#Return to Castle Wolfenstein (RTCW)
1 messages · Page 3 of 1
precomputed visible sets. wonder if you can mod the asset, whatever it is, to be always visible
I think its still weapons in general, as well as particles
and or sound fsr
s_mute to kill sound
all that is left after that is particles and the leg entitie
entity
I will also be working on d3d9 still as the more options towards stability the better
wrong file anyways, that was the wrapper lol
@paper egret try /r_cull model 0
oh aye yeah have a good time
What card broski
the raytracing four thousand and ninety
Update your opengl and vk drivers maybe
Is this your game or rtcw
1.4 opengl?
yes
Try resetting the games config/wrapper conf
Won't belive how many times I've gotten this error that usually fixes it
This thing
Does it say gldirect.conf
that's actually deprecated
the one in dxvk.conf is the correct one
ah okay
I'm changing the dxvk conf
@sly timber what cvars are you using
remix can't even find a camera with gldirect
Who says we have a functioning camera either it thinks the world is the camera
refer to this
Imma be real to answer this I have no idea, it's on a whim and a prayer, try the dxvk and commands from our pinned message
it seems the geometry flashes in base game as much as it does in the remix
I've never seen it do that.
same, looking into it its most likely a config of sorts
but a friend sent that idk if he uses a conf or not
If that's vanilla then something is wrong, cuz i played the game multiple times and never seen it flash like that.
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 
I'm sorry to hear that man, take your time, we'll be here when your ready
My condolences
my condolences im sorry to hear that
@prisma crown pins is a start
But there are commands to make it function
Basically these
It's very much a mess until we can remove caching and portals which I don't have the time to dig deep into
Thanks
I'll report back when I get it working
holy fuck that's unstable
Stable with some commands
and now im gonna have a epileptic seizure
yeah
Have you got it to work for you?
going to test it in a bit
@sly timber hi sorry for the ping if you're asleep lol, want to ask what remix runtime version are you using currently?
5.4, the latest
i couldn't find any OGL wrappers in the pins, do you use QindieGL or TitaniumGL?
I use gldirect, Titanium gl has zero performance and qindie is very hit or miss somehow
Sadly Titanium is the best at stability 😔 minus moving meshes
from here? https://github.com/MrRendroc/gldirect
oh wait maybe it's for linux
Download GLDirect for free. GLDirect is the utility package for Windows 95/98/Me/2000/XP that enables OpenGL based games and applications to access 3D hardware acceleration through the Direct3D drivers provided by your graphics hardware manufacturer.
rememmmber #1055002970091176006
Hi kim
hoi
i just jump into random convos to help, and also to lecture about #remix-beginners-guide and other resources
anyone is subject to this
including myself
Quit stalking my page! ! ! ! ! ! ! Jk
i assume i didn't need this 
i'm just messing around lol
because i get pinged to pin stuff in so many threads though, i end up seeing most conversations whenever i'm online
Ah lol
right now this is the active list
im seeing MM2 👀
mhm 😛
been keeping close track of that one
anything involving dxwrapper is exciting for me lol
I'm a bit curious tho happysu, what made you peak interest at rtcw?
the short bit i actually played of RTCW was great
plan to play through it eventually lol. maybe after Bailey fully remixes it 😛
Can't wait for 2034 when I finish for sure
im gonna wait for the native dx9 api support
want me to unpin my older confs and stuff?
Sure why not
That will be a bit as I'm still in the process of learning a bunch from it
also if we have these commands then why are portals still appearing as shown in the video above
well, even in COD 2 those commands weren't enough. it took more manual tweaking and patching iirc
For some reason particledist and noportals just don't work
download is busted for me
nvm
had to use a VPN

well...
Try https://github.com/crystice-softworks/QindieGL then instead
do you have cloudflare as your DNS?
they break some sites
they break even the normal ones
i use quad9 myself
If you go to system you can change the items for gl extras to off (needed for remix anyways) as well as change the lights from light map to dynamic
ATI Trueform 👀
these were the settings i configured early on
it's still too dark on it's own so imma move to remix now
Yeah but even back when I played the game normally I've never seen it
dunno why 😦
Be sure to add +set sv_cheats 1 in the steam launch options
I'm just blind lol
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
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..
Hello! Could you share some screen shots of what you mean?
Oh!
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
The debug is a tool we use to check stuff like if the game is stable or not
Ooh nice!
Ofc
Fair warning tho the game isn't the prettiest in rtx remix - because it has no direct x 9 pipeline
well but still a childhood game xD
Fr, between 2009 and this, both were mine as well lol
hahahaha i've overplayed the campaign year after year and its still so good
Weird, with the QindieGL everything is just gray.
but B.J is being rendered at the main menu properly
Weird, maybe try using gldirect
well with gldirect i can see the skybox through the wall
i mean its a progress though xD
you need to use the pinned config file
You'll have to manually add them
wolfconfig?
The config doesn't work on the first level sometimes, especially when you change the wrapper
rtx.conf
hashes are changing? i mean without swapping the wrapper, it makes sense that it'd change in that instance
when i last messed with this, that white blob stayed gone
Yeah
huh
Every time I fresh install, the whole config basically doesn't work
maybe you share my curse with software not working right
Yeah
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
:/
if they didn't respond within like 3 days i'd have tried to get a refund
if it's through a more formal service
@sly timber FYI this exists now (https://github.com/whisperglen/RTCW-SP) which, so far, is a direct translation of ogl to dx9; camera is still fused to world matrix, so in that sense it's not an improvement from using qindiegl
@full zinc 
It’s created by github actions, I did not want to upload binaries created on my machine for this exact reason 😢
wdym
Github built those binaries
oh hell yeah
I included a library to unwind the stack, in case of crashes
That’s whats most probably triggering the virus warning
Feel free to compile it yourself if worried
But like I said camera is not ready so do not expect an improvement
im not all that worried if its your repo, because people who make viruses dont usually publically state that
At least I did not see an improvement
now i just gotta figure out how to let it download the binarys
I got stuck at the matrix transforms, I need to do more studying, the hard stuff 😄
so do i really just copy over the exe and paste the file into the game location?
Yes
You might need the visual studio 2019 redistributables. No wrapper, it loads directx9.dll
the first noticable improvement

this is hella cool
do any of the maps work, or are they all grey?
if so i probably have some wrong settings
Without remix, should be working 100%
With remix I get protuding skybox geometry, and sunlight (?) direction changes when I rotate the camera
Similar to what you guys have been posting in your videos
yeah lol the fallback light stays solid while the world moves around the camera basically
Ye
this is all i see with remix
so i assume its probably because of my opengl wolfconfig
So I need to implement the camera next, but it’s a headscratcher
Hmm
Let me share my wolfconfig
One sec
Or maybe rename your wolfconfig and let the game create a new one?
true hold on
i could also just delete it cuz i wont really be using opengl anymore (there isnt a point its to bloby)
still nothing minus the ui
do you have anything different in your folder besides the binarys, like anything removed?
maybe the opengl folder?
nah, let me doublecheck
this is with remix
ah yeah, probably nothing the texture editor cant fix
seems like the fog.. hmm did not see that
what gpu do you have, I've tested on 3060ti and a laptop 940m
4070
seta r_wolffog 0 disables the fog
alr
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
i wouldnt do that :eyye: and ill make sure nobody else claims it as their own
and im sorry for assuming that was my repo at the start lol i just have something unused thats similar
nah, I meant, somebody might scam you. But now you know
oooh yea
ive already been scammed sadly iont think theres fixing any of that
yea that was shitty, well you meet all sorts of people
im still confused on why the remix side wont work for melike it does for you
so I did not use the configs posted on this channel
maybe I have a bare config, don't know..
When deleting the cfgs (autoexec and wolf) its still gray, but with a slight change, the light orbs showing up on the screen
^
so the light orbs show for mee to, tht's the cinematic
so i assume something wrong going on with the wrapper + remix
do we need a dxvk.conf here?
this isnt a wrapper
its a compatibility mod
0.5.1, maybe its because im using 6.0
ok, I need to log-off, dinner time over here
with the rtcw-sp-d3d9 wrapper im getting a lot of hud error for some reason
So most probably it's the remix version
with the rtx you've send i actually can see the game
what you've changed?
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
nice! btw which wrapper you using?
none
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
im just messing around with it rn
not from what i can see
it was also
very
very pasty
i know its bright n all
but the point is it works!
fr
that's great, that's the type of thing I wanted to see in this game. now I'm hyped 😻
I'm just as hyped as you are
(altho i was obviously sitting still in thoes videos lol)
For sure; it’s however a glimpse of our destination, and, importantly, not a figment of our imagination. We’re getting there
Frr!!! Speak yo shit 🗣️
Hell yea! But for now … house chores 😂
Lol
This shits amazing
the one thing thats really holding it back besides the camera is the texture deloading lol
Is that not fog in some way?
idk if its fog because alot of textures in the distance load in while close ones disappear
also the trees
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
My natural thought would be a render "fog" of some kind so some fog related commands may do it
But IIRC that level specifically has some fog since it's a huge area
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?
idk, tram is to dark rn to even go through it
Ahh damn
i mean this is an early early version of the dx9 renderer by them so im not here complaining or anything lol
I couldn't find the topic/tutorial with cvar list etc so I decided to post it in tutorial. I'll post most of the commands and cvars in here. I hope somebody will find this tutorial useful. •-activate
Are these commands enemy territory exclusive?
there is r_wolffog 0
and you also have r_znear
I'd imagine you'd just crank it up to 9999 or something since it's gonna cull anything greater than it
uhhh lol
okay maybe try 0 lol
I mean the good news is it does something I'm happy those commands even work
zero does cull everything into the abyss
Yeah that's what I expected
Interesting
Is it possible to dump all the commands?
I'd assume if there is a znear there may be a zfar
that's the one that should probably be pushed further back
there is a zfar, anything less than 1k and it does what znear does
Yeah ZFar needs to be a higher number and ZNear is basically right up to your face which it seems it defaults to 4
Even on this area?
one sec
no 💔
/cvarlist
got it
COuld it bethe picmaps?
If oyu think it's texture related there are quite a few
iont know if its texture related or not
Alright are the pinned messages still the best way to get this going
Or do I have to do something new now
I'm convinced this is just a convar being silly somewhere
for geometry yes but there is now a dx9 version which isnt pinned
^ it does not have a working camera yet
and this is the dx9 rtx conf
take the release and drag and drop
add the rtx remix files and a dxvk
d3d9.shaderModel = 0
paste this into the dxvk.conf and save
then launch the replaced exe
but the sun will move around
the dx9 exe works better functionally for the games (and is where im having the fog issue)
Can confirm it is 100% mipmap related
regular
nearest
I'm not familiar with all the options at this stage
Ah I see
If the guy who made that DX9 module is your guy, maybe you can get him to prevent the mipmap call in OpenGL
I believe that will solve this for you
When I google it, people say this happens when you have bad mipmaps or something
you don't really need that anyway since I think remix does mipmapping for you
Alr eventually I'll ask them bur as I understand rn their focus is getting a proper camera in place
for your info
Gives some more insight onto the concommands, including the prefix definitions
again it's for ET
but the principle should carry through
a good setting to learn from this is r_mode -1
also where do you change the mipmap?
This command
i see
odd
sadly there is no explination for what types there are
@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
Like I said you need to use the GL underscore parameters
The commands here are standardized
So you'll want to be looking at the OpenGL documentation
i got it figured out
There is strictly a function that is used to turn off the mipmap stuff on OpenGL
So whoever's doing your mod can put that in
I think it's like one line or two lines of code it just depends where he executes it
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
Though again I have no idea how any of this works
its in the games settings too
Yeah that's exactly it! I wonder if you could just use an OpenGL extension to patch it
It would make the whole thing trivial
if only i knew how buut im not knowledgeable on gl extensions
any good place to start learning on how to set something like that up?
Honestly not a clue, this is out of my field
I saw NVIDIA had a tutorial actually on OpenGL extensions
But that PDF doesn't work
seems to be the mipmaps
i've added a cvar r_nomipmaps, it can be set to "1" to disable mipmap creation
see the build here https://github.com/whisperglen/RTCW-SP/actions/runs/12668506310
I did not create a release yet
With this build, I do not see the tree coronas fading out with distance
also there is one completely stable hash in the entire map and its the lake sooooo, "water"
:3
yeah 
@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
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..
you can mark the the polygons as a sky texture, however you can just change the in game settings to have a low quality sky to fix that
here my config fixes the sky poligons
great, ty
also wdym by this
these are what I mean by hard edges
when rendering in DX9 or OGL those edges are smoother
oh yeah with normals, so are you saying there is a way or are you asking me if there is a way
i think there is a way
i see
In the original shot, the gun looks 2d, did you guys have to make a 3d model or was the 2d just the way the shading worked
makes sense, calculate it in the engine to save on recources back in the day
its always 3d
Okay
thats just opepngl stank
Makes sense

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
fair fair, theres no rush on allat so take your time 😄
ah, and good job with the screenshots and videos! it's impressive considering the limitations we have so far with game+remix
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
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
Making a dx9 renderer or my cheats?
Dx9 render
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
Alrighty, no rush to get anything to me, just when you guys can, lmk
✨ mood lighitng ✨
unfortunately after one or two launches the remix mod stops working...
as in the edited lights not the dx9 stuff
@full estuary sorry to ping you again but is there any cvars or minor fix that can disable the rendering of pvs and culling? it might help with stability as every time it resets here its due to the PVS system but I dont know enough to say for certain that anything is render side disable portals doesnt work and lockpvs doesnt allow a full game world to render after you walk to fark
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 😄
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)
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
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
yes, they could be different depending on the game I guess; I'm usually searching through the source to make sure 😄
@sly timber do you write code?
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
Wanted to stufy dx9 but it just became a little bit to much for me
I can tell ya the ins and outs of how a game engine works its mappings but not how a game functions calculations wise
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
I see! That's very cool
What made you choose rtcw specifically? Similar reasoning to mine?
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.
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
but yea RTCW and HL1 I would replay a couple of years
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 😄
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
I got as far asssss drawing a blank window
It took me a couple of years to even start with OGL 😂 I think begining of last year I got significant progress
then it snowballed
I think personally I'm better off sticking to my simple game dev stuff lol
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
Ye ofc 🙂 whatever works out in the end is what I belive in n such
That too 💯
even
Alright, Thankyou
@mighty lotus do you have a specific game in mind that you want to work on?
You should learn and then try to help here, would be an "easy" experience/j
I don’t own rtcw on PC, I would be open to if I did
I mean i could gift it to you eventually but the source code is free for anybody
recreating the moonlight but for whatever reason the mod doesnt work
wdym by recreating the moonlight?
in the first level
you want to recreate the skybox with the moonlight?
ah. you mean the light itself emitted
what
are you trying to mimic the moonlight on the first level?
correct
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?
gotcha. i might will look later into it aswell thats why im asking
i see
Is it possible the geo you've anchored it to is changing hash?
No, after getting help from mark and Pete its because of the fact that there isn't a camera in place so the coords change every startup, relative to "camera" position
Or whatnot
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
bypassing the camera issue with the sky by attaching a distance light to the stable lake mesh
a slight visual improvement by sending normals to dx9-remix
one sec
welcome to Castle SunnyStein, where we leave the gloom & doom at the door, and body horror puts a polite smile on everybody's face! I love it!

Its just messin around this ain't the final product, however there is a sun in the sky so therefor,,,
A sun emmits light
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 😜
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"
How hard was this to do btw?
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
I see, that's cool lol
trying to make it more doom and gloom, might have to finish it after work but im still trying
moonlight
Support Team Grad (ᗒᗨᗕ)
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• Video: Nightcore - Moonlight [NMV] ✔
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I wonder if these patches can be ported to other games running on the engine.
i think its game specific binary patches
I’m not saying no yet. Still figuring out the camera.. we’ll see. Also qindiegl does most of the stuff I did here, and we have those sources..
The game I'm trying to work with is almost perfect with qindiegl except for the fact that instead of the camera moving in the world, the whole world translates while the camera stays at 0,0,0
Huge bummer because that makes the lighting unstable.
#1229858482530943037 message
oh, we still have the same issue here, and we're trying to solve it.. in the forest video above all credit goes to Bailey's wizarding skills to stabilize the lighting
Ah
Held together with bubblegum, tape, and the hope that the specific hash doesn't culling away (it does after a while)
more vf
Would these improvements apply to other open source idtech3 games such as Jedi knight series?
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 😃
I hope so. I am still working on passing the camera to remix, and when that is done it could be ported to other idtech3 engines
So based 💪

@fickle heart do we have an open source engine for jedi academy?
Yup and Jedi outcast too
all in one
once volumetric fog works proper tram is gonna be glorious
You'll have to fix the transforms then.
So that the camera is moving and the world stays in place
That's what saint is working on
Unless your saying somehow that's different then what they are
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
Yeah I know, but that's why saint is fixing the camera (among many other things) 
Is it idtech3?
#1229858482530943037 message i ain't gonna call anything I'm just quoting them but
I hope so

Same for me and wolfenstein
If you don't count early learning games like that uh leapfrog thing
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
Wolfenstein def ain't for kids but I still played it 😄
We all did
Especially the summoning scene that 100% wasn't for kids
yeah
no new media today of wizarding shit, was busy with laser tag 
for 5 hours
my legs are toast
For me its COD1
that one thing i did with the forest map but witht he intro map
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
me still seeing dark sceneries in rtcw 👁️ 👄 👁️
how do you assume what is anchor meshes and whats not?
Yeah probably because I haven't released a mod yet
I check hash stability
ah kk
Howdt Bailey, i did improved version of logo
thanks! altho the mod is RTCW reborn lol
i wonder why you called it like that
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
yeah
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
yeah
Well, anyway, logo is done
Happy birthday gal!
thanks!
Happy birthday Bailey!
thanks!
better?
Hooray i guess?
finally
But for clarify, that bump came from logo, from Wolfenstein symbol that i used
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

is there any way to change the torch color or will we have to edit that in the nvidia omni app
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
@sly timber are the omni exports useable, with the unstable geometry hashes and such?
I should prb do one myself and try…😅😂
well yes, because every map fsr has at least one completely stable hash
so it works for lights at least
now were cookin with dynamics
altho i did notice that the dynamic lighting for the flame in the flamen doesnt work
Also yes you can change the light color in omniversd and it'll work
anyways uhm, working spotlight
enable volumetrics!
They are bugged
I've checked the original game and there's no screen flashing when firing the flamethrower; I'm guessing the weapon model is missing it..?
Probably, ig i just assumed because in my opengl port it automatically picked up light 
For the flamethrower I mean
Its not hard to add it myself tho so
Actually i think it made them emissives nvm lol
In the opengl*
Ah, makes sense
Walls kinda tweaking out when your walking away
Is that because of OpenGL
Sorry guys no new stuff cuz I didn't get to look deep into rtcw I'm lagging behind
proper release with camera working ( 🙏 ) https://github.com/whisperglen/RTCW-SP/releases/tag/v1.41.r02_camera
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
Camera properly animated yet?
yes
Amazing work
Will do
thanks 😃
I will try it a bunch when I get home from welding shi
This is awesome!
do doom 3 next 😁
Man do you remind me of beylerbey
iunno who that is
Dw about it
worry about it
Dw = do worry
Sadly beylerbey helped alot along this project but will not get to see it finished (I think he blocked me)
bloom and or fog on
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
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
when do you think an alpha version of your mod is possible
My mod?
Saint is working on the compatibility
Its already ou5
Out
oh
^
so all that light work is directly responsible because of the compatibility thing?
it looked so good
Yeah
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
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) 
Absolutelyyy, I was looking at getting the game just yesterday 
I mean, at a glance it does look pretty photorealistic. Take that, pathtracing nay-sayers!
Ye
Also do you have gamepass?
Cuz it's free on their (I could also give you a gamepass code)
I don't
But das okay, it turns out one of my brothers has it so I got it on family share 
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
This shit about to look so good 
put the wolf.cfg in main and replace, what i replied to you with is the new binarys, just drag drop and replace it all skurt
(my wolf conf and rtx conf are mode updated than theres
and here is my mod
Sorry wrong link skurt this one
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?
I have no idea mate
alright, sorry to bother ya then lol
We might tweak the intensity of the light from the code, it did not translate very well to dx9, some of them are too bright
LMAO

Whar
They all say that
Yea but they aren't all (word) intelligent individuals
And you are?
Plus saint said it might work for other idtech3 games in the future
I'm just a messenger parroting what others have told you
Special needs
The first step to acceptance
Better than nothing
😭
😂 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
Its not a diorama or sandbox, back before skyboxes were how they are now, they were shrunk down into models and projected into the sky
that's what I mean.. I think
Did you see it in the level with noclip on?
I saw it without noclip altho doing noclip seems to cause it more
Like for me it's kinda random almost(?)
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?
yea, sure, my bad, good night
@full estuary yeah it's gone when r_novis is off
Great. I have a fix for that, I can trigger a build if you want it
Sure if your able to
An attempt to add DirectX9 renderer to Return to Castle Wolfenstein Single Player - ManualBuild · whisperglen/RTCW-SP@f81b535
Alright, thank you 
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
looks really moody and overcast that way
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.
why might we not be able to get stable hashes exactly? or do you mean in the other game and not wolf
in the other games, since we don't have sourcecode
Yes, but if the camera is working, at least the lighting will be stable. Displacement maps and pbr textures can do a lot of heavy lifting.
gotcha
I think the source code for the id tech 3 star trek games are online, though im unsure if theyre complete enough to make work.
thanks for the info. I see that the developers released the gamecode, and I think there is a merge with ioquake3, would be work investigating. Also somebody here mentioned all 3 Jedi Knight games have working source code on github, so these are viable 😃
uwa!
How does the original game look in this exact location
like that
or at least close enough i guess
its not an exact angle
@full estuary I did notice a bug in trainyard, just wanted to point it out but the floor is leaking
Yeah because using light maps buggs everything
Amd i only have 1 install of rtcw rn :p
here is max settings too with lightmaps n stuff
Not so far from current RTX variation
except it looks baked (not like baked lighting) and no objects react to the light
Cuz its lightmaps

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
I did hold on
Lemme just make a new one actually
i'll pin it 🙂
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 = 0to 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 1r_nocull,r_noportals "1",r_nocurves "1andcg_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
Thanks!
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
Video here if interested (youtube gives me 720p and that looks bad): https://drive.google.com/file/d/1bTKLBZmrzclcUp9M5XeFJmbmTB47GrIt/view?usp=drive_link
Woah??? Cool as hell and saves me time
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
Apparently not 😔
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)
How did you do that?
no idea, i used the wrapper and it did it automatically on launch
for the opengl title ver.
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
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
so warm and cozy lol
CHEETOS
Cheetos?
ORANGE
Yeah, fore tends to be orange
CRUNCHY
yea
On GANG bruddah
you really should
Hell yeah
Work lowkey so boring, wish I was raytracing rtcw rn
the way the bullet shells cast shadows wowie (not my screen shot I asked a friend to do some stuff with my modifications)
capture em
100k poly bulletshell models
with your name imprinted on them
or my name because its my idea
Not stable at all
saving this for later
been talking to the person who made RealRTCW; got alot of good info for stuff
hype 
That sounds great! I noticed he has a map editor and other tools bundled with his release binaries, he might prove very helpful. If only that geometry would ‘settle down’ and stabilize 😂😅🥲
a glimmer of hope for our poor hashes 🥳
this is far from done though, just an incredibly lucky find (I commented 1 line of code 😂 )
What was the lucky find exactly? 👀
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 🥲
Right yeah
At least it's less problems
Do the hash data still reset in between portals?
what do you call portals?
Pvs portals
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
I see, alright
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)
Understandable too tho considering your disabling the vistree which was made for optimization
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 🤞
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
I was planning on moving this to iortcw anyway
or realrtcw, should be the same thing
they have flamethrower particles in realrtcw 🥳
Realrtcw is built off the iortcw branch
do you know what king of changes he did to iortcw?
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
aha, sounds good
So basically it should mostly be the same as iortcw
was he excited about the remix rtcw?
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
sounds good
I guess the real difference between iortcw and rrtcw is rrtcw abandoned the 32 bit branch
really? ..but in all honesti it should not make a difference I think
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)
ye I saw perf gains in 64bit with my own tests of idtech3
Should I tell Mr wolfetplayer that you might look into his code to get it compatible?
Cuz he seemed fairly interested at least
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
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
so e.g. like a chair is stable in one place, but another instance of that same chair is not?
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)
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
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
Hm
I will figure it out..
😅 don't overwork yourself tho lol
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 😅
For sure 
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 !
bb and good luck
I think I did good
at least i hope
Yeeaaa just the way I remember it
Mmm. Crunchy motion vectors
Yuh
so I heard people were upset there were too many hashes.. well how about one big funkin hash for the whole map? 😂 😂
wow
i mean is that actually a good thing or a bad thing
It’s not good for mesh replacements: everything that is a sigle color is one big mesh 😂
Let me check some chairs..
so those chairs would be one sigle mesh 😂
@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 😃
and this is r_novis 1, so zero light bleeding
(it only works w/ r_novis 1 🥲 )
this is Carmack level thinking! Once in a lifetime event.. if we don't jump in now, we might never get a similar opportunity
technically yeah
minus the wall meshes which might have some rotational issues
in the toolkit if you replace one, all meshes with the same hash would also be replaced
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
instead of thousands of mini hashes
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
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)
Oooh wait that is kind of a good idea tho
Altho won't that cause some form of light bleed?
yea, we might still get light bleed
I see
Well i suppose in the end it's a good mix of stability and optimization yeah
Anyways imma drive home gl on the release may the bugs be within your favor lol
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 😂
Wonder why
before RT, light calculations was an expensive job I guess, you would have 3-4 lights active at the same time
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
I see so it was a recourse problem for dx9
dlss 4
What’s the DLL for dlss 4, I can’t find it online, but tbh I didn’t look very hard
You won't be able to find it online you je3d to steal them from 2077
Ohhh that’s smart
That should be in there Nvidia folder right
#offtopic-game-discussion message
Thanks
I forgor to send an image but @mighty lotus use it at your own risk, shit frozen my laptop completely

Wouldn’t be asking if I wasn’t willing the risk
But thanks for letting me know
Aye
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
I believe that's a remix thing. Without remix (dx9 mode) the smoke shows transparent






