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Bigg Boss93

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#81   2018-01-13 22:55          
It's exactly the same as before >.<
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amilmand

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#82   2018-01-13 22:59          
Sry didnt upload... router dropped me. Now its up.

Bigg Boss93

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#83   2018-01-13 23:05          


It works :D
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#84   2018-01-13 23:07          
juhuu :)

Added 36 minutes later:

I addressed a performance related regression error in the last reshade concerning the blurring of the environment map.
(Same links as always)

This post was edited by amilmand (2018-01-13 23:44, ago)

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#85   2018-01-14 00:54          
I dont know exactly how to explain it but is it possible to implement in reshade a function to use cubemaps instead of envmaps or real time reflections? (i have no idea how these things works, im sorry)
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#86   2018-01-14 01:17          
Proper reflections are quite hopeless through reshade you wont get much further than the current implementation (GTA SA is the example here, people (very competent people) have been modding that game for more than a decade and for the reflection model through post process injection it is using the same (object-filtered and transformed backbuffer as a spherical environment map) as we are here.)

Cubic environment maps I think would be possible to implement thou I dont really know if there is a fixed function pipeline (because slrr uses that the most basic of ways to use d3d9) way of doing those. It would surely require to modify the vertex format which can lead to a whole lot of complications, but it would be possible .. I think dont quote me on that :/

Added 3 minutes later:

But hey :) the current reflections are technically real time
I know its not much of a consolation though

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#87   2018-01-14 02:59          
Thanks again for your massive help, it is almost ready(after 3ish years lmao); *LINK*
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#88   2018-01-14 03:49          
Noproblem glad it worked out, very nice map there, those precalculated shadows are really doing their thing.

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#89   2018-01-14 08:05          
This version of SLRR is significant because it has loads of mods and doean't crash, right? If so did you edit the game or the cars/mods themselves to achive this? I'm wondering because if this is the most stable version of SLRR I would clean it and mod it to my taste. Or maybe you and BB93 could make a SLRR that combines the best stuff from your's and his versions?

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#90   2018-01-14 13:23          
^bb93 x amilmand fuck yesssss
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#91   2018-01-14 13:29          
Hey amilmand, I have one question. (Idk if it was answered before)

Would it be possible to implement volumetric clouds into SLRR?

As I've seen Marty McFly do it to GTA SA and I quite like the result.

Cheers.

This post was edited by DownbeatPower85 (2018-01-14 13:44, ago)

amilmand

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#92   2018-01-14 15:01          
GTEFGHA:
[..]edit the game[..]the cars/mods[..]
Both but this is apparent from the mod description
GTEFGHA:
[..]would clean it[..]
You are looking for the non-reshade version of this LINK

DownbeatPower85:
[..]volumetric clouds[..]
We are using reshade I seem to remember McFly modding through reshade recently so look for those kind of mods maybe he has already done it I dont see why It wouldn't be possible.
I personally think its way more complicated than it would worth in visual quality improvement, but that is just my opinion I think the needed resources (depth buffer and access to a proper version of shading) are there so knock yourself out if you manage to port McFlys implementation the guys at the "Show off your ride" forum would probably build you a pedestal :D

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#93   2018-01-14 15:17          
Hello again. I haven't yet tested BB's configuration of the ReShade; but I've been using my configuration, on the same install of ReShade (from your version) I've been using since a week after Exhaustive's release.

Anyway; I was wondering if how you specifically implement races where AI count as losses if they get there first?
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#94   2018-01-14 15:18          
GTEFGHA:
[..]doean't crash[..]
It crashes just as the original would from subpar mods though(and let me tell you oh boy there are bad mods out there) so you wont be able to just throw this on anything and make it work.
I just made some patches not a miracle.
Framerate should be a bit better and memory management is improved but I didn't touch the java engine I fixed those errors in the mods themselves.
The other modifications are mainly quality of life improvements (like the AI acceleration fix and the "gearshift time")

Added 7 minutes later:

Jfernando1:
[..]implement races[..]
That would be in the TournamentTrack.java
But the gist of it is:
I create new Bot instances for cars before each round is started the bots follow a spline I assume they are crossing all checkpoints I do not test that in code if they cross the finishline (the trigger) they get +1 for their nightWins(I didnt want to add a new field to the bot class and they will be deleted when the race is over so it doesnt really matter) if the current nightWins is >= laps-in-round than the Bot won abort race.
I know this is a very simple implementation but simple will crash less I thought.

Is this what you were after or did I misunderstand it?

This post was edited by amilmand (2018-01-14 15:26, ago)

Bigg Boss93

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#95   2018-01-14 15:56          
# amilmand : the guys at the "Show off your ride" forum would probably build you a pedestal :D

loled hard
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#96   2018-01-14 17:01          
I think you got the right bit; I wanted to check since I was wondering if it's implementable into MWM, as I thought it was.

If not; I wouldn't and won't bother trying.
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#97   2018-01-15 04:52          
I made an error in the last reshade update(adding the predefined environment map selection and the blurring of the dynamic environment map) that could have resulted in a corrupted navigator and possibly other tilling related issues.
I updated the related links again with a fix.
(SlrrExhaustive Bits SlrrExhaustive Patch Link)

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#98   2018-01-15 05:39          
What about a performance mix? My game drops to very low framerates even when the mod is turned off. Without it I get 60fps at very high res no problems. I just want to play the game without it and use it for when I take pics. But just having it installed makes the game unplayable.

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#99   2018-01-15 05:44          
Set the DynamicReflection_DownsampleFactor to 1
that is the most demanding thing in it should be 1 for now if its not working out for you.

Added 11 minutes later:

Also performance mode matters in reshade if you are finished with tweaking reshade and want to play the game switch back to performance mode.

This post was edited by amilmand (2018-01-15 05:56, ago)

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#100   2018-01-16 00:55          
I have a request, inspired by some of BB93's pics earlier in the thread.

Is it possible to add, to the ReShade thing:
- an option accessible in the Performance Mode configuration thing (i.e. where you turn effects on and off entirely with the check boxes, and don't need to have it running in Configuration Mode) that will allow you to disable and enable dynamic reflections;
- and an option, again in the Performance Mode configuration dialog, that will let you freeze the back-buffer?

Thanks in advance.

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#101   2018-01-16 03:35          
Seemed simple enough.
Two buttons on the bottom of the "Home" tab their usage is fairly straightforward.
Also the config options for the ReflectionSettings will stay available in Performance mode.
Furthermore I removed the forced predefined environment maps from the options for the time being it messes with ImGui somehow and I dont yet know what the problem is.

(SlrrExhaustive Bits SlrrExhaustive Patch Link)

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#102   2018-01-16 18:19          
I fixed some bugs in SlrrExhaustive
-One of the GMV8 blocks degraded way too quickly (even with the mitigating factor of the EngineWearMult)
-Now the inventory in the garage wont filter out non-common category wheels tyres, engine parts (this caused some tyres to only show up when you had the correct car this was unintended)
-The carmarkets will change cars more frequently

SlrrExhaustive Patch Link

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#103   2018-01-17 23:40          
Random idea; do you think it would be possible to script something that allows creating and editing each and every aspect of light glows(rdb stuff) ingame?

Basically something to help people not having to spend days converting their rdbs into rpks after every small edit, which, perhaps, would export a kind of log with all the data collected ingame while creating the lights?!

Sorry if i drop all my random ideas here lol

Added 1 hour 38 minutes later:

ps: also a physics visualizer(for the scripted ones, you know, sphere, box etc in cfg) would be quite helpful

This post was edited by Bigg Boss93 (2018-01-18 01:19, ago)
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Bigg Boss93

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#104   2018-01-18 12:57          
pps: do you know any way to make render meshes work as ground ones but without physics(aka cant be hit)? I need one render mesh to receive shadows from objects but it just doesnt want to work, no matter what flags i set
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#105   2018-01-18 14:10          
Bigg Boss93:
light glows
Bigg Boss93:
physics visualizer
We dont have RTTI in SLRR.

Bigg Boss93:
ground ones but without physics
The physics and the visuals are defined separately in a maprpk. You can remove (or move out of the way) the corresponding phys entries from the rpk. (refer to the technical description of rpks on the slrrexhaustive page and there is a program in the pack which can open the maprpks this is it (LINK))
You want to run the SCXMarker program, click render, select from the filetypes the PHYS one, open the rpk, select the topmost list element from the right, named Marker, the renderer will highlight the selected PHYS object, if you press space it will move it to the abyss (y-=1000 or something like that), you move the camera with the middlemousebutton and rotate it with the other mousebuttons, when you are done click SavePhysPoly and itt will save the rpk.

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#106   2018-01-18 14:55          
Thus there's no way of implementing something alike that would allow to live-edit the rpk stuff? gah.. i guess i'll always have to spend 2ish hours to get the result i want with glows then XD

But... isnt there a way to know the sphere/box size via max(still on "virtual" physics, like the ones you find on natives)?

I'm gonna check that scxmarker now, thanks
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#107   2018-01-18 15:17          
Bigg Boss93:
2ish hours
Well you got that right this is a matter of resources decoding the RTTI in Slrr would probably take more time then you will spend on adjusting the settings in your lifetime combined.
But if you are feeling enthusiastic and want to jump into it maybe just trying to decode the structure specific to the glows I would suggest this program:
LINK
(from this hmm "blog" LINK)
and the fact that there is a "int ptr" field in the Native class in Slrr which will tell you the current runtime address of a given object (Native is the base class of almost everything you can access through scripting it goes Native->ResourceRef->GameRef->GameType)

If you mean the physics out of game in a tool that would be possible I could add this to the car-phys adjuster program (but my guess is nobody found it in the SlrrEchaustive pack yet).

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#108   2018-01-18 18:30          
I have found all the exes in your slrr exhaustive but neither of them worked on my pc, for some reason(they crash on startup.

Added 1 minute later:

That link's got some nasty stuff, i will defo have a look! Still havent tried the scx stuff you suggested before because i'm going nuts trying to trigger some particles in this map, for some reason i just never suceed though
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#109   2018-01-18 18:36          
You should try the package in this (LINK)
I tried it just now, but it does need the .net framework 4.5.2
When it crashes do you get an error of somekind you should get a console window with each one, if there is a .net exception uncaught it should dump it to the console, if not it will probably be the missing framework.

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#110   2018-01-19 03:10          
I pulled the latest patch to the main SlrrExhaustive download (LINK)

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#111   2018-01-19 09:11          
Man. All those tools with other work you've done and shared for slrr is remarkable!

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#112   2018-01-19 20:13          
I made an update to SlrrExhaustive the patch and the main download as well
There was a potential crash on winning the ROC.

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#113   2018-01-21 01:05          
Is it possible to make a soft particles effect in reshade or something that dont let the tire smoke pass through 3d models?
I saw this function in a enb series for GTA SA and i think it would be really cool in slrr :D
sorry for asking these type of things again
Something wrong is not right.

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#114   2018-01-21 14:48          
Where did you see it is there a link?

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#115   2018-01-21 16:36          
Here: *link*
Something wrong is not right.

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#116   2018-01-22 14:24          
Looked into it, closedsource enb and gta sa specific hack, would need proper work to recreate this falls in the maybe sometime category :/

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#117   2018-01-22 15:48          
For some reason, since the latest reshade update you published, i'm getting this error once enabling the realtime reflections, though moving the camera does temporarily fix it.







Also, after enabling the halt after first reflecting it doesnt reflect anything but the skydome(check the hood, you can see the moon on it). :v


Added 2 minutes later:

Enabling reflection strenght override does fix it

Added 3 minutes later:

Actually not, after changing the texture coord override it shows what it's really reflecting, it basially fixes the shadowmap error but fucks up the reflections themselves.

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#118   2018-01-22 16:58          
Thanks for the report.
(Regarding the HaltAfter[..] it does what it says :/ it is again a dirty hack I can not differentiate form reshade whether your current car is being drawn I only know when a reflecting surface is drawn (we want to prevent selfreflection) and on the first call that tries to use a reflection map I copy out the backbuffer (the frame being drawn meaning that it will not have any reflecting surface drawn yet hence self reflection is impossible but the image as you said can be quite lacklustre) soo if the map has something with a reflectionmap set the game will call the same function and trigger the copying of the backbuffer; on your map I'm assuming the first object being drawn has reflectionmap and reshade copies out the backbuffer with only the sky drawn)
I'm looking into creating a secondary render target for only the nonreflecting objects but its not as trivial as one might think, nevertheless it is being worked on.

I pushed a patch there was some bad AdressU AddressW SamplerState restoring around the reflection strength overwrite.
If this is not the error I will need to recreate it try and reproduce it somewhere standard so I can too.
(SlrrExhaustive Bits SlrrExhaustive Patch Link)

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#119   2018-01-22 17:17          
I will send you the map as is, so you can test it where it exactly does that.

And if you perhaps would be able to find a way to enable/play particle systems in a map, that would be even more amazing(i'm literally burning my last 3 neurons trying to figure this shit out but, even after getting a fully working trigger ingame, i dont seem to succeed at making the particle show, other than on osd.java's disabled footer voices) :D

Added 48 seconds later:

ps: may not be able to upload it before tomorrow though
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#120   2018-01-22 20:41          
particleRender = new RenderRef(particles:0x00000106r);
particleRender.load();
particleRef = new ParticleSystem(map,particleRender,"scriptParticle");
particleRef.setSource("particle1", new Vector3(0,1.0,0), 0.01, 0.3, new Vector3(0,4.0,0), 0.0, 1.5, 1000.0, null);
particleRef.setFreq(1000.0);

You should stick to the one source/particle system approach.
You can set multiple sources (either with this setSource or the setDirectSource function) but if you want multiple sources for one system you have to take into consideration that there is one default source at the parent-(0,0,0) (this parent must be a GroundRef) which you can not move and if you dont use all the frequency present in the particle system by default, then you will have more sources than intended.
Also if you set the frequency with the setFreq call on the particle system the source structure will collapse and only the first manually set source will spawn particles (but this way you can circumvent the (0,0,0) source problem(I'm fairly sure this is not intended))
You must keep the reference alive (at least one reference in some class so the GC wont delete it)
You must load the particle type with an explicit call to load() or you will need to wait for the engine to load it itself and only after it has been loaded can you create the actual particle system or it will silently fail (all calls will silently fail).
You can stop the particle system by destroying it with a destroy() or finalize() call.

particleRef.setSource("particle1", //the name for the source you can stop a particular source with a delAction( String name ); call on the particle system
                      new Vector3(0,1.0,0), //position of source
                      0.01, //the min radius of spawning (wide or narrow waterfall)
                      0.3, //max radius 
                      new Vector3(0,4.0,0), //velocity vector this will be added to the velocity that is generated from the cfg
                      0.0, //velocity scale minimum the velocity from the cfg will be scaled at least by this amount 
                      1.5, //velocity scale max
                      1000.0, //frequency but this is subject to the particle density defined at the offset 0x00618948 (same as the setting in options)
                      null); //bone name no clue...

This post was edited by amilmand (2018-01-24 03:55, ago)