#Return to Castle Wolfenstein (RTCW)
1 messages · Page 4 of 1
I mean your supposed to mark them as particles for the alpha colors to go away but that isn't working which is kinda weird, altho if it's a remix bug I'll look into it
oh, I haven't tried to mark them in any way so far.. only the decals and I fugured it would work for smoke too. I'll test it too with remix
I mean it's not a big deal rn tho compared to other things so I can test it myself later today
Whoops didn't mean to send that lol
Anyways cya for now if I get anything cool done in the toolkit I'll send an image here
set as particle texture
also forgor to show this but I got these to be emissive, gonna make them brighter soon
looks good
( @sudden steppe sorry I forgot to ping you but i got it to work)
so it turns out all the fires already have emissives? its just too dim to see
and ofc its buggy with the world geo resetting
yea, I remember trying to assign light to texture (or one of the other options) but I saw no difference
well, anytime now i'll have the release ready, I managed to send light to remix..
Promotional be damned
Peak !
f'it no release but a manual build! Let's test it first:
An attempt to add DirectX9 renderer to Return to Castle Wolfenstein Single Player - ManualBuild · whisperglen/RTCW-SP@f12e145
check these 2:
seta cg_coronafardist "4096"
seta cg_coronas "2"
bridge conf enables remix API, and coronas = 2 should send all coronas to renderer even if behind, far away
@sly timber let me know if hashes are stable, otherwise we might need to compare wolfconfig.cfg; and if you see all the lights
aye aye give me a second im at work but on break
@full estuary do i put bridge by the exe
in the .trex folder
alr
hashes arent stable at all
could you send me your wolfconf?
ok, send me your wolfconfig
once sec
here is mine
this is with your conf
it worked! it was the conf
also r_novis 1
I also get this when r_novis 0
yeah its all stable now for me
do you see the lights an all?
pls send me your rtx.conf, I'd like to compare to mine, see what I changed 😜
yes
one sec my break is over
yea, sure, when you get home
I might take a break
wowie
Is it a single cobblestone wall texture for all the rooms?
yeah pretty much
Mind sending me a copy of the dds's? 
I don't own the game
all of them? sure (while they are similar there is a few different ones, however this is 2001 so theres not much)
lemme make a capture rq
No just the cobble wall
Maybe the floor planks
alright
here you go my good sir
I feel like im gonna be playing around with the flamethrower for hours
Think the emissive should be much stronger. That blue flame alone should be able to light the room a bit
yeah no for sure, but using the auto-translated emissives any higher dont give any more light and make it ✨ crunchy
however that being said we do have technology
Gotcha. You'll probably need an HDR texture for that
Yea probably
I wanted to mention that idea myself, and for quite a time already
And is there HDR textures of fire?
I can't seem to find any that match the Flammenwerfers type
How are you able to get remix running on OpenGL?
Been trying to apply RTX Remix on a Disney Princess game for shits and giggles
but it uses OGL so it's not directly compatible
saintmaths (i wont ping because they are asleep) made a custom renderer for the game and ive been wizarding things into it myself
d3d8 or 9 I presume
the logs in the screenshot say OpenGL and that caught my attention
I think its actually a mix of dx9 and remix api or only remix api atp
which screenshot
it's way above
it's the logs you get upon starting up the game I believe
with a puke-green screen and white text
ooh yeah
Something-something OpenGL...
back a while it used to be a opengl game but we made the switch because opengl is not reliable in any way with a wrapper
so I noticed the hard way
there's currently no known wrappers in the market that could reliably translate OGL to modern APIs
https://cdn.discordapp.com/attachments/1267580661901037753/1334181307953057813/Wolfenstein_2024-04-16_21-26-41_1-1.mp4?ex=679b98ab&is=679a472b&hm=0d95a23ecdd11fccfa1c7b274f46157f78c69913a975811e95bea4f6d5d1b792& vs https://cdn.discordapp.com/attachments/1267580661901037753/1334181309483847710/Wolfenstein_2025-01-29_09-27-49.mp4?ex=679b98ac&is=679a472c&hm=07102045b6d214278cbf84b03c915a1fb5be280d4f6c314515342d8d08a22922&
Ray-traced Himmler isn't something I had in mind 😛
behold (yes ik its supposed to be night its something im working on)
the ending is a work in progress 😛
and yea the glasses are also geeked... for now
Going to bed rn 
Can you try these ones?
POM artifacts detected
Yeah
Hmmm looking good in game. Though the POM is too strong. I'd halve or even set a third of that strength
zink can but its ogl2.1 and above
try putting brick POM on Himmler plz 😛
Bruh
lmao
Alright
Its also Hella clippy with the corner walls that don't have pon which is funny and cool to look at
much less intense
no lol
Nah I was being morbidly cheeky
with one pom alone it feels like a new game tbh
might try using some temporary pbr from ambientcg.com for some things while waiting to see if I can get someone who could do every texture tho or people
like this tiles that match up perfectly with the origional tiles
A random variance between each brick would look nice
I didnt make that pom, e man did
@full estuary i wanna ask you, but do you think it's stable enough to put the how to on moddb as sort of a beta thing? I don't want to upload it there without you giving the green light n such

I would like to add the cvars we changed and are mandatory (like r_nocull r_novis etc) to autoexec.cfg because people will always mess with the config and ruin it, autoexec will reapply them whenever the game starts again -> I'll try to do that this evenin or tommorow morning
Then should I test this on an AMD card?
I mean yeah sure, and alright
ok, SO has an rx6700, will ask if I'm permitted to test it on her machine 😃
Then it could be ok, I did not find any serious bugs, but hey it's beta release right?
OMG sv_cheats gets set to 0 on New Game 😱 😂 gotta fix that asap
also, are you seeing this too?
or better yet, don't try it, it will ruin your wolfconfig.cfg with sv_cheats 0 😢
I am lol
Wait wdym
so when you select New Game, then sv_cheats is set to zero, and that triggers r_nocull 0, r_novis 0
Yea

Yeah
That looks really fucking cool
Very nice. The adjusted depth intensity helps bringing it back to realistic values.
The visual artifacts you're seeing I think is because remix expects POM textures the be processed for the quadtree method, and the one I sent you is for the old method.
Converting back to png and ingesting via toolkit as displacement texture should fix it
Mind recording a video so I can check how they are generally looking?
yeah sure one second
Lovely. Thank you 🫂
ofc 
Gonna be doing the corners next
nice, there is also 2 other stone ones idk if you wanna take a crack at them later down the line at all
Me peeing all over the bathroom tiles
ok
idk why it burns tho
cancer
Lets see how these ones go for now, then I might be up to take the other ones
Also the game isn't that expensive on steam
yeah
Soon or later I might give it a try
the fact that ambientcg is free at 16k res textures baffles me (for snow nonetheless)
@sly timber here goes another one for yah 
Same settings for POM as you last adjusted
good timing too, im adding 16k snow to my game
my pc is screaming at me
(this is mostly a joke btw)
wait, use these for displacement instead. Ingest them via toolkit so that POM issue should go away:
wait, which pom issue?
These
ough ok
sorta half works lol
one sec tho its an rtcw issue not the pom i think
mm no it is the pom i guess? its cut off weird
is there a way to fix that at all
Hmmm weird. The texture is not lining up with the corner.
I baked a little curvature around the edges in blender so the corners would look rounded and not sharp.
There is no POM on these though, only normals distortion 
Does it happens often?
it seems to be because the origional game also never bothered to line up their textures, and it only seems to be the best around doors
ie
yeahhhh poor alignment
It is not applying to everything though. Some textures are still vanilla, despite looking like they should be the same
yeah, trying to apply it to thoes makes the texture really weirdly small
Hmm. Then it might not be the same texture. Can you inspect the material and find the captured DDS for it?
Weird. Did you restart the game or updated mod.usda to refresh the textures?
Are the more places with this issue?
I'm eyeballing back and forth the textures and they seem fine, no seams between them
yeah, in any area where they werent aligned properly they have the issue, however to save us both time, once I get into editing the bsp ill just realign them
Well, just keep the rounded corner version then, as it will help in places where it works fine
Also, please, if you find that small bit that isn't replacing, send it to me. Most likely something easy to fix
It’s a bit paranoid to suggest this, but you could also check the opengl version to make sure its a map problem 😁
I did
#1229858482530943037 message
its lookin peak tho I wish there was a way to set sky brightness per map instead of alltogether because this is supposed to be dark but making this dark makes all other skys dark too
but making the other skies brighter means this becines a daytime map basically
If there is no dynamic day/night cycle, you can NOT tag the sky texture as sky and replace the dome with a UV sphere frmo blender, then slap an HDRI texture
all skies are moving textures
I’ll look into it whe I have some time, I’d like to have different time of day. I don’t know how to do it tho rn. Do you think remix darkens the textures?
a different time of day for the escape levels? or do you mean like a day night cycle
Not a cycle, but settable time of day
but remix can lighten and darken the textures
Ex I think I could set a vertex color for the sky and that would blend in with the textures: darker colors would make it evening/night, brighter colors -> midday
I see
So we would have a different setting for each map, not one globally for all maps, like you said
It might be even be set like this from the bsp, dunno
oooo
Speaking of which, is it possible to edit bsps?
Or is there an original file which gets compiled into bsp?
yes but its via an app that newwer updates cost money
there are base .maps that get decompiled and then compiled into bsps
https://store.steampowered.com/app/496450/JACK/ the problem being
What is J.A.C.K.?J.A.C.K. (Just Another Creation Kit; previously known as Jackhammer) is a brand new level editor for games with a Quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake an...
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xoxor figured a way to call the remix API from portal 2 so levels can trigger different settings from the remix menu.
Though the remix API is deeply integrated within the game rendering. Not sure if it is possible to inject a code that calls the API while using the game's original renderer.
@novel token what do you think?
i mean its not using the games original renderer
They want to adjust sky brightness per level and the engine shares some similarities with p2rtx, I think, such as BSP levels 👆
Aah, it is already patched or something?
Saintmaths made a modification to the game to not use opengl
And I’ve already integrated remix API to send the lights
So if xoxor shares what api function to call to modify the sky brightness, I think it can be done
Ohhh cool! That is a lot of work already.
I could be wrong but I think just calling this one should be enough:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/ab6d0bc12e1a5fb95f00a3b30c94a29f2aef5d0b/public/include/remix/remix_c.h#L549
Mobile browser freaks out on that page, I’ll look in the morn.
this is what was highlighted (flashbang warning) also yeh isnt it kinda late for you rn?
Aha ok makes sense I’ll give it a shot tommorow. It’ 23:41
@sudden steppe do you know if there’s a wiki somewhere with api docs/examples? To get the lights implemented I searched discord and found some samples by xoxor and sultim 😂
I’m off to sleep, bb
cya later saint
There is an example by nv on github to draw a triangle with a green light:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/tests/rtx/apps/RemixAPI_C/remixapi_example_c.c
Sadly there is no usage of that SetConfigVar function in the example but it should be very straight forward to use
There is a lot of code in there to manage, lerp and keep track of the variables and some parts are in the map_settings module as well (per map settings that parses certain config files). All you fundamentally need is this: https://github.com/xoxor4d/p2-rtx/blob/a0378519c9b43f68889539a6ac63f7c71b895cae/src/components/modules/remix_vars.cpp#L119
it’s basically up to you to write some kind of framework around that api call
Are the variable names the same as rtx.conf?
P2 and other comp. mods I’ve created load a .conf file containing remix variables when the map starts to load.
While that is a really cool feature, it comes with a few issues. If you use the api to change settings and then tweak something in the ingame runtime settings menu and save them, you’ll also save the per map changes to your rtx.conf
Yea
Great. Thanks for the info
Yea, so if I understand correctly, when a map loads, my code will change some remix vars which will then be saved to rtx.conf. Artist comes and modifies in remix UI the same vars for testing etc. They press save and rtx.conf is modified. But if the map is reloaded by the game, my code will reapply the old values thst are saved in my own private config for that game. So artist must modify that private config too, to persist new values.
That’s the usecase/workflow I have in mind
That would save alot of headaches ngl in terms of debugging and problem solving
(By that I mean we can ask if they used the private configuration or autoexec)
Setting vars via the api will not auto save them to the rtx.conf. That only happens when you press save in the gui.
I keep the rtx.conf as a baseline config but yeah, depending on the situation, you need to tweak multiple files.
I actually have a console command that reloads and reapplies the rtx.conf from disk. That will disable the per map changes and gives me the option to tweak the baseline config (like tagging new textures)
Aha, got it, so it’s a bit more involved. I’ll read the code. Thanks a bunch @novel token
I wasn’t thinking about autoexec when I wrote that sentence 😄so you need to explain your understanding about that. But lets have this convo when I understand more what can be done with remix api, cause there are a bunch of different scenarios to consider. The easier we make everyones lives working on this the best it would be for the final product, thats my principle.
I mean yeah sorry lol, its late ig I just thought you meant autoexec.cfg and the sv_cheats thing as well as using somehow using it to force cvars or stuff
Its 11 I needa sleep lol
I can imagine
Altho there is something we did with the opengl version
Which worked out
Idk if it'll work but on the exe we made a shortcut and added +sv_cheats 1 to it
I tried it with this thing but it didn't work and said sv_cheats is read-only in the console
I know about that
At some point recently I removed that read-only flag in the dx9 version
It will be a problem when we port to real rtcw
I was not able to set sv_cheats there. But that’s for later.
Yes sure
I figured out the sv_cheats issue and commented some lines of code. We’re good to go for the planned moddb beta release
Alright, just let me know when you make a release and I'll make an upload
And also in the mod do you want to be called saintmath3us or whisperglen?
Don't know if it helps but iirc anything you put on dxvk.conf has precedence loading over rtx.conf
I think it’s the other way around d but could be wrong
https://youtu.be/lI81hZoyYFg putting this here if anyone wants to watch
#rtxon #rtxremix #rtx4070 #150fps #nvidia #returntocastlewolfenstein #wolfenstein
Yoo, that is #showcase worthy
Aye probably tmrw I've already sent a couple of messages and I can't even think coherently past 12, I'm only up rn waiting on if saint makes a release, otherwise I'm gonna be eepin 
Oh wait I c what you meant oml 😭
Man
Its 2am here rn. I'm off to bed as well.
Cya
Alright almost 2 time to hit teh hay
https://github.com/whisperglen/RTCW-SP/actions/runs/13069559416 these are the sv_cheats fixes
- autoexec contains some variables to make sure texture hashes do not change, and geometry hashes do not change - I really do hope I have the settings in your wolfconfig.cfg you used to make the USD exports
^but in any case pls send me your latest wolf config and I will double check
- do not forget to include bridge.conf in the .trex folder; autoexec.cfg goes into the Main folder
- and for mentions: whisperglen - since people may want to search for the repo on github
In about 6 hours I'll be away to my inlaws, for a weekend visit, so no access to RTX gpu, only some minor fixes on the laptop
- mod should be playable with the wolf_spdemo too (RTX works, not sure about your enhancements as I did not test); you could mention it (entirely your choice) e.g. "And I heard some rumors that this is compatible with the wolf_spdemo game files in case you do not own the game"
- AMD gpus work, but performance is bad (14 fps). I saw King Vulpes raise a ticket that remix 0.6 has worse perf than 0.5. Maybe he could help with some presets for AMD for future releases 🤷
I just rewatched your gameplay video, This is great!
The wolfconf9g haven't changed since you sent me yours, and also readin through the rest
2, will do
3, ill be sure to mention you as such
4, i can mention wolf demo and
5, ill ask him
Ill work on making the moddb release
Good luck. Backup your wolfconfig and then put the autoexec.cfg in main folder and launch the game. Do your changed assets appear ok?
Great
Altho ofc we aren't quite releasing the pbr yet considering we only have 3 textures
😜 altho probably if we can get one level completely textured
Ah, I thought you’d be releasing the pbr since the effect is striking. This is what’s possible and all that. But it’s okay with the rtx lights too, a bit plasticky look, but I considered replaying the game like that.. for a couple of minutes 😃 I need to implement a flashlight ingame for that, start of the village in very dark
Mmmm, I guess fair i might want to add the pbr and yeah a flashlight would be cool, especially in the vest if tram
Vent in*
Alr cool, moddb is being a bitch to me again, uno momento on release lmao
😂
its not letting me submit the mod holy cow
its telling me to submit it but the submit button isnt there
maybe im stupid lol
damn
Forgor
but now i cant post an article abt it because it requires 2 or more iamged but i out 2 or more
@bailey just tested it, and it's missing d3d9.dll and nvremixbridge32.exe
and no pbr textures right? cause I saw none
Also I believe the autoexec.cfg is making things too bright, my bad
you can remove the autoexec.cfg for now, if you repack
the hashes changed on a fresh install
but not on my current install with an update
yea that's what I figured 😢
@full estuary it got downloaded and windows started marking it as malware LOL
shits fucked
@full zinc btw you are a mod for moddb right? how can I send a newsletter to the home page? it says I need 2 images but i have 2 images and just sends to linked profiles
i have no idea
i can barely figure out the website myself
took me half an hour to upload my own mod before
@sick elk would probably know
alright
its not just me 💔
you can send it into microsoft to verify as safe
Submit suspected malware or incorrectly detected files for analysis. Submitted files will be added to or removed from antimalware definitions based on the analysis results.
you need to be really, really clear in the description about the file's purpose. and also if there is source code available, link it
alright
Nooo
I think the question is do we want to make a proper release in github?
i.e. pull the mod from moddb and reupload in a couple of days
if you have a github page for it, they're far more likely to clear it as safe
we should make a proper release, then send the link with a good description of what it does to microsoft, we dont need to pull it yet as people can still download it (fun fact this isnt uncommon with rtcw mods specifically because of iortcw)
if you hit keep it continues the download
We do have a githubpage, but it’s a manual build action, and not a realease. Maybe we make a proper release and send that.
it doesn't matter how it was built, just as long as it's representative of what the program is doing
they approved mine and it was a manual build as well
they really think there is a security breach, we may gotta take it down temporarily but unless it gets worse i wont yet
@full estuary it is no longer marked as a virus, did you do that?
Probably not. I just uploaded the exe to virustotal.com to see the results
hm weird
Yea
im probably going to make a video tutorial tonight on https://www.youtube.com/@ReturntoCastleWolfensteinR-h9e this account i never used to make some things easy+explain some things
Thanks, but we aren't doing comparison images yet 😅 we gotta make replacements and pbr first
@full zinc could you update the Wolfenstein moddb page to say that it is fully compatible n update the method n such
make a thread in #1199033356571123853 please
i'll def forget otherwise
oh, i didnt know that existed, sorry lol
For whoever got RTX remix to work. On this underrated classic. THANK YOU!
Well originally I got it to work on the opengl title, then @full estuary got a fully fledged dx9 modification
A dx9 port?
That's amazing!
Also some demo videos n such
Does it still work without the reborn mod?
Well using my opengl port it can work,, not very well, so I'd suggest using the reborn mod (because it's what uses dx9)
Is there a problem with the reborn mkd or smthn
Nah I was just gonna use it without reborn till the Mods completed
Rn all the mod is is a compatibility mod and is pretty much in a playable state, the pbr n such isn't in it yet
Didn't do much with rtcw today mostly due to work stuff, tmrw I'm gonna look at making some minor pbr for some things in specific levels, nothing like pom because I'm not good at that by any means but
I might try some pom or pbr app
If any are free
https://instamaterial.com/ more likely than not since I'm somewhat familiar
That's completely fine
also @full estuary an update on stable hashes n such, I did look into it and its just new hashes, rather than hashes changing per install, so i can get pbr on the new hashes. however that means probably per update hasehs might change (dunno)
In this case texture hashes have changed, right?
theyve changed from the previous update however installing the latest build again they do not change
fresh install A vs fresh install B
Geometry hashes could change if we change LOD cvars or bugs. Texture hashes could change when gamma/brightness change and maybe overbright bits cvar
Since i put some settings in the autoexec.cfg those might be the reason for different hashes
I have a new release on github, I wonder if the hashes are diffent or stay the same with that version..
So they seem the same, right?
wanted to do another one of these, so
Also minor bug, loading in some cutscenes (from the save memu) seem to crash the game somewhat (reported to me anonymously via discord) I will check this to be true later tonight
@full estuary when you get the chance can you see if you can put this into the rtx-remix/mods folder on your most recent release to see if it work for your machine
alright
I'm not seeing pbr
Can you show me your debug
I meant the debug view
^ like this one
Look same
Did you turn on enhancements I'm the enhancements tab
so the toolkit creates some symlinks in the mod folder..
maybe I don't have the enhancements
I mean they were not archived in the zip folder
Weird, considering that's the packaged mod and not the unpackaged one
wait a second, I am not a smart man..
Oh?
I did not unzip in the right folder 
Oop lol
Whoops
lol
This a wrapper hack?
That's awesome. I'll check it out asap. And by that I mean whenever I wake up.
Gotcha
Yea sure. I also have an idea for stable hashes, I'll let you know in the near future how that goes
Also I noticed your sky is being detected as sky
Yes
You want my rtx.config also? YOu have screenshots with the changes needed to your rtx.config, above
Uh. Sure, why not
RTX conf for Heavy Metal (with the camera detection wrapper hack)
I’ve had that happen in RTCW when I disabled FreeCamera -> ViewRelative in remix DevSettings
So I went back to heavy metal, enabled the checkbox, and lo and behold, the sky was fixed 🍻 I uttered the appropriate curses towards your haphazard meddling with the config, but no time was wasted on that wild goose-hunt, so all is well 😂😇
@sudden steppe didnt you make a leaf model type thing once?
Not for this specie. I made some for P2RTX, for the vines
oh i see
I had tried a lot of different things in desparation lol
peculiar
This is what you get with my wrapper right now?
yep
Can you send the wrapper logs after you exit the game?
Wonder if I have some funky stuff going on in autoexec
delete r_lockpvs, but that should not cause the above bug
What map is that? I want to test it too
first one
Motion vectors alos flash occasionally. Not a particularly good thing.
Just a quick test, press Ctrl+PageUP
Or ctrl+pagedown, this switches between camera matrixes
Skinned meshes disappear
Ok, One more test. Ctrl+i will dump all the matrixes. Send me the wrapper log after that.
I’ll study that and think about it. Also I need to do smth right now..
what fixes what?
Also fire sword!
Holy shit, it's compressed to hell and back lmao
r_lockpvs 0, solved the problem in your first screenshot right?
It was already set to 1
this happens to my game if I set r_lockpvs 1
same


@sly timber sorry I highjacked your channel to talk about Heavy Metal 😅
Its all good dw
its been done before
lol
So @grand shoal does the game work ok now? or do you still have glitches?
I was .are confused if anything lmao, I just woke up and thought thoes screen shots where rtcw itself
this is waht I see
Nah, we're good. Mr Burrito should make his own channel, though
not yet
Ah, omfg, set r_novis 0
we are not yet ready for that
R_novis my beloved
R_nocis did this exact thing for rtcw on the dx9 port
r_novis 0
Remember that
lockpvs 0
^
ah
Idk if it's able to be solved at all the same way it was for rtcw, by ignoring the novis check on the skybox (that's what I was told at least it could of been done differently)
It might be unfixable for the games where we don't have sourcecode
Kinda what I figured
Maybe i need to go ahead and implement the r_novis 0 optimisation for RTCW..
When I fixed the geometry hashes, we discussed about a possible solution, to have r_novis 0
The check for sister textures in a given level and to draw those on view right
Yes!
idk if it's a remix thing, but "add light to texture" is broken now.
The world camera is busted and sets the lights coords way outside the map
Even with saints fix
It never worked for me 😭 or I'm not very smart, which is also very possible
It used to work at one point

So what now?
Hashes are unstable
Lights don't go where they're supposed tio
am I fucked?
Heavy Metal FAKK 2 SDK fixed to build on modern systems - a1batross/fakk2-sdk
Also this
Get hashes stable and just reply on emissives
I've heard it's not the source code for the exe
Nah, that is not good
I don't think it's that easy
Saint said they had an idea
Uncle its time we teach you the virtue of patience
I know. I am just wondering
The guy who works on COD2 did not want that..
ok
lol

The dll will get flagged as virus/trojan maybe, but maybe we do not distribute via moddb.. don't know, we will se
So have a little patience. Am am actually excited about it.. and I am a lucky b*stard
@sly timber I was thinking about making an implementation to have different "rtx.skyBrightness" for every map
I will do that first
Might I ask if you have a game plan for that? Or will it be a wingit moment
Also I'm thinking to have an onscreen menu, to update Lights intensity
SO there will be a config file wolf_rtx.ini
Like a remix menu or
There are a whole bunch of hidden voicelines in the game files lmao
(I'm going offtopic)
#offtopic
We will have a section for [rtxconfig.mapname] and there we can set which remix options we want changed when the map loads
Just...
Yea , a menu similar to remix, which a dropdown, to select a lighhash, and then change the intensity and maybe color
One more
I will just say that isn't remix related so unless it hasto do with any opengl title here being supported for remix I'm not gonna allow it uncle
Uncle, can you please make a Heavy Metal FAKK 2 channel
no I'll stop
We will need to discuss stuff in the future
That would genuinely be helpful considering stuff like the r_dynamiclight flammen having a flashbang light instead of relying on the fire emissives
Also @grand shoal do you plan to do PBR and assets for Heavy Metall, or just mess around?
I plan on using ai textures for the time being. I already have a major project that's dead in the water at the moment
And that project is much larger lmao
Which one is that I didn't know you had a project
Anyways if you don't make a heavy metal channel, I will

It's NFS Underground 2
It was one of the first modder project to get an insane amount of attention
It's dead at the moment
Damn
Do they have a technical issue, or work on assets is moving slowly?
Both, really
Assets take a long time to make
And although the game is playable from start to finish, there are a few technical issues that are really annoying
Aha, got it
Let's pray to the gods of reverse engineering they will be kind to Heavy Metal
kinda like these quake related projects. The games are playable, but small tech issues here and there make it annoying
Ye it shucks
Regardless. I'll be sticking with ai textures for a bit. Just to see how it could look.
That's idtech3 and idtech in general tho, after extensive extensive look into how they get there workarounds (but not source code level looksee) they are quite literally always in the brink of standardization with some new twist
It was fun learning about how they optimize their game tho
Yea, that was my thinking, at least I will learn a thing or two, even if it fails (my rewrite of the renderer, that is)
Yeah
Ok, I will go back to coding, and @grand shoal please create that channel for Heavy Metal
Yeah, in a bit. Gotta do a lot of writing for a first post lol
You have an rtx.conf, code in github and a showcase for it
I still find bsp alone to be such an amazing map structure type, simply being basically binary to define solid arra to empty areas in vistrees and such
Yea, that's brilliant actually
Ah, @sly timber flammen orange light.. I enbaled that when I created the stable hashes build. Should I disable the orange flammen light? Only the blue one would be visible.. (no ideea where that one is disabled tho..)
It would be best to disable the fammenwarfers orange light because it takes away from the flames emissive effects, yeah
Altho it's not a priority lol
Great
Yay, good job dude
Good job 
Another thing I find really neat is the use of mocap for some things in rtcw
Or at least what looks like it
really? I did not know that
the enemies look pretty good in motion, i.e they don't look like marionettes
kudos to the developers
Yeah
And in the cutscene https://youtu.be/A087T4qBAx0?t=37s for escape1 its really prominent here with how fluent the doctor moves
it's really impressive to see how they used technology with the limitations of the engine
you're right, all those unnecessary hand and body movements, it must be mocapped
Its overall just very fluent and I applaud them for the use of it
Makes the game feel more alive to say something like half life 1 esc animation (not a direct comparison I'm just giving an example)
Yeah
Mocap was made around the 1980s and was used in some movies, but was considered expensive and pointless for video games, however rtcw did alpt of experimentation with their game and had a healthy budget
Yeh for sure for sure
@Bailey that remix configuration thingy is done ~~https://github.com/whisperglen/RTCW-SP/actions/runs/13218464223~~ DELETED see below
ooo
There is not an additional file in the zip: wolf_customise.ini
[rtxconf.default]
rtx.skyBrightness = 1.0
rtx.fallbackLightMode = 2
[rtxconf.escape1]
rtx.skyBrightness = 0.1
rtx.fallbackLightMode = 0
so here escape1 has skybrightness set low
But every other map has it to 1.0 because of [rtxconf.default]
you can do the same thing for escape2 as for escape1 if you add [rtxconf.escape2] with the same setting as [rtxconf.escape1]
makes sense?
yeee
one thing though, the options are CASEsensitivE, they fail silently if the case is not appropiate
I struggled with that for the last half an hour 
I see, i guess that makes sense due to how the map is loaded
For rtx config too. I was sending the data perfetly on first try, but nothing happended
Luckily I'm compiling the rtx dxvk myself and I debugged through, to discover it was not finding the options I was sending as available in remix
One facepalm later, success, and night day options 🥳
Ah, shit forgot about flamen orange light
1sec
oh, and this the mapnames: https://github.com/whisperglen/RTCW-SP/blob/master/map_names.txt
ive already got all the names of each map by heart
kudos
also idk if you tested any, but do loading cutscenes from the save menu crash for you too?
the game just closes
can you send the Crash .txt file in the gamedir?
but what cuscene in particular?
I've only tried loading cutscene1
no flammen orange light (not tested)
cool
no crash for me. I've done spdevmap cutscene19 to get a savegame there, then quit, went to main menu, Load game, Autosaves, and loaded cutscene19, it worked
same for 14 and 11
do you do anything else?
I only loaded auto saves, I suppose i should try to make a new savestate
Right, I will after I get ready to work, then I'll most likely be out after I send it for 3 ish hours
Ah, do it when you have enough time, don't mind me..
Ah nah de it's fine, if I can send it you can most likely figure out the problem or rather if it's something specific
Dw*
thanks
also i did wonder, is this a bug sorta thing? in opengl the distfog works as intended, dx9 no rtx is a flat plane or dist texture and in remix, doesnt work and shows off the non-skybox (happens in tram too)
we'll have to compare notes when you have time. It may be a bug with the gpu drivers also. I've had the fog working ok in dx9 & no remix
I remember it did not work for you on 1st day..
and yea, I do see that vignette thing (dark screen edges) in tram and norway (and even in escape1, glitching outside castle), I can check that out
if anything i can just make my own skydome and whatnot (it would be a pitch black dome considering all things or light grey
can you test with r_zfar 4096 or even larger, and see if that plane dissapears
note: in dx9 the fog implementation is not thick enough to obscure geometry (or maybe devs do not set correct thickness parameters, dunno), so they use a trick to stop drawing map geometry (set lower r_zfar), and it creates the effect that the for is obscuring it..
noticeable lol
and as for the rtx vig sky, https://ambientcg.com/view?id=NightSkyHDRI001 exists so
idk how much that would hurt the style choices of the original game tho
just need to figure out how exactly
we do need a night sky in escape1: stars or maybe a big moon; something is missing from that sky
also the simple sky (due to vertex light) we have now is pretty different than the sky with lightmaps, so I don't know.. people who complain will always complain..
yeah lol I feel like no matter what we add nobody will like it, however, my idea is to hold off on stuff like hdri untill we can get more pbr and whatnot so that it can come as a v1 complete package deal type stuff
hopefully the end goal is something similar to this https://www.youtube.com/watch?v=o70SfFJDGKo not in terms of copycatting but in terms of looking different, but still goof
Here is a video of a level I've created in Unreal Engine 5. I wanted to recreate the first level from Return to Castle Wolfenstein, but I wanted to make some modernised changes to it. I didn't want to do a one to one remake as I wanted to have some fun. There are no enemies or much gameplay as such, its just a walkthrough of the level. Enjoy.
C...
\good*
man if only i had adobe, this looks literally perfect
https://ambientcg.com/view?id=NightSkyHDRI003 this has a moon, but isnt really stormy
not really into the stormy look to be honest, for me a happy night night sky is great; is mysterious enough
It looks good tbh, but that kind of detailed textures would also need mesh replacements, no?
fair (not like we have a choice anywho my ass is not paying 40$+80$)
to be honest yeah, it definitely does, that's the plan, hopefully if i can get any modelers
would ask this person until you realize that thats all eu5 base assets and free model assets
still amazing tho
Yea
On the other hand, and mind you this is not criticism or disagreement, in my later years I have found I far more enjoy a simpler look, like what I found in recent Legend of Zelda games, I fell in love with that aesthetic
yeah definitely, im not saying we really need a complete overhaul, but just enough of a remake to make it not look like its a geometric nightmare with new lighting, basically tldr not hl2rtx but not doom2rtx
somewhere in the middle
sounds good to me
obviously the major thing to note is the bsp, mostly assuming we can edit the bsp rather than try it out in remix, between worldclipping (think "world hitboxes" being differnt than the mesh replacements causing that) as well as becoming too diffferent between asset artstyle
consistency and preservation
ragh sorry for the ranting about this LOL
np, it revises and distills the thoughts 😜
i think for giggles and whatnot im gonna see how this imports
😃
its pretty much you just have to hide original model
hitting ignore on the orig model hides the replacement too
one second tho i got an idea
why is it using the old RR model again?
gun looks nice 🙂
#1116089843479498782 message self note for after work
besides the fact that the 3d sky breaks with hdri, looks p cool
@flat garden thanks for the help on this too btw
no worries im interested to see how it looks!
so what i have so far is the non ingested sphere that was stolen(cr said to) from their mod and the ingested textures, obviously as youve seen its only been whitewashed textures
i dont get that option
maybe it was already ingested?
why would it ask to ingest if already ingested?
im not sure what is going on there but what i do is select the texture from here
same here
are you selecting the file that you just downloaded or does the hdri file exist in your project already somewhere
the hdri doesnt exist anywhere yet
is that the toolkit from nvidia app?
yea
alright not sure why you dont get the option
but theres another way to do it
is the hdri in dds format
it is
would be easier if you could go on the voice chat and i can stream my screen and show you
again i really cant atm
cool
right click your mesh and go copy prim name
or hash either one
open mod.usda in a text editor and CTRL+F to find that hash
copy the downloaded hdri .dds file into your project folder and edit this line:
to point to the texture
if there is a file with the same name as your hdri .dds with an additional .meta extension, delete the one with the .meta extension
also send me your hdri dds file here if possible
if discord lets you
and your mod.usda and the name of the hdri you are using
alright im back
wb 🙂
nice
and i just hit save?
yep
save the mod.usda
it should pop up on the bottom right of the toolkit "layer changed, load changes?" or something like that
(if the toolkit was already open when you saved changes to mod.usda)
the toolkit now does this when opening the mod (it crashed before)
send me your mod.usda
and copy paste of the whole error log from the terminal there
you can press control+A to select all the text in the terminal and control+C to copy it
then ctrl+v to paste it here into discord
i don't think thats the full contents of the command prompt
you need another @ symbol at the end of line 407 in your mod.usda after midday.dds
asset inputs:emissive_mask_texture = @./RTCWRTX/midday.dds@ (
now it works, but is even more pasty white
could you take a screenshot of this whole section with your skysphere selected in toolkit
this is all that fits in the screen
scroll up a bit in t hat section so i can see base mesh please
ah weait u did
already sorry
back up your mod.usda file just for fun
then delete this
the ground was deleted
damn alright undo that
already did
press the blue dot next to the diffuse texture and normal texture etc. it looks like you are using midday.dds in those as well
those should be empty
it also looks like you have more than one skysphere
one over mesh_27F721E945BF77F4 and one over mesh_B962333BCAD6263B
and the sphere is rotated
maybe the sun is underground
back up your mod.usda and try this one
no better?
no better, its just white now
try going into RTCW and take another capture, but make sure that you have volumetric lighting disabled, and default post processing settings
sorry you're having these struggles, it shouldnt be this difficult, but we will get to the bottom of it.
well now it kinda works, still no sun and the sun in the sky does this
i just used my dds, with the @.rtcs/midday.dds@ and no other changes
could you send me your rtx.conf? and which level / map is it that you are testing on?
forest
also (many questions 🙂 ) are you using a version of the runtime from github?
i think its a minorly edited runtime from saintmaths dx9 mod
there is also this which is a more recent build with extra support items
i made it and put it all together, and recent as in yesterday (me and saintmaths work together on this for compatibility etc but they do most of the source code hard gruntwork)
this is right before i asked you and cr about hdri
/map forest or /spdevmap forest
i think you might have to, instead of tagging textures as sky, ignore them instead
they may be interfering with the replacement skybox
got it working
make sure albedo color is black too
put your emissive intensity back to one here:
seems good
in the runtime that was cranked to 500 for some reason
for the flamethrower and torches LOL cuz i didnt wanna make emissive textures
ahh true
the worse part is unlike some games each particle is an individual texture instead of a sheet so its a double pain
yeah thats on
for painkiller i modded the game to add a tiny unique mesh to each particle effect that I could attach a light to
interesting
because for that game the particle billboard mesh hashes were not stable
but if yours are stable you can just slap a light straight on it
beautiful
This looks good! Good job!
grass looks bit off (i dont know if this good for the game atmosphere)
very bit darker ones may do it better
yeah, wanted to say that its because of lighting, its overbright
btw if you have strange orientation and controls in the toolkit set z up to true
and change the line that says y up to z up in the mod and project isdas
usdas rather
Also the gun is like a perfect mirror, should be alot more diffuse lol
@terse sparrow Excuse me sir, do you have a moment for Todd Howard to share his vision about glass weapons? 😄
No I still need to attend his seminar on environmental storytelling
In any case I doubt it was intentional, the showcase was about the skybox and indirect light from said skybox 😉
fair enough
^ the gun was merely there to make sure i knew how to implement usd models properly to a view model (as to not have it frozen in place)
I also want to state NOTHING in thoes screenshots will be in the final one they are all TESTS
Going to have to slap it on every time.I post any images
Don't bother, the personas non grata target audience have already made themselves known 😂
Lol
Btw, I repro'd the crash when loading the cutscenes after I fiddled in the game a bit.. I'll see if I figure where the issue is.. it's one of those complicated things that hopefully realrtcw has already fixed
Alright yeah
In other news jc Denton himself sent me a friend request !
ill see where the dms go because I don't have any mutual friends or servers woth them, so I'd assume it's from my moddb page
No, jc Denton is the main character of dues ex
Who
Yeah lol
I don't know how they could've gotten my discord besides from the moddb page
You’re famous now Bailey, you have to buy us drinks to celebrate 🍺
Bailey. Buy me the finals battle pass. You must have a lot of money if you're that famous
Unironically if you want it i could gift it to you, I'm not a brokie irl 
Nah, nah. I don't like doing that lmao
I was messing around
But my days of wasting money on tf are over. I've spent like 250 on it already
Back when I had more money than brains
Now I have less money and less brains

A story as old as time 😉
Lmao
he reported that lightmaps dont work in the rtx mod,, and then had this to say lol
Yea, we will make some cvars readonly, including r_vertexLight
yeah lol, idek why they wanted lightmaps on the lighting mod...
😭 oh na
What the fuck 😭
one thing im remastering is removing the ass from that person
Yea, take out those highlits
yeah
I would also get an erection if I saw fully path traced latex bodysuit reflection.
Just bein honest
I mean, that mother fuckers room is hella white
In all my days I only seen 1 other mother fucker with that level of (for lack of a better word atm) goonerness
The audacity
And
AGAIN
that shits wild
I mean, ya like what ya like, I ain’t on some pixelated shit myself, but I ain’t judging, but that fact that you telling people you beating ya dick, shits unreal
Then you become stuck in ya own white paste and fucking die of starvation/dehydration
Now that's crazy
No hating on this channel please
I love it when 8 gets angsty
I’ll stop
Already agreed to stop
Anyways he also said village1 is too dark but I told him we aren't working on village rn
Annnnnd just time to step away from the convo :walkaway:
That’s
Mmm
Maybe
Instead of walking,
Try running
That may be the most insane thing I’ve ever heard anyone say directly to a person with no shame
Or seen ig
Mhm
There is a reply you left with your discord id in a moddb convo
Also there is a chance he might join this server if he’s got stalker instincts
I know, I'm gonna edit it when I get on pc tmrw
For now i changed my discord username ever so slightly to where I can still be pinged but that person can't dm me
Good, gray rock if he does, don’t entertain, don’t enflame.
Yea sorry this happend. I may be a little too worried about it 😅
I'm worried too lol, i could probably ask Kim to ban them before they even join (if they have an id bot) but I thinkkk they wait for people to join the server
@full zinc ...?
sorry to ping bur
Forget allat, get the mf on a watch list, he’s the stereo typical rap (can’t finish the rest of that word in the server)
Maybe that was a bit rash
But still
Genuinely worried for your safety and the safety of others
yes, will do
i had seen this chat and already checked to make sure they weren't here
@sly timber DM me their user ID please
1165957776405704710
you're sure that's right?
Let me double check
1165957776405704710 copying the user ID from profile gives me that yeah
And this is the username
Wdym
normally you can just do:
<@[id]> to get the user profile to show up, you can then right click and ban
Ough do you not have an id bot?
i do but i forgot how to use it lmao
Which one is it
custom one. rune is familiar with it. i'll ask him to do this
Oka 
@sly timber done
No why would you ban him???
for being a creep
Because this is a genuinely disturbing conversation they started and it made people legitimately feel unsafe.
you know how disturbing it is to have that kind of stuff directed at you?
But it would have been soooo fun to mess with him for a little bit before banning him
What the fuck is unsafe? Is the guy going to jump out of my monitor?
Pfft
Considering how I have received death threats for my game development work in the past, let me tell you. There is nothing fun about it. Creeps do not belong here, period. It's not up for discussion why obvious pyschos do not belong here.
No fun
I have heard enough 10 year olds claiming to have fornicated with my mother and who wanted to unalive me, but xXKevinChad69420Xx ain't gonna show up in front of my house. But credible treats are different.
Personally I worry about the guy being a nuisance, and pestering Bailey on youtube, twitch etc basically Adoring Fan from skyrim vibes with regular hot PMs





