#Return to Castle Wolfenstein (RTCW)
1 messages · Page 5 of 1
What was that?
It was a video. Let me find it
dude i've had people come after me for weird shit. it's not okay to risk this
it's not about being "soft", it's about being safe
not sure why that's such a bad thing
I say. If you ever find a weirdo. Let me have my way with them.
I've wrangled plenty
Mrx was my favourite
Lmao
Idk but there's something about this video that works really well
@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 😞
Bro nobody can hurt you in a discord server 😭
you'd be surprised what people can do. don't take it lightly
i've had stalkers on here before and they tried to do me real harm, and in many cases did
stop undermining it please
you can close the app and the mean people will instantly disappear though
maybe I'm too old to understand
if you have actual ties to people on here, it's not that simple
or are involved in communities
it's not that hard for someone to join a community you're in, spread false information about you, and get you banned
and if it's a place you care about, well there ya go
people have tried to lie to my friends about me and get them to turn on me. all kinds of shit happens
Understandable
100%
I usually keep a lowprofile online persona, just to be able to close the app and forget about it. But I’m an avoidant at heart. I cant ask for everybody to adopt my lifestyle either. Don’t know, we will have to evolve our online behavior, but for now keeping the creeps away is not that bad
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)
it's definitely the best way to stay safe
I think I have an inkling who that might be. It's the one I also recently blocked.
-# I've seen your newgrounds account 😉
Oh there's a lot. I've abandoned new grounds because tom fulp is an ASS
There's barely anything there
thank
Nothing is stopping you from adding him #1229858482530943037 message (update me if he sends any other weird shit)
nothing is stopping him? im stopping him
or wait you meant as a friend lol
sorry
Yeah
Dw
Might add him myself lol, send him a fake ip, he probably don’t even know his own, scare him a bit
i mean thats antagonizing it tbh but you do you
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
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
I should try out the opengl thing with rtcw again just to see how it's looking with whatever latest updates there are
For funniest
Funsies
It was not. It was not funsies
it.. just.. works.. ?.. 🙀 ¡¡¡ Nooo !!!
Whar?
Oh wait lol
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
I did not change much in QIndie so it should work.. but I did enable camera detection hack for all games.. which is id3tech specific.. I am fixing that in the next release.. but WolfSP opengl was working for me with my wrapper (with our recent rtxconf)
Gotcha, I tried to test it with hl1 apposing force is why I was asking (it didn't go so well)
Aha, let my try that one today
I do want to try Heretic 2, which is based on quake2, like hl1.. it’s an ongoing project, lower prio than fakk2 
Ooo heretic 2
Also this was the opposing force, after reopening the app it refused to open with an "sdl not found" error (epilepsy warning)
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 😄
And sorry for the off topic lol I just found it very interesting
Mmm well whatever it is
I can help

Thx ☺️
Is this the steam version?
Yeah
K
I dont have the non steam
Ya know how to get the steam one working specifically (making the opengl32 read only n such)
I don’t know the procedure for steam games
The hashes do be stable tho
For wolf I compiled the opensource project ..
Basically you put the opengl file next to the exe and for half life you wanna put the remix files in both hl1/valve and hl1/gearbox
Yes !! I saw that with heretic and quake2
couldn't tell you a connection at all 
Remember my first video with stable hashes for wolf? With small surfaces.. this inspired me
Well I had some attempts where wolf was running 1-2 fps 
It was stable!!
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
^
God now i found back when seeing actual light was impressive, whodve thought lol
Kinda interesting but what exactly is the point of different prim modes really, I never did learn exactly why
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
Then they thought about mergin calls for 1 vertex 1 textcoord 1 color 1 normal into a single glDrawcall
That is r_primitives 3
So different prim# = different call sequence?
Yes
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
And Carmack said lets join the big buffers that reference the same texture in one even bigger draw call
And then he fu_ked all future stable hashes in remix with one fell swoop
This was still past or r prims 2
Gotcha
The order of optimisation from worst to best is : 1, 3, 2
2 is the best, 3 was maybe an experiment that did not pan out? Maybe with defunct gpu names..
It was wild west with driver support back then
Ye exacly, man we’re having it good, no sarcasm
Yeah
Not me installing 13 compatibility drivers in hope that at least one will get Pepsi man the video game to work
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....
2, almost 3 ish am
No, no OF.. i’m overextending anyway.
Yeh
It it works due to other things beibg fixed.. fine.. but wolf is far from being finished even with open source code
Like Uncle said, there are always the annoinh rendering glitches
And we can fix them in Wolf
In other games..
Right
In other games we don't have the godsend that is idtech releasing every source code up until around 2007
For a majority of their games
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!
Thanks, good night
They probably don’t render the skybox anymore when you are looking at the ground
Something similar happens in ST elite force 2
Good job, though
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)
but its fun to goof around n such at least
spoke too soon lol 
https://steamcommunity.com/sharedfiles/filedetails/?id=3257841744 ok now its time to jab this together and see if i can fix it (the thing is open source sorta)
Good luck. I’ve played a bit of hl1 with sultim’s raytraced engine mod. Tell me how it goes for OF
needs some love™️ if only there was a way to get sultims mod to run nvidia rtx just like his doom 2 mod
yeah
or more specifically the rt mod from sultim that someone force loaded onto apposing force
so alot of things dont work
@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
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?
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
Alr
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.
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
and it's the friggin lights! Disabling flare lights (and reloading the map) makes the flicker disappear in this instance. So, when you have a modded skybox available for escape1, I would like to test it
Aye aye ill let ypu know when when I get a proper one in place and I'll send you the mod
I'm off to sleep, bb
cya later have a good sleep!
@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
Yea, I’ll join the discord, I’m curious how it will happen 😃
Alr i sent an inv in dms
was working, on this but light leakeage everywhere..
culling is too agressive, and r_novis brings fps to a halt
Aw damn
That game looks familiar
Heretic 2
Or maybe it's the familiarity of q3 brush modelling
Is heretic open source?
Nah, one guy tried to reverse engineer it
Menus are not ready, and there are some artifacts left
well, who knows, I keep learning things about id engines..
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
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
That's how I chose Wolf. These other games, I rember them fondly, but I never went back to replay them
So I guess I'm not that attached
I see lol
Heretic 2 the goat.
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?
Idk if I asked this before
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.
The questions were 2 separate items but yeah
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
the pixel shaders for older games could probably be disabled
And for the above, I'm not even sure what remix does, when it encounters shaders
Well remix already has a vertex shader translator
Yeah I've used it on wolf2009, it renderes everything (and turned off nothing renders) but it's rasteurized due to i think pixel shaders n such
Lemme get a recording after I find my 2009 disc
It also actually does disable the shader based lighting and almost looks raytraced, however idk if it's the case due to the menu
(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)
Le me launch remix on my copy of wolf 2009..
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)
hm
like i said maybe is a bunch of outside shaders
but i have no clue on these things
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
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
Or does TAA, or Blur
SO basically remix would only need that first drawcall with the geometry
but is the reshade disable thing only screen space?
But I think there is part of the geometry rendered, then that render target is modified with some other shaders as mentioned above..
Then some other part of geometry is rendered.. and remix does not know exatly which drawcall to pick, maybe..
what do you mean? I mean it's not helpful for remix, it might help you understand how game uses shaders 😆
ooh right i gotcha
could you link me the reshade item then
wolf 2009 was my next big dream thing (funny how both my two wants arent remix supported until recently)
and you need the rehade offline version which supports mods
thank you, and yeah i think i got the offline ver
the offline version does come from the website right
or does it come from elsewhere
Yes, the website somewhere, it the Addon version
lemme check
after pressing Change SHaders, you wait 10s for scanning, then can use Numpad 1,2 then 3,4 to hide one shader output
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
could that be why the game itself looks rendered but rasturized? but also has no shader lighting?
also here is turning off captures from vert shaders
and finally turning off alpha blending
I'm guessing one of the shaders calculates the GI and remix skips that one
we should probably make it skip some more shaders. That is why I tried marking some Render Target textures as ignored..
until maybe geometry hashes is able to disaplay something
so keep trying to ignore textrues until some geometry hash displays in view?
maybe, I was not successful though.. but I did not ignore them all
is there a console available?
i might search for cvars
searching it up there isnt any console but a cfg https://www.ign.com/wikis/wolfenstein/PC_Cheats
wait
com_allowConsole "1" in scf
cfg*
but i cant find it
C:\ drive, 'Users', (click on your username now). Now look in 'AppData', 'Local', 'id Software', 'WolfSP', and finally 'Base'.
let's see if it's there
In case game is not launching, got to task manager and kill wolfSP.exe in the Details tab
ive ignored almost everything not much worked altho alot did things
its very weird tho, usually in shader based games you cant ignore any textures but here you can
@full estuary ignoreing one rendertarget causes everything to go black, is that a good thing or a nothing burger
not sure, or mi brain does not work atm
specifically the one thats fullbright
that one might be geometry
let's go over it again, maybe we can understand it better
and i am not an engine programmer.. mind you so i don't know much
right yeah
first prepare geometry and render to a rendertarget
that target seems to be it, just simple polygons, no color, shadows, FX
then take that rendertarget, apply a pixelshader and render to another rendertarget
repeat for lights, blur, TAA, reflections, bloom (?)
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
Now..
I want remix to get that first render to rendertarget, because that one has the geometry, and keep said geometry
the rest of things don't matter because they get replaced by remix anyway
and a rendertarget is a texture..
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
so the render target/texture you found in the video above might be the useful one
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
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
and this complicates matters..
^ makes sense, or confusing?
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?
right
my thinking is that remix takes one, or all, of those other render targets and shows them on top of the good geometry
think of the canvas illustration, the canvas is always closest to the screen, and it shows on top
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
Ik thats besides the point here tho
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
And I'm yet again probably not understanding here so, sorry lol 
But i get the rendertarget concept and how there probably is good geometry hash under there, presumably
But i think you are right tho on this, it makes sense as remix layering things
It's a bit beyond me though, that's the idea I had
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
He also said trying to get a game to run its fixed function fallback by translating a games shader calls into fixed function calls
I know even less about shaders
#1289195427119501424 message #1289195427119501424 message is all o remember
Yeah I know next to nothing on anything shader wise
Minus how each shader works
(Like normals, spec, roughness etc)
Does he have sorcecode for Portal, or he reverse engineered it?
Reverse engineered it from what I was told
Maybe there is sorcecode for HL2 and he used that as inspiration
I'm using wolf and quake3 as inspiration to reverse fakk
and even so it's difficult
btw, xor has sourcecode for portal on github right?
Yeah looking back on his messages he reverse engineered the game code for p2
I might take a look, but wolf2 is shader heavy, I don't think I want to touch it
Right yeah that's honestly fair
then camera fixes, then geometry hashes, man, for wolf1 is difficult
I would ha tried pop tsot, because when it came out, you could disable pixel shaders and play it on old gf4mx
I had problems with my gf2mx, but a friend played it on his gf4
but ubi is remastering it next year anyhow..
If ubi even survives till next year
lol, ye
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
i much appreciat the interaction and it helped me learn abt rendertargets more
Gn lad
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).
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 📿
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..
checking out the new release as we speak
If you have any request let me know> I wonder if we need to make a TODO list
yippe, fog
is that with wolffog 2?
that's on norway map right?
yeh, happens if you load in any map with a skybox and then norway
ok. Did you use Load game, or spdevmap to go to norway?
i used loadgame
ah, loadgame my beloved
on gang
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)
it did the same thing with the opengl stuff i did 😛 so i wouldnt be suprised
It's really did try, and I am taking a break form it
It's using an opengl functionality that does not exist in directx 😭
It's more visible in Alice, where the healthbar is in the middle of the screen
Nah, it's using negative screen coordinates when it draws the flag, it tells opengl to start rendering the flag at pixel -600 to the left
Directx does not like negative screen coords, so I set it to 0
SO then it's shifted 600 pixel to the right in directx
ahhhh
but QindieGL did not check for negative numbers, and that flag does not draw at all
I could always just make a new menu /j
If you know how to do it, why not..
true
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
https://www.moddb.com/mods/venom-v6-5-2-rtcwquest-vr-edition next up we raytrace this..... PFFT
Oh nah I got movement nausea from just looking at the video 🤣
I wonder if it works on the rift2..
it would be funny if raytraced VR wasnt impossible, the ultimate modpacl
VR Ray Traced RTCW
never happening
Were gonna be putting that on the steam page too so yeah, once I remember my login I'll be posting that
But yea, it’s free, download it and test it MF
Fr 🗣️
But i do think at minimum 3050 isn't going to be a target to balance out to support
yeah
Meanwhile I’m running it on a Steam Deck like a maniac 
What FPS do you get?
I'm interested in running it on a RX6700XT, what are the things you changed to make it run on the SD?
It’s all over the place and I suspect it might be the runtime
@baileybean... What runtime is the game using?
I think she put remix 0.6.0 in the pack
That would explain it because anything past 0.5.1 has performance regressions for Steam Deck
Also another thing to keep in mind is Steam Deck uses Mesa drivers which are much more efficient than AMD’s Windows drivers
I think remix 0.5.1 does not yet did not support remixAPI 32bits, and my biuutiful lights were not rendering..
0.6.0 is the only one that works with the recent release of rtcw rtx, I was going to do 0.5.4 at one point to see if it crashed less but it was next to pitch black everywhere
I opened an issue on GitHub so hopefully it’s eventually looked into
But i vould of installed wrong
Nah, I tried 0.5.0 too, and it was dark, lights missing, I think I saw a log about remix API not available
Ah
@sly timber here's a bug in fakk that could happen in wolf too; we need to keep an eye out
This is caused by r_subdivisions 0
Isn't that the same thing that is happening in trainyard
I pinged you about it a bit ago
This is r_subdivisions 1 and r_lodCurveError 0
^
This is r_subdivisions 1 and r_lodCurveError 10000
Could be, I will check it out
If that's the case, you would have saved me a bit of work debugging.. let's see

@sly timber you are amazing

Another job well done! Congratz everyone!
Yipee, good job!
So the good thing about r_subdivisions 0, was that the LOD of these arches was not changing
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
SO then we will have to keep an eye out for hashes changing for far away curved geometry
I wonder if I can code in a console warning and such..
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?
Yes you are right
low poly meshes 
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
I'm now investigating a failure in swf intro, also crashing the game
because of r_novis 1
Custcenes are enemy number 1 atm huh
causing most of the crashes
anyways imma try and remodel maybe the torches today but idk if ill be able to
Good luck
@Bailey How affected are you if we changed the hashes with a new Wolf release?
edit: if hashes changed one time, with one release (not every release
)
We have 2 total pbr so not largely affected
Altho in curious as to why the hashes would be changed
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
Ah, gotcha, well yeah for sure no biggie on the hash change
Alice?
American RTX Remix
Yes, Alice FTW
rip alice tho
Alice was not my nemesis. It was that darned screen offset
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)
i see
it was a sh1tty move not to allow American to work on Alice3 
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
No one is working on it, they straight up put it on their graveyard.
They just hold on to the IP because it holds value.
do you know about alice asylum? The design document American released ~2 years ago?
Only shares snippets on Tiktok.
anrigveras (Anri Gveras)
The creator of this mod for AMA worked with American McGee on Alice: Asylum.
https://www.nexusmods.com/americanmcgeesalice/mods/1
thanks, I was planning on replaying it
Yeah, really worth it installing that mod then.
we got two months till the 1 year aniversary of this tomfoolery
I’m pretty happy with how it turned-out 😃
fr same :D
How's work on my favorite Wolfenstein game going? @sly timber ?
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
youd have to ask them
Does it work? Does it give us Ray-tracing even though we don't have assets?
With just the games files?
wdym
Does it work? No PBR, no RTX remix textures. Just the games's files
yep, you're right I'm still doing engine work, which may break hashes/exports.. taking it a bit slow for a while is the advisable option
With the DX9 version of the game
yeah its been working since you first talked here
like long before that too
#rtxon #rtxremix #rtx4070 #150fps #nvidia #returntocastlewolfenstein #wolfenstein
heres a video demonstation
That's what I wanted to know. I can't wait to play it with full on PBR when the time comes. Keep up the good work!
yeah I deffo dont plan on much pbr anyways until the steam stuff is out of the way
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?
yes. grab latest 0.6.0 release or newer (if you want/know how)
you can also download the mod direct from moddb https://www.moddb.com/mods/return-to-castle-wolfenstein-reborn
I know how to setup RTX remix
good, get a more recent version, because the 0.6.0 release crashes alot
For all the games I own (except portal 2 which uses a custom RTX remix build ) I try to use the bleeding edge builds of the runtime
Cool! What games have you tried playing with remix?
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)
I need to try unreal myself, and that custom dx9 renderer is used in deusex remix I believe, need to try that one too
On my dad's pc it keeps crashing when I select it. The dev said it's a remix runtime issue so it may be fixed but idk.
On boot up using the RTX DX9 render device I mean
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
What's RTSS and how do I have it set to ignore NVRemixBridge?
Also we should countine this convo in #general-remix
RTSS shows these stats in your game, like FPS CPU and GPU load etc.
I don't have that. When I load Unreal with the RTX render chosen it just straught up crashes
Oh yea I'm not using riva tuner I'm using Nvidia's built-in overclocking and statistics in the Nvidia app
btw @full estuary what are the different values for cg_lightstyles_ms?
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
ill fiddle around with it and see if theres anything specific for the default value
check crypt1 cutscene, and start of that level.. that one triggered me 😂
@full estuary seems the newest build of rtx remix messes up some things lol
like what?
interesting
Nyle said to notify them of any compatibility regressions. so if you can't easily fix this, def let them know
when using our latest build it just flat out crashes
however, snow
it also seems to have better emissive lighting
this is really nice
I wonder if it'll load on my GPU now, lol
For me it was crashing on startup, both dx9 version and gl+wrapper 😢
How did you start it?
I had to use the version where the camera was first introduced to get it to work, it crashes otherwise
^
Its funny too because aperently it's happening to a few other games, similar issues with the skybox and stuff
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
Doesn't work so far. Just disable exposeRemixAPI in bridge.conf
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..
here we go again lol
yes this started popping out today for me too. no ideea why
ok i got it working and WHAT THE FUCK?
erm, what am I supposed to see..
nothing works? is it that kind of day? 😛
for reference they changed the way volumetrics are calculated now not every scene using fog is a grey blemish
same area, with the old fog system
also running through a couple of maps is appears none of the lights are working still however uh
it may be that kind of day 
let me check that real quick with the github binary.. it was working for me in the morning
nah, lights should be working
unless it's somehow darker overall..?
huh
can you send the rtcwconsole.log, maybe remixAPI fails to initialise?
HOLY SHIT
New fog is looking great
ah did you enable the dust particles? :P
yes
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.
i changed the way dust acts to perceive it to be snow
@sly timber Remix API init error 11, did you set 'exposeRemixApi = True' in .trex\bridge.conf ?
I really wish they could add room based bounding boxes sorta things
i went to go look and forgot i deleted bridge.conf
it happens to the best of us 
I'm pretty sure I made a ticket for that ages ago, fog volumes and post process/ color correction volumes that could be tied to replacements.
it works now
OMG! Alessa! Send Bailey back, send her back!!
(Alessa is the girl from SH1 right?)
yes
LOL
the new fog settings are gonna be my goofing off point, now we got a heavy night time blizard
fog looks good
however it effects the skybox and fallback light weirdly so ion know if its shipable
@sly timber remix does not create logfiles anymore, do you know how to enable them?
maybe smth in bridge.conf?
i dont know how to no, ill ask around
i'll try to search for the one on github with all the options
i meant more like a vistree esc sort of thing that could make boxes too keep the particles here from clipping
ah so like an exclusion volume
yeah basically, altho no clue how thatd be implimented at all
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 😦
damn
@full estuary if there was ever a request for when you have time ever itd be this to control the snow because i think the snowy scene idea for items like norway and tram would benifit from this but im also not forcing you to do it so if ya cant its no biggie
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
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
yes those are the difficult parts
I do have a thinker but lemme finish work and cook it up logically a little more nvm no AABB
just do a true/false thing that way you don't have to place volumes all over the map and instead just in entryways that lead outside/inside.
#1229858482530943037 message the problem is we have alot of big doors
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.
There isn't any aabb implementation at all? Damn
WAIT, AT WHAT MOMENT SOME OF YOU DECIDED TO ADD SNOW PARTICLES
me, earlier today, goofing off n shi
Taking a page from Starcitizen playbook. But seriously castle and snow, like hotdog and ketchup 😀
it really is
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
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?.
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.
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
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.
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]
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
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].
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 🥲
morning
and even if remix hooks the game.. I've spent a bit of time in the CoD 1 channel, and man, when you enter a house, it's really glichy, shadows appearing, and dissapearing because the geometry behind the player (roof and walls) is not rendered anymore and the sun shines-in. There is no console command to disable that behavior either.. it's tough
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:
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.
Iont mean to bardge in the convo but I think i found the mood to build off of
looks menacing in a good type of way
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
or ig moreso effects all dynamic lights
I get that if I disable 'Disable Light keeping'
I'm guessing you recreated your rtx.conf with NRC?
yeah i had to reacreate the conf, as the old one also caused alot of crashing and the black locust pluege
Ok then, so you know where the checkbox with the Light Keeping is, right?
right yeah, altho it is checked, probably a fuck up somewhere from me
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 
man, transformer is a dissapointment
I went to the forest, because under the trees the shadows are blurry, and it takes a second to stabilise. Tranformer is even slower than CNN
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
yeah aperently they arent using the proper model in the build so its slow
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
go and thumbs-up https://github.com/NVIDIAGameWorks/rtx-remix/issues/733
done
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
yes, it's in autoexec.cfg got and add # before seta r_vertexLight 1
I'm leaving now, see you later
have a good day saint! and thanks for the info
Hey @sly timber are you seeing any Transformer shimmering? Here I have a low light scenario, it happens here and on the hallway in front
On some items yew
@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 here you go. I do not see those flickers with CNN
I'll toss it over to the team and see what happens
Thanks. If you need other infos, just ping
Would be good to have a full github issue write up, but at least please post repro instructions for someone who has never played the game (how to get to that location, etc)
I'll try to create a github issue then
Huzzah i got the fix with this too on your build
i get that kind of thing when i set the scale too low for viewmodels, not sure if you are using that though ofc
That's a beautiful gif
you mean this? I've tried changing the values, disabling but nothing changes. Very low value on Scale 0.01 makes it more shimmery, but that's it
Here's how to feature request: https://github.com/NVIDIAGameWorks/rtx-remix/issues
And how Kim filled-in the fields for the request here: https://github.com/NVIDIAGameWorks/rtx-remix/issues/733
I can help with the phrasing later on in the evening if needed
Alright, thank you 
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
same folder as the d3d9.dll and the .exe of the game
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?
I didn't
Does it work with the new model?
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 🥲
Yeah minus testing I don't really try to do full playthroughs of any level with rtx on
This may be helpful now if ypu can, I'm tryna write it but im Hella worried I'm wordong it wrong, but if you can't do it rn it's aight
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
Presumably not as the textures are rendered with light bounces through the pixel shaders, right?
I would probably need to re add the textures
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
I'm trying to write a request name
Right
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
Alright, and i think it mostly makes sense to me, so it should make sense to them
or give me what you have
I have basically the same thing "make captured vertexshaders captures have proper hash without going through material hash"
make captured shader based meshes have a proper hash (by assigning their actual mesh hash and not the material hash)
Seems to round both titles together well 
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
I mean I'll prolly use it, its better than my 3 sentences.. lol, ill be sure to credit you heavily tho
Nah, don't bother for the crdit, just link it here for me to vote
Alright
Or if you want me to share the blame, please do 😂
Lol
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
What is the context of the feature/improvement? I would like to be able to do replacements on a game that has content with shaders, the game captures the vertex data, but currently diesnt capture a...
If it's a stupid request its no biggie but
no ik lol my expectations are below sea level
we still need my bridge-remix for the new release 1.0.0, as it still crashes
Which is in the most recent build correct, or is a new one needed
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)
™️ my beloved
emissives no longer seem to want to cast light
Welpers there's that, a misunderstanding on both parts lol
Maybe if you make a video to clarify: Go ingame and show about 10seconds of RT off, then RT on then Debug on + hashes. That should give him a better understanding of the situation. What do other debug screens show like Normals and Screen-space motion vectors? Edit: reread the comment 
So if a fix made to bridge-remix is made that fixes the issues that crash RTCW. Will we still needbthe custom bridge exe?
if they make the fix, we will not need the custom bridge
I see! If the main bridge fixes the issue we won't need your bridge!
Here is the ticket, go and thumbs-up https://github.com/NVIDIAGameWorks/rtx-remix/issues/736
Done!
thanks
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
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
That doesn't really matter to me tbh
One more thing: you also need bridge.conf, I think is missing from the latest build on github
Where can I get bridge.conf?
And what directory do I put it in?
Can you post a link for me to download,?
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
Ok, so these are the realeases, take bridge.conf from here
And grab the latest ManualBuild from here
Did you find it?
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
Time for steak! 😋 or spinach, or beans 😛
and probably netflix 🥱
Did you donate, or had tests done?
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
tests done, post GI rupture problems from months ago
and yes its time for steak and netflix
probably monty python and the holy grail
sorry to hear that, hepe tests come out well
hope so too
I did wanna show before i do go;
is this the stuff related to roughness with the view model
could be, I had 'larger' highlights on weapon and floor when firing. But, tirn down roughness and metallic and it should improve
Yes laptops kind of suck for heavy 3D, they get hot and annoying to keep on the lap
@agile rune did you play RTCW on your dad's pc?
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)
Ah no worries, there’s always next time!
True. I see him every 2 weeks
Wait what's up with the laptop
First world problems, gets too hot.. at least to me 🤣
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
🤷
#general-remix message
Almost finished with a handful of the first levels textures 👀
Oaa, god job!
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 🤞
Seems to be good with Remix too 🥳
Sharing this for another channel
how do i add this into the game? deag n drop didnt work when i sent it to main
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
alr it works, thank you 
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? 😃
there is some minor issues on some maps causing clear through walls other than that its fine
but through my tests i found it to be kinda random almost
I was like "who needs a WS fix, these old games are 4:3 anyway" man was I wrong 😂

grab a screenshot if you encounter it
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
Idk if you did this or if its lightmaps but this is amazing too
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!
r_falres does nothin to the windows so id assume lightmaps?
flares*
posting this here for mobile downloading
@full estuary sorta lingering bug thing but this is the same thing as the plasma gun, (altho im asking mark because it seems to be on remixes side)
sorry for the ping but @jolly swallow do you have any idea whats going on here, it doesnt seem like just motion blur
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.
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
It shouldn't use pixel shaders as this game was an opengl title that @full estuary translated to dx9, there isnt any changes to rtx.geometryGenerationHashRuleString i don't really have a clue how it's animating but saint might
I do also have the experiment setting on
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.
Alright, dw abt it, get some rest
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
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.
Yes, and I think the second texture has a ‘trasparent’ alpha value for the pixels representing the machine screen
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
What about the fan, which is just a drawcall with a mesh and animated texture?
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?
Yes
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)
I will recheck but yea hash is stable for that rectangle
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.
I may not be able to check it today, so I’ll get back to you about the hash rule
.
Posting this sticker was a wise choice
I know it's going to happen again let's be honest
Me too. Apparently fun is not allowed.
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
I only said it because that event is unconfirmed
I still don't know if it happened. Quick Google search only shows tweets
And if it was confirmed, then what
I dunno uncle this is something I just wouldn't do in the first place
Think before you speak/write stuff. Ain't that hard to stop yourself from making a """"joke"""" about people dying in a fire. Confirmed or not, that was not okay in any way.
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.

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 🤗
Yea I know 😂😅
this is 100% rtcw related
should just rename the thread to "Burrito's return"
being banned for nfsw posting is one way to be the last thing you're reminded of 
Go out with a bang
With a bang
Hehe
burritos return fortnite live event
NRC goodieness
One day, the lighting in games will update in >2 frames
oh boy don't remind me of that tweet he posted...
Clipboard accidents DO NOT count
Plus such posts get deleted in seconds
By myself
Also it was supposed to stay between us
Wtf rune
Mark
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
A bit of PBR work on that concrete should make these fire demos look stunning
yeah im still lookin for someone to join my team for pbr because i dont plan on using ai generative tools
I unfortunately can't commit to anything at the moment, else I'd offer my skills
Dw lol I understand
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.
Lol, I might be moving in May
uhm, what?
would be peak, my only real rule is just try to stay semi origional and no ai
but help would be much appreciated

you mean the very thing I would've done anyway because that's what I'm doing with UT99
Peak 
But yeah just lemme know if and when you can cuz thatz one if the 2 things were missing from the team
Rune pls show something. I really like Ur work.
True. Bro's got a ton of talent but we rarely see any breadcrumbs on #showcase
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.
New action build https://github.com/whisperglen/RTCW-SP/actions/runs/14478338781 since I managed to troubleshoot the elusive Load game crash. Also added the PAUSE command since it may help to mark textures for explosions and such.
After I fix the dynamicLights I'll create a proper release
Is the pause command bindable
In my game it is already bound to PAUSE kb key:
edit: bind PAUSE "pause" -this somehow existed in my config but was not working before
I think
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
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
Intel,,, pentium?
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
The height of technology 😄. If it says pentium 3 it’s ok, I did not change that code
@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..
I do! I'll upload them
Scratch that I deleted the folder 
It’s fine. I’ll do some tests on my end, and next time if you could post them that would be great
What the freak that's cool
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 🪭
multiple spotlights huh?
btw try making it offset to the side a bit
so it casts more shadows
Shameless HL2 RTX copypasta
makes it appear cooler
Yup I'll try that
chest level flashlight thats around the shoulder
I like how dim it is too, making it not look like a modern torch
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 
bind v "toggle r_rmx_flashlight"
if you're going to try it
I'm gonna find it to t (for torch( v is my noclip bind
r_rmx_coronas & r_rmx_dynamiclight control static lights, and torches respectively, not sure I mentioned it
What's the values on them
r_flares and r_dynamiclight should be 0 (I've also added this to autoexec.cfg)
just 0 for disabled and 1 for enabled
I forgot to say yesterday but there's a crash for my if i use the flashlight on xlabs
When does it happen? I've only loaded into xlabs, skipped cuscene, give all and shot some guys in the first room
DO you get it on load, or after you play a bit?
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)
Ok, I'll play for a bit see if I get the crash
(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
Runestorm, I was wondering if your still down for this at all? (This is not related to the competition as iont know if saint wants that)
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
I'm not eager 😅 I ran into another bug with map loading.. my confidence is scraping the bottom 😜
aye then we wont 
Rune is on break, he won't be around for quite a while
ah
Woah, nice work there man
No siree we aren't attending the competition lol
Been fuckin around with the room tho
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
it's "only" $20k for the top place btw
Still
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
what if others helped?
also, one of the categories does allow for instability to be present
i see
Not many others to help really
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
Well
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
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
Fair enough
I would 100% be in the mod with help but that being said I also understand this lol
Alright, I wish you the best of luck in whichever one you do choose for the competition to work on
pbr
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
Oh no sorry about that!
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
"texture misalignments everywhere" ah shit, as I was thinking of escape1 as a good option
pbr lampshade
I've seen the misalignments myself, as I was trying to get familiar with the workflow
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
Do we have animating textures, for water? Or we don't care
we dont have any animated water textures


ok then?
but yeah laptops be like that

