#Painkiller
1 messages Β· Page 5 of 1
i wonder if we can get some peeps to help with textures and assets somehow
or just solo this boss
estimated completion date 1st april 3025
bloody painkiller devs using unique textures for everything π
@noble beacon I'm afraid you need to redo castle, found more reference material!
BEAUTIFUL POLAND: A visit to the medieval castle of BΔdzin and its permanent exhibitions. HD video.
Originally built as a wooden fortress, BΔdzin was upgraded to a stone castle by Casimir III the Great in the 14th Century. It's one of the many castles along the Trail of the Eagles' Nests between CzΔstochowa and KrakΓ³w.
Please note: It takes...
The BΔdzin Castle is a castle in BΔdzin in southern Poland. The stone castle dates to the 14th century, and is predated by a wooden fortification that was erected in the 11th century. It was an important fortification in the Kingdom of Poland and later, the PolishβLithuanian Commonwealth. - Bedzin Castle - Buy Royalty Free 3D model by LZCrea...
respect to the guy who made the Painkiller castle in real life
hehehe dedication!
Asylum C2L3
This level is based on The Danvers State Hospital - abandoned psychiatric hospital.
C2L2 Opera (Part 2)
The last segment on this level was based on the foyer of The Palais Garnier at the Place de l'OpΓ©ra in the 9th arrondissement of Paris, France.
a lot of architects seem to have used painkiller for inspiration
C1L4 Cathedral
The whole level is based on Rouen Cathedral (CathΓ©drale primatiale Notre-Dame de l'Assomption de Rouen) in Rouen, Normandy, France.
Catacombs C1L3
Part of the Catacombs level is modeled on the Catacomb of Calllixtus Complex.
The Palace C4L2
This level is based on two locations - Hagia Sophia in Istanbul and the Dome of the Rock in Jerusalem.
City On Water C5L1
This level is based on most famous landmarks from Venice such as Basilica of St. Mark, The Rialto Bridge and Doge's Palace.
Opera C2L2 (Part 1)
This level is modeled on the basis of the inside of the building of the Vienna State Opera.
Prison C2L1
This level is based on Alcatraz Federal Penitentiary.
@light palm itβs weird how my Painkiller RTX video is one of my better performing ones π
So am I to visit all these places and make a lot of photos
Completely scrapped Obliterated
Ban for any mention of Painkiller RTX
That's the way. You always have to assume it's gonna be a solo work
@vale gust any VIP level requests?
@noble beacon Town
BIG MAD
There should be smoke clouds from all the fire that is going on
Niiiice, really cool materials!
Describe the bug During runtime, non-replaced meshes appear to be lacking mesh normals, causing them to appear angular / jagged. On the left we have the toolkit, on the right is the same mesh impor...
give that issue on github a thumbs up to move it up the queue
if you disable the normals under the shader section in Parameter tuning, does it look any better by chance?
in games that render terrain with vertex shaders, the normals information is actually corrupted. so we have to turn it off and do the manual import like you did
#1106553248590090351 message
looks pretty bad lol
i wish
minecraft π
Default/Reexported mesh
Looks fine I think
Takes a lot of space tho
bit better yeah. sucks to have to package the meshes with the mod though, increases the size by some gigabytes
maybe i should modify this script so that the smoothing angle is configurable and its more user friendly
or just implement a solution into remix and do a pr
or make kim do it
that would be a king move
even better
EEEEEEEEEEEEEEEEEEEE!
nice man thank you!
tbh i would love to but i got many assignments to complete π¬
i have a PHd in excuses
@vale gust You should ask if the project is abandoned more often.
That way I'll do more levels and Adams will fix mesh normals despite the assignments
yep. did this for Barnyard with tadpole's help, worked pretty nicely
if you develop a system somehow to automate generating the normals i'd love to have it lol
u used the script yea?
i didn't see a script anywhere, guess i missed it?
its a bit clunky to use at the moment but
it works
pxr module doesn't like newer python versions so I just use an enviroment via miniconda
If you're planning on pushing an update, hang on
I got a week or two off so I can grind this project
just tell me what levels are needed most 
Also, did we just forget about This?
Would be another step to a more user friendly experience instead of "bruh ping us in discord if your stupud 31:9 display doesn't have a hud fix
"
you gonna use a David token for that?
I don't suppose there are any other uses for it yet
Hmmm
Perhaps you could look into why is it performing like total garbage in Docks
With GPU utiliziation under 80%
I'll test if it's also underperforming in vanilla without the Remix tomorrow
SSS
Schustzstaffel Soldiers?
You're asking the guy with RTX 2060, for me all underperform
So uh, it seems like I'm into something. The issue is, Painkiller becomes very CPU limited when using Remix even with Raytracing disabled.
Original game/Remix with RT disabled
I think it is because Painkiller maxes out 2 physical cores (in this case, CPU3 and CPU5 in RTSS overlay, or CPU2 and CPU4 in Task Manager)
So, setting the affinity for painkiller.exe and Bridgeremix via Task Manager so that Bridge won't be using the maxed out threads gives quite a handful of frames
All threads for both/Configured affinity
Full benchmark with RT enabled
GPU utiliziation is higher throughout the vid
https://youtu.be/tiJBjDRWF2M
I know nothing about multithreading and stuff, but if you do @vale gust, you could take a look
Disable RT in the Alt+X menu and see what else you can do to improve CPU performance
Pay close attention to Docks specifically, something is really wrong there
Are there any debug tools that show what exactly takes those ms of CPU time?
disabling culling destroys the original renderer's fps. in some cases fps is lower without remix
actually its not even disabling culling that doesd it
just a clean painkiller install running with hwclass tnl is sub 60 fps
shouldnt matter for remix though
There's something more to it than disabled culling
try a clean install with the shortcut flag +hwclass tnl
It's around 350 FPS for me in Cemetery with disabled culling without Remix
And 130 with Remix
with disabled RT ofc
+hwclass tnl does basically the same thing as vulcan shadermodel 0
which is required for remix atm
that's quite a nice find
Yeah
So if anyone actually knows how to use a PC, that might be a direction for research
apples to apples test you would have to run a clean pk install with hwclass tnl
vs a remix install (maybe with rt off)
i just tested it
clean install with hwclass TnL
20fps in cemetery
With the original Dlls?
What if you put Engine.dll and D3Dev.dll from the modded game there
same 20fps
another way to test it is to put vanilla dxvk into a clean install and turn on shadermodel 0
i think its faster that way
Yeah 20 fps with hwclass TnL
i just tested dxvk shadermodel 0 and it was 300fps
so i guess the fixed fuction mode shouldnt be the problem as we arent using the hwclass tnl
we using the dxvk shadermodel 0
and perofrmance seems fine there
whats your fps in docks with remix installed but RT turned off
Actually d3d9.shaderModel = 0 does have a performance hit
Vanilla DXVK
Quite a substantial i'd say
Shit
lets have a look on docks
Around 80
When in fight
Vanilla DXVK
Shaders/No shaders
And Remix with RT disabled
So, what do we have:
both vanilla d3d9.shaderModel = 0 AND Remix injection have performance impact
So the first performance loss cause is how the game handles shadermodel 0 rendering (worth investigating?)
And the second is Bridge server being too heavy on the already maxed out threads, I think (however it does not explain why only a little performance is gained back by setting the affinity in task manager?)
it seems something to do with remix. testing the modded painkiller install with the custom engine.dll etc, but with vanilla dxvk and shadermodel 0
gives hundreds of fps
remix with RT disabled is 90 ish
on c5l1 anyway
And even more without shadermodel 0
if i turn all the raytracing settings to minimum and use ultra performance cnn dlss then gpu is not maxed out
and still around 90fps
Yes it's never maxed for me on Docks
even if u set ultra quality_
It's maxed out at Full res
But becomes CPu limited at about 50 FPS
its probably those damn beans again
when lowering the quality
maybe too much meshes for remix to process
without culling
try stock engine.dll in the remix install
there is a dxvk overlay too you can enable in dxvk.conf for more informations
dxvk.hud = 1
Nah, very CPU limited still
Culling never really been an issue to me
do you have PBO enabled
HAGS?
Yes, Frame Gen doesn't work without it
rebar?
Yes
see whats different in dxvk hud docks vs some other level that doesnt have problem as much
Cemetery 100% GPU/Docks 69% GPU (nice)
try turn off those atmospheric particles
It's an ancient issue present since before these particles become a thing π
maybe its just too many presents etc
is the presents n stuff lower with culling enabled (stock engine.dll)
you could, just for gits and shiggles, comment out the shadermodel 0 line in dxvk.conf and launch with the hwclass tnl shortcut instaed, see what happens
or even without fixed function mode... see what happens
at this point im just guessing
bed time for me!
Ah, yes
Stock engine.dll does fix Docks performance (it turns out all my testing so far has been with modded Engine.dll
)
Kinda sad
Which means, unless you guys want to dive into an Engine.dll rabbithole to make it so that it would work without culling in 999FPS, I'm playing Docks at 40-50FPS
(better than some tho
)
I wonder how it runs on higher end hardware
I hope there's no some hard limit present like those 20FPS with hwclass tnl
Meanwhile me with my CPU hitting 96 degrees
Funny enough, Painkiller RTX is the only game that overheats my CPU
Well at least we got something, so there's definitely room for performance gains
I suppose no requests, I will take the week off
All in the world requests
Add a motorcycle
there is no level suitable for that
Every level
Change my mind
I could rock an aircraft in catacombs
(kims link is better)
btw you can replace reddit in the url with rxddit. it'll embed the images properly
huh thats cool

reminder that on 12th April is 21st anniversary
so you better get something out by then
could just wait for the 25th anniversary
Remix 3.0.0 by then, weβll have DX10 support
wtf
moves with player
ahh maybe it has something to do with the draw distance setting
cos i changed that to 100 to test
maybe the engine is creating a big translucent sphere around the player, the size of the draw distance
ive always wondered why the draw distance needs to be set to over 350 for remix atmospherics to work
in this screenshot atmospherics are disabled though, so this is just a shadow of something
strange
figured it out
#general-remix message
I'm not keen on doing anything on my own 21st anniversary and you want me to care about some conputer game

well the game was a success for many
I'd consider the trouble worth it
it's all wasted potential with no PlayerActionMotorcycle implemented
Birthday? π
Tomorrow
I never celebrate tho, cause i'm heavily opposed to all the dates customs, since the social obligation to congratulate other people makes my head hurt lol
perhaps i'm just evil
so what you say is you don't care about others' birthdays
you make it sound so evil
that's what you said and don't deny it

@noble beacon HAPPY BIRTHDAY what do you want for your birthday π
Ideally, a peace in the adjacent country would be great @light palm Make all the necessary arrangements 
I'm about to get enlisted this summer xdd
Not the best time when there's fuckin war the next door
HB mate
I don't believe it is his birthday, show birth certificate
This is almost eastern european level of humour, good job!!!
I'm proud of you
the next step of slavicisation may get you banned from the discord server tho
wish i could..
@vale gust 100ac819 JZ to JNZ does not disable frustum culling strangely
wrecking FUN_100af200 does disable frustum culling but breaks a lot of other stuff. it's used in many places
it does disable
i want to disable only frustum culling and leave the others in place
but it doesnt tho unless i did it wrong
by frustum culling i mean not rendering anything that is completely outside of the view "cone" of the player
didn't PseudoPolish already made a lot of videos about it
if i do all of the anticulling patches it does disable allllll culling
but i dont want to disable all cos its too heavy
Actually Docks need more investigation
just the frustum one
I only did Cathedral tests
100ac819 does not disable frustum culling, guaranteed
does not seem to do anything actually
nothing super obvious
maybe it disables frustum culling for certain types of objecs or something
or objects inside another zone visible thru a portal or some shit
Are you looking for this?
i do the patch, then go into game, and frustum culling is active...
not sure what else to tell ya lol
does Necrogiant's shadow disappear when you look away from him
your honor, i rest my case
I see, then I will look into it
i tried a bunch of stuff
didnt really get that far, apart from fiddling around in FUN_100af200
which did disable it but caused slowdowns and other weirdness
Wasted opportunity
Everytime you send a screen recording there should be black metal playing in the background
i have a black metal band playing live in my living room
just didnt turn on the mic
I see what the problem is
if Portals are enabled then a totally different function is executed
which has the exact same code
quality engine I must say
so listen carefuly
you go to 100aba35 and put JNZ there as well
along with the other one
hehe alright thanks David!
although I think you will see the lights disappear still if you keep portals and antiportals
this should cure most of the graphical issues while retaining some optimisation
maybe an idea is to just cull every entity which is not a light
it still won't work, if there was a wall in front of the light, then the light will just go through when the wall is unloaded
or at least, it requires more LScript modifications to enable lights only when needed
at the moment the lights are children to geometry so geometry gets culled, light gets culled
it would be easier if either PK used the normal dx9 lights that remix could pick up, or if remix picked up whatever the holy hell painkiller lights are
@light palm So i did this 100aba35 JNZ patch and the lights are there
I can't load Docks however, probably because i patched the ancient EngineNoFrustrumCulling from 27 Jan 2025, that did nothing on it's own
Sometimes it crashes on loading screen, sometimes it gets to render a couple of frames of the level
Yea
so you are telling me it didn't crash if Portals are disabled
correct yea
does any other level crash
lemme check
@light palm What Engine.dll are you patching? With all the assertion fixes or the old one from January?
city on water crashes
i made one with 1920 hudfix, assertion fixes and now this frustum culling
its fine without the frustum culling patching in the dll
maybe it\s overloading the portal or antiportal culling or something
the main culling i want to leave active is the draw distance
and it would be nice to leave the portals and antiportals
just better performance
City on Water loads for me, but no luck regarding the GPU utilization
try moving more into the level lol
it slows down around the bridge and crashes for me
yeah it seems this extra frustum culling one also prevents the draw distance culling from working as normal
so cpu utilization still high
i believe FUN_100af200 is calculating the frustum, or at least checking if objects intersect the frustum
and thats called from these places
I'm listening
replace from 100abeee to 100abef5 with NOP
and at 100aba33 you put 0x40
and from 100abac1 to 100abac5 replace with NOP
you still keep the JNZs that I told you to put
you're just changing jmp to a conditional jump, that means the TEST above checks for a non zero value. You should look for up xrefs for the call LAB_100ac8d8 incase it's used anywhere else
alright will do, thanks for the tip!
just gonna drop this here
AGAIN LEBRON
it is disabled but Binq Adams wants the Portal and AntiPortal culling to work
and for it not to slow to a crawl and crash π
is it based on BSP?
i think kind of a little bit but not really
there are level designer specified "zones" with "portals" between them
not sure though
there is a CutPortalPolygonWithFrustum
in cod1 we were thinking of using anchors meshes that we would place around the map carrying the original level geometry, essentially bypassing the games portal shaders etc since all of it would be handled by remix
we can disable culling entirely without much issue
whole level is rendered every frame
great for taking captures
but causes cpu bottleneck in some levels
we mostly just need the frustum culling to piss right off
It crashes on any level load master david
did i do it wrong
just nop everything
you should've NOPed the lefover bytes, but it still seems to crash so scrap it
it might be a heirarchy issue, ie if we edit the frustum intersection check to always return 1 or 2
then if some portal stuff says the thing isnt actually visible
maybe it get confuse
or the other way, portal thing says its not visible then frustum says it is
Instructions unclear
CTRL+A Patch instuction NOP
then go to 100abb84 and NOP everything so it is from 100abb84 to 100abb90 all NOPS
I R BABOON
seems to no longer crash in City on Water
The same result as before, Docks won't lauch at all and City on Water crashes when in fight
did you remove the changes I told you to remove
What I did
You mentioned leftover bytes, but i'm not sure what should I do cause i can't use a conputer
Yea, only JNZs left
only the first one
100ac819?
yeah, you only keep that one
Now it crashes on any level load again
give me the engine.dll you are trying to edit
NOP till you remove every vital game function in existence
the crashes occur because somewhere along the function, it tries to load in a value into its registers which is invalid or just doesn't exist
the functions altered does that sometimes yeah, unless you really know how it works
it is not my case, the game crashes because of skill issue when ghidra patching
Exactly
@noble beacon the problem was that I said the offsets wrong, so I will say it otherwise
so at 100abb84
only replace the JZ with NOP
the Call is actually necessary
This one JZ? Or is there like multiple instructions in a single offset and I need to open it up somehow, cause it only shows CALL at 100abb84?
https://youtu.be/4X-BoQFgRVI
Huge improvement!!!!!!!!!
GPU utilization much more healthy now
+99999 frames
Everything seems to be working as intended, I checked in the end of the vid
Ugh, seems like i didn't include culling checking in the vid
det som en gang var
It's a song name, not the album name
I see, Burzum
Amazing song btw, my favourite of all time
will test more, so far looks amazing
this is huge
Thanks a lot!

Here
so everything works as intended without any engine skill issue?
Seems to be the case
Found some quirks
My guess is, it's some remastered sky shenanigans
Adams will know better how his sky works or what exactly gets culled out
Worth noting, my infamous test site looks fine
Sry, will upload MP4 now
@light palm READ THIS WHEN YOU'RE AWAKE!!!
So, David's wizardry proved to be clever enough. #1313627595815911448 message We now have pretty consistent 100% GPU utilization and a lot of frames. (https://youtu.be/4X-BoQFgRVI?si=kyWEqOTgNw01Wfy1)
Also, culling is fine most of the time (check my message above)
However, there are some quirks here and there (check my 2nd message above). I believe it must be tested thoroughly and checked if we can edit some specific things in the levels manually to fix these things. Or press on Engine.dll tinkering if it's possible
I think I know what you meant, yeah because the sky is basically inside the map, it is affected by portals
a solution is to fix the sky the proper way or ask me to add an "AlwaysDraw" flag to it
and I would much prefer you find the proper way to fix the sky that moved with player
This is so damn beautiful
The sky is wrecked without shaders sadly
Blood stains on enemies are also affected I believe
basically, right behind you is a portal, so yeah
you can enable the "Zones" option to see them
@noble beacon haven't seen a birth certificate, but Happy Birthday anyway!
I thank you for your unexpected kindness, sir!
And for years of breaking this game apart
I have another project in mind, another thing that PK's community never seen before
Do you think if it's possible for you to research the possibility of making a PCVR mod or even a native Quest port of Painkiller, if I bought you a headset?
of course, just give me the Pain Engine source code
yea it's a bit of an issue
gotta look in the history of Flat2VR mods
everything that comes to mind has a source code, i think
Btw there's Sclerosis, which is essentially a Unity engine Quest port of Amnesia: The Dark Descent
completely the same game
I've seen some projects that aimed to port Painkiller to other engines, but they all vanished in time
There's Revamped UE5 project (but it's really really different)
More of a remake
Okay that's just thoughts
New Engine.dll benchmark
damn, 7.87 fps
The lowest FPS metric is never reliable
It's that 0,0000000001s stutter
hell yeah, 200 fps
nice, 69 fps
although the lights popping in and out are not cool
so probably won't use it
I think we're getting there
It's much better than without culling modifications
And quite performant
I believe the sweet spot is somewhere there
to be discovered
https://youtu.be/uSXuOtLtIpE
Full run
Shadows popping in here and there, yeah
Btw, does your 4GB patch help with disabled culling performance?
I don't remember why we don't use it
because your RTX Remix does not like its D3Dev.dll
and it only gives more RAM memory, it won't help
But what's the cause of this performance regression
what performance regression
there are also mechanics that only work when they are being rendered
like monster's hitboxes will not be updated until they are rendered
Discovered a year or so ago, didn't make a video until now
so you get this bug when you don't render them
I've seen this, cool stuff
in theory this bug is fixed in your build with no culling
So additional RAM doesn't help with disabled culling?
Can it be investigated somehow?
it does not, the game doesn't even use 2GB most of the time
go to Pain Editor and press "H" like 3 times
you will see what consumes the most
So how do we make 9999 FPS with disabled culling if at all possible
Lemme try your patch just for fun
FG x100
There's been a lot of Remix patches since
320x240
I don't think it will help?
GPU will be like 5% utilized with the same 40 fps
you're not helping if you show me for the original game
When i put Engine.dll with disabled culling in the Editor folder it gives less info
How to enable more debug info?
you need to put Editor's Engine.dll not the normal one
and I want to see the stats on the RTX Remix mod
So I need Editor's Engine.dll with completely disabled culling?
I don't have such π
BTW editor works with Remix so it would be easy to debug
If you want to do tests @vale gust, copy these files into Editor folder
Remix should hook just fine
ahaa metal!
π€π»
bloody legend that david guy
And he won't even acccept my team fortes 2 skins
π
thou art too pure to be defiled with thine vile tf2 skins
how has your birthday been, bit of heavy metal to celebrate?
Twas amazing. All day spent by a PC (conputer)
it's awesome to be able to get stuck into hobbies n stuff π
Technically I also have a diploma but
but we won't mention that
them conputer games shall be played
painengine original research
dr Binq says just dont worry about it, it'll be fine
new ways to implement PlayerActionMotorcycle
Of course it will
ChatGPT is enough for our level of education
Your Phd however,
π―οΈ
this works when using hwlevel tnl thing
you mean hwclass tnl thing
there is a command WORLD.EnablePortal(o, false) that you can use to deactivate a portal
you can use it so you deactivate portals that are in the room you currently are in, and activate them later when you are no longer in the room
No such command in Console.lua neither in AdvancedCheats.lua packaged with the mod
not a console command, you use it in Lua
I see
So it's possible to make a superscript that disables portals only in close proximity

i guess the question is how to get a list of all portals in that room (what to put for the char 'o')
workin on it
function o:CheckNose()
local x,y,z = self:GetJointPos("nos1")
local x2,y2,z2 = self:GetJointPos("nos2")
local b = true
ENTITY.RemoveRagdollFromIntersectionSolver(self._Entity)
--while b do
local b,d,xcol,ycol,zcol,nx,ny,nz,he,e = WORLD.LineTraceHitPlayerBalls(x,y,z, x2,y2,z2)
i see
hmmm..
WORLD.EnableOcclude(true)
That is for the algorithm itself
WORLD.EnumeratePortals maybe?
i get an error when i call WORLD.EnablePortal(o, false) from lua
o is the id of the portal
You get the id by calling GetEntityByName(portal name)
I think it was in WORLD.
Search that function
where do i get the portal names in zone tho, im looking into it
If you want performance then write optimized code
gotta love the great documentation for painengine lua
Don't check every entity if it is a zportal
That's not how children work
You go in 3ds max, type down the portal and zones names and create a list
maya ftw
Or when you load a level in pain editor, scroll in the console till you see the zones and portals
just need 200 billion dollars to buy it
whats the shortcut key to disable culling in editor
o
must be hardcodeed
It is
Just how hilarious Painkiller debug videos are because of the music
mine is so cool to play now
those voodoo guys look insane
fixed all the broken lights on babel and docks and town
Those AI tiles will need to be replaced
You should've urged me to use PolyHaven from the very beginning
is the portal algorithm working
well i gave up for now on trying to find a way to get all the portals in the current zone
just make the disable occlusion script
Crazy work on that flamethrower man, this is so nice
wait til you see what @noble beacon did with the materials on Town
man i love the music on Town for some reason
He's using PBRFusion3 on the materials?
We're using all sorts
ive used PBRFusion, polyhaven, pbrify, and another one that 2kliks was using
Manual texture remastering would've taken ages to where you guys are at now
yeah and a fair amount of manual modifications on metallic masks and emissive masks etc
oh yeah for sure, it would take forever
not possible for just a handful of ppl to do all the levels otherwise
the AI tools that come with the toolkit are very subpar, takes a lot of time and resources compared to the PBRFusion model, my 4090 needs some work to do. But I just don't have any games to work on. Not on this scale lol
So I'm just gonna wait for the fully finished mod you guys are gonna release 
I wanted to make it dark to put an emphasis on how burnt and desolate this place is, but in the end I think it's too dark
still struggling a little with automating getting the meshes replaced for better normals
video coming an a few seconds of Town, its so damn cool
Just wanted to say, congrats on getting a feature in the remix segment in NVIDIA's GDC session, don't let it go to yall's head now π€£π
really nice to get a mention!
Nvidia should do a full "HypeFest" video showcasing all the cool remix mods
sry for bad video quality, just a quick tease
Materials are really amazing
Beautiful work, even on a phone screen everything looks very pretty
I was thinking something of the same, even something that we do just in the server would be a great way to show off what everyone is doing. Was gonna suggest we do like a bi-weekly or monthly discord event where everyone shows off what they got and discuss how we're all going about our projects, would be a great opportunity to further network with each other
hell yea that'd be sick
i've figured out how to make camera movement recording thingos in painkiller so we can make some show-off vid doohickeys
I'll try to get v0.1.6 out before the weekend
Soonβ’
It seems to me that for some reason when you merge my project some things look different
Like this specific brick material is intended to be darker
Also remember missing pavement texture in Leningrad?
In this case what is odd is that what you see is an original unaltered diffuse texture. I applied it initially and figured that it was too bright, so I darkened it in Gimp and put back
This one
Yea that 1
"it seems to me that when you merge my shit it looks different when released for some reason"
doesn't explain the Leningrad pavement tho
from the moment I saw pkgod and pkweapons I could smell skill issue
pkweapons is the most crucial thing in life one could ever type on his keyboard
i say make it so that this command will be triggered every 0,01s
Also what kind of pain engine issue causes a crazy stutter every time you pick a weapon the first time since level load
it is not a Pain Engine issue, it is LScripts issue with caching
a shortage of skill all the same
and what about endless pkweapons
you are telling me you are too lazy to type pkweapons
ye
you already have PainCheats, I think it already has something like that
we could bloody well make it run 60FPS on a 2060

That would like boost my GPU to 100fps then

You've suffered enough using FSR
Might as well just punch through your monitor

Just you wait till I get FSR 4 in
Okay punching through would be a little overkill then
just a little kick

what about creating a sticker of this
Painkiller appeared on Nvidia's GDC alongside with my logo, that rocks
2nd time when it appears
Yeah I haven't seen this particular slide before
now they milk Painkiller hard
They even made a new game because of us surely
Actually it looks like an edited version
Where can we see the full presentation @dusk jasper ?
Watch a replay of our GDC 2025 opening session, presented by NVIDIA VP of Developer and Performance Technology John Spitzer, as he discussed the the future of game development, the latest NVIDIA Blackwell products, new neural rendering and digital human technologies and games taking advantage of RTX Kit and DLSS 4.
See NVIDIA's announcements at...
Limited Painkiller 5090 when
Should put an Easter egg 5090 in like how portal RTX had the 4090 lol
Better yet a 2060
Who would've thought what kind of gpus would bring this mod to life
Then there's me

yours is elite grade
Of course he did it
I feel like the grey would be replaced with like a Painkiller monster or something
this game doesn't make a single cent for them
It will
just a bit improved (realism look)
I'll buy a 5090 to play Painkiller one day
Ye, the skull no longer blends with the monster soldier
What kind of polish bastard makes a single texture for doors and tables
it is called being economic
so you don't have a texture with just a door and black pixels
Good luck finding a good quality doortable PBR material

why am i laughing at myself
you either give them separate textures, or mash the textures into that one
Black hawk down does the same with almost everything, that and some weird Quake 3 engine spin offs like Urban Terror
Getting there
2:32 AM Factory toolkit session let's gooo
@light palm
Morning! Your v016 is about to get a little bigger
Abandoned Factory
https://drive.google.com/drive/folders/1uj5Y2kJRGVnEgYNe-WR5RPybczS-1jlw?usp=sharing
P.S. Might want to experiment with the sun position
and good nightπ«‘
Same timezone as me, nice
doortable.pbr
i want a script that bevels all 90 degree mesh corners
niiiiiiiiiiiiiice
fully sick!
SUS
π
lookin good ay
Oddly enough it's the same material for metal stairs
i was just thinking of pbr-ing factory
but pseudo saves the daaaay
now i can get more assignments done lol
yeah im gonna make the skybox larger and move the sun further away
either that or make it closer to match the original
totally the sun does that
maybe the flat eathers were right π
always have been
but im australian and australia doesnt exist and we are all paid actors
i want my payment
I worked overnight just to make it before Australian weekend (a week ahead of normal european timezone)

good work hey
getting mad close to "quickly complete"
ie. not actual full replaced assets and custom textures like HL2
but as complete as you're reasonably going to get with basically 2 peeps on assets π
when is nv gonna do a best remix mods contest
so we can win last place
I think ours is better than Big Rigs
BLASPHEMY

testcube.exe
SampleApp
btw after close inspection i did find some fucking scary shit
oh i hope so
PCF use materials in a mysterious ways
oh yes
like the top corner of a random rope texture or something used to texture a mountain or something
Yeah
That moment when your replacement totally makes sense, but then you see a giant toilet texture applied to mountains
someones fingernail is actually the wall texture when you look closely
crap like that all over the place
seems the method of upscale those wacky combined texture atlas type textures, and replace with proper pbr the "one thing" textures
Poland finally got camera in like 2002 and those crazy people cooked
aint noone got time to compose custom textures at the moment. it actually makes sense not to right now
because doing asset replacement would be smarter
alright bro surely you wanna be an industrial piece of crap
haha he is so comfy
bloody massacre snuff
He actually is
Not many people can appreciate this tho, cause he completely vanishes out of existence when some guests are home
He disappeares nowhere to be found
Patryk has his ways into VOID
I sold my monitor and the new one will arrive on 16th Aprilπ―οΈ
5 days without conputer is a disaster
I won't be able to eat
"sold"
suuuuure π
Still sold it afterwards
which new one you order?
Some fairly new AsRock 1440p 180hz that has a very good value for my market
A moment
ASRock Phantom Gaming PG27QFT1B
PG27QFT1A is the same panel, but with more robust stand and WI-FI xdd
was the old one 1080p?
Yep
180hz 1440p is nice
Oh yes, I've been running a 1080p 60hz panel overclocked to 73hz for years
There's a big difference even between 60hz and 70hz
monitor upgrade often best upgrade
Absolutely, it's always worth it no matter what you do
Even if your hardware can't keep it up it's still a good investment
General PC experience is above all
Now do Painkiller RTX
It arrived quite a bit later
Crysis level tech
Nice 72 frames in Painkillerπ₯³
Also destroys 128mb FX 5200
before overclocking hehe
180hz is a massive improvement over 72
just the motion clarity alone
not to mention the input non-lag
Sure thing. However i'll most likely set it to 165hz (still a world of a difference)
There are two types of 180hz panels: Native 180hz and overclocked ones (Native 165hz or so)
This one is apparently an overclocked one from the specifications (180hz Max)
Overclocked 180hz panels may have some issues with response times at their maximum refresh rate
And TomsHardware reports exactly that for this specific panel
On the other hand I've been rocking an overclocked 60hz panel with no issues at all
We'll see
yeah true, mines a 144 with advertised oc to 165
at 165hz with VRR+BacklightStrobing it flickers
what kind of cursed lighting is this
they have literally deleted the shadows

THATS NOT HOW SHADOWS WORK
also polish for some reason some textures do not exist in your google drive download it seems
wtf but they do on google drive
google isnt putting them in the zip when i download it
probably because of all the viruses you put in them
oh i am dumb. it gives 2 zipped files
i was cancelling the 2nd one thinking it was a duplicate like i clicked the button twice or something
wtf
is this because of my viruses
FYI i've hidden the sky prim in the Toolkit's stage manager to make use of Toolkit's light presets (garageroom etc) so that I could see stuff
But I think it's only for the Toolkit's viewport (?)
@vale gust Happy Birthday 
where is the update
The shadows are fucking gone it's over
(update tomorrow)
So today its anniversary both of Midnight Club 3 and Painkiller, wow
already fixed π
So this was the thing?
what thing
the shadows missing is just how PCF did it
Ah okeyy
i been a busy boy, but theres a lot to do
so
patience young jedi
here i send a thing to tide over
in a minnit
i just have to make like 50 hud fixes and a bunch of lua bugfixes and etc
Wait a sec
one sec has passed
Outsource it to davidos
to summon davidos one must complete a pilgrimage
Ez
Watch and learn
@vale gust hey sweetheart, you are wanted
i shall look away and learn nothing!
DeepL translate English (Australian) => English
Hell yeah
Hell yeah
Now make this monitor a render target that streams another instance of the game to play
Painkiller RTX X2

V016 release date 3025
I think "Black Edition" could be replaced with something 
WHY is the light coming from behind when the moon is in front
They probably wanted you to see the moon when you enter the level but were too lazy to change the lightmaps
It's Purgatory after all
you never know how it works
you only perceive familiar shapes
some random screenshots
The mod was too big as a monolith for the toolkit to handle so i had to split it up
should also make it actually possible to upload to moddb
a huge amount of work to do this π¦ but getting a lot of other things done along the way
I would love a logo that says Painkiller RTX π
just try googling painkiller remixed lol
are we pain killing with this one? 
just a tad
OMFG
my 5090 will never be able to run that π¦
It's no harder to run than any other Remix mod really
There are some game specific issues (like disabled culling causes heavy CPU bottleneck in some levels), but now we have a toggle in the settings for it
i meant this π
Okay okay, here, take it
@light palm after you are done talking you can tell us as well
Too late, he claimed his 5090
Try next time
lol i wish. pkallweapons wasnt working for some reason
pkweapons
true
i got stable hashes on the enemies and weapons, did you see the multicolor vid above
but
still cant attach anything
i wanted to put lights on the enemies
especially those little skeleton guys with no arms with the green glowy in the middle
thank you sir!
What is this glowy thing
Can you pick it in Alt+X?
i mean the enemy is in a capture and the hash is stable
but attaching a light to it doesnt work
probably something to do with skinned meshes
u know those guys at the start of palace
Why not do a spawned mesh script again
yeah i could maybe do that, more effort though
i think it would be worth it
moving lights is awesome
making a blood drips sprite sheet, the flickering was irritating
might do same for lava
seems i have to recompile the map to disable the animated texture on the lava though
Mr. Adams, while you're at Painkiller Remixed RTX Remixed Remix mod could you please put bringing back old tombstone textures in the TODO list
Painkiller RTX Remixed Raytraced Remastered Remade
I will add it π
not sure if i preferred the old cemetery ground texture too, what do you think
is that the only thing you have on Trello
Was it upscaled or?
a lot of this will have to go to not the next release but the one after, im just trying to get this one put back together after the mod split
yeah it was a bit shiny
I love it but the new one is clearly better
Maybe make the current one less saturated
less green
Bro just created a Trello to send a screenshot of how the todo list is updated

LOL too much?
https://youtu.be/UB_CU1fAmqs
They lost my fucking monitor
They were supposed to deliver it yesterday, and now they call me and say "Your monitor doesn't exist"

I found the real solution to 4k without modifying LScripts
but what about motorcycle engine transmission physics and stuff
where are we supposed to get gas
oh man that fuckin sucks
hope you can get your pc up and running again!
use phone as monitor
inflation + tariff, you won't have money for that
The fun part is, the day before this they called me and said "we're sorry, we can't deliver it today, wait until tomorrow"
And the next day they're telling me they lost it. It would seem the reason why they failed to deliver it that day is because they were looking for it xdd
"Lost" it hey
like how do you lose a monitor
fell behind the sofa
slipped through a crack
Lost under a pile of beens
did you get refunded
whats the real soln
They ask me to wait until Saturday for them to fetch a new one
Lol
The shipping company?
A local one
At least one employee must shave their head as a penance
Oh you bloody genius
I would love to know how you figure this out, like whats ur process
demand a shrubbery in addition, as compensation
Demand to shut down this store
Now I expect it to be delivered destroyed into pieces
I saw this error in Console and figured out there was the problem
enabled marek mode?
oh you crafty bastard
BTW i want to look at hooking so that we can do code injection
u know any good code caves?
get remix API going on





