle heart
#

hype green_fire

full estuary
full estuary
#

this is far from done though, just an incredibly lucky find (I commented 1 line of code 😂 )

sly timber
full estuary
#

disabling sorting of surfaces

#

idtech3 groups all triangles according to their texture, and draws them all in a big batch

#

and one,two or three of those trianles, out of hundreds, sometimes is shifted a small a mount, and as a consequnce breaks the hash for all the other poligons in the same batch

#

now, why those couple of triangles change position.. tht's what I need to find out. hopefully it gets easier now, since small batches are drawn

#

the haystacks are smaller now 🥲

sly timber
#

Right yeah

#

At least it's less problems

#

Do the hash data still reset in between portals?

full estuary
#

what do you call portals?

sly timber
#

Pvs portals

full estuary
#

I would guess not.. lemme think about it..

#

if I toggle r_novis, the hash does not change

#

so they should not change

#

the video is with r_novis 0

sly timber
#

I see, alright

full estuary
#

so if we keep rendering like this (more drawcalls) we will have to capture with r_novis 1, and hopefully the hashes keep when r_novis is 0

#

I get shirt fps when r_novis 1, cpu bottleneck (dx9 draw code is not very optimised either)

sly timber
#

Understandable too tho considering your disabling the vistree which was made for optimization

full estuary
#

but some sky is not properly rendering.. so I still need to go thru the code and see which sections rely on surfaces being sorted

#

but this could be big for other games too 🤞

sly timber
#

The sky is an enemy every update

#

I do wonder how we could translate this to something like realrtcw considering they use only 64 bit and have non of the same files

full estuary
#

I was planning on moving this to iortcw anyway

#

or realrtcw, should be the same thing

#

they have flamethrower particles in realrtcw 🥳

sly timber
#

Realrtcw is built off the iortcw branch

full estuary
#

do you know what king of changes he did to iortcw?

sly timber
#

Mostly just increased the polygon limit, I asked him what kind of shader work he did and I quote "nothing more than the base [rtcw] game, most work was done in texturing[...] a good texture can go a long way"

#

This was from our convo yesterday

full estuary
#

aha, sounds good

sly timber
#

So basically it should mostly be the same as iortcw

full estuary
#

was he excited about the remix rtcw?

sly timber
#

Well he was the one who asked me about it in the first place, or moreso his friend asked me because he doesn't use discord often

full estuary
#

sounds good

sly timber
#

I guess the real difference between iortcw and rrtcw is rrtcw abandoned the 32 bit branch

full estuary
#

really? ..but in all honesti it should not make a difference I think

sly timber
#

Only difference it makes is how to install remix

#

As we don't need the bridge portion

#

However 64 bit provides massive performance gains with remix and not alot of crashing like 32bit (like with alt tabbing)

full estuary
#

ye I saw perf gains in 64bit with my own tests of idtech3

sly timber
#

Should I tell Mr wolfetplayer that you might look into his code to get it compatible?

#

Cuz he seemed fairly interested at least

full estuary
#

yea, I was going to port the changes anyhow to io-variant, so we'll just choose realrtcw then; buut.. I need to fix hashes properly fist.. so in the next couple of months i'll start

#

i.e. i'm in no rush

sly timber
#

Right lol

#

I don't think anyone here is in any rush

#

I still love finding what I have labeled "anchor meshes" lmao it's really funny

#

Just finding one piece of stable hash that has another mesh like it that oddly isn't stable

#

Yet that one is

full estuary
#

so e.g. like a chair is stable in one place, but another instance of that same chair is not?

sly timber
#

Yeah, strangely it's mostly accustomed to the wall flags and dead bodies/skeletons

#

There's usually (not 100%) 1 per loaded area

#

(By area i mean what loads in with novis off)

full estuary
#

interesting, so yea I was comparing screens and screens of vertex dumps the other day, and 2,3 vertexes in the big sea had a very insignificant difference at some point e.g 0.946223 vs 0.94622217 ->mind furk

sly timber
#

And there are a couple of one that are the same, like two iron cross flags, but they both have entirely different hashes despite being the same mesh they copied and paste

full estuary
#

I will figure it out..

sly timber
#

😅 don't overwork yourself tho lol

full estuary
#

it bugs me now.. but I'll take care. I know I need to be careful, because if I get burnt out, I might drop the project entirely.. and we don't want that 😅

sly timber
#

For sure froggonodding

#

Last thing we'd want lol

#

Anyways I gotta shower and get ready for my "job application" (weld test for the job until I'm needed elsewhere) cya later !

full estuary
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bb and good luck

fickle heart
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Yeeaaa just the way I remember it

grand shoal
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Mmm. Crunchy motion vectors

sly timber
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Yuh

full estuary
sly timber
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i mean is that actually a good thing or a bad thing

full estuary
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It’s not good for mesh replacements: everything that is a sigle color is one big mesh 😂

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Let me check some chairs..

grand shoal
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Remaster the whole map in one go

full estuary
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so those chairs would be one sigle mesh 😂

full estuary
# grand shoal Remaster the whole map in one go

@sly timber But seriously now, would that be feasible? Say we replace the chairs, you have one big mesh with these over here, two of them in the room below, and a couple in the rooms across the yard 😃

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and this is r_novis 1, so zero light bleeding

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(it only works w/ r_novis 1 🥲 )

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this is Carmack level thinking! Once in a lifetime event.. if we don't jump in now, we might never get a similar opportunity

grand shoal
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Uhm

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Don't sound that bad to me

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tbh'

sly timber
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minus the wall meshes which might have some rotational issues

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in the toolkit if you replace one, all meshes with the same hash would also be replaced

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however that being said, if you were to say make hashes for each building or colored based on walls, it might be good for stuff like light replacements n such

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instead of thousands of mini hashes

full estuary
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ok, let me work on a release (there are still a handful of instable hashes, but I can deal with those after) so you could do some exports and check them out

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there is one other idea that I have, but it's an inbetween thing, since we are limited by the BSP: split all 3d map space in a grid, then if one piece of geometry e.g. something wih castle-wall texture is drawn (because pvs check says it's visible), then all sibling geometry pieces, form same grid block, with castle-wall textures, will be drawn (even if not in pvs)

sly timber
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Oooh wait that is kind of a good idea tho

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Altho won't that cause some form of light bleed?

full estuary
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yea, we might still get light bleed

sly timber
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I see

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Well i suppose in the end it's a good mix of stability and optimization yeah

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Anyways imma drive home gl on the release may the bugs be within your favor lol

full estuary
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thanks, hopefully I get the lights in to, I'll try to use the remix API since directx9 has a limit of max 8 lights 😂

sly timber
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Wonder why

full estuary
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before RT, light calculations was an expensive job I guess, you would have 3-4 lights active at the same time

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I remember when NWN2 came out, you could select max no of light in video settings, more than 2 was tanking my gpus performance then

sly timber
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I see so it was a recourse problem for dx9

sly timber
mighty lotus
# sly timber dlss 4

What’s the DLL for dlss 4, I can’t find it online, but tbh I didn’t look very hard

sly timber
mighty lotus
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That should be in there Nvidia folder right

sly timber
sly timber
# sly timber dlss 4

I forgor to send an image but @mighty lotus use it at your own risk, shit frozen my laptop completely

mighty lotus
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But thanks for letting me know

sly timber
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Aye

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Saintmath before I go off and do my commute i wanted to say another bug(?) (Unless it's something that just hasn't been finished yet) but particles often are shown with a black background instead of being clear through, ie the rocket launcher particles or sometimes the flamethrower if it's feeling quirky, I can send a video later

full estuary