#Painkiller

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tall iron
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ok i'll check it out now

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"Transformer Model D" ?

noble beacon
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Yep

tall iron
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btw it just crashed out again

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like i turned on that Transformer Model D and it crashed when I started fighting the enemies... lets see if i can replicate it

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okay i think the crash is caused by turning the Indirect Light Enhancement Mode from Normal Difference to Laplacian

noble beacon
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Remix settings are treacherous

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You never know what will crash the game next

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Gotta go

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You might want to enter the Painkiller RTX discord, it's more in depth so to speak

tall iron
noble beacon
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Grab these 3 and drop in Bin/.trex

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just make sure the display drivers are up to date

noble beacon
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You can also pick between different GI solutions like ReSTIR/NRC/Importance sampled

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Some people claim that ReSTIR does a better job as of right now

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It's in Alt+X/Lighting/Indirect Lighting

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You can try to figure out how to train NRC most properly but it's plain impossible if you're not aware what you're doing bruh

tall iron
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i think the problem is fundamentally a lack of sampling for that shadow effect

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if you can force that sphere light to be sampled more often at the cost of some performance, it could look better

tall iron
north kiln
tall iron
tall iron
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I think ReSTIR looks better than the Neural Radiance Cache

tall iron
north kiln
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crab i have want find a GIF of bloom effect it's have show me Bloom from Winx Club CuteKira

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damnit i'm tired need some sleep...

tall iron
noble beacon
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they should definitely glow

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mora go checklesGO

tall iron
north kiln
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oh okey i will see if i have the same

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they are emissive for me

kindred haven
north kiln
light palm
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volume culling achieved after over 120 hours of assembly

kindred haven
light palm
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before and after performance

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with pathtracing

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almost double

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this is the most complex engine modification by far

north kiln
north kiln
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they are not a big team studio for AAA games or a group of few fans studio like for hl2 remastered it's will come with the time? right now it's in 0.1.7.1 and few fix for that update are on the road.

light palm
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hl2rtx has a bigger team than us, for sure

kindred haven
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Like no need for height maps and such

light palm
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that would be super helpful

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geometry or debris in the corners would be awesome

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plants

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CANDY

kindred haven
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I would genuinely wanna try and have fun tweaking it tho and see what works

light palm
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its super fun for sure

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making stuff look really nice

pallid saffron
tall iron
pallid saffron
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but would that even work without a Creative sound card?

tall iron
tall iron
north kiln
tall iron
pallid saffron
tall iron
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Is there really no way to get the eax feature on creative cards working, other than having to play it on Windows XP? I have Creative Alchemy installed but i can't switch the "3d sound provider" to EAX anymore since i only have the software modes availble :/ Miles 3D, Dolby Surround, Rad Game Tools. I want to enable the fully sound rich eax advan...

pallid saffron
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works indeed, thanks

tall iron
tall iron
noble beacon
light palm
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all i did though was put these in my painkiller/bin folder

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and i was using this

north kiln
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@tall iron PS: i'm not in the development of the game

tall iron
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back in 2004 you needed a real soundcard to get these effects, but nowadays the CPU is fast enough to simulate everything in software

light palm
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did y'all see i made the volume culling system to almost double performance

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πŸ˜„

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i'll chuck it up on moddb once i fix a few other bugs

tall iron
# noble beacon How it was in v0.1.6 (emissives)

it seems that there are 3 types of Holy Item models ... the cross, the chalice (thin cup) and goblet (round cup) ... the cross glows all over, the chalice gives light from inside the cup part, but the goblet does not glow at all

tall iron
pallid saffron
light palm
noble beacon
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the second direction in the vid, the first works well

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39FPS

light palm
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it is based on where you are standing

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volume around player in all directions

light palm
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you can use the free camera to check how it behaves. with standard frustum culling, everything behind the player is not rendered, which causes problems for pathtracing

light palm
light palm
# noble beacon

ahh i see what you mean. performance is worse when looking away from the level

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your computer is just lazy is all

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doesnt want to render frames

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jokes aside, perhaps you could use the remix free camera to see if the culling behind the player is drawing more objects when you are looking away compared to when you are looking at

noble beacon
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that first direction is cursed

light palm
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is it the same behaviour when you rename d3d9.dll to d3d9off.dll

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ie. without remix

light palm
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i think there are beans in that direction

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just dont look over there

noble beacon
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I think that exact problem affects performance when you jump off the crane and start gameplay sequence

light palm
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please check if there is a difference in which geometry is getting culled when you are looking away vs when not looking away, using the remix free cam

noble beacon
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10 sec

noble beacon
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Clip pane 322

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It's rendering cargo crates on the ship when looking away

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Looks like the volume in the back is very large or isn't affected by the setting

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So when you turn your back to the whole level, like here on Docks, it's all rendering far in the distance behind you

tall iron
# noble beacon Yes

I wonder what happens if you do the same thing again, after you adjust the Clip Plane setting?

noble beacon
noble beacon
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it's only rendering everything behind you when you're looking there

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But not when looking there

noble beacon
noble beacon
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Very low clip pane, renders not everything but still more than needed

light palm
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thanks for testing mister @noble beacon ! i think i have enough data to fix this

light palm
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more than double the performance with the fixed version

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almost triple

pallid saffron
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Guess I’ll wait that release to continue

north kiln
tall iron
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any updates? should I download the hotfixes?

light palm
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ie. lights can no longer be tied to arbitrary scene geometry, which was occasionally the case earlier, as all scene geometry was always rendered previously

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to get value from the performance, render distance must be set lower. currently it is set to about 5000 meters by default, but we want to set this to 100 meters.
this was due to tagging the skies as "sky" to force them to render in non-pathtraced mode and composite them in the scene later, as it was near impossible to get pathtraced skies looking correct with issues with alpha and volumetric contribution on emissives in remix. however tagging the skies as sky then revealed the base engine behaviour as simply not drawing anything beyond the clip distance, (which is different to culling) which then necessitated the very large draw distance.

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so setting the clip distance to 100m then necessitates getting emissives working properly in the pathtracer, hence my recent PR to dxvk-remix to fix this

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and now that the skyspheres are rendered with the pathtracer, they now block distant lights, necessitating rescaling the skyspheres and/or repositioning/reconfiguring the distant lights.

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so this requires quite broad changes to basically every level before release

noble beacon
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There's no :Binq_pls_fix: on this server and it's infuriating

light palm
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it's truly a "there's a hole in the bucket, dear Liza" scenario

tall iron
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But at least the coding part is done now, and what's left is the content part?

light palm
tall iron
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Well i think we can all contribute with content

tall iron
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im going to check it out as it is right now, 0.171 with the 3 hotfixes

tall iron
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I think that replacing original textures with emissive materials is better than manually placing lights everywhere

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the 'chalice' Holy Item with its directional glow is nifty and matches some depictions of the Holy Grail, but I think the cartoony look of emissive materials like in 0.16 better matches the aesthetic of the game

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maybe some parts of some levels might be under-lit, I think that is when some intervention and artistic liberties are warranted ... IMHO it should be kept to a minimum

noble beacon
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Emissives produce more noise because they are pathtraced in a different way

noble beacon
tall iron
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which could require manual tinkering to stop the light shimmering

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like i wouldnt mind loading up a section of the game with a particularly bad shimmering problem, then capturing the scene and start hacking away at the lighting parameters to make the shimmering go away

tall iron
noble beacon
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emissives to give a glow to the surface and lights to actually cast light

tall iron
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so this is different from Blender (and other pathtraced 3d modelling programs) where emissive surfaces do cast light

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but actually in RTX remix, emissive textures do cast light under certain conditions

noble beacon
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emissives do cast light

tall iron
noble beacon
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but they are treated differently by the pathtracer

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you don't want to rely solely on emissives

tall iron
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yeah its not as efficient as point light sources, according to the tooltips in the RTX remix app

tall iron
light palm
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Hdri background is emissive

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And I want multiple layers with clouds etc

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I'm convinced the alpha system in remix is broken

tall iron
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for the cloud layers , the correct way is to include it within the 3d level itself

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i mean it would also look pretty epic if the clouds were extra low

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and i think that its wise to keep the content interventions as simple as possible, because you dont know if the underlying code and mechanisms might change

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for example the thousands of lights that you manually placed, now its a problem with the draw distance, etc etc

light palm
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the skies geometry already are implemented through the base game

tall iron
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actually it looks like that's exactly what you've done

light palm
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and about the lights, the base game did not have lights which could be interpreted by remix. speaking with the engine developer, the painkiller lights are not like other games where they can be interpreted by remix as dx9 lights. they are instead converte to directional lights per object, and 4 nearest light points are picked and converted to directional and passed to the shader or ff pipeline.
the lights which are placed in the editor are not traditional dx9 lights and cannot be interpreted by remix. they are also placed very, very approximately, so even if they could be interpreted by remix, would require manual adjustment anyway.

what i did was make a python script which converted the level light placement data into usdas for remix, and then modified them in toolkit, and added many more.

light palm
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there were only a few lights, because they were only placed in painkiller in those places where they wanted dynamic lights on the weapon, characters and dynamic objects. all of the other lighting was simply baked through maya, and those light placements are not available information and had to be visually inferred and manually placed

light palm
tall iron
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what is sss?

light palm
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subsurface scattering, ie. rtx skin

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but i want something more like ray marching

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for clouds

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which the volumetric system in remix is more akin to

noble beacon
# tall iron what is sss?

The Painkiller RTX Remix project uses cutting-edge NVIDIA technology to breathe new life into the classic 2004 first-person shooter developed by the Polish studio People Can Fly.
We are trying to make the best use of the latest graphical advancements possible, such as RTX Volumetrics, RTX Skin, and RTX Subsurface Scattering, considering our capa...

β–Ά Play video
tall iron
tall iron
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that could be cool in very specific situations...

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it reminds me of using translucent materials to simulate living tissue, like where there is simply a light source behind the fleshy thing you are trying to depict , and the light gets scattered all red and stuff from the blood under the skin

tall iron
tall iron
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like, having a truly modern HDRI background to completely replace the old geometric background, you wouldn't need to worry about draw distance etc anymore

tall iron
tall iron
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i just unzipped 0.171 directly into my Painkiller install, over 0.17, and now the game is borked :/ it crashes when it tries to load a level

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did it need a clean install?

light palm
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if you have a folder with hotfix or whatever in the name sitting in your painkiller directory you might need to move the folders out of that folder into the painkiller folder

noble beacon
# light palm

Is there a tool that allows creating such all in one HTML files for comparisons or did you ask LLM to make it?

light palm
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icat does it

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all in on

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nvidia tool

tall iron
# light palm SSS on off

this looks super noisy to me and you can't even see the shape of the shadow, unless i set DLSS to full resolution

noble beacon
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Nothing super noisy about it?
The noise pattern is dust particles that can be disabled under Volumetrics dropdown

noble beacon
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Well it's pathtracing at 720p with Framegen

light palm
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shadows in real life are not always crisply defined. that light in particular is intentionally not crisp

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you can simply change a parameter in the light setting to have it crisp

north kiln
tall iron
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full resolution makes it look much more stable

noble beacon
tall iron
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there must be some way to optimize that particular light to work better with DLSS

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for example, the shadows from the windows in Cathedral look clear in DLSS

noble beacon
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It is probably because shadows in Cathedral are closer to the opaque object or something

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In any case it's computationally easier to make this look stable

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Volumetric settings also play a role

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different levels have different volumetrics

tall iron
light palm
# tall iron This wouldnt be an issue if there was a true 'sunlight' light source in Remix, w...

there is, the problem is 1) it doesnt shine through skyspheres
2) it covers the whole "world", and this is not wanted in games which used non physical lighting like painkiller, where some areas are sunlit and others aren't, for no obvious reason other than style.
That wouldnt be a problem if you could block the light with single sided blocking planes, but these planes only appear single sided in the toolkit, once you go in game they are double sided and you see planes floating in the sky.

tall iron
tall iron
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im trying to open the mod in RTX Remix and its complaining about something about the City On Water level

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Error in 'textFileFormatYyerror' at line 3162 in file pxr/usd/sdf/textFileFormat.yy : 'syntax error at '' in </RootNode> on line 31 in file C:\aaaaaaaaaaa\PKRTX_C5L1_CityOnWater_Sky.usda

tall iron
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fixed it... it was a missing closing bracket

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now theres another one

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Error in 'textFileFormatYyerror' at line 3162 in file pxr/usd/sdf/textFileFormat.yy : 'syntax error at '' in </RootNode> on line 13 in file C:\aaaaaaaaaaa\PKRTX_C6L4_Pentagon_Sky.usda

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another missing closing bracket

north kiln
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@tall iron you have join the dev team? D_

tall iron
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No im just messing around

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I got tired of seeing the goblet Holy Item not glowing so i am making it glow

light palm
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Hehe I just fixed that before I read this

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Emissive texture almost completely black

tall iron
tall iron
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its a good thing that all three Holy Items use the same texture, just different parts of it... this means that i can black out the sections for the cross and the chalice, and only work on the goblet section

but i only have the original low res textures...if i load it as the emissive mask to get the glowing effect, it replaces the high res textures which came with the mod

noble beacon
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You really appreciate this part of the game when you roam around out of fight

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It's so different when you're not in a fight and the ambience just hits hard

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some levels do have quests like destroy all objects or find all secrets that make you experience this

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I mean I imagine it's difficult to admire things like that if you play the game for the first time in 2025, but for those who have been playing it since decades ago, it means a lot πŸ˜„

light palm
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whats that thing where ppl love sounds

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its like that

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jeez my brain cant words. i have the dumb

noble beacon
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It's called absolutely crazy job they've done on the SFX

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The game is really special because of this

light palm
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it is super cool background sounds for slowly flying through levels looking at really cool RTX stuff

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i figured out what the problem was with fog disappearing when draw distance was set too close btw

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Portal RTX's fault

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πŸ˜„

noble beacon
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Makes sense

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I almost mentioned it

light palm
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the hardcoded value?

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good code comments really helped though

noble beacon
light palm
noble beacon
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I'm working on it

light palm
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Phd. in Mike Nolan show

noble beacon
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Yank train

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I need work visa hire me as a concubine

light palm
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i like setting my pc to 4k ultra DLAA and recording video in slow motion at 1fps then speeding it up 60x in davinci resolve

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now get this

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if only i could stand next to a black hole

noble beacon
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doesn't it cause some temporal disaster

light palm
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and put my computer further away

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it would look like it was running at high fps πŸ˜›

noble beacon
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I would not recommend.

light palm
noble beacon
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There are shops where you can buy hardware

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Australia also has a currency (cash) to buy hardware

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i think standing next to a black hole is suboptimal

light palm
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i pay with interpretive dance

noble beacon
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but what do i undestand me little skill issuer

opaque badge
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@noble beacon can you upload your rtx.conf here by any chance plz

noble beacon
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Call it

light palm
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i tried to leave the rtx.conf empty for people to save their individual quality settings etc

opaque badge
opaque badge
noble beacon
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it should return

light palm
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hmmm when did it go

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ahh yeah

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clip plane affects everything

opaque badge
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ye it works thank guys

noble beacon
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I absolutely adore that emoji

light palm
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oh man what a great emoji it is

noble beacon
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You can use it in any situation and it won't seem out of place

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you fixed a longstanding issue?lesGO
something completely broke apart?lesGO

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burial?lesGO

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that little rippa

light palm
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wombats get far too little attention

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kangaroos steal the spotlight

noble beacon
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that's all I know

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all there is to know

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of relevance

light palm
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regular hexahedrons

opaque badge
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when i used older version maybe a month ago i dont have that issue then

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devs do you know how to fix it?

noble beacon
tall iron
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i play with EAX 3 with its virtual 3d headphone sound

noble beacon
tall iron
tall iron
tall iron
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huh for some reason its not playing the video anymore

noble beacon
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is it MP4?

tall iron
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yes

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let me try again

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this is with the emission mask that i edited

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the 'cross' holy item also has a jewel in the middle , that is included in the emission mask... but the way that the light source is set up for it, its not really visible

noble beacon
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Also you don't need to call wattage values so often, it most certainly takes some CPU time

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Monitoring overlays can be treacherous

tall iron
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i'm intense like that

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the jewel in the middle of the cross is supposed to glow as well because that's how i edited the emission mask... but you cant really see that effect so well because of the extra light source that was added in 0.17

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the base of the cross lights up nicely though, i think its sharing the same section of the texture as the goblet

noble beacon
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Okay I got it

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Remember I asked to delete emission mask path from the USDA?

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That was the path to the mask packaged via RTXIO

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And seems like Binq Adams did not finish that mask at the time

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So it only illuminates parts used by the cross

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:Binq_pls_fix:

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Idk how to repack those pkgs

tall iron
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Im wondering, if its possible to attach particle emitters to objects, like how you attach lights to objects

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Having a little flame burning on the cup would look so oldskool

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Like maybe the chalice can have the glowing jewels and the bright light from the cup, like how it looks like in my video... while the goblet has the flame

noble beacon
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Particle emitter is a texture tag

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So you need to spawn a mesh in holy item's proximity to apply that tag on using LUA

north kiln
tall iron
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the boss battle itself is kind of lame though, either instant death when he attacks, or you have the right card combo to defeat him effortlessly ... i think theres a term for this in gaming but it escapes my head at the moment

tall iron
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i know that in Blender and UE5 , you can attach a particle emitter to almost anything

tall iron
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makes me think... why not use non-raytraced methods for direct lighting, which is a problem solved a long time ago... then use raytracing for indirect lighting, which is its greatest strength

light palm
# tall iron it seems the noise comes from the direct lighting

hmm usually serious noise in direct lighting is a light setup mistake on my part, it may be due to the high intensity "distant" (actually sphere) light coming in through only some cracks in the roof.
Or I might have put a tiny light with really high intensity in some places.
It was a long time ago when I placed a lot of the lights, before I learned some of the best practices, like trying to keep the intensity within reason, and avoiding intersecting lights with geometry.
So there is definitely room for a lighting optimisation pass.

tall iron
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good to know... there is so much more potential here

light palm
tall iron
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i'd love to jump in and capture that scene and tweak the lights to make the noise go away, but it seems the way that the mod is packaged makes it impossible for me to access anything that i didnt make myself

light palm
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and you can also extract the .pak files

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no third party tools needed for the pak files, extraction/compression is bundled with painkiller there

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i believe the main benefit of rtxio in this case is loading speed / performance. in theory there should be better 1% lows for certain system configs

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the 10gb "installed" size savings isn't of huuuuge concern to most users afaik

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using rtxio did not get me any savings on the "download" size of the mod, so it makes no real difference on that front either

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it does make it harder to package/release the mod when packing everything up in the paks and pkgs. there are other benefits though.

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if you find yourself with something you would like to add to the main mod, hit me up, im sure we can. there is a lot of room for improvement

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34 levels, many with nary a light/playability/basicPBR pass

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(more than 35 counting secret extra levels :P)

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we have a (currently private) github repo and development tools set up as well, if that's of interest to you

tall iron
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maybe i might make a contribution or two once in a while... right now that noisy room in Snow Bridge is like an itch i really want to scratch

tall iron
light palm
tall iron
light palm
tall iron
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im thinking of just playing through the game in 0.171 just to gauge the state of things, then come back at a later stage when enough has changed and im not bored of Painkiller anymore

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if i find some particularly gnarly areas which need work i would be happy to help , like going through the pak files and all that

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but as of right now, if i try to open a capture in remix, everything is black

noble beacon
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Something about it is just "hell yeah"

tall iron
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ideally what i would like to do is play the game -> see something i don't like -> capture -> open remix -> do something about it -> save -> continue playing

noble beacon
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Requires some fuckery

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You either ask Binq Adams to upload raw assets Or unpack and sort them yourself

And join Painkiller RTX server to get access to the repo and project file

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Once you're running raw assets instead of packaged, you can open the workfile in the toolkit and change anything you want as you play

vale gust
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turns on the No Occlusion flag as specified in the documentation

tall iron
opaque badge
# tall iron how do i get the fog back?

try to change clip plane setting in painkiller settings or alt+x β†’ developer menu β†’ global volumetrics β†’ volumetric lighting β†’ check volumetric lighting and then you can change preset what would you like

tall iron
noble beacon
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Needs some adjustment

noble beacon
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Are there any leftovers of fixed function fallback in Necrovision btw?

light palm
light palm
# tall iron how do i get the fog back?

i'm working on it, i have a PR open which allows for full obscuration in the volumetrics, waiting on senior dev eyeballs (was supposed to respond to different message but you get the idea)

light palm
# tall iron how do i get the fog back?

i have another pr which fixes this, turns out it was a hardcoded value in remix which was there for portal rtx compat, simply making it configurable (and changing said value) prevents the issue where fog ceases to render when d3d fog fardist <= 67

light palm
light palm
light palm
opaque badge
light palm
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you have to have other settings set a certain way for it to actually show up, cant remember what exactly

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if it doesnt appear to do anything try turning other volumetrics off

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or something - i didnt really ever use distance fog

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love this rune slab McGillacutty graced us with

light palm
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including the fake CItem sky

noble beacon
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Think more often!

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2 times a day should do the trick

light palm
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Being smart is for idiots

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πŸ˜„

light palm
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now to implement remix api

noble beacon
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right who cares about the uni, remix api needs implementing

light palm
noble beacon
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a man just stops caring at some point

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conputer games is all that remains

tall iron
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there are vast swaths of missing terrain visible from this secret area in Military Base... is there something you plan on doing about it? or is this what 'purgatory' is supposed to look like

light palm
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probably an easy fix if you wanted to check it out

light palm
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Volumetrics fixes before and after

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(The painting has a VERY slight amount of emissive, 0.1)

noble beacon
north kiln
tall iron
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are there any new hotfixes ? like for the sky in City On Water

tall iron
light palm
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its city on water but i had placed meshes in there for testing purposes. so basically a test scene.

light palm
tall iron
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seeing a glowing painting reminds me of those ultraviolet fluorescent posters and stuff... so much fun could be had with emissive masks

tall iron
light palm
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you can tag it and then press save on the bottom of the alt x menu

tall iron
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huh that works on assets as well? not just settings?

light palm
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and/or copy the hash to the skys hash list in dxvk.conf

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yeah it saves them into rtx.conf when u press save there

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dxvk.conf contains "defaults" that I have set up. city on water sky is missing from there

tall iron
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so editing dxvk.conf is the proper way of fixing it

light palm
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sort of

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the proper way of fixing it is to ingest a properly uvmapped sphere with the corred BC6u hdri override in the sky layer

tall iron
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you mean the sky can look even better than it does right now?

light palm
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most definitely

tall iron
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oh cool

light palm
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looks way better in the upcoming release

tall iron
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sweet... i wonder if remix supports hdr monitors

light palm
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not at the moment afaik

tall iron
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:sad:

light palm
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perhaps you can use hdr on windows 11 with the nvidia auto hdr thing

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i have windows 10 though so i cant test that

tall iron
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πŸ˜₯

light palm
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you could try it if you have windows 11

tall iron
#

auto hdr 🀒

light palm
#

just a setting in the nvidia app

#

its not too bad

#

try it before knocking it πŸ˜›

#

of course native would be great.

tall iron
#

the other problem is that my monitor supports HDR , but it barely counts

light palm
#

same, fake hdr basically

#

would love a nice oled

tall iron
#

if they ever invent an OLED which does not burn out, i'll be the first to buy one

light palm
tall iron
# light palm

did you do anything about the grassy ground in Asylum? it looks plasticky and polygonal with how it is reflecting the sky light

tall iron
light palm
tall iron
light palm
#

the point is to show the lights on the candles

#

which move and also despawn when the candles extinguish

tall iron
#

maybe on small geometry like this , the amount of ghosting is acceptable

#

maybe the sampling noise will also make it look like its flickering

light palm
#

ghost particles also fixed, and subtle light added to ghost

#

list of fixes is pages long

tall iron
#

but when the lights suddenly go out, there is that lingering glow in the fog

light palm
#

froxel cache

tall iron
#

i wonder if there is some hack that forces the cache to be flushed when there is a sudden change in brightness like that

light palm
#

you can reduce the number of accumulation frames in the froxel cache if you want that to be more responsive

#

or simply remove the volumetric contribution from those lights

tall iron
#

like flushing the cache might introduce some artifacting... but i think in a specific moment like this, the artifacting could be used to dramatic effect

#

is the froxel cache global? or specific to lights and volumes

light palm
#

global afaik

tall iron
#

is there a way to flush it via in-game events?

light palm
#

via api presumably, that is not implemented yet in Painkiller RTX

tall iron
noble beacon
#

Same thing can be observed at the base of Orphanage

tall iron
tall iron
#

its very pleasant to see that there is basically no ghosting here even though the lighting changed so rapidly

tall iron
#

hmm, serious performance issues in Docks when raytracing is enabled... CPU and GPU hardly above 50% utilization

#

performance is fine without raytracing

noble beacon
#

What is needed here is to get rid of that watery layer over the stone

tall iron
#

i wonder why did they do it like that originally... were they hoping to have waves on the water or something

noble beacon
tall iron
#

what is aabb

noble beacon
#

Axis-Aligned Bounding Box

#

DIstance based culling

tall iron
#

interesting

noble beacon
#

Basically a box around you that occludes geometry out of it's boundaries

noble beacon
#

How it looks depends on how the devs placed portals around the level

tall iron
noble beacon
#

I would not play like that, the real solution is on its' way

tall iron
#

like the portal occlusion seems to have a more granular effect on the shadows than turning on occlusion from the game menu

noble beacon
#

the checkbox in the options is just not in sync with the hotkey

light palm
noble beacon
#

nuh uh
#1313627595815911448 message

tall iron
#

maybe in the original game , its a trick to simulate the walls being wet at the waterline

tall iron
#

@light palm you say that you are in contact with the original developers ? i wonder if they have any comment about the level designer who placed the secrets in the levels

noble beacon
#

It's called Poland 2003 approach

tall iron
tall iron
noble beacon
noble beacon
#

Occlusion option does nothing in the dev Engine.dll with AABB implemented

tall iron
#

just a question,what is this axis that the bounding box is aligned with? the player orientation?

noble beacon
#

with the world coordinate axes

#

meaning its' faces are parallel to the x, y, z planes

tall iron
noble beacon
noble beacon
tall iron
#

it looks like the Hell level is basically missing anything Remix related except for the glowing enemies

#

the overbright mushroom cloud in 0.16 was a nice touch, if only it wasn't affected by culling

light palm
#

(WiP)

#

Just for fun - trying different methods to get the demon mode to look better:

#

Some accumulated shots:

tall iron
#

but anyway... i think even without shaders, its still possible to get close to the original effect using materials

#

like the enemies have this 'stone'(?) texture on them during Demon Morph ... can this texture be changed for something which resembles the original orangey highlight effect?

#

i am thinking of a uniform displacement map, to create a 'shell' around the character model ... but this 'shell' has the normals flipped, so its only visible on the 'inside', thus giving a cel-shaded outline effect

#

and for the monochrome effect... surely there has to be a way to do something so simple as to get the average of the red, green and blue values for each ray/pixel, and set all the colour channels to that value?

noble beacon
#

Lots of research here, ngl

light palm
#

Finally got real lights on the flamethrower flames using physics, high air density, inverted gravity and custom scaling process.

north kiln
light palm
#

whoa that's some shiny goodness!

kindred haven
light palm
kindred haven
#

Ah ok

light palm
#

of course they look quite different in remix! i think they look good, but we have not done a full particles pass, which would be awesome

tall iron
north kiln
north kiln
north kiln
light palm
north kiln
#

Violence is not a solution it's THE solution

earnest ember
#

Hey guys, I was performing some quick tests and noticed 2 layers in your mod release have broken usda syntax

noble beacon
#

More comments on this

#

Thanks for mentioning !

tall iron
tall iron
noble beacon
#

Other levels are not neglected, they are yet to be worked on

#

You have like 2 people working on this

#

only one most of the time

tall iron
#

i'd love to contribute at some point

noble beacon
#

(there's something funny to see in my bio, just sayin')

light palm
#

Lets gooooooooooo!

light palm
#

The change log is obscene

earnest ember
# light palm My fault, sorry E-Man! Next version coming Soonβ„’

Np. Here is a checkup script for you all Peepo_ThumbsUp
Just need to pip install usd-core. It will print the layer hierarchy

from pxr import Sdf
import os

def resolve_sublayer_path(layer, sublayer_path):
    if os.path.isabs(sublayer_path):
        return sublayer_path
    parent_dir = os.path.dirname(layer.realPath)
    resolved = os.path.normpath(os.path.join(parent_dir, sublayer_path))
    return resolved

def print_all_layers(layer_path, visited=None, indent=0):
    if visited is None:
        visited = set()
    if layer_path in visited:
        return
    visited.add(layer_path)
    try:
        layer = Sdf.Layer.FindOrOpen(layer_path)
    except Exception as e:
        print("Error opening: ", layer_path)
        raise e
    if not layer:
        return
    print("    " * indent + layer_path)
    for sub_layer_path in layer.subLayerPaths:
        resolved = resolve_sublayer_path(layer, sub_layer_path)
        print_all_layers(resolved, visited, indent + 1)


root_layer_path = r"D:\Projects\Remix Stuff\PainkillerRTXv0171\Bin\rtx-remix\mods\PKRTX\mod.usda"
print("All layers (recursively):")
print_all_layers(root_layer_path)

light palm
#

oooooooohhhh niiiice

#

I messed up some layers by trying to automate finding duplicate textures (textures which were duplicated into different folders, but the same texture) and then referenced by different layers. I was trying to consolidate those

#

and also textures which were referenced, but were overridden in stronger layers - i was trying to remove those

#

there are many edge cases when doing this kind of string manipulation

#

this could be very useful, thanks mister!

earnest ember
light palm
#

yeah I was thinking that. it would be better to go that route than string manip

#

had to get it done quick though, so janked it.

#

They don't call me Dr. Jankenstein for nothing.

earnest ember
#

Hahah πŸ˜…

light palm
#

i did somewhat of the openusd stuff with a different tool which went through and bound lights to the closest geometry

earnest ember
#

You can also just prompt an AI like Perplexity and will make most of the work for you

light palm
#

Perplexity i have heard that name, i will look see

#

ahh cool its free?

#

nice

#

is that connor's stuff? or i am confused

earnest ember
#

The toolkit in dev mode (lightspeed.app.trex_dev.bat) also has a script editor under Window > Script Editor which you can use with an open, running project

earnest ember
light palm
light palm
#

this could be a game changerβ„’

#

why did I not notice this earlier πŸ˜„ I had launched in dev mode before, then promptly forgot all about it

#

hey you wouldn't happen to know if the alpha blending system is all working correctly in toolkit/runtime?
I found the system somewhat opaque (pun intended)

light palm
earnest ember
light palm
#

The froxel thing is probably a red herring, just the volumetrics affecting the alpha particles/entities

#

seems I didn't take screenshots of my stochastic alpha blend settings testing πŸ™ˆ

#

I will eventually get around to doing some structured testing and analysis on it. Probably best to disregard the alpha concerns for now

earnest ember
# light palm Some examples:

Can't tell my the images what you're trying to blend. If you have decals you'll want to tag them as decal. For terrain try to enable the "terrain a decal" option, and tag your terrain textures with "Opacity Micromap Ignore Texture"

light palm
north kiln
#

QUESTION. what is a froxel?

light palm
pallid saffron
north kiln
pallid saffron
light palm
#

Localised volumetric fog achieved

north kiln
#

i cancel my gameclip of cemetary level and i will remade it when the new update will be here!

light palm
north kiln
# light palm lmao good combo!

That's why for me ragdolls are indispensable for action games and not acceptable to not have them in actual production. except for some like Clair Obscure expedition 33 or 2D games

light palm
vale gust
#

0.1.8, 0.1.9 where

#

did they become lost media

#

I know 0.1.9 had the motorcycle

noble beacon
#

those were the haunted ones

#

they made the player suffer an uncontrollable desire to buy orange british shorthaired cats

#

in large quantities

#

there was also a motorcycle

pallid saffron
noble beacon
#

Just don't expect any substantial change when you are being GPU limited

#

It's an original game engine optimization that is supposed to largely eliminate CPU bottlenecks

pallid saffron
#

i have 5090 ... πŸ˜›

#

was doing like 30FPS > 60 with framegen lol

noble beacon
#

That's absolutely great

pallid saffron
#

nice, looking forward to check after work

#

my cpu is an AMD Athlon 500mhz

#

with framegen x100 its ok

noble beacon
#

That should do

#

I think there should also be a ModDB v0.2.0 post, but it's not there yet
It is there now

noble beacon
#

What kind of net do we need to buy to catch a break

light palm
#

i'll start uploading in parts directly to moddb just in case

noble beacon
#

Looks like I can't download any of the files from your drive

#

a screenshot, anything

vale gust
noble beacon
#

@light palm I congratulate you my friend

#

The unavoidable has happened

#

You hit the google drive download quota

light palm
#

dang nammit

#

ugh.. didn't know that was a thing

#

i shall upload in pieces to ModDB. It will take a good 12 hours πŸ™

noble beacon
#

120 hours*

light palm
#

12 hours if we are lucky!

noble beacon
#

You're feeling lucky today?

vale gust
#

did the motorcycle get scrapped in 0.2.0?

light palm
#

motorcycle is awaiting implementation by PseudoPolish

noble beacon
#

I removed the Motorcycle in retaliation for this

light palm
#

hmm maybe this will work
"You just have to add a shortcut to the file in a folder within your Google Drive library. And then right-click and choose Download from the menu. That’s it."

#
Smartprix

Lately while trying to download the Windows 11 ISO setup file and Battlegrounds Mobile India’s APK+OBB files from the Google Drive link, some of us must have been getting an β€œExceeded Quota” message preventing us from downloading the files you want. Well, like most problems on the Internet, there’s a workaround for this too and …

noble beacon
noble beacon
light palm
#

I think that is only for a folder share

~~maybe this

"you can solve the Google Drive quota exceeded error through the following steps:

Right-click the file you would like to download and choose β€œMake a copy”. Please ensure that your google drive has enough storage space.
Go to the β€œMy Drive” tab, right-click the copied file and click β€œDownload”. Then, click β€œDownload Anyway”. Now, you can start downloading the copied file."

https://www.partitionwizard.com/partitionmanager/download-quota-exceeded-for-this-file.html~~

light palm
north kiln
noble beacon
#

I'll try something else

light palm
#

i made a copy of the file, maybe you can download that one?

noble beacon
#

Looks like any file you upload gets flagged or something

#

Can't do anything with it

light palm
#

πŸ™

#

Google simply doesn't have enough resources to host Painkiller RTX v0.2.0

noble beacon
#

You could upload it to my drive, I have 2TB plan

light palm
#

might as well just keep uploading it to ModDB

pallid saffron
#

oh so it contains assets also? how does one install on top of existing? or its better I wipe my painkiller folder?

#

(well, once the link works of course)

#

ModDb lets you upload a 55 GB file?

noble beacon
#

It just fails quite often

noble beacon
#

It's like 3gb

pallid saffron
#

i guess I can delete the bin and data folder and verify with steam

noble beacon
#

Like there should be no .trex and rtx-remix folders in Bin

noble beacon
pallid saffron
#

that would be weird

#

lets see how long it take to zip it

noble beacon
#

Have been using GOG ever since as it just allows you to copy the game files

pallid saffron
#

i think zipping 55gb on the drive will actually take days

pallid saffron
#

is this file the same to hide the Work in progress?

pallid saffron
#

hmmm the camera is "juddery" when I enable framegen

#

well even without framegen

#

not sure how much you ll notice with a mouse, if you have a controller to turn camera around, wonder if its just on my install

pallid saffron
#

Is this normal xD?

#

a giant sphere turning around, and no fog on the ground

pallid saffron
#

I overwrite the config file and is back to normal

But one issue for sure: FG x3 on 120hz, so 40 fps internal is very stuttery camera, like the game is only smooth if it’s a multiple of 30 fps

light palm
pallid saffron
#

Yes I tried but no luck with that particular FG setup, it’s like the camera doesn’t update at proper intervals

#

If I do FG x2 from 30 to 60 or 60 to 120 it’s ok (but not easy to maintain 60 to 120)

light palm
#

something to do with vsync maybe

#

try going to Painkiller/Bin/dxvk.conf

and changing

rtx.allowFSE = True

to

# rtx.allowFSE = True
#

check Painkiller/Bin/config.ini for
Cfg.CameraInterpolation = true

light palm
light palm
#

generally a good idea to just download a clean copy of painkiller and install into that

light palm
pallid saffron
#

so what I noticed with allowFSE disabled:

if I use normal Vsync FG x3 at 120hz > I get regular camera stutter / judder, even though framerate shows stable 120
if I use GSync FG x3 at 120hz > its not doing it, but the image is breaking more due to FG than it should (at least more than in any other classic non Remix games I played)

#

other data I can give:

  • FG x2 from 30 to 60 > its smooth (well input lag is not great, but smooth)
  • FG x4 from 30 to 120 > image is very ... "juddery", like its smooth but you can see as if frames are duplicates / repeating themselves, even though we go from exact same framerate as 30 > 60

i somehow suppose its not related to PK and more Remix in general

light palm
#

might need to keep the rtxio setting, not sure

#

in dxvk.conf

pallid saffron
#

from general remix discussion, seems a global issue with remix and FG x3 / x4

pallid saffron
#

What are the next major goals for future updates now if I may ask?

noble beacon
# pallid saffron What are the next major goals for future updates now if I may ask?

Implementing Remix API is the ultimate major goal I would say, some levels just don't work with static rtx.conf/dxvk.conf values. To change those values dynamically as we play the game we need API
For example the Underworld is just too high in the world for the currently configured volumetrics to work properly. We need those values to change upon Underworld load

#

Not to mention that Remix API generally gives a lot of control over the modding process and combined with Painkiller's simple LUA scripting it would mean the absolutely ideal game for Remixing

kindred haven
#

@noble beacon what benefits could remix api give?

noble beacon
#

Change all those settings you see in the Alt+X menu automatically as we play the game and more

kindred haven
#

Yo that’s amazing what

noble beacon
#

Also directly send Remix lights without needing to use LUA to spawn anchor meshes and stuff

#

much more advanced modding capabilities generally speaking,
See Remix API as a way to introduce dynamic changes. Many Remix mods suffer from not being able to configure settings for different levels/locations, because all the configured values are static and applied to the whole game

#

Thankfully, in Painkiller you can configure the original D3D9 Fog values in CLevel for every single level and use those legacy values via Legacy Fog Remapping feature, so we've been quite lucky

#

still it's not enough for some specific cases like the Underworld

kindred haven
kindred haven
noble beacon
kindred haven
#

@kindred scaffold any insight?

earnest ember
# kindred haven What other features do u wish remix api had?

Personally I have 2:

  • Loading textures from the game memory (currently only support paths to DDS files) -> Would allow porting games to remix using only the API, no bridge and d3d9 hacks.
  • GPU instancing via GeomPointInstancer in the API + HdRemix. Remix already supports it but the API don't -> Would allow us to add the paint scatter brush in the toolkit
north kiln
pallid saffron
#

I never played Forest as a kid, are witches supposed to go ultra fast? Had to use pkhaste to finish the level

noble beacon
noble beacon
#

more in the thread under that post

pallid saffron
#

Damn Dock is relentless is term of difficulty also, clearly I played game in easy when I was young and had those levels locked haha

light palm
#

😬

#

oops

#

i have fixed, might push a hotfix patcheroo

#

seems to help with crashing on atrium as well

#

i had tied lights to geometry which I had then "deleted", which might have been causing the crashes

tall iron
#

oh sweet, 0.2.0 is out... i was busy doing other things the last few days so i didnt notice

tall iron
#

glad to see that the glowing gemstones on the goblet !

noble beacon
#

And the entirely new material overall

tall iron
# noble beacon

that last picture is interesting, the vertical patterns are high resolution but the texture under it is low resolution

tall iron
#

like the new design you have looks almost completely smooth but the original design was more ornamental

tall iron
light palm
#

i think it is because some lights are tied to a mesh which is deleted

#

you can try this

#

if it crashes for you, please send the logs from the logs folder, and if there is a dump file in the .trex folder that would be useful!

tall iron
#

where do i put it? the zip files contain no *.usda files

noble beacon
#

Bin/rtx-remix/mods/PKRTX

tall iron
noble beacon
#

Looks like there's a virus in our mod

#

Sorry

tall iron
#

πŸ™

noble beacon
#

false positive from a new Runtime release

tall iron
#

how do you set the fov again?

#

i just finished eating dinner not so long ago and i dont want to get motion sickness with the default fov

noble beacon
tall iron
#

the console fov command doesn't work?

noble beacon
tall iron
#

the most recent file in my .trex folder is d3d9.dll from 2nd August ... guess thats not going to be useful for you

#

the game crashes while fighting the first group of enemies in the level

light palm
#

try delete bridge.conf from .trex

#

and delete d3d9.maxFrameLatency = 1 from dxvk.conf

noble beacon
#

I feel like there's always some random initial crashes happening every time you create a new Remix installation

#

Something to do with dxvk cache perhaps, idk

#

So it's best not to touch anything until you're sure the repro is more or less consistent

tall iron
#

ok i managed to basically clear Atrium Complex

#

but i am seeing very low frame rates, worse than i remember last time

#

and its messing with my input lag

#

so i tried to disable frame generation... and it crashed

noble beacon
#

Go to the menu before toggling framegen

#

Safer that way

tall iron
light palm
pallid saffron
#

I also always had a first crash in Asylum

#

I completed the base game and had maybe 5-6 crashes in total

tall iron
tall iron
tall iron
#

also... theres low GPU usage throughout the level, almost like the fps is cpu limited or something

tall iron
#

rtx4080 , i7 13700k

#

also the game crashed when i pressed escape to open the menu

#

just had a crash

tall iron
#

my computer is definitely stable, im playing a different raytracing game which draws 310 watts constantly on my gpu and there are no problems... but Painkiller RTX is around 250 watts average and its crashing

light palm
#

thanks for the infos carmatic!

noble beacon
#

Did you try fixing your performance overlay as I mentioned earlier? Calling wattage values every 0,000001ms is not the way for any CPU out there

noble beacon
#

Actually yeah CPU bottleneck in Atrium is real

#

Checking other levels

noble beacon
#

Okay so I checked all other levels, and besides Atrium there are CPU bottlenecks throughout:

Military Base, Docks, Colosseum (really tough this one)

#

Also these are especially GPU heavy:

Enclave, Asylum, Swamp, Forest, Loony Park, Stone Pit, Shadowlands

#

I suggest that we lock Forest for all difficulties for now, this level is an absolute bollocks

pallid saffron
#

i have a 13700K and had issues with crashes in the extreme cases for a long time, until the intel fiasco and the bioses got finally updated to respect power limits

still, in very extreme cases I've seen same CPU crash happen, but only once in Cyberpunk PT in the DLC. It could very well happen in RTX Remix games I suppose as its very CPU expensive

#

not saying that's the case here, but to consider if you really seem to get too many crashes

tall iron
pallid saffron
#

if it happens with Vanilla might not be the too CPU intensive part πŸ˜„

noble beacon
#

Painkiller destroys 2 threads when not FPS locked

pallid saffron
#

hmmm

#

then @tall iron I can only advise you to ensure your motherboard bios is up-to-date and respect intel power limits

you could also do what I was doing before: lowering CPU cores by -100 to 200mhz, when I wanted to play Cyberpunk or go through UE5 shader compilation (now with BIOS its ok)

tall iron
#

basically one of 3 things happen when you touch a physics object in painkiller, running at over 100fps... it either works normally which is luckily most of the time, it kills you instantly which is sometimes, or it crashes the game

noble beacon
#

Pretty realistic if you ask me

#

I have had similar experience with various objects IRL

tall iron
noble beacon
vale gust
#

I haven't noticed that the Forest level is slow

#

especially considering it is the smallest map

noble beacon
#

Not sure about vanilla, but in Remix it is slow probably because of all the alpha foliage

#

transparency is hard and requires some awareness of what you are actually doing

#

binq pls fix

light palm
#

a good deal of testing seems to show that the alpha/particles is what is causing overhead for remix resulting in low fps and gpu utilisation in some places, particularly atrium and the other levels you mentioned @noble beacon

#

there are an obscene amount of flame particles in a small area on atrium

#

optimally i could replace them with flipboards or something else

noble beacon
light palm
#

nah the remix particles themselves are great

#

its the original game particles

#

that is a good point though

#

may be able to replace them with remix particles perhaps

noble beacon
#

I think they get progressively more demanding depending on how much of screen space they take

#

gotta be careful

noble beacon
light palm
#

it doesn't seem to matter if they are on screen or not

#

just whether they exist in the scene

#

for this issue at least

#

the screenspace thing is definitely a thing as well of course you are right there

noble beacon
#

I'm pretty sure if you noclip your face against that particle emitter in Atrium it will drop some frames

#

That was the case in the previous version at least

vale gust
#

I might have an idea as to why it lags in Remix

light palm
#

this one with the low gpu usage occurs when there are many alpha particles in the scene

vale gust
#

but I am too lazy now to do anything

light palm
#

it occurs even with unmodded painkiller with unmodded remix

#

for example, standing at the start area of atrium looking at the wall away from the rest of the scene is 40 percent gpu usage

#

deleting all of the particle emitters and doing the same thing results in 99 percent gpu usage

vale gust
#

remove those giant wooden beams at the end of Forest and tell me if it runs better

light palm
#

some bottleneck to do with remix itself and unreasonable amounts of alpha billboards/particles

noble beacon
#

Is there a way to improve transparency performance
Like the Swamp boss and those ice things in Hell really cost a lot

light palm
#

iirc one of the engineers commented on this months and months ago

#

that there were some crazy number of particles in our scene

#

seems they were onto something important

noble beacon
#

I think it was about decals? They also said that it doesn't really matter for things like bullet holes

light palm
#

possible i have not remembered correctly!

#

might have even been last year

noble beacon
#

#1313627595815911448 message

#

It just reminded me of this, not saying it must be it

vale gust
#

you know, the frames drops in Forest come from the enemies

noble beacon
light palm
north kiln
#

Painkiller RTX remixed is good for your heal it's proove by science

noble beacon
#

Damn launcher explosions really do the trick

#

looks right now

north kiln
noble beacon
#

It is happening in 30 minutes

#

I'm switching to AMD if we lose

#

no

vale gust
#

I can't be disappointed if I have no hope, so

vale gust
#

I think reality is a simulation and doesn't exist

versed plover
noble beacon
#

@Binq Adams Are you fucking dead or what you won 3 accolades here

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@light palm

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UIADOIASDIASIOD

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\skl;dfkld;fkdslk;f

kindred haven
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@noble beacon CONGRATS

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@light palm CONGRATS X2

vale gust
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what about me

noble beacon
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Jeez

light palm
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Good work everyone!

dull stratus
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Congratulations, guys

noble beacon
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i'm done

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πŸ•―οΈ

north kiln
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**Rivers of madness,
Are flowing through my veins.
Ain't no forgiveness,
And all I got is pain!
Never surrender,
Never give in.
I'm the defender,
And I'm gonna kill to win!

Looking for shelter,
I've no place to hide.
Evil helter skelter,
You're in for a ride!
Hear the thunder,
Terrorizing zeal.
I am the hunter,
I'm the law of steel!

Kill the pain!
Death will reign!
Love for hate!
So let the games begin! **

mossy plume
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good stuff folks congrats!

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5090 comes in tommorow then i can play it in all its glory!

pallid saffron
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Damn well done!

robust hollow
noble beacon
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Mr. Binq is officially asleep

noble beacon
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Ah normal tuesday

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literally

lusty sable
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Holy fuck guys you must be ecstatic congratulations!!!!

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Well deserved

pallid saffron
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he already took the money and is on a beach somewhere

light palm
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Should definitely help to spur continued development towards Painkiller RTX!

north kiln
tall iron
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I just cleared Atrium Complex without crashing, and also unlocking the card by destroying every object... its definitely stable now

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but every room except the final room has low GPU usage and considerable mouselag

tall iron
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but the plus sides are that the noise on the shadow in the second to last room is gone, and also the smoke from the devil monks dont flicker anymore

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or at least, i dont notice them flickering when the fps is so low

light palm
# tall iron but every room except the final room has low GPU usage and considerable mouselag

I'm looking into a few possible solutions
One might be to reenable portal based culling alongside AABB culling, however would need considerable testing and basegame modding/configuration as well as RE
another might be merging meshes - seems painkiller splits things into many smaller meshes, which may be causing excessive drawcalls.
This would mess up a lot of our replacement bindings, materials and mesh hashes however, so would also require massive work

tall iron
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shame that there seems to be so much fundamental unanswered questions , which undermine the work you've already put into it so far

light palm
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nature of the beast

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constantly learning

tall iron
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i mean i dont mind helping with placing lights etc if that can speed things along

light palm
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lighting is fun, i love it

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way easier now too, now that Pete has made the toolkit super much faster

noble beacon
#

In case you missed

light palm
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because the candleflame in the hanging torches looked rather lame

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the candleflame i made with standard PK modding. much more lightweight, only a few billboards at any one time, instead of 10's of them
their sizes positions on some of the candles needs some finetuning

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kind of tricky when the flames are only visible in the paineditor and the candles and lights are only visible in the toolkit

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figured out that you can use literally the same position values of the lights from the toolkit though

noble beacon
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It makes sense

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it's the same world

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around the world around the

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Check DMs, pretty pleaselesGO

tall iron
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huh, 0.22 now

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lets see

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okay umm is it normal to just pick up the Stake Gun through the wall from the first secret of Atrium Complex?

vale gust
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it is

tall iron
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oh cool... learn something new everyday

vale gust
tall iron
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just tried to turn off frame generation, by first going into the game menu before opening the alt x menu ... resumed the game, its running at around 60fps , then crashed after a few seconds

noble beacon
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Toggling framegen is not safe

tall iron
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so it seems, ever since 0.20

tall iron
noble beacon
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Yeah there is

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In the editor

light palm
noble beacon
light palm
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looks like Mark has made some very interesting changes to dxvk-remix, i am going to test stability

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these newer builds may also have fixed some things with framegen? not totally sure, but have a feeling

light palm
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this is going to look siiiiiick

noble beacon
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Huj & Dupa style!

light palm
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hehe im not sure what that means

vale gust
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I don't understand how these things are indefinitely frozen

noble beacon
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Hell & Damnation

vale gust
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maybe put a pool of water under as well

light palm
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that would look cool

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i should put some ice on the tubes as well

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the plan is to use RTX particles to have bubbles going up, inside the tubes

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with like luminescent translucent blue fluid in there

noble beacon
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That would be peak

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Wtf

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Looks like we're gathering all the latest RTX features in the mod

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RTX Skin/Volumetrics, this now

vale gust
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nah, keep them for te next transformative contest

noble beacon
light palm
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and im not a huge fan of the tubes just intersecting the holder, I want some kind of actual holding parts

tall iron
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i dunno but stopping to admire the ammo pickups kind of interrupts the flow of gameplay

noble beacon
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Lol

tall iron
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i mean if they add to the aesthetic from any distance, i'd say go for it

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like if they glow or something

tall iron
light palm
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the new dxvk build with Marks fixes seems stable as a rock so far

noble beacon
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unbelievable

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things start to look sus

light palm
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i was doing some silly things in the usdas with tying lights to deleted geometry

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it cant have hurt to stop doing that

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but it was still crashing now and then

tall iron
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and now that RTX remix is adding programmability to the materials, like with animations and stuff... maybe it can even simulate this cold air phenomenon more realistically, like the cold mist being blown by the wind or causing the surrounding level geometry to get wet

light palm
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pun intended πŸ˜›