Flugan.
I personally see you credited all the time. So if it's not money, I am not sure what your push is here.
BTW looking at your list The Total war: Warhammer franchise is not fixed. (and I wish sorely that it was.) The Fix was never completed as far as I know, I see virtually no difference between the base game and the fix and never have. I find it also puzzling that you appear to own this game.
On that note I wish we had some way on the helix blog site to flag fixes that have either never worked , incomplete or have been broken in an update. In the case of this game I think it was never finished
Flugan.
I personally see you credited all the time. So if it's not money, I am not sure what your push is here.
BTW looking at your list The Total war: Warhammer franchise is not fixed. (and I wish sorely that it was.) The Fix was never completed as far as I know, I see virtually no difference between the base game and the fix and never have. I find it also puzzling that you appear to own this game.
On that note I wish we had some way on the helix blog site to flag fixes that have either never worked , incomplete or have been broken in an update. In the case of this game I think it was never finished
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@Necropants That is a great idea to mark fixes as broken.
What I would like the most is make new friends who appreciate my work.
Friendship is worth more than money. https://steamcommunity.com/id/Flugan.
This is coming from someone who has been unemployed for years.
[quote="Necropants"]On that note I wish we had some way on the helix blog site to flag fixes that have either never worked , incomplete or have been broken in an update. In the case of this game I think it was never finished
[/quote]
Excellent idea! A color status could be nice.
It may help the authors to update the broken ones.
I hope too one day to see a link like "Read more" with only the title or a little description of the fix instead of all the complete text and updates in the front page.
Necropants said:On that note I wish we had some way on the helix blog site to flag fixes that have either never worked , incomplete or have been broken in an update. In the case of this game I think it was never finished
Excellent idea! A color status could be nice.
It may help the authors to update the broken ones.
I hope too one day to see a link like "Read more" with only the title or a little description of the fix instead of all the complete text and updates in the front page.
Hello Flugan,
Well, I can understand that depressive feeling you have.
You spent a lot of time, blood and soul into this wrapper and the assembler, and nobody says "thank you" for that hard work, right?
I must say, I'm not a bright light when it comes to coding, and things like this wrapper seem to me like pure magic.
In the past I was part of a small group (around 5 people) hacking shaders for bioshock. We tried to get the game running on SM2.0 cards ... and we were sucessful. I had a very small part in that, it was more that I assisted the others. But I had a few lucky breakthroughs, getting some shaders to work.
A "Thank You" in this forum was rare too. I didn't want money for that work and I didn't count for the "Thank you" messages.
It was satisfactory enough for me to see the download-counter for that fix. To see that there were a lot of people using the fix and beeing happy with it.
A "Thank you" was not necessary as I was pretty sure that we made a lot of people happy.
Maybe you should try to see it from this perspective.
Only thing I can say is that this wrapper is like magic to me. So you are a magician, Flugan. :)
[color="orange"][b]Thank You[/b] to you and all the other people sacrificing their free time, to make us S3D junkies happy.[/color]
Well, I try to be not only the consumer-junkie. I'm really proud, that I made a working fix for the old Fallout3. And if I got time I will take a look on other games as well. But I will never reach the coding-knowledge that you have, Flugan.
Hello Flugan,
Well, I can understand that depressive feeling you have.
You spent a lot of time, blood and soul into this wrapper and the assembler, and nobody says "thank you" for that hard work, right?
I must say, I'm not a bright light when it comes to coding, and things like this wrapper seem to me like pure magic.
In the past I was part of a small group (around 5 people) hacking shaders for bioshock. We tried to get the game running on SM2.0 cards ... and we were sucessful. I had a very small part in that, it was more that I assisted the others. But I had a few lucky breakthroughs, getting some shaders to work.
A "Thank You" in this forum was rare too. I didn't want money for that work and I didn't count for the "Thank you" messages.
It was satisfactory enough for me to see the download-counter for that fix. To see that there were a lot of people using the fix and beeing happy with it.
A "Thank you" was not necessary as I was pretty sure that we made a lot of people happy.
Maybe you should try to see it from this perspective.
Only thing I can say is that this wrapper is like magic to me. So you are a magician, Flugan. :) Thank You to you and all the other people sacrificing their free time, to make us S3D junkies happy.
Well, I try to be not only the consumer-junkie. I'm really proud, that I made a working fix for the old Fallout3. And if I got time I will take a look on other games as well. But I will never reach the coding-knowledge that you have, Flugan.
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[quote="Flugan"]Suddenly we needed to fix compute, hull and geometry shaders as well.
The HLSL layer we use for VS/PS would not cope with this challenge.[/quote]... The HLSL decompiler could not cope with that challenge [b]yet[/b], but that was not exactly unusual - the decompiler often needed work for each game, that this was no different, and as I recall at the time your assembler wasn't exactly up to the task either, so whichever option we chose to go with would have needed some work.
It just so happens that I personally consider an assembler to be technically superior to a decompiler [i]in theory[/i], and I felt that overall we would be well served by adding an assembler to 3DMigoto (either then, or sometime), and conveniently you had one that was relatively close to being ready and it made more sense to try to use it than it did to write a new one from scratch. Bo3b did also start work on getting the decompiler working with compute shaders as a backup plan for The Witcher 3, and if your assembler hadn't panned out we could have gone with that.
[quote]The main claim to fame in this story is that I wrote the assembler first. I'm very certain that DarkStarSword is very capable at writing an assemble. I mean HeliX clearly wrote an assembler. The key here is speed, we went from not needing an assembler to actively needing a powerful assembler pretty much overnight. I could pretty quickly provide what we needed.[/quote]Yeah, that's fair - if your assembler hadn't existed at the time it would have taken us maybe two months to Fix the Witcher 3 instead of one.
[quote]This makes me a 3Dmigoto developer[/quote]Does it? Or are you the developer of an assembler that 3DMigoto uses?
[list]
[.]Is James-Jones also a "3DMigoto developer" because we used his HLSL Cross-Compiler to form the basis of our HLSL decompiler?[/.]
[.]Are the PCRE2 developers "3Dmigoto developers" because we use PCRE2 for ShaderRegex?[/.]
[.]Are the DirectXTK developers "3Dmigoto developers" because we use DirectXTK for the overlay, frame analysis dumps, and loading custom textures from disk?[/.]
[.]Are Nektra "3DMigoto developers" because we used their in-process hooking library? They did fix a major bug in their hooking library at our request, so does that count as them 3DMigoto developers because they did that for us?[/.]
[.]Are the crc32c developers "3Dmigoto developers" because we use crc32c for texture hashes?[/.]
[.]Are the DirectX developers "3Dmigoto developers" because we use DirectX?[/.]
[.]Are the Microsoft C++ standard library developers "3Dmigoto developers" because we use Microsoft C++?[/.]
[/list]
I don't think anyone would say that any of these count as "3DMigoto developers" - their work forms the basis for important parts of 3DMigoto, but I don't see these people actively [b]developing 3DMigoto[/b], and if any of these didn't exist we would have used an alternative or written our own.
So, are [i]you[/i] actively [b]developing 3DMigoto[/b]?
[list]
[.]Are you maintaining the core 3DMigoto code base?[/.]
[.]Are you actively fixing bugs in 3DMigoto on a regular basis?[/.]
[.]Are you doing what is necessary to make 3DMigoto work with new games?[/.]
[.]Are you cleaning up the 3DMigoto code to make it easier to continue maintaining in the future as it becomes more and more complicated?[/.]
[.]Are you adding new features to increase it's functionality?[/.]
[.]Are you in some way steering the direction that we are taking 3DMigoto into the future?[/.]
[/list]
Let's see what work you have actually done on the core 3DMigoto code:
[code]
ian@draal~/c/3Dmigoto (master)> git log --author=Flugan --no-merges -p DirectX11/*.{cpp,h}
commit 52a6e398f63dd637111149948ebfeed9556e8504
Author: Flugan <ulfjalmbrant@hotmail.com>
Date: Thu Jul 16 23:35:17 2015 +0200
Best effort at commiting a working and compiling assembler. With a few exceptions the binary is bit perfect with the original. I've removed any dependency on HLSLdecompiler to get things to compile. My copy retains the HLSL capability for offline disassembly through D3D_Shaders command-line tool. I think logging suppport just left with the removal of hlsl decompiler but can be easily added through including log.h. It might not look like much but dumping shaders from 100+ games and running them multiple times through the assembler took a week at the least.
diff --git a/DirectX11/HackerDevice.cpp b/DirectX11/HackerDevice.cpp
index 13ccc9f4..4e4b5119 100644
--- a/DirectX11/HackerDevice.cpp
+++ b/DirectX11/HackerDevice.cpp
@@ -14,7 +14,7 @@
#include "Globals.h"
#include "D3D11Wrapper.h"
#include "SpriteFont.h"
-#include "Assembler.h"
+#include "D3D_Shaders\stdafx.h"
// -----------------------------------------------------------------------------------------------
diff --git a/DirectX11/Hunting.cpp b/DirectX11/Hunting.cpp
index 4daef1ed..dcaa1839 100644
--- a/DirectX11/Hunting.cpp
+++ b/DirectX11/Hunting.cpp
@@ -12,7 +12,7 @@
#include "Override.h"
#include "Globals.h"
#include "IniHandler.h"
-#include "Assembler.h"
+#include "D3D_Shaders\stdafx.h"
static int StrRenderTarget2D(char *buf, size_t size, D3D11_TEXTURE2D_DESC *desc)
[/code]
You changed a single include directive in two files. You didn't even hook up your assembler in 3DMigoto - Bo3b did that, so how are you different from the developers of any of the other libraries we have used?
To be fair, I do also see you made a few additional changes in the James-Jones HLSL Cross-Compiler, and 3DMigoto's HLSL decompiler shortly after 3DMigoto was originally open sourced, but we're only talking about 81 lines of code changed there as well:
[code]
[N] ian@draal~/c/3Dmigoto (master)> git log --author=Flugan --no-merges --stat {HLSLDecompiler,BinaryDecompiler}/*.{cpp,h} |grep '[+-]$'
HLSLDecompiler/DecompileHLSL.cpp | 3 ++-
HLSLDecompiler/DecompileHLSL.cpp | 2 ++
HLSLDecompiler/DecompileHLSL.cpp | 1 -
HLSLDecompiler/DecompileHLSL.cpp | 32 +++++++++++++++++++++++++-------
HLSLDecompiler/DecompileHLSL.cpp | 1 +
HLSLDecompiler/DecompileHLSL.cpp | 8 ++++++--
HLSLDecompiler/DecompileHLSL.cpp | 12 ++++++++++++
BinaryDecompiler/decode.cpp | 1 +
BinaryDecompiler/reflect.cpp | 21 +++++++++++++--------
[/code]
Like you yourself admitted:
[quote="Flugan"]I was not brave enough to touch the code in any significant way.[/quote]You are [b]not[/b] a 3DMigoto developer.
If you want to be one, you need to start actually [b]developing 3DMigoto[/b], but the truth is from your past behaviour I'd be hesitant to accept any further contributions you make for fear you might try to hold the project hostage over them, but so far - you haven't even given me anything to even consider.
But, this statement is fair:
[quote="Flugan"]I was barely touching 3Dmigoto so far and my only major contribution comes next.[/quote]Yes - you did make a major contribution to 3DMigoto, and I'm more than happy for you to call yourself a "[b]3DMigoto contributor[/b]" because of this.
This might be splitting hairs and I won't stop you calling yourself a "3DMigoto developer" if you want - heck, you can even put that on your CV if you want. But I will cringe every time I see you use that term, because I do not consider you to be one.
[quote="Flugan"]Thanks to the 3Dmigoto team(Chiri, bo3b, DarkStarSword, Flugan)[/quote]If you want to credit all contributors you are forgetting ColAngel, llyzs and mx-2
[quote="Flugan"]If I could remove the code to the assembler from 3Dmigoto 100 games would break.
This is impossible because it's open source and would just placed back and boom the 100 games would work again.[/quote]Is that what you want, or are you just using it as an example?
We've known for a long time that the assembler needs to be replaced for technical reasons, and anyone who has tried to use it has run into problems with it and knows this - but it works [i]well enough[/i] to be usable that this isn't a high priority, and it would take our time away from other important work for a month or so, and we do have far more important work to do. So, for as long as it works "well enough" it can stay.
Plus, I've felt that since it [i]is[/i] your claim to fame... that you can have that - you did write it initially, it is a major accomplishment, it is used in 100+ fixes and I can see that makes you happy, so you can have that. There is also a part of me that is concerned that if I were to remove it it might destroy you mentally - and I don't want to do that. But that does mean that I'm basing a decision as to the direction of 3DMigoto on your emotional state, when it should be based on the technical merits and costs of continuing to use your assembler compared to the costs associated with spending the time to write a new one.
But we are human, and I recognise that emotional state [i]is[/i] important, so that [i]should[/i] be a factor in the decision, and so instead I chose to maintain it - fix bugs, write test cases, extend its coverage to work in other games, plan out how it will eventually be extended for DX11.2 and DX12, etc. Issue #36 is all about this, and there is plenty left to do in that issue. That is time I could have spent writing a new assembler, but I chose to maintain yours instead.
I actually put this work off for a long time - after some of the early bugs in the assembler Bo3b and I fixed were effectively reverted when you updated it I was afraid to touch the code knowing my work might just be undone again, but once it was clear that you had left the project and we [i]really[/i] needed those bugs fixed I went ahead and stepped in and started maintaining it. A considerable portion of the assembler is now my work as a result of this, but I still consider you to be the author of the assembler as a whole - the overall design is yours, the structure is yours and the majority of the code is yours... But you're not really the maintainer any more are you? I am.
But, if you are saying that you don't want it in 3DMigoto than that changes things, because that takes your emotional state out of the decision, leaving only the technical merits and costs of continuing to maintain your assembler vs spending the time to write a new one - even in that case replacing it is still lowish priority, because it does still work [i]well enough[/i], but it bumps up replacing it significantly higher on the TODO list.
But I didn't think that was what you wanted - I'm pretty sure I recall you saying that you did want your assembler in 3DMigoto, and in that case I'm happy for it to stay in, and I'm happy for you to continue taking credit you deserve for your assembler being used in 3DMigoto, but I'm not so happy for you to take credit for being a 3DMigoto developer.
Flugan said:Suddenly we needed to fix compute, hull and geometry shaders as well.
The HLSL layer we use for VS/PS would not cope with this challenge.
... The HLSL decompiler could not cope with that challenge yet, but that was not exactly unusual - the decompiler often needed work for each game, that this was no different, and as I recall at the time your assembler wasn't exactly up to the task either, so whichever option we chose to go with would have needed some work.
It just so happens that I personally consider an assembler to be technically superior to a decompiler in theory, and I felt that overall we would be well served by adding an assembler to 3DMigoto (either then, or sometime), and conveniently you had one that was relatively close to being ready and it made more sense to try to use it than it did to write a new one from scratch. Bo3b did also start work on getting the decompiler working with compute shaders as a backup plan for The Witcher 3, and if your assembler hadn't panned out we could have gone with that.
The main claim to fame in this story is that I wrote the assembler first. I'm very certain that DarkStarSword is very capable at writing an assemble. I mean HeliX clearly wrote an assembler. The key here is speed, we went from not needing an assembler to actively needing a powerful assembler pretty much overnight. I could pretty quickly provide what we needed.
Yeah, that's fair - if your assembler hadn't existed at the time it would have taken us maybe two months to Fix the Witcher 3 instead of one.
This makes me a 3Dmigoto developer
Does it? Or are you the developer of an assembler that 3DMigoto uses?
Is James-Jones also a "3DMigoto developer" because we used his HLSL Cross-Compiler to form the basis of our HLSL decompiler?
Are the PCRE2 developers "3Dmigoto developers" because we use PCRE2 for ShaderRegex?
Are the DirectXTK developers "3Dmigoto developers" because we use DirectXTK for the overlay, frame analysis dumps, and loading custom textures from disk?
Are Nektra "3DMigoto developers" because we used their in-process hooking library? They did fix a major bug in their hooking library at our request, so does that count as them 3DMigoto developers because they did that for us?
Are the crc32c developers "3Dmigoto developers" because we use crc32c for texture hashes?
Are the DirectX developers "3Dmigoto developers" because we use DirectX?
Are the Microsoft C++ standard library developers "3Dmigoto developers" because we use Microsoft C++?
I don't think anyone would say that any of these count as "3DMigoto developers" - their work forms the basis for important parts of 3DMigoto, but I don't see these people actively developing 3DMigoto, and if any of these didn't exist we would have used an alternative or written our own.
So, are you actively developing 3DMigoto?
Are you maintaining the core 3DMigoto code base?
Are you actively fixing bugs in 3DMigoto on a regular basis?
Are you doing what is necessary to make 3DMigoto work with new games?
Are you cleaning up the 3DMigoto code to make it easier to continue maintaining in the future as it becomes more and more complicated?
Are you adding new features to increase it's functionality?
Are you in some way steering the direction that we are taking 3DMigoto into the future?
Let's see what work you have actually done on the core 3DMigoto code:
Best effort at commiting a working and compiling assembler. With a few exceptions the binary is bit perfect with the original. I've removed any dependency on HLSLdecompiler to get things to compile. My copy retains the HLSL capability for offline disassembly through D3D_Shaders command-line tool. I think logging suppport just left with the removal of hlsl decompiler but can be easily added through including log.h. It might not look like much but dumping shaders from 100+ games and running them multiple times through the assembler took a week at the least.
static int StrRenderTarget2D(char *buf, size_t size, D3D11_TEXTURE2D_DESC *desc)
You changed a single include directive in two files. You didn't even hook up your assembler in 3DMigoto - Bo3b did that, so how are you different from the developers of any of the other libraries we have used?
To be fair, I do also see you made a few additional changes in the James-Jones HLSL Cross-Compiler, and 3DMigoto's HLSL decompiler shortly after 3DMigoto was originally open sourced, but we're only talking about 81 lines of code changed there as well:
Flugan said:I was not brave enough to touch the code in any significant way.
You are not a 3DMigoto developer.
If you want to be one, you need to start actually developing 3DMigoto, but the truth is from your past behaviour I'd be hesitant to accept any further contributions you make for fear you might try to hold the project hostage over them, but so far - you haven't even given me anything to even consider.
But, this statement is fair:
Flugan said:I was barely touching 3Dmigoto so far and my only major contribution comes next.
Yes - you did make a major contribution to 3DMigoto, and I'm more than happy for you to call yourself a "3DMigoto contributor" because of this.
This might be splitting hairs and I won't stop you calling yourself a "3DMigoto developer" if you want - heck, you can even put that on your CV if you want. But I will cringe every time I see you use that term, because I do not consider you to be one.
Flugan said:Thanks to the 3Dmigoto team(Chiri, bo3b, DarkStarSword, Flugan)
If you want to credit all contributors you are forgetting ColAngel, llyzs and mx-2
Flugan said:If I could remove the code to the assembler from 3Dmigoto 100 games would break.
This is impossible because it's open source and would just placed back and boom the 100 games would work again.
Is that what you want, or are you just using it as an example?
We've known for a long time that the assembler needs to be replaced for technical reasons, and anyone who has tried to use it has run into problems with it and knows this - but it works well enough to be usable that this isn't a high priority, and it would take our time away from other important work for a month or so, and we do have far more important work to do. So, for as long as it works "well enough" it can stay.
Plus, I've felt that since it is your claim to fame... that you can have that - you did write it initially, it is a major accomplishment, it is used in 100+ fixes and I can see that makes you happy, so you can have that. There is also a part of me that is concerned that if I were to remove it it might destroy you mentally - and I don't want to do that. But that does mean that I'm basing a decision as to the direction of 3DMigoto on your emotional state, when it should be based on the technical merits and costs of continuing to use your assembler compared to the costs associated with spending the time to write a new one.
But we are human, and I recognise that emotional state is important, so that should be a factor in the decision, and so instead I chose to maintain it - fix bugs, write test cases, extend its coverage to work in other games, plan out how it will eventually be extended for DX11.2 and DX12, etc. Issue #36 is all about this, and there is plenty left to do in that issue. That is time I could have spent writing a new assembler, but I chose to maintain yours instead.
I actually put this work off for a long time - after some of the early bugs in the assembler Bo3b and I fixed were effectively reverted when you updated it I was afraid to touch the code knowing my work might just be undone again, but once it was clear that you had left the project and we really needed those bugs fixed I went ahead and stepped in and started maintaining it. A considerable portion of the assembler is now my work as a result of this, but I still consider you to be the author of the assembler as a whole - the overall design is yours, the structure is yours and the majority of the code is yours... But you're not really the maintainer any more are you? I am.
But, if you are saying that you don't want it in 3DMigoto than that changes things, because that takes your emotional state out of the decision, leaving only the technical merits and costs of continuing to maintain your assembler vs spending the time to write a new one - even in that case replacing it is still lowish priority, because it does still work well enough, but it bumps up replacing it significantly higher on the TODO list.
But I didn't think that was what you wanted - I'm pretty sure I recall you saying that you did want your assembler in 3DMigoto, and in that case I'm happy for it to stay in, and I'm happy for you to continue taking credit you deserve for your assembler being used in 3DMigoto, but I'm not so happy for you to take credit for being a 3DMigoto developer.
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I also suggest people to introduce in the green text (the one in the bottom right corner that you see when you play a game 1st time) information about key shortcuts usefull to modify things like convergence, depht, toggle things, etc, because every fixer makes these shortcuts in a different way (there is no consesus about key bindings), and sometimes is difficult to remember the right key to do something). Some games have lot of stuff about keys related to the 3D fix, and it is a bit of a pain to play games that you have not played in months but still they are installed.
I know you can modify those keybindings easily, specially with the great "3Dfix Manager", but in that case you know that the green text was teh default".
I think the green text is something that nvidia could have improved A LOT in the last few "decades?". Could be very interesting to be able to see everything related with the Nvidia Control Panel configuration of any game in the fly..., and why not, to modify in the fly if possible.
I also suggest people to introduce in the green text (the one in the bottom right corner that you see when you play a game 1st time) information about key shortcuts usefull to modify things like convergence, depht, toggle things, etc, because every fixer makes these shortcuts in a different way (there is no consesus about key bindings), and sometimes is difficult to remember the right key to do something). Some games have lot of stuff about keys related to the 3D fix, and it is a bit of a pain to play games that you have not played in months but still they are installed.
I know you can modify those keybindings easily, specially with the great "3Dfix Manager", but in that case you know that the green text was teh default".
I think the green text is something that nvidia could have improved A LOT in the last few "decades?". Could be very interesting to be able to see everything related with the Nvidia Control Panel configuration of any game in the fly..., and why not, to modify in the fly if possible.
With 3DMigoto's overlay features, it could be possible to do that like TriDef does.
Where you hit a hotkey and it brings up a menu listing all of their assigned hot keys.
If there's a lot of stuff to remember on the Game page, I use this full page screenshot site
https://web-capture.net/ you can also get web browser addons that do the same. I think FireFox includes it by default now
FastStone Capture is great, if you do not need to screenshot the whole page
http://faststone.org/FSCaptureDetail.htm
It automatically sends the screenshot to Microsoft Paint and saves it.
With 3DMigoto's overlay features, it could be possible to do that like TriDef does.
Where you hit a hotkey and it brings up a menu listing all of their assigned hot keys.
If there's a lot of stuff to remember on the Game page, I use this full page screenshot site
https://web-capture.net/ you can also get web browser addons that do the same. I think FireFox includes it by default now
[quote="Duerf"]I also suggest people to introduce in the green text (the one in the bottom right corner that you see when you play a game 1st time) information about key shortcuts usefull to modify things like convergence, depht, toggle things, etc, because every fixer makes these shortcuts in a different way (there is no consesus about key bindings), and sometimes is difficult to remember the right key to do something). Some games have lot of stuff about keys related to the 3D fix, and it is a bit of a pain to play games that you have not played in months but still they are installed.
I know you can modify those keybindings easily, specially with the great "3Dfix Manager", but in that case you know that the green text was teh default".
I think the green text is something that nvidia could have improved A LOT in the last few "decades?". Could be very interesting to be able to see everything related with the Nvidia Control Panel configuration of any game in the fly..., and why not, to modify in the fly if possible.
[/quote]
Wrong thread, and I guess you didn't see my post the other day where I have implemented literally exactly this, and is currently live in the DOAXVV fix:
[url]https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5336166/#5336166[/url]
Duerf said:I also suggest people to introduce in the green text (the one in the bottom right corner that you see when you play a game 1st time) information about key shortcuts usefull to modify things like convergence, depht, toggle things, etc, because every fixer makes these shortcuts in a different way (there is no consesus about key bindings), and sometimes is difficult to remember the right key to do something). Some games have lot of stuff about keys related to the 3D fix, and it is a bit of a pain to play games that you have not played in months but still they are installed.
I know you can modify those keybindings easily, specially with the great "3Dfix Manager", but in that case you know that the green text was teh default".
I think the green text is something that nvidia could have improved A LOT in the last few "decades?". Could be very interesting to be able to see everything related with the Nvidia Control Panel configuration of any game in the fly..., and why not, to modify in the fly if possible.
Wrong thread, and I guess you didn't see my post the other day where I have implemented literally exactly this, and is currently live in the DOAXVV fix:
Thank you DSS. I'm sure your time is best served doing other things, for the project and especially for yourself. I sometimes cringe when I see these kind of discussions brought up on this forum. That must have taken a while to type up, but was beautifully laid out and explained, insightful...
I always change the key bindings in every game anyway through the config but hotkey overlay is a nice feature to have.
Thank you DSS. I'm sure your time is best served doing other things, for the project and especially for yourself. I sometimes cringe when I see these kind of discussions brought up on this forum. That must have taken a while to type up, but was beautifully laid out and explained, insightful...
I always change the key bindings in every game anyway through the config but hotkey overlay is a nice feature to have.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
First of all thank you for clearing that up.
Chiri, bo3b and DSS are the developers of 3Dmigoto there is no discussion about that.
I'm very unfamiliar with the codebase as I was usually coding Project Flugan which has an WIP assembler. I have no doubts that I left it to bo3b to hook it up to the pipeline as I didn't feel comfortable enough and thought he would do a better job. The assembler is my contribution to 3Dmigoto. My last major work on it was fixing a MS disassembler bug. It was a bit suprising and not expected. When doing binary comparison before and after the pipeline I never checked if the binary numbers was perfectly preserved. I'm very happy that DarkStarSword started maintaining the assembler on a day to day basis and he added adding inputs and outputs to ASM using a separate parsing step and feeding the changed shader to the assembler with no changes to the assembler. Brilliant work.
Being a proud developer of Project Flugan I have often copied code from 3Dmigoto. My main claim to fame is my flugan wrappers that just worked on newer Windows versions. 3Dmigoto had massive problems there and for a while both had a purpose and all my coding was not in vain. My time writing hunting code was pretty much wasted as the only person using the wrapper to hunt was me and I'm a lousy shader fixer.
Can we all agree that it's great to have an assembler and it's up to the 3Dmigoto developers if it needs to be rewritten, replaced or updated. DarkStarSword has done a lot of work on documenting and fixing the assembler. I'm happy it has brought enjoyment to many and being one among many resposible.
Chiri, bo3b and DSS are the developers of 3Dmigoto there is no discussion about that.
I'm very unfamiliar with the codebase as I was usually coding Project Flugan which has an WIP assembler. I have no doubts that I left it to bo3b to hook it up to the pipeline as I didn't feel comfortable enough and thought he would do a better job. The assembler is my contribution to 3Dmigoto. My last major work on it was fixing a MS disassembler bug. It was a bit suprising and not expected. When doing binary comparison before and after the pipeline I never checked if the binary numbers was perfectly preserved. I'm very happy that DarkStarSword started maintaining the assembler on a day to day basis and he added adding inputs and outputs to ASM using a separate parsing step and feeding the changed shader to the assembler with no changes to the assembler. Brilliant work.
Being a proud developer of Project Flugan I have often copied code from 3Dmigoto. My main claim to fame is my flugan wrappers that just worked on newer Windows versions. 3Dmigoto had massive problems there and for a while both had a purpose and all my coding was not in vain. My time writing hunting code was pretty much wasted as the only person using the wrapper to hunt was me and I'm a lousy shader fixer.
Can we all agree that it's great to have an assembler and it's up to the 3Dmigoto developers if it needs to be rewritten, replaced or updated. DarkStarSword has done a lot of work on documenting and fixing the assembler. I'm happy it has brought enjoyment to many and being one among many resposible.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
I knew that the assembler was a ticking bomb. Most games has unrecognized ASM code.
It shipped with 100% coverage of 100 games but that is not that much. Easy to break.
What seems to have been missing for a while is passing games through my debug procedure just for the assembler.
As far as I can tell that part is completely missing from 3Dmigoto.
The assembler is aging as expecting. Might be more apparent with all the regex floating around. Exposing the assembler to more of the shaders.
I knew that the assembler was a ticking bomb. Most games has unrecognized ASM code.
It shipped with 100% coverage of 100 games but that is not that much. Easy to break.
What seems to have been missing for a while is passing games through my debug procedure just for the assembler.
As far as I can tell that part is completely missing from 3Dmigoto.
The assembler is aging as expecting. Might be more apparent with all the regex floating around. Exposing the assembler to more of the shaders.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote="Flugan"]Chiri, bo3b and DSS are the developers of 3Dmigoto there is no discussion about that.[/quote]elbarterino might also be included, although I'm unsure as to what extent was the role he played.
At least one of them is a fellow countryman of yours, at least back at the start, was in Zürich when 3Dmigoto launched on Indigomod.
I personally see you credited all the time. So if it's not money, I am not sure what your push is here.
BTW looking at your list The Total war: Warhammer franchise is not fixed. (and I wish sorely that it was.) The Fix was never completed as far as I know, I see virtually no difference between the base game and the fix and never have. I find it also puzzling that you appear to own this game.
On that note I wish we had some way on the helix blog site to flag fixes that have either never worked , incomplete or have been broken in an update. In the case of this game I think it was never finished
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Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
What I would like the most is make new friends who appreciate my work.
Friendship is worth more than money. https://steamcommunity.com/id/Flugan.
This is coming from someone who has been unemployed for years.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Excellent idea! A color status could be nice.
It may help the authors to update the broken ones.
I hope too one day to see a link like "Read more" with only the title or a little description of the fix instead of all the complete text and updates in the front page.
Well, I can understand that depressive feeling you have.
You spent a lot of time, blood and soul into this wrapper and the assembler, and nobody says "thank you" for that hard work, right?
I must say, I'm not a bright light when it comes to coding, and things like this wrapper seem to me like pure magic.
In the past I was part of a small group (around 5 people) hacking shaders for bioshock. We tried to get the game running on SM2.0 cards ... and we were sucessful. I had a very small part in that, it was more that I assisted the others. But I had a few lucky breakthroughs, getting some shaders to work.
A "Thank You" in this forum was rare too. I didn't want money for that work and I didn't count for the "Thank you" messages.
It was satisfactory enough for me to see the download-counter for that fix. To see that there were a lot of people using the fix and beeing happy with it.
A "Thank you" was not necessary as I was pretty sure that we made a lot of people happy.
Maybe you should try to see it from this perspective.
Only thing I can say is that this wrapper is like magic to me. So you are a magician, Flugan. :)
Thank You to you and all the other people sacrificing their free time, to make us S3D junkies happy.
Well, I try to be not only the consumer-junkie. I'm really proud, that I made a working fix for the old Fallout3. And if I got time I will take a look on other games as well. But I will never reach the coding-knowledge that you have, Flugan.
Desktop-PC
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It just so happens that I personally consider an assembler to be technically superior to a decompiler in theory, and I felt that overall we would be well served by adding an assembler to 3DMigoto (either then, or sometime), and conveniently you had one that was relatively close to being ready and it made more sense to try to use it than it did to write a new one from scratch. Bo3b did also start work on getting the decompiler working with compute shaders as a backup plan for The Witcher 3, and if your assembler hadn't panned out we could have gone with that.
Yeah, that's fair - if your assembler hadn't existed at the time it would have taken us maybe two months to Fix the Witcher 3 instead of one.
Does it? Or are you the developer of an assembler that 3DMigoto uses?
I don't think anyone would say that any of these count as "3DMigoto developers" - their work forms the basis for important parts of 3DMigoto, but I don't see these people actively developing 3DMigoto, and if any of these didn't exist we would have used an alternative or written our own.
So, are you actively developing 3DMigoto?
Let's see what work you have actually done on the core 3DMigoto code:
You changed a single include directive in two files. You didn't even hook up your assembler in 3DMigoto - Bo3b did that, so how are you different from the developers of any of the other libraries we have used?
To be fair, I do also see you made a few additional changes in the James-Jones HLSL Cross-Compiler, and 3DMigoto's HLSL decompiler shortly after 3DMigoto was originally open sourced, but we're only talking about 81 lines of code changed there as well:
Like you yourself admitted:
You are not a 3DMigoto developer.
If you want to be one, you need to start actually developing 3DMigoto, but the truth is from your past behaviour I'd be hesitant to accept any further contributions you make for fear you might try to hold the project hostage over them, but so far - you haven't even given me anything to even consider.
But, this statement is fair:
Yes - you did make a major contribution to 3DMigoto, and I'm more than happy for you to call yourself a "3DMigoto contributor" because of this.
This might be splitting hairs and I won't stop you calling yourself a "3DMigoto developer" if you want - heck, you can even put that on your CV if you want. But I will cringe every time I see you use that term, because I do not consider you to be one.
If you want to credit all contributors you are forgetting ColAngel, llyzs and mx-2
Is that what you want, or are you just using it as an example?
We've known for a long time that the assembler needs to be replaced for technical reasons, and anyone who has tried to use it has run into problems with it and knows this - but it works well enough to be usable that this isn't a high priority, and it would take our time away from other important work for a month or so, and we do have far more important work to do. So, for as long as it works "well enough" it can stay.
Plus, I've felt that since it is your claim to fame... that you can have that - you did write it initially, it is a major accomplishment, it is used in 100+ fixes and I can see that makes you happy, so you can have that. There is also a part of me that is concerned that if I were to remove it it might destroy you mentally - and I don't want to do that. But that does mean that I'm basing a decision as to the direction of 3DMigoto on your emotional state, when it should be based on the technical merits and costs of continuing to use your assembler compared to the costs associated with spending the time to write a new one.
But we are human, and I recognise that emotional state is important, so that should be a factor in the decision, and so instead I chose to maintain it - fix bugs, write test cases, extend its coverage to work in other games, plan out how it will eventually be extended for DX11.2 and DX12, etc. Issue #36 is all about this, and there is plenty left to do in that issue. That is time I could have spent writing a new assembler, but I chose to maintain yours instead.
I actually put this work off for a long time - after some of the early bugs in the assembler Bo3b and I fixed were effectively reverted when you updated it I was afraid to touch the code knowing my work might just be undone again, but once it was clear that you had left the project and we really needed those bugs fixed I went ahead and stepped in and started maintaining it. A considerable portion of the assembler is now my work as a result of this, but I still consider you to be the author of the assembler as a whole - the overall design is yours, the structure is yours and the majority of the code is yours... But you're not really the maintainer any more are you? I am.
But, if you are saying that you don't want it in 3DMigoto than that changes things, because that takes your emotional state out of the decision, leaving only the technical merits and costs of continuing to maintain your assembler vs spending the time to write a new one - even in that case replacing it is still lowish priority, because it does still work well enough, but it bumps up replacing it significantly higher on the TODO list.
But I didn't think that was what you wanted - I'm pretty sure I recall you saying that you did want your assembler in 3DMigoto, and in that case I'm happy for it to stay in, and I'm happy for you to continue taking credit you deserve for your assembler being used in 3DMigoto, but I'm not so happy for you to take credit for being a 3DMigoto developer.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
I know you can modify those keybindings easily, specially with the great "3Dfix Manager", but in that case you know that the green text was teh default".
I think the green text is something that nvidia could have improved A LOT in the last few "decades?". Could be very interesting to be able to see everything related with the Nvidia Control Panel configuration of any game in the fly..., and why not, to modify in the fly if possible.
- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
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Where you hit a hotkey and it brings up a menu listing all of their assigned hot keys.
If there's a lot of stuff to remember on the Game page, I use this full page screenshot site
https://web-capture.net/ you can also get web browser addons that do the same. I think FireFox includes it by default now
FastStone Capture is great, if you do not need to screenshot the whole page
http://faststone.org/FSCaptureDetail.htm
It automatically sends the screenshot to Microsoft Paint and saves it.
Wrong thread, and I guess you didn't see my post the other day where I have implemented literally exactly this, and is currently live in the DOAXVV fix:
https://forums.geforce.com/default/topic/685657/3d-vision/3dmigoto-now-open-source-/post/5336166/#5336166
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 49" Philips 49PUS7100 interlieved 3D (3840x2160) overide mode, GTX 1080 GFA2 EXOC, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR
I always change the key bindings in every game anyway through the config but hotkey overlay is a nice feature to have.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Chiri, bo3b and DSS are the developers of 3Dmigoto there is no discussion about that.
I'm very unfamiliar with the codebase as I was usually coding Project Flugan which has an WIP assembler. I have no doubts that I left it to bo3b to hook it up to the pipeline as I didn't feel comfortable enough and thought he would do a better job. The assembler is my contribution to 3Dmigoto. My last major work on it was fixing a MS disassembler bug. It was a bit suprising and not expected. When doing binary comparison before and after the pipeline I never checked if the binary numbers was perfectly preserved. I'm very happy that DarkStarSword started maintaining the assembler on a day to day basis and he added adding inputs and outputs to ASM using a separate parsing step and feeding the changed shader to the assembler with no changes to the assembler. Brilliant work.
Being a proud developer of Project Flugan I have often copied code from 3Dmigoto. My main claim to fame is my flugan wrappers that just worked on newer Windows versions. 3Dmigoto had massive problems there and for a while both had a purpose and all my coding was not in vain. My time writing hunting code was pretty much wasted as the only person using the wrapper to hunt was me and I'm a lousy shader fixer.
Can we all agree that it's great to have an assembler and it's up to the 3Dmigoto developers if it needs to be rewritten, replaced or updated. DarkStarSword has done a lot of work on documenting and fixing the assembler. I'm happy it has brought enjoyment to many and being one among many resposible.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
It shipped with 100% coverage of 100 games but that is not that much. Easy to break.
What seems to have been missing for a while is passing games through my debug procedure just for the assembler.
As far as I can tell that part is completely missing from 3Dmigoto.
The assembler is aging as expecting. Might be more apparent with all the regex floating around. Exposing the assembler to more of the shaders.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
At least one of them is a fellow countryman of yours, at least back at the start, was in Zürich when 3Dmigoto launched on Indigomod.