#Return to Castle Wolfenstein (RTCW)

1 messages · Page 5 of 1

grand shoal
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Ah. I've had a whole bunch of weirdos back when my nfs mod was hot.

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I had a really good weirdo deterrent plan in place

full estuary
grand shoal
full zinc
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dude i've had people come after me for weird shit. it's not okay to risk this

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it's not about being "soft", it's about being safe

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not sure why that's such a bad thing

grand shoal
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I say. If you ever find a weirdo. Let me have my way with them.

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I've wrangled plenty

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Mrx was my favourite

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Lmao

grand shoal
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Idk but there's something about this video that works really well

full estuary
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@grand shoal so generally I don’t have a problem disassociating from the weirdos and looking at them as a social experiments, but I need to feel bored a little bit to do that, so I get you. But I also see me dealing with usual IRL stuff, and having a weirdo take a cr@ap on an already bad day. So I’m with Rune and Kim on this, better to be safe than sorry. In any case, if he’s a persistent Son, he will find a way anyway 😞

fickle heart
full zinc
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i've had stalkers on here before and they tried to do me real harm, and in many cases did

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stop undermining it please

fickle heart
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you can close the app and the mean people will instantly disappear though

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maybe I'm too old to understand

full zinc
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if you have actual ties to people on here, it's not that simple

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or are involved in communities

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it's not that hard for someone to join a community you're in, spread false information about you, and get you banned

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and if it's a place you care about, well there ya go

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people have tried to lie to my friends about me and get them to turn on me. all kinds of shit happens

full estuary
full zinc
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that's what i did for a long time. kinda hard to do that when you actually get really involved in something though (like this place)

full zinc
carmine creek
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I think I have an inkling who that might be. It's the one I also recently blocked.

grand shoal
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I may be a nuisance, but I'm for sure not a weirdo. And I'm proud of that.

carmine creek
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-# I've seen your newgrounds account 😉

grand shoal
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Oh there's a lot. I've abandoned new grounds because tom fulp is an ASS

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There's barely anything there

sly timber
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thumbup thank

mighty lotus
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Nothing is stopping you from adding him #1229858482530943037 message (update me if he sends any other weird shit)

sly timber
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or wait you meant as a friend lol

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sorry

mighty lotus
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Dw

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Might add him myself lol, send him a fake ip, he probably don’t even know his own, scare him a bit

sly timber
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i mean thats antagonizing it tbh but you do you

mighty lotus
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Idk if I’ll do it anyway, if I do, won’t let him know I know you at all, so he don’t bother you with an alt or smth

sly timber
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Due to a virus on my pc I'm gonna have to format my pc, don't worry tho I had a backup of my install of rtcw and the mod

sly timber
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I should try out the opengl thing with rtcw again just to see how it's looking with whatever latest updates there are

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For funniest

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Funsies

sly timber
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It was not. It was not funsies

sly timber
full estuary
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it.. just.. works.. ?.. 🙀 ¡¡¡ Nooo !!!

sly timber
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Oh wait lol

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Also I did want to ask but does your opengl wrapper edits work outside the given few games you've tried it or is it game specific

full estuary
sly timber
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Gotcha, I tried to test it with hl1 apposing force is why I was asking (it didn't go so well)

full estuary
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Aha, let my try that one today

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I do want to try Heretic 2, which is based on quake2, like hl1.. it’s an ongoing project, lower prio than fakk2 kekw

sly timber
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Ooo heretic 2

full estuary
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I do have ro decide on a baby project of my own.. which I prb won’t release as I do’t have the arristic eye 😄

sly timber
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And sorry for the off topic lol I just found it very interesting

sly timber
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I can help

full estuary
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Thx ☺️

sly timber
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Yeah

full estuary
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K

sly timber
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I dont have the non steam

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Ya know how to get the steam one working specifically (making the opengl32 read only n such)

full estuary
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I don’t know the procedure for steam games

sly timber
full estuary
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For wolf I compiled the opensource project ..

sly timber
full estuary
sly timber
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couldn't tell you a connection at all KEKW

full estuary
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Remember my first video with stable hashes for wolf? With small surfaces.. this inspired me

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Well I had some attempts where wolf was running 1-2 fps kekw

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It was stable!!

sly timber
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Oough yeah we had that with titanium gl where everything was completely stable, but each and I mean EACH new edge was a different mesh entirely

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^

full estuary
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Exactly

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also r_primitives 1 or 3 gets you that

sly timber
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God now i found back when seeing actual light was impressive, whodve thought lol

sly timber
full estuary
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In the begining, you sent each vertex to opengl with a function cal. So for a triangle you had 3 calls for each point and three call for texture coords for each point. All wrapped in Begin (triangle sequence) and End

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Then they thought about mergin calls for 1 vertex 1 textcoord 1 color 1 normal into a single glDrawcall

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That is r_primitives 3

sly timber
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So different prim# = different call sequence?

full estuary
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Yes

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Then at the end they said lets send big arrays with all vetexes texrcoords colors and normal in one big single opengl call r_primitives 2

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And Carmack said lets join the big buffers that reference the same texture in one even bigger draw call

sly timber
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R_primitives 1?

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Or wait

full estuary
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And then he fu_ked all future stable hashes in remix with one fell swoop

sly timber
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Right lol

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Just like running with scissors did but for a different reason

full estuary
sly timber
full estuary
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The order of optimisation from worst to best is : 1, 3, 2

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2 is the best, 3 was maybe an experiment that did not pan out? Maybe with defunct gpu names..

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It was wild west with driver support back then

sly timber
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"Kids these days have the luxury of it all working out now"

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But yeah

full estuary
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Ye exacly, man we’re having it good, no sarcasm

sly timber
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Yeah

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Not me installing 13 compatibility drivers in hope that at least one will get Pepsi man the video game to work

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Anyways also sorry to get off subject AGAIN if you need me to make a channel for opposing force I can, but if not then I'm goin to sleep bevause it's uh.... watcherparty 2, almost 3 ish am

full estuary
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No, no OF.. i’m overextending anyway.

sly timber
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Yeh

full estuary
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It it works due to other things beibg fixed.. fine.. but wolf is far from being finished even with open source code

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Like Uncle said, there are always the annoinh rendering glitches

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And we can fix them in Wolf

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In other games..

sly timber
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Right

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In other games we don't have the godsend that is idtech releasing every source code up until around 2007

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For a majority of their games

sly timber
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Alright now that what was said in general (sheer absent mindness) I am going to sleep, I hope you have a good day Mr saintmath!

full estuary
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Thanks, good night

sly timber
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it no longer bugs out!

full estuary
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They probably don’t render the skybox anymore when you are looking at the ground

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Something similar happens in ST elite force 2

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Good job, though

sly timber
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yeah lol it makes sense considering I have to mark it as background ui to even render the sun (and the camera still doesnt work n stuff)

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but its fun to goof around n such at least

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spoke too soon lol KEKW

full estuary
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Good luck. I’ve played a bit of hl1 with sultim’s raytraced engine mod. Tell me how it goes for OF

sly timber
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yeah

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or more specifically the rt mod from sultim that someone force loaded onto apposing force

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so alot of things dont work

full estuary
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@sly timber I can't figure out what is wrong with loading cutscene autosaves, it will take time.. it's also broken in realrtcw so no help from there. But if you use spdevmap cutscene11 it works normally, so try to use that for now

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Also about that black screen border, from what I gather, it happens on maps without a skybox (tram and norway have thick fog) and there is no disatnt light; watch how it dissapears when I enable the Fallback light. So it may be a weird behavior from remix when no sky, no distant light.. maybe if you add a skybox to the map, that will fix it?

sly timber
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That was the plan yeah, the original game used heavy dist fog here so there wasn't any draw for a skybox here, probably to save on pointless recourses

carmine creek
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I wonder, since that's ID3 and I think I remember how that renderer worked, if that fog wasn't there then it'll probably turn into a hall of mirror sky.

full estuary
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Also look at the top of the screen here, there is a weird flicker. It's probably sky related too, but I haven't found a connection yet.. I will keep an eye out for this

full estuary
sly timber
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Aye aye ill let ypu know when when I get a proper one in place and I'll send you the mod

full estuary
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I'm off to sleep, bb

sly timber
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cya later have a good sleep!

sly timber
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@full estuary so we will soon be able to get rtcw onto steam (I'll be handling that) and it'll be under vulps stuff, would you like to join the discord server for it or rather not? And sorry for such a late ping but I just got off work lol

full estuary
sly timber
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Alr i sent an inv in dms

full estuary
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was working, on this but light leakeage everywhere..

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culling is too agressive, and r_novis brings fps to a halt

sly timber
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Aw damn

grand shoal
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That game looks familiar

full estuary
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Heretic 2

grand shoal
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Or maybe it's the familiarity of q3 brush modelling

sly timber
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Is heretic open source?

full estuary
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Nah, one guy tried to reverse engineer it

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Menus are not ready, and there are some artifacts left

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well, who knows, I keep learning things about id engines..

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Or maybe, I will put some time into adapting the unreal custom renderer from mmdangg to either Undying or Wheel of Time or DS9: The Fallen

sly timber
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Mmm well personally I'd do what game i like the most however I'm very head strong (if it isn't obvious) and can't not do allat so maybe choose what game you still enjoy but might be an easier path

full estuary
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That's how I chose Wolf. These other games, I rember them fondly, but I never went back to replay them

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So I guess I'm not that attached

sly timber
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I see lol

carmine creek
sly timber
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Kinda curious saint but it's a 2 part question; do you know how to reverse engineer or decompile things and or do you know how to maybe get d3d9c games and change their shader parts into their ff counterparts?

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Idk if I asked this before

full estuary
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I dabble in reverse engineer, I've used hex-rays ida, and more recently ghidra. But that is not going to help you get rid of shaders.

sly timber
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The questions were 2 separate items but yeah

full estuary
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What I thought about doing (for prince of persia sands of time) was to write my own d3d9 wrapper, and try to apply the vertex shader in software, but I don't even know if that would work

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the pixel shaders for older games could probably be disabled

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And for the above, I'm not even sure what remix does, when it encounters shaders

sly timber
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Well remix already has a vertex shader translator

full estuary
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Have you seen it in action?

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What does it do? ANy idea?

sly timber
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Lemme get a recording after I find my 2009 disc

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It also actually does disable the shader based lighting and almost looks raytraced, however idk if it's the case due to the menu

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(That being said alot of 2009 stuff won't work probably ie the rune won't raytrace due to it being a screen space effect probably)

full estuary
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Le me launch remix on my copy of wolf 2009..

sly timber
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I got my disc

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O

full estuary
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Nah, I have no idea what is wrong. I mean not even debug view shows anything. I tried ignoring a bunch of textures that have sizes similar to my screen resolution, but nothing (well they disabled special effects and game lighting, but that's it)

sly timber
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hm

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like i said maybe is a bunch of outside shaders

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but i have no clue on these things

full estuary
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yea, if you want to play with it there is a reshade plugin that disables shaders, one by one, so you can check which shader does what

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Normally game renders the geometry to a texture, with some efects in the pixel shader. Then It takes that Render textures and the depth buffer, and with another shader it can apply light, from laps, particles

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Or does TAA, or Blur

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SO basically remix would only need that first drawcall with the geometry

sly timber
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but is the reshade disable thing only screen space?

full estuary
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But I think there is part of the geometry rendered, then that render target is modified with some other shaders as mentioned above..

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Then some other part of geometry is rendered.. and remix does not know exatly which drawcall to pick, maybe..

full estuary
sly timber
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ooh right i gotcha

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could you link me the reshade item then

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wolf 2009 was my next big dream thing (funny how both my two wants arent remix supported until recently)

full estuary
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and you need the rehade offline version which supports mods

sly timber
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thank you, and yeah i think i got the offline ver

sly timber
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or does it come from elsewhere

full estuary
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Yes, the website somewhere, it the Addon version

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lemme check

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after pressing Change SHaders, you wait 10s for scanning, then can use Numpad 1,2 then 3,4 to hide one shader output

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but I don't see much, part of objects dissapear, and the menu is also rendered with shaders, maybe this is what interferes with remix, menu may be rendered on top

sly timber
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could that be why the game itself looks rendered but rasturized? but also has no shader lighting?

full estuary
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I'm guessing one of the shaders calculates the GI and remix skips that one

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we should probably make it skip some more shaders. That is why I tried marking some Render Target textures as ignored..

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until maybe geometry hashes is able to disaplay something

sly timber
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so keep trying to ignore textrues until some geometry hash displays in view?

full estuary
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maybe, I was not successful though.. but I did not ignore them all

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is there a console available?

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i might search for cvars

sly timber
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wait

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com_allowConsole "1" in scf

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cfg*

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but i cant find it

full estuary
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C:\ drive, 'Users', (click on your username now). Now look in 'AppData', 'Local', 'id Software', 'WolfSP', and finally 'Base'.

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let's see if it's there

sly timber
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Found it and got the console to work

full estuary
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In case game is not launching, got to task manager and kill wolfSP.exe in the Details tab

sly timber
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yeah

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I cant find any usual commands to find cvars

full estuary
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I used TAB completion to go through r_a b c d etc

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nothing grabbed my attention

sly timber
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ah

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using this d3d9.shaderModel = 0 causes nothing to change except no menu

sly timber
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ive ignored almost everything not much worked altho alot did things

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its very weird tho, usually in shader based games you cant ignore any textures but here you can

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@full estuary ignoreing one rendertarget causes everything to go black, is that a good thing or a nothing burger

full estuary
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not sure, or mi brain does not work atm

sly timber
sly timber
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sorry to bother ya then

full estuary
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that one might be geometry

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let's go over it again, maybe we can understand it better

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and i am not an engine programmer.. mind you so i don't know much

sly timber
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right yeah

full estuary
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first prepare geometry and render to a rendertarget

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that target seems to be it, just simple polygons, no color, shadows, FX

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then take that rendertarget, apply a pixelshader and render to another rendertarget

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repeat for lights, blur, TAA, reflections, bloom (?)

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then take that rendertarget again, put some UI textures and a pixel shader to render menu, health , basically UI elements and rendert it to the framebuffer, which gets pushed to screen

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Now..

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I want remix to get that first render to rendertarget, because that one has the geometry, and keep said geometry

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the rest of things don't matter because they get replaced by remix anyway

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and a rendertarget is a texture..

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so that is why I thought if we find the respective rendertargets and ignore them, those with effects, we might have remix showing proper geometry

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so the render target/texture you found in the video above might be the useful one

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Another way to think about this process is you first render 3d geometry on a canvas; then take that canvas, which is a square and render it again and paint some more things, and then show it onscreen

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But there is an issue, the game does not render all geometry at one, it draws part of the wing of an airplane, anf goes thru all stages above, then it draws the wheels.. and so on

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and this complicates matters..

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^ makes sense, or confusing?

sly timber
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No it does make sense, your basically saying if we ignore the calls to the other render targets, hopefully remix only tries to use the geometry render target and maybe hashes might show right?

full estuary
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right

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my thinking is that remix takes one, or all, of those other render targets and shows them on top of the good geometry

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think of the canvas illustration, the canvas is always closest to the screen, and it shows on top

sly timber
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Well one thing I noticed on that accord is that disabling each (of the 5) bloom render targets causes remix to do the curfuffle it usually does when it can't find anything to render in a game besides the ui

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Ik thats besides the point here tho

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Currently i see a half problem unless you can explain further which is that exactly, once I disable each thing and get to the bloom it freaks out, however I've yet to try to turn off each setting to low to turn off bloom so there's probably that

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And I'm yet again probably not understanding here so, sorry lol its_fine

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But i get the rendertarget concept and how there probably is good geometry hash under there, presumably

sly timber
full estuary
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It's a bit beyond me though, that's the idea I had

sly timber
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Ik xor said stuff about manually setting up a camera but presumably that requires a deep dive into the game, I originally asked him for help on this and he said he might after p2 but he ended up working on l4d2 and I'd rather not bother him on it

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He also said trying to get a game to run its fixed function fallback by translating a games shader calls into fixed function calls

full estuary
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I know even less about shaders

sly timber
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#1289195427119501424 message #1289195427119501424 message is all o remember

sly timber
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Minus how each shader works

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(Like normals, spec, roughness etc)

full estuary
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Does he have sorcecode for Portal, or he reverse engineered it?

sly timber
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Reverse engineered it from what I was told

full estuary
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Maybe there is sorcecode for HL2 and he used that as inspiration

sly timber
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That wouldn't make sense tho

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Hold on

full estuary
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I'm using wolf and quake3 as inspiration to reverse fakk

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and even so it's difficult

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btw, xor has sourcecode for portal on github right?

sly timber
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Yeah looking back on his messages he reverse engineered the game code for p2

sly timber
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I think so

full estuary
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I might take a look, but wolf2 is shader heavy, I don't think I want to touch it

sly timber
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Right yeah that's honestly fair

full estuary
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then camera fixes, then geometry hashes, man, for wolf1 is difficult

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I would ha tried pop tsot, because when it came out, you could disable pixel shaders and play it on old gf4mx

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I had problems with my gf2mx, but a friend played it on his gf4

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but ubi is remastering it next year anyhow..

sly timber
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If ubi even survives till next year

full estuary
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lol, ye

sly timber
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Anywho thank you for your time in at least trying that lol eventually I'm sure somehow something will work but I really haven't time anymore to learn re and the insides and puts of d3d9 anymore froggonodding i much appreciat the interaction and it helped me learn abt rendertargets more

full estuary
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yea, sure

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oh, funk, it's midnight here, off to sleep

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bb

sly timber
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Gn lad

full estuary
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I've made another release, since I managed to stabilise hashes of some small meshes (wooden noticeboard in tower, prison cell doors, broken wall into officer chamber in escape1). Also I removed the letterboxing in cutscenes, this fixes the vertical stretching. You can now disable lights with r_flares 0. There are 2 implementation of fog r_wolffog 1 and 2 changes them. Torch strobing can be allviated by setting cg_lightstyles_ms (orig 100 for 10fps, now 200 for 5fps).

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Maybe now I will work on adding customisation for light intensity. I'm also curious if I can get stable geometry with r_novis 0 .. that could be ported to fakk 📿

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Ah, BTW, today I grabbed a new remix dxvk version from github Actions, since remix keeps crashing for me (plays badly with RTSS), and that fixed most of the crashes..

sly timber
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checking out the new release as we speak

full estuary
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If you have any request let me know> I wonder if we need to make a TODO list

sly timber
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yippe, fog

full estuary
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is that with wolffog 2?

sly timber
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yeah

full estuary
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that's on norway map right?

sly timber
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yeh, happens if you load in any map with a skybox and then norway

full estuary
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ok. Did you use Load game, or spdevmap to go to norway?

sly timber
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i used loadgame

full estuary
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ah, loadgame my beloved

sly timber
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on gang

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theres also another bug, the flag isnt supposed to be so close to the right iirc, its supposed to be on the left (unless i got it wrong)

full estuary
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that flag is my nemesis

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meybe I never fix it

sly timber
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it did the same thing with the opengl stuff i did 😛 so i wouldnt be suprised

full estuary
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It's really did try, and I am taking a break form it

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It's using an opengl functionality that does not exist in directx 😭

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It's more visible in Alice, where the healthbar is in the middle of the screen

sly timber
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lol thats funny

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so is the entire menu just opengl then too or?

full estuary
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Directx does not like negative screen coords, so I set it to 0

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SO then it's shifted 600 pixel to the right in directx

sly timber
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ahhhh

full estuary
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but QindieGL did not check for negative numbers, and that flag does not draw at all

sly timber
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I could always just make a new menu /j

full estuary
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If you know how to do it, why not..

sly timber
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true

full estuary
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I would need to fix it somehow (I am close btw, but the last strech is arrrgh..) if I intend to go ahead and support other games with Qindiegl

sly timber
full estuary
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Oh nah I got movement nausea from just looking at the video 🤣

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I wonder if it works on the rift2..

sly timber
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it would be funny if raytraced VR wasnt impossible, the ultimate modpacl

pine bronze
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VR Ray Traced RTCW

sly timber
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never happening

sly timber
full estuary
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😂

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Maybe we put a disclamer, supported gpu min 3060 Ti

sly timber
full estuary
sly timber
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Fr 🗣️

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But i do think at minimum 3050 isn't going to be a target to balance out to support

grand shoal
sly timber
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yeah

severe sapphire
full estuary
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I'm interested in running it on a RX6700XT, what are the things you changed to make it run on the SD?

severe sapphire
full estuary
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I think she put remix 0.6.0 in the pack

severe sapphire
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Also another thing to keep in mind is Steam Deck uses Mesa drivers which are much more efficient than AMD’s Windows drivers

full estuary
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I think remix 0.5.1 does not yet did not support remixAPI 32bits, and my biuutiful lights were not rendering..

sly timber
severe sapphire
sly timber
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But i vould of installed wrong

full estuary
sly timber
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Ah

full estuary
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@sly timber here's a bug in fakk that could happen in wolf too; we need to keep an eye out

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This is caused by r_subdivisions 0

sly timber
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Isn't that the same thing that is happening in trainyard

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I pinged you about it a bit ago

full estuary
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This is r_subdivisions 1 and r_lodCurveError 0

sly timber
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^

full estuary
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This is r_subdivisions 1 and r_lodCurveError 10000

full estuary
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If that's the case, you would have saved me a bit of work debugging.. let's see

sly timber
full estuary
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@sly timber you are amazing

sly timber
full estuary
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Another job well done! Congratz everyone!

sly timber
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Yipee, good job!

full estuary
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So the good thing about r_subdivisions 0, was that the LOD of these arches was not changing

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Now if we set it to 1, we need to increase r_lodCurveError to a sufficient enough value so that LOD does not kick in unless we noclip far far away into the distance

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SO then we will have to keep an eye out for hashes changing for far away curved geometry

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I wonder if I can code in a console warning and such..

sly timber
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So I'm safe to assume lod causes hash changes due to it basically replacing the mesh with a lower poly one or is it something different that's causing it?

full estuary
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Yes you are right

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low poly meshes sad_cat

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BTW I have some console warning messages, they also appear onscreen a couple of secs, assert failed this and that, if you see them let me know

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I'm now investigating a failure in swf intro, also crashing the game

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because of r_novis 1

sly timber
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Custcenes are enemy number 1 atm huh kekw causing most of the crashes

sly timber
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anyways imma try and remodel maybe the torches today but idk if ill be able to

full estuary
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Good luck

full estuary
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@Bailey How affected are you if we changed the hashes with a new Wolf release?

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edit: if hashes changed one time, with one release (not every release kekw )

sly timber
#

Altho in curious as to why the hashes would be changed

full estuary
#

there is a buffer in memory, where the engine assembles all the geometry data, before rendering. Now I set it to a very large value to hold all geometry of the map (when r_novis 1).

#

And the issues in swf are related to this v large buffer and many ligts.. somehow

#

Disabling lights, or lowering the buffer size does not crash remix anymore

#

That's how far I arrived with the investigation yesterday

sly timber
#

Ah, gotcha, well yeah for sure no biggie on the hash change

grand shoal
ripe hazel
#

American RTX Remix

full estuary
#

Yes, Alice FTW

grand shoal
#

rip alice tho

full estuary
#

Alice was not my nemesis. It was that darned screen offset

sly timber
#

how

full estuary
# sly timber how

The game was trying to shift the screen to the right/top to bring those elements to the right position. But what they should have done, was to move the camera. Today I understood how an uncentered camera work (or maybe a shifted camera..). It's part of that Projection matrix, but the devs used a simplified projection matrix, where the number of pixels on the left is equal to the number of pixels on the right (not really pixels, since those can be world coordinates, but you get the ideea)

sly timber
#

i see

full estuary
#

I tried to search for sales of Alice2, but it seems to have sold poorly in the beginning

#

And I got in on the high seas too at the time, now I'm feeling guilty

ripe hazel
full estuary
ripe hazel
#

Yes

#

Some fan is making it on his own, will no doubt get a takedown request.

full estuary
#

Does that fan have a YT account or something?

#

I just googled it

ripe hazel
#

Only shares snippets on Tiktok.

#

anrigveras (Anri Gveras)

full estuary
#

thanks, I was planning on replaying it

ripe hazel
#

Yeah, really worth it installing that mod then.

sly timber
#

we got two months till the 1 year aniversary of this tomfoolery

full estuary
#

I’m pretty happy with how it turned-out 😃

sly timber
#

fr same :D

agile rune
#

How's work on my favorite Wolfenstein game going? @sly timber ?

sly timber
# agile rune How's work on my favorite Wolfenstein game going? <@456226577798135808> ?

currently at a minor setback with steam related items... once where past that ill probably continue to work on stuff like pbr and looking for new weapon models, I believe saint is (not actively but is in the process of) maybe working on a new release or at least a build but dont take that as gospel i only assume that due to the recent item related to the flag fix and the geometry items, again im not dictating what their doing so CAT youd have to ask them

agile rune
#

Does it work? Does it give us Ray-tracing even though we don't have assets?

#

With just the games files?

sly timber
#

wdym

agile rune
#

Does it work? No PBR, no RTX remix textures. Just the games's files

full estuary
agile rune
#

With the DX9 version of the game

sly timber
#

like long before that too

#

heres a video demonstation

agile rune
sly timber
agile rune
#

I've played this game on my quest 3s natively via an unofficial port to the quest platform so I am definitely looking forward to improvements to the RTX side of things!

#

Does it work with standard RTX remix or do I need a modified version of RTX remix?

full estuary
agile rune
full estuary
agile rune
full estuary
agile rune
#

Sonic adventure DX, Portal 2 and unreal (which keeps crashing no matter if I use the DX9 RTX optimized renderer and switching to a later version of both the runtime & the game)

full estuary
#

I need to try unreal myself, and that custom dx9 renderer is used in deusex remix I believe, need to try that one too

agile rune
#

On boot up using the RTX DX9 render device I mean

full estuary
#

are you by any chance using riva tuner statiscs server, that makes some games crash on launch for me

#

I've set RTSS to ignore NVRemixBridge and that avoids some crashes

agile rune
agile rune
full estuary
#

RTSS shows these stats in your game, like FPS CPU and GPU load etc.

agile rune
#

I don't have that. When I load Unreal with the RTX render chosen it just straught up crashes

agile rune
sly timber
#

btw @full estuary what are the different values for cg_lightstyles_ms?

full estuary
#

one sec lemme check the default

#

so you take 1000 and divide by the value of cg_lightstyles_ms

#

and that gives how how many times per second the light pulsates

#

so for 200 which it it now, it changes 5 times per second

#

if you want to set 4 times per second, 1000 / 4 = 250 <- set this in cg_lightstyles_ms

#

in the original game it was 100, this means 10 times per second, and it annoyed me..

#

let me know if you want it changed, or you want the default value

sly timber
#

ill fiddle around with it and see if theres anything specific for the default value

full estuary
#

check crypt1 cutscene, and start of that level.. that one triggered me 😂

sly timber
#

@full estuary seems the newest build of rtx remix messes up some things lol

sly timber
#

among things

full zinc
#

interesting

#

Nyle said to notify them of any compatibility regressions. so if you can't easily fix this, def let them know

sly timber
#

when using our latest build it just flat out crashes

#

it also seems to have better emissive lighting

full zinc
#

yeah, that's NRC

#

pretty big improvement

full zinc
severe sapphire
sly timber
#

Yeah lol

#

Give it a whirl

full estuary
#

For me it was crashing on startup, both dx9 version and gl+wrapper 😢

full estuary
sly timber
full estuary
#

Huh, I might try to remove bridge conf see if that helps

#

Got it

sly timber
#

Its funny too because aperently it's happening to a few other games, similar issues with the skybox and stuff

full estuary
#

so the crash does not happen if I comment expose remix api in bridge conf

#

and then I see an error in the logs: [RemixApi] RemixApi initialization failed: 8

#

REMIXAPI_ERROR_CODE_INCOMPATIBLE_VERSION = 8

#

So I might just need to recompile 😺 with the new version

full estuary
#

Doesn't work so far. Just disable exposeRemixAPI in bridge.conf

full estuary
full estuary
#

I think with newer runtimes we can enable lightmaps if we wanted. Use r_fullbright 1 if you do. I don’t have a strong reason to use it, the forest looks different and ofc the sky

#

I made some sky fixes in this latest build (don't know what changed, am surprised how it worked), but I still think sky is broken somehow..

sly timber
full estuary
#

yes this started popping out today for me too. no ideea why

sly timber
#

ok i got it working and WHAT THE FUCK?

full estuary
#

nothing works? is it that kind of day? 😛

sly timber
#

same area, with the old fog system

#

it may be that kind of day fall

full estuary
#

nah, lights should be working

#

unless it's somehow darker overall..?

sly timber
#

huh

full estuary
#

can you send the rtcwconsole.log, maybe remixAPI fails to initialise?

mighty lotus
#

New fog is looking great

carmine creek
carmine creek
#

They really spice up a scene when toned down from like a million particles to 10k but I wish it was on a per-light basis that this could be set.

sly timber
#

i changed the way dust acts to perceive it to be snow

full estuary
#

@sly timber Remix API init error 11, did you set 'exposeRemixApi = True' in .trex\bridge.conf ?

sly timber
sly timber
full estuary
#

it happens to the best of us peepoCheer

carmine creek
sly timber
#

it works now

full estuary
#

OMG! Alessa! Send Bailey back, send her back!!

#

(Alessa is the girl from SH1 right?)

carmine creek
#

yes

sly timber
#

LOL

full estuary
#

fog looks good

sly timber
#

however it effects the skybox and fallback light weirdly so ion know if its shipable

full estuary
#

@sly timber remix does not create logfiles anymore, do you know how to enable them?

#

maybe smth in bridge.conf?

sly timber
full estuary
#

i'll try to search for the one on github with all the options

sly timber
carmine creek
#

ah so like an exclusion volume

sly timber
full zinc
#

right now this is only doable through the API afaik, like xor's usage of it in COD

#

which is annoying and hard to do 😦

sly timber
#

damn

full zinc
#

example code

sly timber
full estuary
#

how would it work? let's brainstorm

#

i'm thinking that we can define some sort of cube, and when player approaches and enters said cube, we activate the snow.. ?

#

and when player exits cube, we deactivate it

sly timber
#

i was thinking the opposite, with a player entering the cube causing the snow to kill off, however i dont think thats a bad idea either

#

both lead to the same result soo

#

i guess whatever leads to the easiest solution

#

altho i guess another issue resides where opening the door without going through can cause issues

#

and/or looking into a room in an area outside can see the snow inside too

full estuary
#

yes those are the difficult parts

sly timber
carmine creek
sly timber
carmine creek
#

oh right

#

the problem is that the dust motes are global, until we have AABB culling for them it'll be hard to pull something off with snow outside the window with no snow inside, atm it's either or.

sly timber
#

There isn't any aabb implementation at all? Damn

pine bronze
#

WAIT, AT WHAT MOMENT SOME OF YOU DECIDED TO ADD SNOW PARTICLES

sly timber
full estuary
pine bronze
#

it really is

sly timber
#

not to mention the courtyard is all snow covered so its kinda like the golden ticket to do it

#

but yeah i guess for the indoor snow thing our only option is just to make a trigger as there isnt any axis aligned bounding boxes implimented in remix as rune said

halcyon forge
#

wont lie i dont know what the intended outcome of the snow is suppose to look like in this project but i will put my own thoughts here i do hope yall arent going for a blizzard. cause in RTCW itself its more like a light snowing than some full out heavy snow storm and thats being kinda generous towards the weather cause theres abunch of spots in the snow. like in the courtyard and other such snowy places its more like uhh a light flurry i think its called right?.

full estuary
# halcyon forge wont lie i dont know what the intended outcome of the snow is suppose to look li...

To be honest, I'd say fnck keeping close to the original aesthetic. I've played this game enough times that I'm sick of the visuals, and I def want something new. Doing a relight and PBR would just be changing the condom on the peg, and no I don't want to put-up my a55 anymore, give me something new, crazy and beautiful and I'd be up for some fun anytime. The original game holds-up pretty well, just touching the make-up does not make sense to me.

halcyon forge
#

i mean i can understand that but also i think its good to keep in mind that having like super close fog or something would also hinder you in gameplay yk even if you arent sticking THAT closely to the original

full estuary
#

Ah, don't worry nobody is putting in any heavy fog, not unless we're making a SIlent Hill 1 remake. And those screens and videos that we share, we're just testing the remix toolkit, take them with a grain of salt; we're a laid-back mod-channel, if you see it here, it does not mean it's going to be published.

halcyon forge
#

well project has my interest regardless ill say that much [hoping for the day wolf 2009 works if someone ever trys to make a compat mod for it that is]

full estuary
#

nah, wolf 2009 is too new; having worked on the original AND having source code, working on shader heavy-closed source wolf-2009, I'd go into retirement and wouldn't be able to have e release-ready mod

halcyon forge
#

of course like all the games i like just dont work in rtx remix lol [all the games id want to actually start a project on that is] guess ill have to just stick to my fake RT stuff with reshade i guess for 2009 and mercs 2 ima be real idk why mercs 2 of all things dont work tho its like on same engine as SWBF 2005 last i checked [which also last i checked works in RTX remix].

full estuary
#

yea, that sucks. I've played Mass Effect 1 with reshade RTGI (before the remaster came out) and it was ok-ish, not bad not great, but that's the option we have with these games 🥲

full estuary
#

morning

full estuary
sly timber
#

Yeahhh remix compatibility is one thing, its remix sustainability that's the other, not alot of games work perfectly right out that bat, heck without saint this game probably would of still looked like minecraft ai videos so :shrudge:

halcyon forge
#

sounds absolutely like lovely stuff each game seems to have its own issues with remix that needs solving or issues in general. like loki [diablo like game] didnt know how to solve black ground textures tho so i kinda put that on a backburner. or JC1 has flickering ground no water and glassy vehicles AND some building textures just dont show. and CnC renegade which has weird thing around player cant invis its texture and has lag spikes when looking around.

sly timber
#

Iont mean to bardge in the convo but I think i found the mood to build off of

halcyon forge
#

looks menacing in a good type of way

sly timber
#

Got that from fuckin around with fog settings, but it'll probably be different on remix build release cuz settings are bound to change

#

Oh yeah and @full estuary did you see what happenes when moving slowly and shooting a gun with dynamics on? I tested it myself and it seems remix has changed the way lights are calculated and cause them to freeze in place and not flash

full estuary
#

I'm guessing you recreated your rtx.conf with NRC?

sly timber
#

yeah i had to reacreate the conf, as the old one also caused alot of crashing and the black locust pluege

full estuary
#

Ok then, so you know where the checkbox with the Light Keeping is, right?

sly timber
#

right yeah, altho it is checked, probably a fuck up somewhere from me

full estuary
#

hmm, that is weird

#

you remeber uncle burrito shared a video with underground2, with fog, where the car headlights were leaving trails in the fog

#

the thing is I just tested and I see the lights working like before, even blue flammen

#

even with Transformer sad_cat

#

man, transformer is a dissapointment

full estuary
sly timber
#

ah ok so the gun itself at least was somehow effected by the view model setting (becaue it was a fresh conf i didnt mess w it

sly timber
full estuary
#

I hope that's the issue. I've seen Kim's bug report on github, hopefully they solve it quick

#

I should go and thumbs up

sly timber
sly timber
#

also do you have a setting in the config that causes it to use vertex light on startup? ive changed it to lightmap to get the forest working a bit more fluently but on restart it goes back to vertex

full estuary
#

yes, it's in autoexec.cfg got and add # before seta r_vertexLight 1

#

I'm leaving now, see you later

sly timber
#

have a good day saint! and thanks for the info

full estuary
full estuary
#

@jolly swallow In RTCW we've got some flickering on weapon models, in low light scenarios is seems. If you give me some minutes I can make a longer video

jolly swallow
full estuary
#

Thanks. If you need other infos, just ping

jolly swallow
full estuary
sly timber
#

Huzzah i got the fix with this too on your build

flat garden
grand shoal
#

That's a beautiful gif

full estuary
full estuary
#

I can help with the phrasing later on in the evening if needed

sly timber
#

Alright, thank you froggonodding

agile rune
#

Where do I put rtx.conf for remix?

#

I'm getting the files ready for when I'm at my dad's house and on this workstationish 4070 ti SUPER

carmine creek
#

same folder as the d3d9.dll and the .exe of the game

agile rune
#

I found that out from a quick Google search. Thanks for the help either way

#

Has anyone played RTCW with the new RR transformer AND multi frame generation?

full estuary
#

I didn't

agile rune
#

Does it work with the new model?

full estuary
#

you need a new bridge which I shared somewhere above, if you search, and the new exe from github. Otherwise it crashes

#

And I saw weapon flickers and submitted a bug report

#

BUUT I did not recreate the rtx.conf from scratch, which would be a good ideea since some settings changed, note to self

#

I need to add a flashlight, and a way to modify ingame light properties, until I implement that I won't play the game that much

#

And I procrastinated by helping people in CoD1 channel and preparing the mod for Alice 🥲

sly timber
#

Yeah minus testing I don't really try to do full playthroughs of any level with rtx on

sly timber
full estuary
#

let's see

#

In the meantime I'll go reread Marks post

sly timber
#

Aye

#

Lemme get up then copy/paste what I have drafted

full estuary
#

And I found one more, way back in time, lemme see if i find it

#

So reality check first, and my understanding of this:

#

When a shader game is hooked, they will capture vertices/objects and assign a hash to them that is the hash of the mesh, not the material

#

And then you would probably have to assign a texture in toolkit to every mesh

#

But normally you would do this for non shader games, becasue you replace with pbr, so the amount of work would be similar

#

I also wonder if the original game textures would be attached to the mesh

sly timber
#

Presumably not as the textures are rendered with light bounces through the pixel shaders, right?

#

I would probably need to re add the textures

full estuary
#

Worst case yes, that would be a realistic expectation

#

The textures do get attached to the meash together with the shader, just like these fixed function games

#

But I don't know advanced rendering techniques..

#

Ok then

sly timber
#

ch_bingus_confused ok then?

#

-# Sorry wait lol my morning grammar got the best of my i was confused

full estuary
#

I'm trying to write a request name

sly timber
#

Right

full estuary
#

Feature Request: Shader based games: make mesh replacements possible by assigning the mesh hash to the actual mesh hash instead of the material hash

#

^ stupid or makes sense?

#

Need to lunch rn, brb 20-ish mins

sly timber
#

Alright, and i think it mostly makes sense to me, so it should make sense to them

full estuary
#

or give me what you have

sly timber
#

I have basically the same thing "make captured vertexshaders captures have proper hash without going through material hash"

full estuary
#

make captured shader based meshes have a proper hash (by assigning their actual mesh hash and not the material hash)

sly timber
#

Seems to round both titles together well thumbs

full estuary
#

and for the description something along the lines of: I would like to be able to do replacements on content with shaders, but currently ? the mesh is unstable/ not captured fill in your reason ? so after a short talk with Mark it was suggested that it may be possible to assign to the material hash of a mesh it's actual mesh hash which should not change. This is not of course a request to this exact implementation, since my goal here is to be able to do replacements in the toolkit, so any suggestion/improvent toward that end is welcomed/appreciated.

#

yea, take this as a suggestion, you can write your own thing which is completely different. I can be a bit anal about it 😅 sorry

sly timber
#

I mean I'll prolly use it, its better than my 3 sentences.. lol, ill be sure to credit you heavily tho

full estuary
#

Nah, don't bother for the crdit, just link it here for me to vote

sly timber
#

Alright

full estuary
#

Or if you want me to share the blame, please do 😂

sly timber
#

Lol

full estuary
#

If it's stupid I can share the blame, it it's good you can have the spoils

#

BTW I retested my bugreport with the shimmering, and it's because of legacy material settings

#

rtx.legacyMaterial.metallicConstant = 0.78
rtx.legacyMaterial.roughnessConstant = 1

#

I had this in the config, and the defaults are 0.5 for Roughness and 0.1 for Metallic

#

Just in case you had the same issue. Also the floors were shimmering when firing the machine gun, and lowering these two removed that

sly timber
#

If it's a stupid request its no biggie but

full estuary
#

Nice work!

#

Now temper your expectations, it will take time for them to answer 🥲

sly timber
#

no ik lol my expectations are below sea level

full estuary
#

we still need my bridge-remix for the new release 1.0.0, as it still crashes

sly timber
full estuary
#

Yes the most recent from Actions and the zip-file I shared

#

#1229858482530943037 message -> Wolf.exe
#1229858482530943037 message -> bridge-remix

#

They did assign an internal JIRA ticket to my bugreport, so they will release a new bridge build soon(tm)

sly timber
#

™️ my beloved

sly timber
#

emissives no longer seem to want to cast light

sly timber
full estuary
agile rune
#

So if a fix made to bridge-remix is made that fixes the issues that crash RTCW. Will we still needbthe custom bridge exe?

full estuary
agile rune
#

I see! If the main bridge fixes the issue we won't need your bridge!

full estuary
agile rune
#

Done!

full estuary
#

thanks

agile rune
#

I got the main DX9 powered RTCW and remix 1.0.0 (besides the bridge) I have the rtx.conf and dxvk.conf that has the d3d shader argument and dxvk HUD enabled put in a compressed archive so all I need to do at my dad's is install RTCW and copy the single player files into the DX9 (RTX-REMIX ready) ports extracted directory on my dad's workstationish PC!

#

I've played the quest port of RTCW by team beef and I'm very excited to try the DX9 to dxvk (remix) build

full estuary
#

escape1 and escape2 are fun because there are lights everywhere, but starting with tram it starts to get dark. first section in village is dark too

agile rune
#

That doesn't really matter to me tbh

full estuary
#

One more thing: you also need bridge.conf, I think is missing from the latest build on github

agile rune
#

Where can I get bridge.conf?

#

And what directory do I put it in?

#

Can you post a link for me to download,?

full estuary
#

It is part of the proper realease zip, but I messed-up the buildscripts and it is not included in the ManualBuilds ^the one above for remix-1.0.0 is a ManualBuild

#

it is included in .trex folder

#

.trex/bridge.conf

agile rune
#

How do I download it?

#

Is it in the custom bridge download?

full estuary
#

Ok, so these are the realeases, take bridge.conf from here

#

And grab the latest ManualBuild from here

#

Did you find it?

sly timber
#

I was gonna mess around with nrc but my dorky ass got blood drawn so i probably wontr be able to or online to test anything

full estuary
#

Time for steak! 😋 or spinach, or beans 😛

#

and probably netflix 🥱

#

Did you donate, or had tests done?

agile rune
#

I'm gonna play this at dad's house. He's the one with the 4070 ti SUPER, all I have is a 2060 mobile which will catch on fire if I even attempt to run this. It happens with other RTX remix projects (That I've tested) on my laptop

sly timber
#

and yes its time for steak and netflix

#

probably monty python and the holy grail

full estuary
sly timber
#

hope so too

#

I did wanna show before i do go;

#

is this the stuff related to roughness with the view model

full estuary
#

could be, I had 'larger' highlights on weapon and floor when firing. But, tirn down roughness and metallic and it should improve

full estuary
full estuary
#

@agile rune did you play RTCW on your dad's pc?

agile rune
#

No I forgot sorry. I'm going back home. I'll remember to do it in 2 weeks when I see him next. I was fixated on getting @gleaming igloo's unreal D3D9RTX Driver module working (which I got working but it took a while)

full estuary
#

Ah no worries, there’s always next time!

agile rune
sly timber
#

Wait what's up with the laptop

full estuary
sly timber
#

Ah yeah

#

Mine does that too kekw

#

But rarley does it shut down bcuz of it

full estuary
#

Ah, I don't think Sage's laptop shuts down either, he just doesn't like it getting hot running remix

#

And a laptop 2060 prb getting v low fps

sly timber
#

Oof 2060

#

Way below our optimization plans what but yeah laptops be like that

full estuary
#

🤷

sly timber
#

#general-remix message

sly timber
#

Almost finished with a handful of the first levels textures 👀

full estuary
#

Oaa, god job!

full estuary
#

I've been able to add skies to tram and norway. There are still some issues (r_clear 1 shows screen areas that are not drawn -> helps debugging) but I'm looking into it

#

Basically I extracted from pak: scripts/sky.shader and for these sections: textures/skies/sky_tram textures/skies/sky_norway - I've replaced the contents in these section with the contents from textures/skies/sky_escape1

#

I have no idea what any stuff in there does, and found those section names via debugger 😅

#

Not at my PC rn, so I can't test Remix, but I hope the Dark Corners issue is fixed 🤞

full estuary
sly timber
#

I will test it all when I'm home and at my pc

#

Good job!

full estuary
#

Seems to be good with Remix too 🥳

sly timber
#

Hooray

#

No more squaring issues

full estuary
sly timber
# full estuary

how do i add this into the game? deag n drop didnt work when i sent it to main

full estuary
#

I think I used r_vertexLight 0 😅

#

also please check: r_fastsky 0 and r_noportals 0

#

Those scripts may be for the full sky (multitextured), I did not spend enough time to figure out the vertex sky

sly timber
#

alr it works, thank you froggonodding

full estuary
#

glad, np

#

I think we can now go Lightmap mode, right? I did not see lighmaps making problems with latest versions of remix

#

I may only need to break free the flickering torches/fires implementation away from r_dynamicLight and we are set

#

i.e. have flickering torches being controlled by another cvar, and setting r_dynamicLights 0, since that was creating flickering issues in the past

#

@sly timber Did you try the widescreen build? 😃

sly timber
#

but through my tests i found it to be kinda random almost

full estuary
#

I was like "who needs a WS fix, these old games are 4:3 anyway" man was I wrong 😂

sly timber
full estuary
#

I played in WS mode a couple of hours last week (I was supposed to cook lunch and forgot 😅 and nearly got in trouble ) but was not able to see issues

sly timber
#

yeah

#

ws is peak tho honeslty

#

leaves alot more open

sly timber
#

Idk if you did this or if its lightmaps but this is amazing too

full estuary
#

It's either lightmaps or coronas maybe. Try r_flares 0 . In the NewGame cutscene, the windows have coronas ->hence remix lights 😆

#

But, yea it looks reaaly good!

sly timber
#

r_falres does nothin to the windows so id assume lightmaps?

#

flares*

sly timber
#

sorry for the ping but @jolly swallow do you have any idea whats going on here, it doesnt seem like just motion blur

jolly swallow
#

Well... the first one looks like it's using something tricky to clip the spritesheet to that small circle. If it's just using fixed function draw call modes to do that, then there may be a bug we can fix.

If it's using shaders, or you just want to fix it in content, it shouldn't be too hard to disable that draw call and replace it with a circular mesh with a spritesheet

The fan... I'm guessing that's either a texture animation or a rotating texture? In either case, marking it as a particle may help, since that disables most shadow caching.

jolly swallow
# sly timber marking it as particle doesnt seem to work sadly for the fan part

Do you know how that is animating?

If the transform and texture are both static, it might be texture coordinates... does the rtx.conf have any changes to rtx.geometryGenerationHashRuleString?

It may be using a shader for spinning, do you have the experimental vertex shader support enabled? I really hope they didn't use a pixel shader for that

sly timber
#

I do also have the experiment setting on

full estuary
#

I'll have to do a bit of debugging to isolate the drawcall. Today I'm a bit tired, so I'll postpone to tomorrow and get back to you.

sly timber
#

Alright, dw abt it, get some rest

full estuary
# jolly swallow Do you know how that is animating? If the transform and texture are both stati...

The fan and green waveform is animating by changing the texture coordinates (I've done a capture of a couple frames and compared). The oscilloscope machine is a poligon, rendered 3 times with aplha blenging ops: first the animated green waveform texture, then with the machine metallic texture and lastly with the lighmap texture. The fan similarly has transparency inbetween the blades and used alphablending too (most stuff is rendered like this in idtech3, and some polygons use multitexturing: albedo + lightmap).

#

The starnge thing is Remix does not properly handle this animated texture, unles we mark the texture as UI <- this is obviously not desirable. I've also tried to mark the oscilloscope machine as terrain, and I see corect blending and waveform texture updating, but some other machines closeby start having visual artifacts.. letme get a video

jolly swallow
# full estuary

This makes sense - terrain uses raster rendering from a top down perspective to combine draw calls, then ray traces the resulting image on the original geometry (projected from top down). The vertical faces failing when marked as terrain is expected.

#

I suspect the actual bug is something with that first rendering pass. I'm guessing texture1 is the animated texture, and texture2 is some kind of alpha mask?

#

are they using separate UV channels for the two separate textures or something?

#

Note: The easiest way for you to fix this is probably going to be by simply adding a mesh replacement that puts a new mesh on top of the console, hiding all but the animated bit. Replacing things with an animated texcoord is difficult, but you can also just ignore the draw call and use a remix spritesheet to git your own oscilloscope animation.

full estuary
jolly swallow
#

so masking, basically. I would expect that to work, so it'd be nice to have a github issue with repro instructions and clear info on how the drawcall is supposed to work. We probably have an error somewhere in how we're interpreting the blend settings.

It'll probably take quite a while before we'd get around to looking into it tho, so in the meantime you're best off fixing this via asset replacement

full estuary
#

What about the fan, which is just a drawcall with a mesh and animated texture?

jolly swallow
#

pls include the exact d3d9 blend mode settings the draw call uses, if you can see that

#

The fan is just a static texture, and the tex coords are being animated?

full estuary
#

Yes

jolly swallow
#

Does it still look like that when you disable RR, DLSS, Denoising, etc? just trying to eliminate variables.

It kinda looks like we're failing to detect that the mesh is changing, so we're just re-using the mesh from the first frame it was drawn. But that depends on rtx.geometryGenerationHashRuleString, which includes texcoords. Could you check in your remix log if that setting shows up as being changed in any of your loaded conf files?

#

(just open the log and search for geometryGenerationHashRuleString. if there are no instances of it then it isn't being overridden)

full estuary
#

I will recheck but yea hash is stable for that rectangle

jolly swallow
#

it's not the same hash rule. Asset hashing for replacement depends on rtx.geometryAssetHashRuleString. mesh hashing for runtime caching depends on rtx.geometryGenerationHashRuleString, which includes several things that aren't in the asset hash

#

The bug I'm suspecting happens when the hash is too stable.

full estuary
#

I may not be able to check it today, so I’ll get back to you about the hash rule

grand shoal
#

.

sly timber
grand shoal
sly timber
#

I know it's going to happen again let's be honest

grand shoal
sly timber
#

I'm not even going to call that fun burrito, I can make some crude jokes from time to time but I would not make jokes on actual events, that's just a tad too far

grand shoal
#

I only said it because that event is unconfirmed

#

I still don't know if it happened. Quick Google search only shows tweets

sly timber
#

And if it was confirmed, then what

grand shoal
#

I wouldn't have said it in the first place

sly timber
#

I dunno uncle this is something I just wouldn't do in the first place

grand shoal
#

I do agree with you. Not a very smart move

#

Uh oh

#

Dad's here

carmine creek
grand shoal
#

I understand

carmine creek
#

For you own sake I seriously hope you do. You know that this is your very last chance after all the warnings and previous incidents we had with you.

#

I'm not trying to play fun police here, but we have rules and some things are way out of line.

sly timber
full estuary
#

Welcome back Uncle. Would have been less fun without you! Please read the Rules again esp the NSFW, we’ve all been crude, I know I’ve been a jerk myself so not preaching, but it will be shitty having you banned forever @grand shoal 🤗

grand shoal
#

damn

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nsfw is the last thing i wanna be reminded of lol

full estuary
#

Yea I know 😂😅

sly timber
#

this is 100% rtcw related

full zinc
#

should just rename the thread to "Burrito's return"

sudden steppe
grand shoal
#

With a bang

#

Hehe

sly timber
grand shoal
carmine creek
grand shoal
#

Plus such posts get deleted in seconds

#

By myself

#

Also it was supposed to stay between us

#

Wtf rune

grand shoal
#

Mark

sly timber
#

its sorta funny to think that people with low fps are gonnah have a bad time in combat because the gun firerate is locked to the fps

sudden steppe
sly timber
carmine creek
#

I unfortunately can't commit to anything at the moment, else I'd offer my skills

sly timber
#

Dw lol I understand

carmine creek
#

if you're still looking for a texture artist in about a month once all this moving business on my end it over then I'll gladly help.

severe sapphire
sly timber
#

but help would be much appreciated

carmine creek
#

you mean the very thing I would've done anyway because that's what I'm doing with UT99

sly timber
#

Peak ch_speak

#

But yeah just lemme know if and when you can cuz thatz one if the 2 things were missing from the team

grand shoal
sudden steppe
#

True. Bro's got a ton of talent but we rarely see any breadcrumbs on #showcase

carmine creek
#

I don't like showing off things that are too early in development, so I only post something when a whole area is done. Paired with me being really busy lately (moving, changing jobs and getting a driver's license, all at once) I don't have much to show unfortunately.

full estuary
#

After I fix the dynamicLights I'll create a proper release

full estuary
#

edit: bind PAUSE "pause" -this somehow existed in my config but was not working before

#

I think

full estuary
#

Ok, so this happens when r_fullbright 1, otherwise I don't get artifacts with lightmaps. This would be nice to have (and understand why it happens), but I'm putting it on the backburner unless we get the glitch with fullbright set to 0 too

agile rune
#

Im having trouble running RTCW RTX. I keep getting this Wolf 1.41 win-x86 Apr 16 2025
----- FS_Startup -----
Current search path:
C:\Users\John\Desktop\RTCW\main\sp_pak4.pk3 (21 files)
C:\Users\John\Desktop\RTCW\main\sp_pak3.pk3 (14 files)
C:\Users\John\Desktop\RTCW\main\sp_pak2.pk3 (232 files)
C:\Users\John\Desktop\RTCW\main\sp_pak1.pk3 (1342 files)
C:\Users\John\Desktop\RTCW\main\pak0.pk3 (4775 files)
C:\Users\John\Desktop\RTCW/main


6384 files in pk3 files
execing default.cfg
couldn't exec language.cfg
execing wolfconfig.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found logfile opened on Sat Apr 19 14:43:11 2025

Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
Cmd_AddCommand: map_restart already defined
----- Initializing Renderer ----

----- Client Initialization Complete -----
----- R_Init -----
Initializing DX9 subsystem
...initializing fake QGL
...setting mode 22: invalid mode
...WARNING: could not set the given mode (22)
...setting mode -2: 1920 1080 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1920x1080)
Initializing DX9 driver
...getting DC: succeeded
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down DX9 subsystem
...releasing DC: success
...destroying window
...resetting display
...shutting down fake QGL

GLW_SetMode - Direct3D9 CreateDevice failed 2152

sly timber
#

Intel,,, pentium?

full estuary
#

I’ll have to check that errorcode tommorow

#

You could try to set in the wolfconfig.cfg r_mode 5 for example and see if that works

full estuary
full estuary
#

@agile rune do you by any chance have the remix logs? I know you usually try Remix on your Dad's PC, so I figure there's a chance you might not..

agile rune
#

Scratch that I deleted the folder facepalm

full estuary
#

It’s fine. I’ll do some tests on my end, and next time if you could post them that would be great

full estuary
sly timber
#

What the freak that's cool

full estuary
#

The settings are hardcoded, but I will make them configurable through wolf_customise.ini

#

And then I will try to tackle that spinning fan problem 🪭

upper nexus
#

btw try making it offset to the side a bit

#

so it casts more shadows

full estuary
#

Shameless HL2 RTX copypasta

upper nexus
#

makes it appear cooler

full estuary
#

Yup I'll try that

upper nexus
#

chest level flashlight thats around the shoulder

sly timber
#

I like how dim it is too, making it not look like a modern torch

full estuary
#

I had to make it brighter than the one in HL2, I think since we're missing roughness maps, there's v little indirect light

#

But I thinks it looks pretty cool too peepoHappy

#

bind v "toggle r_rmx_flashlight"

#

if you're going to try it

sly timber
#

I'm gonna find it to t (for torch( v is my noclip bind

full estuary
#

r_rmx_coronas & r_rmx_dynamiclight control static lights, and torches respectively, not sure I mentioned it

sly timber
#

What's the values on them

full estuary
#

r_flares and r_dynamiclight should be 0 (I've also added this to autoexec.cfg)

full estuary
sly timber
full estuary
#

DO you get it on load, or after you play a bit?

sly timber
#

I play a but and turn on flashlight

#

It specifically happened for me in the main corridor riim

#

Room*

#

(Sorry I js woke up lol)

full estuary
#

Ok, I'll play for a bit see if I get the crash

sly timber
#

(For anyone who follows this the channel is temporarily dead because of 2009 work but the mod itself isn't, don't worry 😄) we also talk alot in outside servers n such too

sly timber
sly timber
#

altho i guess i might as well ask

#

@full estuary what do you think, should we try to put wolfenstein in the competition?

#

your call here i could care either way

full estuary
#

I'm not eager 😅 I ran into another bug with map loading.. my confidence is scraping the bottom 😜

sly timber
#

aye then we wont froggonodding

full zinc
sly timber
#

ah

sly timber
sly timber
mighty lotus
#

Woah, nice work there man

sly timber
severe sapphire
#

A lamp worth $50,000

sly timber
full zinc
sly timber
# full zinc why's that?

Well as much as the 50k would be cool, we neither have proper texture nor models except the lamp, not to mention there are still plenty of crashing issues with remix

full zinc
#

it's "only" $20k for the top place btw

sly timber
#

Still

full zinc
#

ya

#

i've just seen the 50k thing a lot so i'm correcting it whenever possible lol

sly timber
#

Gotcha

#

But yeah even 20k (or 10k split in between me and saint) just isn't worth the burnout tryna get something to be competitive worthy in the ammount of time

full zinc
sly timber
full zinc
#

i wouldn't mind joining in on an existing mod to try to help (and get some of the prize lol). this is one of the few i'd have wanted to help with

#

problem is my limited skillset for actual game dev

sly timber
#

Well garf_shrug if you have the ability i wouldn't mind help but I'd still be hesitant

#

Either way help on the mod in general would be cool

full zinc
#

unf i'd have to target a mod that's 100% gonna be in the competition too

maybe afterward i can help with this one more though

sly timber
#

Fair enough

sly timber
full zinc
#

shit. well idk what to do

#

i'll move my rambling somewhere else though

sly timber
#

Alright, I wish you the best of luck in whichever one you do choose for the competition to work on

sly timber
sly timber
#

Well err due to recent problems and now being short on money I've decided I'll enter the comp @full zinc if you still want to help

#

In that i mean a friend crashed my car and I can't afford new transportation lol is my main reason

#

actually ill remove the embed cuz it shows my face in the hub lol

full estuary
#

Oh no sorry about that!

sly timber
#

nah dont worry

#

i got that car for

#

1.5k

#

was a beater straight up

#

but still 20k (split among us) could at least get a decent car

#

so id say our main focus for an rtx demo to release to the comp should either be village2 or escape1

#

village 2 would be alot less of an issue compared to escape 1 which has texture misalignments everywhere

full estuary
#

"texture misalignments everywhere" ah shit, as I was thinking of escape1 as a good option

sly timber
#

i mean

#

if we can somehow blur it out in remix it would be viable

mighty lotus
full estuary
#

I've seen the misalignments myself, as I was trying to get familiar with the workflow

sly timber
#

yeah

#

village 2 is a good option as it has outdoor areas, indoor areas and water areas

#

we can show off a good ammount

#

hdri skies

#

water reflections

#

etc

full estuary
#

Do we have animating textures, for water? Or we don't care

sly timber
#

we dont have any animated water textures