#Painkiller
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for what reason you need hooking
To make use of Remix API
To change stuff in real time
don't you already have Alt+X
Otherwise everything you mod is static or sorts
It's for modding purposes
You change it once manually
Remix API changes things dynamically
For example, if we need different volumetrics settings for different levels
As of now every level has the same volumetrics preset
Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.
oh
"The main constraint is that Remix API is 64-bit only, which means that the game also must be built for 64-bit."
so it doesn't work for Painkiller
Porno๐
doesnt look promising
we don't have enough david tokens in the whole world to make a 64bit painkiller.exe
๐ซก
Assault the PCF office and steal the source code
or wherever it is hiding now
huh... mine's different
derp ofc it is
u changed it lol
is this basically saying if height or width over 2048, throw error?
for lazy people
https://github.com/LaurieWired/GhidraMCP
nice thing about llms are you can use them to do work for you
or, if you want to learn, use it as a tutor to ask questions
(if ur happy that ur tutor might go into idiot mode occasionally)
why would they bother though, if it doesn't actually matter
because no high res screens allowed
probably some reason for it
apparenly a lot of projects are crashing now, because startups used llms to get apps off the ground
and now theyre screwed once things start getting real, cos you arent familiar with the code and its wacky
ie pareto principle bites you in the ass
to prevent an infinite loop I think
and they just set the value low thinking 4k won't be a thing
ah tru
but now it is like 2 billion pixels, so it will work even on 128k resolution
future proof
im somewhere in the middle of this, but LLMs definitely helped fuel my interest in RE
it levels out the learning curve somewhat, until you get to the end of it haha
unless you use it only as a tutor
I wonder why there's no such feature as to apply different rtx.conf in the Alt+X menu. That would mean that at least some of the things that Remix API does are possible for 32-bit applications (?)
Like, when you want to load some specific level with some specific features to it (ie volumetrics), you choose "level rtx.conf" to load
yeah
Cumbersome and not user friendly, but
just find a 5gb code cave and put remix in there
@potent cedar does it make sense to you or am I spewing bullshit crap dog shit 
yeah makes sense to me, xoxor4d did this with p2-rtx and i think l4d2-rtx
he also got the API working with 32-bit apps
@light palm 
#1259520234105339974 message
Typical wizard shenenigans
thanks for the heads up CR, hope reignited
i love how the remix api readme is a broken link
how's this @noble beacon
It's much better now
The ล is not consistent but maybe that's how it is in the original carving
original
Yeah I see now
side by side
It's good
Just know that ล is completely the same sound as W in English

ลin
then what does W sound like ๐ฉ
then what does V sound like
There's no V in polish
what is it against V
W
Actually there is, but it's only for some foreign words
is it called ลindows 10
or just said as Vindows
V is less writing and less ink
more efficient
I believe it is pronounced ลindoลs
good name for a linux based windows clone
It makes sense to be the case cause Polish have that very same sound
In Russian they call it Vindous indeed
for the lack of W sound

Hmm use for painkiller portals debug?
#1289195427119501424 message
I'm very curious to see if Remix API works
Do a simple test, like fallback light mentioned on Github

its a way off getting that to work, needs some serious implementation
I believe you don't have to come up with some crazy implementation to make the fallback light turn on and off, it's a mere sample
It would be useful to know that it does something
and then in like 30 years maybe we could use it
It's only a timer with no connection to the application mechanics if I understand correctly
(could be wrong bruh)
thing is you need to get the game to send those signals to remix
Hey mister Xtreme, do you know if its possible to fix broken character meshes in painengine/maya? for example, this enemy.
Looks fine in the original game, but the mesh itself is inside out on one side so it renders incorrectly in remix.
I can imagine what a head scratcher all these Remix issues are for the original game's modder when it kinda exposes all the weird underlying stuff that just works with shaders
How does it look in Remix
one side is black
same issue in a few places
mostly on level meshes though which i know how to fix in 3d software
just havent done anything with skinned meshes through painEd/maya etc. though, thought i'd ask first
for example on castle there is a fireplace which is black
on cemetery in the room where the one screaming witch is which has an ammo crate in it, the ground under the fire is black
the hands on the statue in the big shiny room are black
(on atrium)
removing some shadows from textures for better pbr
I saw in https://discord.com/channels/1028444667789967381/1196836285545971712, great work!!!!!!

Yeah I did indeed
They are kinda amusing to me, cause you find a lot of polish gravestones where I'm from
you select the inverted faces and go to Mesh Display -> Reverse and have this option on
yeah its cool for static meshes
but is there anything special you have to do for skinned meshes?
no
I almost forgot how beautiful Cemetery is
this is top tier stuff
Feels good to be able to use my PC again 
you use the phone as monitor?
nice! how is it?
They didn't break it
And 165hz is great
The only thing is my table is too short so I'm sitting very close to the screen
makes me want to shove it like 10m away xdd
I'd destroy my fucking house
it's not a table per se, it's a large cabinet with a working space
This looks hilarious
gamer chair
is that ANOTHER FLOOFER
that is the floofiest floof i have ever seen
You wanna see something beautiful
depends lol
if its a floofer, bring it on

skidmark in the bath is better than skidmark not in the bath
is that patrycia?
patryks girlfriend
looks a lot like a cat to me
i bet she doesn't get too cold in winter
Actually she does, she doesn't have a fur like the cat for example
It's all thin hair
so we got a little jacket
game "try and pick the most dangerous file infested with the most horrible viruses ever"
plot twist, it is "Engine.dll"
Spot on
You ought to claim your reward now (the file)
only i would get banned from the server
i'm watching
@light palm You might find this useful
works!
oo nice
i read words, and did the thing the words said
one of the hardest things to do
ikr
Real, I canโt word words
the ship with bad normals looks spicy
its minecraft ship
what's with that red light, is the generator melting
just dont look at it
what about the "you are not supposed to see this" secret
Real
shhhhh
My day ruined
Make a 3D remake
it's as easy as ingesting text from Blender into the toolkit
i don't know why, but i did this
whispering
(you still have opportunity to change David's name to mine)
For some reason I find it very funny
You probably too since eastern european brainrot should be familiar to you
it's not semi-transparent, you failed me
you saying it like i should know how much percent it should be semi-transparent
31%, got it
the one that's brighter is full white crosshair
hell yeah, now it is usable
will the HUD be upscaled / reimagined? it sticks out so out of place in all those remixed screenshots ๐
You mean these screenshots?
#1313627595815911448 message
It looks wrecked because I didn't take time to recompile game's hardcoded resolution after plugging in new monitor
Normally it looks like this
I don't like Blender
and I know there is already one for .mpk
and Maya's coding is so compatible, I can compile it even for Maya 4.5 which released like 25 years ago
@vale gust can I put .pkmdl files into Data/Models and they will be used, or do I have to pack them?
you have to pack them
I was not targeting any particular screenshot, just globally, the HUD shows his age let's say, its very 2000 gaming era
I have no opinion on this, but if needed we could ||steal ||ask some modder to allow us to use their UI
Personally I like Fear Factor's UI. Health/Armor bars specifically
no
would be cool to make our own
In swamp, I want the bubble and tentacles to have standard textures instead of shader
I tried editing the pkmdl and applying texture, modifying lua files, but no luck
any hints on how to achieve this
In the .lua there are functions that apply the shader, remove them
hmm icommented those out, no change
even when i extracted all the .pak files and moved the .pak files elsewhere
so that i know its using my changed files
it's this stuff applying the shader?
maybe gotta change the mesh name
probably that
yep
While you're at it, any way to check if these use some shaders? They act sus
The texture that's outside the orphanage
The first texture shown in the vid but it's absent in Levels/C6L1_Orphanage so I don't know it's name (pulled from Remix Captures)
yeah its a strange one i think its something to do with opacity micromap in newer remix runtime
if you enable and disable that the problem disappears
disable and enable
turn off and on again

you say that and then you get this shit
the way alpha would look like
pure blank
and this
you assumed that they know how to make a functional health bar
We assume that you'll fix
Don't worry mister we absolutely know what we're doing
Totally not hitting random buttons

or copying it from Fear Factor
what Painkiller 2025 did to Doom
It's a good thing they've shown Electrodriver early in the trailer
Otherwise the whole thing would seem like a joke
Literally nothing from PK
that was basically "change the homework so it is not the same"
and the only change
and think the teacher won't notice it
I am still baffled how they are calling that "Purgatory" while it literally looks like stereotypical Hell
It looks like abstract Doom floating ruins all over again
yeah, as if you couldn't do parkour or other Doom movement in a liminal city
i can almost imagine the Doom Eternal platforming
It's a great shame they scrapped the whole liminal concept
Purgatory environments are supposed to be familiar
it's like the very core of the IP
base
๐ซก
and the Tarot cards also scrapped
now they are just renamed perk cards
borrowed from Back 4 Blood, Dead Island 2, a lot more games
guys, i found new Painkiller screenshot
unironically, looks more like Painkiller than the real one just because of the gun
new one also brings some of classic guns, so its even
literally what new PK have from PK itself is a name and some of guns, that's it
it also has souls that you go through them apparently
I don't even think they work, it would be funny if they scrap it
okay, a name, some of guns, souls catch
It seems like Painkiller is not the only one, Turok: Origins is same thing
apparently it even is 3rd person instead of 1st
I do believe Saber had an entirely different game in production and just bought Turok's IP
so they can name it Turok
same thing here, we made a Doom game, let's see what IP we can buy
It is more than possible
I can't really get off the top of my head, but there have absolutely been similar cases
if that's the case, it is incredibly insulting
not only they stripped the possibility of an actual Painkiller game, they are also abusing Painkiller's name
And it's literally called "Painkiller"
Not Painkiller cndospelenfcbciwpwmw2endrnd or something
What a blow
The only hope is that it's not a bad game at least
Well maybe that way the IP won't be buried forever as cursed
Maybe we'll get a remake at some point
proper remake
it is better if it fails, maybe it forces them to sell the IP
i guess they decided to bury those two franchises forever with those copro coop shooters, the thing they were TOTALLY not known for
after Origins, i'm sure people will praise that 2008 game
but for "Turok: Origins" they didn't have the balls to call it "Turok"
It seems to me the IP won't likely to survive another failure lol
No success since BooH
20 years of misery
perhaps some chinese conglomerate like Tencent will buy it and we'll get a multiplayer focused Painkiller game with malware
Like Delta Force (2025)
Fuck I love Delta Force Black Hawk Down
I was excited to learn that this game features remade campaign of Black Hawk Down only to get disappointed over the freakin viruses
only i have the right to put viruses in my favourite games
So Mr David, Remix mod is your best chance to preserve the legacy
Get a PC ASAP and get to work !!!!!!
Somehow I believe that if David worked on the mod personally he'd be like "what the fuck have you been doing all this time" and fixes everything in a day
Painkiller had a legacy of good performance, this mod ain't keeping it
next gen will drop 32 bit application support
Don't let me ruin it by telling you it's based off the movie and not the original game lol
This is madness
Imagine a game based off the fucking Postal movie
what's the Postal movie about
Osama bin Laden
The film's final shot features George W. Bush and bin Laden skipping through a field together, hand-in-hand. As mushroom clouds explode on the horizon, bin Laden laughs and says, "Georgie, I think this is the beginning of a beautiful friendship". At that moment, all of the nuclear missiles hit, and the country, and possibly the world is destroyed.
the movie is awesome
Patryk ๐
did you make that up or it was really there?
you never know
Heaps good mate



Actually I loved this one, it's special colour made perfect sense
How it illuminated secret areas like something holy and of high value
ALREADY COMPLAINING ๐
YEE
yeah i liked the blue better too, gonna change it back
i thought the red green would look blue
but that didnt work
definitely not lol
good thing you fixed it, the blue light confused me and it was not immersive
Sry can't hear ya what are you sayin?
Aight nvm

are you aware that red and green makes yellow, not even blue
are you trying to turn the original Painkiller into Doom as well
Poomdiller
That's Adelia
This?
Floofer
Mod works for you? fingers crossed
can't tell being in ๐พ
wireless keyboard
will check soon
i don't think we have anything anymore
@light palm what kind of poopeater you made me download
working as intended!
bit strange, maybe theres something in the chapters thats also needed
shouldnt have been
did I put the files in the wrong place
Why does Base have Loonypark textures

lol i didnt even put the chapter 1 textures in there
good job, me
ez to fix i just change instructions ๐
from "base includes chapter 1" to download that pack yo
yeah not fully
but somewhat
the chapter 1 textures will have to come in the chapter 1 pack
skill issue
A different kind of malware in each
Why don't we stop sending viruses to each other
tradition
that would explain it ๐
well once upon a time i sent a terrible fukin virus as a joke and now they upload them every single time as a retaliation
and i have to download it and test it
(don't worry guys it's completely safe it only targets my specific serial numbers to explode)
thats some james bond stuff right there
that's why i needed to "fix my house" a while ago
and get a new monitor
I like how it's "๐ "
yep ๐
Deadly files
I don't see "Adjusted Coins lighting" in the changelog
It should be like "Removed Herobrine" every patch
heheh
made the flames torches more moving on Atrium
better materials on the boss guy in Cathedral
some lighting improvements on opera
and fixed some lighting on town
swamp bubbles are improved, swamp still looks bad though, needs work
factory lights should be better
the displacement values are a bit messed up though. long story
military base much better lighting
the boss guy on ruins got better materials
palace and babel better lighting
tried to make the rtx skin better on alastor on Tower
city on water and docks should have animated water
that weird fence with hole in it should be fixed, i think it was displacement values
dead city still slow to load
stone pit much improved
that's all very good, but how many assignments you've completed since v015
should include PhD changes in changelogs
working on my remix phd
fictional gun casually floating near the knee
it's purgatory
Bike reaction
It appears to me David you must add a BMX as well
and cool bunnyhop
Bonus gold for wheelie
A better version
to clear your any remaining doubts
leaked design document
how does he drive the motorcycle with his leg amputated
It kept putting this fucking gun there
so i had to amputate everything with it
nvm he doesn't even need a leg to drive
yeah sure I can add a motorcycle and amputate Daniel's leg at the same time
it's WASD anyway
glass attached
https://www.moddb.com/mods/painkiller-rtx-remix/downloads/painkiller-rtx-v016-chapter-1
did the Painkiller turn into a mace
So you added a motorcycle but not gas
AI was a mistake
now the blood stains are more reflective and the dark area in the hood less reflective
now with 50% more disgusting
So what you are telling me is that you added specular maps
basically
but hand crafted
now if i can figure out this SSS stuff, things could start looking REALLY good
pkmdl already supported normals with specular maps
and now we have possibility for SSS!
i think there may be issues with using it if the models are not closed though
Subsurface Scattering
do you know if it's possible to modify the skinned meshes David?
to add polygons to close any "holes"
you sound like you never touched skinned meshes
skinned meshes just have influences per vertex
nothing more than regular meshes
have not touched them yet no
sounds like we could do a lot with them, if they're editable through painengine
i heard something on one of the painkiller forums that noone knew how to put in a new monster
something about missing conversion tools or something
yeah i know how to do skinning and animation
i just didnt try yet
on painkiller
you hear people having skill issue
they are talking how you need Havok Content Tools to create .hke
and that's proprietary to Microsoft
ahhhhh that's what it was
so what does that mean that you cant create .hke
cant make ragdolls or something?
.hke is collision and ragdoll
just delete the .hke files from your models folder and see
ok so you can modify existing skinned meshes as long as it uses the same collision and ragdoll as existing?
just not give stuff extra limbs or whatever that have collision and ragdoll?
do not change mesh's name or joints' name, this also include adding or removing more of them
but you can add vertices to the meshes
as long as you make sure those vertices are skinned properly too
yeah, you have to set their influences to the respective joint
just look at the neighbouring vertices and copy them
and Pain Engine has a limit of 4 influences per vertex so don't do more
turn off DLSS
Nice touch that you made a faithful flashlight, that preview version you sent before was too bright
yeah i tweaked it to make more accurate
thats neural radiance cache. It's treating the particles as emissive, and caching the light
you can turn off particle emissiveness in the main options
it's mostly because of atmospherics not being adjustable per level right now. Try increasing atmosphere height, see what happens
actually..
that works in tandem with Legacy fog remapping
this is just with fog changes
it's a pain because each level is at a different "height" in world space, which affects how the atmosphere height affects the scene
also if i have done a capture, trying to balance the lighting in the toolkit is heavily based on the fog settings at the time of capture
Also an old thing, but still worth to mention. In Cathedral only Eastern windows cast shadows, cause that's where the sun is
you would expect some shadows from the western side too
i guess
2 suns?
there is an indirect translucent thing
doesn't seem to change anything here
likely as there isnt much light coming through them
you could change the
float inputs:thin_wall_thickness = 1
lines in
PKRTX_C1L4_Cathedral_Materials.usda
to a lower value like 0.1
that lets more light through
had to get up from the PC and move some furniture IRL to see how shadows work xdd
would it be wise to open each level in Editor/Maya or whatever and Ctrl+A everything to adjust the Z position before doing any further lighting work?
probably yea
your map may crash if you move zones and portals too far away from 0,0,0
portals have a 0.00001 tolerance so if you move it away, you lose floating point precision and risk crashing
also, when you are moving objects, I do not recommend moving them like that
because you are moving the transform and because of floating point precision problems, portals will throw some errors in Pain Editor
you have to select faces mode and move it like that
about every PCF level has this problem as well
that's how delicate portals are
i see that. all meshes have origin at 0 basically
yeah, mpk overrwrites the transform to 0
if you move it, you may lose precision when exporting
you find the basement lord of The Last of Us 2 and ask him
Fixed basically all of the particle effects, it is a huge improvement. Feels like performance is better as well, not sure on that.
Many of the particle textures were tga or bmp files, or malformed dds files with inconsistent coloring or alpha, causing a variety of issues.
Give it a try, I have not tested everything, but I like it so far!
how more exactly you fixed it
you will have to re-tag as particles, or use this rtx.conf:
for example, this texture has grey all the way to the edges in the rgb channels, which was causing hard and overbright edges on particles in remix.
also was in tga format which is not as easy for GPUs to handle.
Here is the corrected version:
the electro gun looks way better, and a lot of effects that use this particle.
I also put in place a fix for the overbright blood particles, i think it looks a lot better. There are still issues with it though!
Process was to decompose and inspect the channels in Gimp:
So you made up that cool story to sneak your rtx.conf with Ignored particles in
hence the performance uplift
lol just noticed this
what language is that
and why is my gimp in that language
Channels were like this
basically duplicated the alpha channel to the RGB channels and then adjusted the color using curves after re-combining
ends up looking like this
then saved out as BC3 dds format, many were in BC2 format before which had uninterpolated alpha. That looked a bit like this:
so you are telling me you increased the file size by double
meant to look like this
about 1mb smaller for the whole directory, even with 3 additional particle textures
Is that ass weird vapor raising out of nowhere in Atrium?
Looked bad indeed
yeah im going to remove that totally i think, still doesnt look amazing
i want to keep the rain though
still a LOT better than it was
Could be a good mechanic to implement, repels enemies?
the electro particle looks a lot better. also on alastor2
Displacement on this Atrium floor looks almost gross
smudgy mold
Mister Polish you are our defacto screenshotter, where are our new screenshots? I'll even fix lighting on factory
you have best GPU lol
I'm in ๐พ
factory in toolkit looks a tad less bright than in game
i think i know whats going on
i think the fog translation, which changes the fog settings in game based on how the level has it set, isnt applied in toolkit
I'm planning on making a large set of screenshots today. Could be useful for promotion
Awesome! Thank you sir ๐
I tried to fix factory anyhow
I honestly dont know how to match the lighting exactly though without deleting all of the background scenery or something
some of the particles werent tagged in the last rtx.conf
Here's one optimised for screenshots, it has accumulation mode enabled and camera jitter for accumulation antialiasing
Painkiller RTX Screenshots
(they may not reflect the current state of the project)
https://drive.google.com/drive/folders/1RQlSwGk13DGZ8Z6i1akjtcxfW_ZLmDgx?usp=sharing
ModDB page [DOWNLOAD]
https://www.moddb.com/mods/painkiller-rtx-remix
1st chapter
will be updating
Cemetery is a banger, looks like an actual finished project
NIIIIIIIIIIIIICE
@noble beacon https://www.moddb.com/mods/painkiller-rtx-remix/downloads/painkiller-rtx-v016-smooth-meshes-pack
700mb is reasonable i'd say
could be included in the base file
it zipped up REALLY well, i thought something went wrong
extracts to 8.5 gb
unless something DID go wrong ๐
to be fair, most of the files contain the same repeated text, so lots of opportunities for compression
i want to try that RTX zip thingo that hl2rtx used
rofl
those cemetery screenshots look MAD
i already fixed the shitty moon though ๐
Yeah it's genuinely crazy
you'd always expect some heavily WIP material from Remix mods
and then you have this
this IS heavily WIP ๐
we havent even put in any replacement assets or proper materials really
i know but it looks nuts
we can easily swap out all of the meshes with much better ones
and put in plants and stuff
anything we want
Moom
like jensen jacket or something
patryk everywhere
that, would be possible ๐
gotta 3d scan patryk
you can turn this up if you need more samples
are you using the screenshot conf ?
If i have 15FPS in 1440p Native, how long must I wait for 8000 frames
I wasn't but did use accumulation
i turned on some other super secret quality settings in the screenshot conf
trust me bruh
turn this on for FPS boost
(not FPS boost ๐ )
oh shit the models pack breaks the animated water
kinda cool accumulating frames on the fountain to get that soft water look
How do I CHANGE WELCOME TO RTX MESSAGE
ez
I wanted to change it to "patryk peepee poopoo" and say "Ah yes that's what kind of rtx.conf you've given me"
๐ญ
rtx.gui.hudMessageAnimatedDotDurationMilliseconds
int 1000
A duration in milliseconds between each dot in the animated dot sequence for HUD messages. Must be greater than 0.
These dots help indicate progress is happening to the user with a bit of animation which can be configured to animate at whatever speed is desired.
best option
rtx.hideSplashMessage
bool False
A flag to disable the splash message indicating how to use Remix from appearing when the application starts.
When set to true this message will be hidden, otherwise it will be displayed on every launch.
rtx.splashMessageDisplayTimeSeconds
int 20
The amount of time in seconds to display the Remix splash message for.
rtx.welcomeMessage
string
Display a message to the user on startup, leave empty if no message is to be displayed.
It displays this window
But how to change the message in the upper left corner
maybe it's in here
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/RtxOptions.md
Contribute to NVIDIAGameWorks/dxvk-remix development by creating an account on GitHub.
aargh
lame
see how you do it
@potent cedar Hey CR, I think I've seen a custom "Welcome to RTX Remix" message in your Garry's Mod. Could you please tell us how to do a similar thing?
I edited the hardcoded string, but i think the rtx.conf can also specify it?
oh nvm
Apparently it cannot
Thank you
Hey folks, may I ask you to pin this message please? 
Also check out the screenies if interested, this pack will be getting updated
Orange
Correct
Can't wait to revisit Painkiller RTX on my RTX 5060 TI
traitor 
I think it looks good tbh
blasphemy
which part of it is it good:
- the fact the aim was way off and it still got pinned
- the stake disappearing when it hits it
- it going into T-Pose as soon as it gets pinned
- Ragodll glitching into the wall
See that's stuff I enjoy, goofy jank, I understand why it's not enjoyable to others but I find it funny
@light palm Hey hey
So good sir @austere zealot provided about 50GB(
) of upscaled Painkiller movies. I think some of these could be implemented as is, namely intros. Also the quality improvement of the actual cutscenes is quite impressive, so if smartly compressed it would be great.
https://drive.google.com/drive/folders/1fC0nveLdJ45mUyqyBUePAobJiN434-eo
Mind you I also find bf2042 fun
Awesome thanks @austere zealot !
zero chapters actually done, but all are playable with preliminary lighting and textures
ohhh thats nice
Yes, 10 levels of Battle out of Hell
are scrapped levels included as well?
then maybe we want multiplayer levels as well
Unexpected Painkiller Redemption RTX
is the A00_Test.dat map from 1.1 PL and 1.15 specifically included as well?
PlayerActionMotorcycle will be included
Painkiller RTX v0.1.6 Abandonned Factory

Ha ha the original Painkiller is one of the games of my heart when i have learn the existence of Painkiller RTX project in addition of Painkiller 2025 i have flip in the air
And Painkiller RTX made impressive progress i love discovered the updates when they are release and at level like The Palace the cathedral or Atrium the balance of lights & shadow are perfect at the v0.1.6
Yeah. If only the upcoming Painkiller was as good as this project
we discussed it
long story short, everyone hated it

Painkiller 2025 will probably not have the vide of the original game but compare Ressurection or Redemption the game look pretty okey. and i think The devs want do careful and see if the IP have still his public before decide to made a real Painkiller 2 or not.
The succes of Painkiller 2025 will decide of the future of the franchise. in my opinion it deserve his chance
Some prominent community members think it would not be a good thing if this game succeded
We don't get Painkiller either way
The problem is, this new game is missing the point
OG Painkiller was all about familiar liminal spaces you roam in the Purgatory
The new one is all abstract Doom floating ruins
the very core is lost
yes we mostly see this in hell at the original painkiller but at the purgatory it's mostly like a upside down version of our world. familiar place but very dead
My personal tier list of painkillers games
Exactly
Yet even Hell was a front line frozen in time
yes it's something i have find pretty original all conflict of human history frozen to the war of 100 years to the atomic bomb all frozen in a same place
After it's was probably one of the many levels we will have. we will see in mean time when the game will be here.
until then, we have plenty of time to rant

Pestifer Town v0.1.6
Cathedral v0.1.6
The image above is AI generation guys, was testing fields, wanted to look how Daniel Garner could look like in pose from 2005's Constantine movie poster, not gonna lie, i like result
oops i have made it crash 
dang ๐
it's sometimes safer to type values in (if possible) to the remix dev options than to drag the sliders for some reason
I think it's due to some sliders not being scaled properly
You're supposed to change a value by a margin, but when you touch the slider it sets it to 349823489023904 or something
Also some buttons just crash the 0.1.6 packaged runtime, like that Volumetrics Apply button in the vid
same goes for the NRC dropdown
huh... works on my machine?
that could be the case
something looks wrong with your install, maybe residual previous version files still
or maybe framerate dependence
i must remove everything and re install all?
generally what I do is keep an "untouched" painkiller install
and then copy that folder to install mods onto
the base install is only about 3 gigs
if there is more than 1 folder in painkiller/bin/rtx-remix/mods
then you have a problem. There should be only 1 folder there, called "pkrtx" iirc
The same behaviour on the latest Bridge and Runtime
Did you install the Hotfix driver by any chance?
im on 576.02
oh yeah
its a known bug in remix
if you hit apply when* the top option is selected
it will crash
if you actually select an option, like heavy fog
it doesnt crash
Yeah
all seem to be in order
doesn't work on any machine
You're good, just some Remix shenanigans
someone's ChatGPT commit

oh yeah and actually clicking that NRC drop down does crash for me as well
so actually doesnt work on my machine
Well it's not a lie
9999999999999999999 health or something
that's Mutant Nemo Immortal's health, Vamp Master has a measly 99999
what you dont have to kill the nemos?
Easy. Spam CTRL
you don't have to kill them
you can jump in a corner and let him take damage from Painkiller's beam
noob
/facepalm
i noticed some people seems quite negative about this mod
particularly other painkiller modders
what mod?
~~all ~~ one of them ๐คฃ
You know how it goes. Never mention Remix outside of RTX Remix Showcase Discord
well, don't have much to comment, if the mod crashes, then it gets people annoyed
especially when you make "unofficial patch" and the game crashes because of it
i just find it amusing, if there is some commenter who is particularly negative
you can almost always track them back to some other painkiller modding community ๐คฃ
no idea why tbh
i think i have touch at something i shouldn't
oh nice, it's destructible terrain!
feature!
I tried advertising this mod in VK where the largest PK community is, and there were messages like "Why are you embracing the lazy devs approach not caring about optimization"
And it was the guy listed in the mod's credits 
The problem is people usually don't have a clue what Remix is
not caring about optimisation.. generally optimisation is done after things are working
get it working with simple approach first
You can't really do anything to make Pathtracing work on older machines
It is what it is
sure, if you already know a more optimal simple approach, go for it
they are talking how you use RTX Remix parasitic approach instead of adding Raytracing into the engine
and yet it makes little difference
zactly
ahh so "implement pathtracer from scratch" or gtfo
great way to build a modding community 
I think the very term of RT is still being seen like some gimmick by masses
be insular and hostile
It will change in time
There was a guy that said that 4GB patch was used by "oligophrenics", 2 months latter he added it into his mod because it kept crashing without it
i wouldnt mind trying to readd it
Division of Satan
I've read the whole thread on PKRC
It's madness
lol
ahh "subnormal mental development"
yeah, example of people that know nothing of PK
and claim they know the engine
Mf claims that Redemption is the best PK game because "challenge"
i would instead advocate for encouraging others to get involved, particulary beginner modders
everyone has to start somewhere
damn, they can't bypass the pictures
yeah that oligophrenic word was something i hadnt heard before
kudos for vocab, not for sentiment
now we can use oligophren instead of r word
not a phrase i tend to need
you can always just copy the "rtx.conf" file from the mod zip to reset your RTX settings back to mod defaults
Or use this in case you've deleted the zip
(don't mind the "old" part)
rename it to rtx.conf
This setting doesn't save
Many settings do not save
i've been putting things in dxvk.conf
Yeah it's the way
makes it easier, then ppl can just delete their rtx.conf if they want to reset settings
Put rtx.enableVsync=0 in dxvk.conf to disable annoying Vsync if it troubles you every launch
i use vsync because variable refresh rate
vsync slows down loading time
Remix overrides game's own Vsync implementation
or is it happening with Remix Vsync?
I don't know if it happens with Remix VSync, I know it happens with VSync
is it framerate dependent or the ingame Vsync option specifically is wrecked?
don't think i can observe any difference in loading times using Remix's Vsync option (165hz)
if latter, should not be a problem, as it is overridden
Yeeeee it's have fix
question. in the rtx remix option we have an option to made less or more intense the volumetrics directly ingame?
yeah, you can play with these parameters
and some other
Atmosphere height is also important
And you can configure Dust particles as well
i have play a bit with
something i love to do when i work at my artworks at Blender it'(s made god ray's with volumetrics. it's a personal feel but i would love see more god ray's like that at some level of painkiller rtx. god ray's are very atmospheric.
i understand furry's artwork is not your cup of tea it was to show an exemple of volumetric light
yeah, of course
addition
Very nice @dusk jasper
If you could make his skin a little less specular, it would be great
this trait is quite common for AI generated images of people
maybe not so great implementation, but here is nonetheless
Yeah it's better this way
it's important to not forget the original studio have send us that banger in 2004
never will
In 2005 the game was release at the first Xbox https://youtu.be/KlfC5F4JXME?si=55CQIKS7PW9ys276&t=331
A ps2 and psp version has be planify but cancelled ( probably technical reason ).
nothing about a potential gamecube version if it was in the program or not
Full game longplay of Painkiller: Hell Wars, released in 2006 exclusively for the Microsoft Xbox. Here is the NTSC version with widescreen hack on, played on a modded xbox.
It's a sort of port of fist Painkiller main game, and the expansion to it, Painkiller Battle Out of Hell, but with quite a few changes. For starters, not all levels from two...
All right, I'm going to go for a kind of stakes.
The Prison
v0.1.6
need these covers for a official release at steam
There'll be one problem: those are AI generated (even if with some handmade edit), and when people might notice it, they'll freaking hate it
Yes
But on the other hand what could you expect from a free mod
Tbh yeah
Well....other than than just reuse official asset like i did before with using Black Edition asset
It's a very long shot
I'd like it to meet some quality standards
if released on Steam
yeees. plus to apply updates and fixes it's will be more easy for the team
But at the end of the day so much bullshit gets released on Steam everyday so...
it must have the greenlight of 3d realm and people can fly for steam publication?
@odd thicket would know better
People Can Fly has nothing to do with Painkiller btw
In theory publisher's agreement might be enough
(continuing my message above) Because of that, they have no more control over Painkiller after Xbox port
Yeah it would be publisher: Prime Matter
meaning Plaion
Koch Media (renamed to Plaion), owners of THQ Nordic
Plaion is former Koch Media
So you do need publisher's leave to post a free mod on Steam that requires original game?
Logically yes
Anything not a source game, yes, you need some form of proof that itโs allowed
Cemetery v0.1.6
i have up a bit the bitrate to a better image
I will fight any company I need to
City on Water v0.1.6
@light palm
Nice! Thank you ๐
They are became a fluff ball 
How ray tracing is born at video games https://youtu.be/bxientPsqRg?si=LAC_Q8-94VsDHEYW bake gi still used today
An explanation of how lightmaps are constructed in the classic Quake I and Quake II games, along with a look at the latest techniques developed by the community.
Massive thanks to Eric Wasylishen and Paril for their help with part 3, and also to the Quake Mapping discord for their support. Get ericw-tools here: http://ericwa.github.io/ericw-t...
Catacombs v0.1.6
i have customize a bit the intensity of dust particules of volumetric and blooms
But at the entrance of the level i must send the rocks in Rock conaissance https://youtu.be/SJfH-8Am29U?si=TRuBb_sbrCJJfCeO&t=21
Jim Carey gave a brilliant performance
i begin to have fun to custom some volumetric propriety's
Btw you can change FOV in config.ini
annoucement: it works to put the level lua and Clevel in the data, and edit the fog values in Clevel!
per level fog control achieved
that looks nice!
i was thinking town and leningrad need more smoke
considering everything is ON FIRE
This is big, but how does it work exactly?
Is it any different to Remix volumetrics or
or it is legacy fog remapping thing
exactly
have legacy fog remapping enabled
and modify the legacy fog
woot woot!
basically the whole game has had pretty much everything done
except for HL2RTX level asset and materials
lighting is what I mostly have been working on
this Adams is a bit sus
you can change in console too
just type FOV 90 or whatever
i think
IT ME ๐
i have put 90
thats right
I freakin knew

