Dead Rising 4 and Prey 2017 : Someone working on a fix? :)
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Hi, Ive heard, that there are many problems with the engine of Prey (that is using the same engine like Dishonored 2 wat is unhackable) But what about Dead Rising? no one out there that yould try to fix this? If yes, I would spring a key ;) nice wishes
Hi,

Ive heard, that there are many problems with the engine of Prey (that is using the same engine like Dishonored 2 wat is unhackable)

But what about Dead Rising? no one out there that yould try to fix this? If yes, I would spring a key ;)


nice wishes

#1
Posted 09/12/2017 11:27 PM   
[quote="kagrra83"]But what about Dead Rising?[/quote] There's a fix for the GOOD Dead Rising :p: http://helixmod.blogspot.com/2017/04/dead-rising.html Haha, I'm joking (partially). DR4 came out on Steam recently, so we'll just have to wait until someone is interested about fixing it. Is it too broken? If it's like DR3, ugh. I had been working on DR3 for some time until the death of one of my SSDs months ago, without being able to fix some shadows and lighting. Maybe next time I try it I'll manage to fix them. About Prey, there's the 3Dmigoto annoyance of having to use a very old version to hunt shaders, while the newest should work once that's done. I'll buy this game someday, and if there isn't any fix by then, I may try to do it myself (though I fear the engine will be too advanced for my skills). I'm busy with multiple long JRPGs right now.
kagrra83 said:But what about Dead Rising?


There's a fix for the GOOD Dead Rising :p: http://helixmod.blogspot.com/2017/04/dead-rising.html


Haha, I'm joking (partially). DR4 came out on Steam recently, so we'll just have to wait until someone is interested about fixing it. Is it too broken? If it's like DR3, ugh. I had been working on DR3 for some time until the death of one of my SSDs months ago, without being able to fix some shadows and lighting. Maybe next time I try it I'll manage to fix them.

About Prey, there's the 3Dmigoto annoyance of having to use a very old version to hunt shaders, while the newest should work once that's done. I'll buy this game someday, and if there isn't any fix by then, I may try to do it myself (though I fear the engine will be too advanced for my skills). I'm busy with multiple long JRPGs right now.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
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Donations account: masterotakusuko@gmail.com

#2
Posted 09/13/2017 04:43 PM   
Can someone try Dead Rising 4 with my Dead Rising 3 fix? I read that they use the same engine. HUD and lens flares modifications won't work, 99.99% sure, but all proper fixes were done in regex. If we are lucky and compute shadows use the same constant buffer, they'll be correct. I'll get the game when it's cheap. I should finish playing the first and second games before that. I liked 3, but it was generally too easy (I didn't try nightmare mode).
Can someone try Dead Rising 4 with my Dead Rising 3 fix? I read that they use the same engine.

HUD and lens flares modifications won't work, 99.99% sure, but all proper fixes were done in regex. If we are lucky and compute shadows use the same constant buffer, they'll be correct.

I'll get the game when it's cheap. I should finish playing the first and second games before that. I liked 3, but it was generally too easy (I didn't try nightmare mode).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#3
Posted 11/13/2018 04:05 PM   
Ill was having a look @this some what ago... DR4 is completely different. Most thing are CS here.... But may be ill have another look those day....if i find some time....rare this days ^^ hehe. But its on my list :-) May be you can have a look @ the shaders i have sorted out. I have learned something since end of september so may be ill pick it up again but any help just watching the shaders and suggest something would help a lot if possible ^^ [url]https://s3.amazonaws.com/losti/DR4_WorkOnSept_18_LS.rar[/url] //EDIT:.....Oh you made a DR3 fix this days... lol i am stupid....ill check this i only have had the dr1 fix at the end of september. Ill Report back tomorrow.
Ill was having a look @this some what ago...

DR4 is completely different. Most thing are CS here....

But may be ill have another look those day....if i find some time....rare this days ^^ hehe. But its on my list :-)

May be you can have a look @ the shaders i have sorted out.

I have learned something since end of september so may be ill pick it up again but any help just watching the shaders and suggest something would help a lot if possible ^^

https://s3.amazonaws.com/losti/DR4_WorkOnSept_18_LS.rar

//EDIT:.....Oh you made a DR3 fix this days... lol i am stupid....ill check this i only have had the dr1 fix at the end of september. Ill Report back tomorrow.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#4
Posted 11/13/2018 08:35 PM   
masterotaku,your Dead Rising 3 fix Incompatible for DR4,seems Self shadow of street light are broken. and Thank you for all that you have done for us.
masterotaku,your Dead Rising 3 fix Incompatible for DR4,seems Self shadow of street light are broken.
and Thank you for all that you have done for us.

#5
Posted 11/14/2018 03:40 AM   
@Losti: looking at your compute shaders, you are doing the formula wrong. With a small modification of my Dead Rising 3 regexes I think it may work. Taking the PS and CS regexes as an example: [code] [ShaderRegexLightingPS] shader_model = ps_4_1 ps_5_0 temps = stereo tmp1 tmp2 tmp3 tmp4 [ShaderRegexLightingPS.Pattern] dp4 (?P<pos_x>r\d+)\.(?P<sw1>[xyzw]), (?P<cb_x>cb\d+\[\d+\])\.xyzw, (?P<tar>r\d+)\.xyzw\n dp4 (?P<pos_y>r\d+)\.(?P<sw2>[xyzw]), (?P<cb_y>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n dp4 (?P<pos_z>r\d+)\.(?P<sw3>[xyzw]), (?P<cb_z>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n dp4 (?P<pos_w>r\d+)\.(?P<sw4>[xyzw]), (?P<cb_w>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n [ShaderRegexLightingPS.Pattern.Replace] ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n dp4 ${tmp1}.x, ${cb_w}.xyzw, ${tar}.xyzw\n mul ${tmp1}.w, ${tmp1}.x, ${stereo}.y\n add ${tmp1}.w, ${tmp1}.w, l(-1.000000)\n mad ${tar}.x, ${stereo}.x, ${tmp1}.w, ${tar}.x\n ${0}\n [ShaderRegexLightingPS.InsertDeclarations] dcl_resource_texture2d (float,float,float,float) t125 [ShaderRegexLightingCS] shader_model = cs_5_0 temps = stereo tmp1 tmp2 tmp3 tmp4 [ShaderRegexLightingCS.Pattern] \s*dp(?P<dpn1>[1|2|3|4]) (?P<pos_x>r\d+)\.(?P<sw1>[xyzw]), (?P<cb_x>cb\d+\[\d+\])\.xyzw, (?P<tar>r\d+)\.xyzw\n \s*dp(?P<dpn2>[1|2|3|4]) (?P<pos_y>r\d+)\.(?P<sw2>[xyzw]), (?P<cb_y>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n \s*dp(?P<dpn3>[1|2|3|4]) (?P<pos_z>r\d+)\.(?P<sw3>[xyzw]), (?P<cb_z>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n \s*dp(?P<dpn4>[1|2|3|4]) (?P<pos_w>r\d+)\.(?P<sw4>[xyzw]), (?P<cb_w>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n [ShaderRegexLightingCS.Pattern.Replace] \n ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n dp${dpn4} ${tmp1}.x, ${cb_w}.xyzw, ${tar}.xyzw\n mul ${tmp1}.w, ${tmp1}.x, ${stereo}.y\n add ${tmp1}.w, ${tmp1}.w, l(-1.000000)\n mul ${tmp1}.w, ${tmp1}.w, cb0[44].x\n mul ${tmp1}.w, ${tmp1}.w, l(0.500000)\n mad ${tar}.x, ${stereo}.x, ${tmp1}.w, ${tar}.x\n ${0}\n [ShaderRegexLightingCS.InsertDeclarations] dcl_resource_texture2d (float,float,float,float) t125 [/code] You need the PS code for the "cs_5_0" type, but use "\s*" before each pattern sentence like the CS code just in case. It should be enough. What happens in your DR4 compute shaders is that they use "cb3" where the fix is needed, and they didn't use a constant buffer in DR3 (but they did in the pixel shaders). Also keep in mind that there are also things like this in the DR4 CS that won't be covered by my regexes, because of the "r13.w + 7" stuff: [code] dp4 r17.x, cb1[r13.w + 7].xyzw, r6.xyzw dp4 r17.y, cb1[r13.w + 8].xyzw, r6.xyzw dp4 r17.z, cb1[r13.w + 9].xyzw, r6.xyzw dp4 r14.w, cb1[r13.w + 10].xyzw, r6.xyzw [/code] You'd need a new regex for that, or just a more complex one that covers everything. In the DR3 CS I needed to multiply the formula by "cb0[44].x" and by 0.5, but that may not be the case in DR4. Anyway, if you don't want to work on this, I'll do it. When I get the game (unknown date).
@Losti: looking at your compute shaders, you are doing the formula wrong. With a small modification of my Dead Rising 3 regexes I think it may work.

Taking the PS and CS regexes as an example:

[ShaderRegexLightingPS]
shader_model = ps_4_1 ps_5_0
temps = stereo tmp1 tmp2 tmp3 tmp4
[ShaderRegexLightingPS.Pattern]
dp4 (?P<pos_x>r\d+)\.(?P<sw1>[xyzw]), (?P<cb_x>cb\d+\[\d+\])\.xyzw, (?P<tar>r\d+)\.xyzw\n
dp4 (?P<pos_y>r\d+)\.(?P<sw2>[xyzw]), (?P<cb_y>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
dp4 (?P<pos_z>r\d+)\.(?P<sw3>[xyzw]), (?P<cb_z>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
dp4 (?P<pos_w>r\d+)\.(?P<sw4>[xyzw]), (?P<cb_w>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
[ShaderRegexLightingPS.Pattern.Replace]
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
dp4 ${tmp1}.x, ${cb_w}.xyzw, ${tar}.xyzw\n
mul ${tmp1}.w, ${tmp1}.x, ${stereo}.y\n
add ${tmp1}.w, ${tmp1}.w, l(-1.000000)\n
mad ${tar}.x, ${stereo}.x, ${tmp1}.w, ${tar}.x\n
${0}\n
[ShaderRegexLightingPS.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125

[ShaderRegexLightingCS]
shader_model = cs_5_0
temps = stereo tmp1 tmp2 tmp3 tmp4
[ShaderRegexLightingCS.Pattern]
\s*dp(?P<dpn1>[1|2|3|4]) (?P<pos_x>r\d+)\.(?P<sw1>[xyzw]), (?P<cb_x>cb\d+\[\d+\])\.xyzw, (?P<tar>r\d+)\.xyzw\n
\s*dp(?P<dpn2>[1|2|3|4]) (?P<pos_y>r\d+)\.(?P<sw2>[xyzw]), (?P<cb_y>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
\s*dp(?P<dpn3>[1|2|3|4]) (?P<pos_z>r\d+)\.(?P<sw3>[xyzw]), (?P<cb_z>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
\s*dp(?P<dpn4>[1|2|3|4]) (?P<pos_w>r\d+)\.(?P<sw4>[xyzw]), (?P<cb_w>cb\d+\[\d+\])\.xyzw, (?P=tar)\.xyzw\n
[ShaderRegexLightingCS.Pattern.Replace]
\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
dp${dpn4} ${tmp1}.x, ${cb_w}.xyzw, ${tar}.xyzw\n
mul ${tmp1}.w, ${tmp1}.x, ${stereo}.y\n
add ${tmp1}.w, ${tmp1}.w, l(-1.000000)\n
mul ${tmp1}.w, ${tmp1}.w, cb0[44].x\n
mul ${tmp1}.w, ${tmp1}.w, l(0.500000)\n
mad ${tar}.x, ${stereo}.x, ${tmp1}.w, ${tar}.x\n
${0}\n
[ShaderRegexLightingCS.InsertDeclarations]
dcl_resource_texture2d (float,float,float,float) t125


You need the PS code for the "cs_5_0" type, but use "\s*" before each pattern sentence like the CS code just in case. It should be enough. What happens in your DR4 compute shaders is that they use "cb3" where the fix is needed, and they didn't use a constant buffer in DR3 (but they did in the pixel shaders).

Also keep in mind that there are also things like this in the DR4 CS that won't be covered by my regexes, because of the "r13.w + 7" stuff:

dp4 r17.x, cb1[r13.w + 7].xyzw, r6.xyzw
dp4 r17.y, cb1[r13.w + 8].xyzw, r6.xyzw
dp4 r17.z, cb1[r13.w + 9].xyzw, r6.xyzw
dp4 r14.w, cb1[r13.w + 10].xyzw, r6.xyzw


You'd need a new regex for that, or just a more complex one that covers everything.

In the DR3 CS I needed to multiply the formula by "cb0[44].x" and by 0.5, but that may not be the case in DR4.

Anyway, if you don't want to work on this, I'll do it. When I get the game (unknown date).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#6
Posted 11/14/2018 07:46 AM   
[quote] masterotaku,your Dead Rising 3 fix Incompatible for DR4,seems Self shadow of street light are broken. and Thank you for all that you have done for us. [/quote] Of cause you cannit siply pick up the fix from DR3 and expect that it is working with DR4. Even if it is workingwith RegEx, often you have to adapte the synthax e.g. the constant buffer numbers etc. Hence we have to check the broken shader files if they are generally of the same structure and needs the same fixing strategy/formulas. So this is what i will check this evening.

masterotaku,your Dead Rising 3 fix Incompatible for DR4,seems Self shadow of street light are broken.
and Thank you for all that you have done for us.


Of cause you cannit siply pick up the fix from DR3 and expect that it is working with DR4. Even if it is workingwith RegEx, often you have to adapte the synthax e.g. the constant buffer numbers etc. Hence we have to check the broken shader files if they are generally of the same structure and needs the same fixing strategy/formulas. So this is what i will check this evening.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#7
Posted 11/14/2018 07:47 AM   
I've been editing a bit my post, just so you know.
I've been editing a bit my post, just so you know.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#8
Posted 11/14/2018 07:51 AM   
THX you masterotaku. Yes ill check this today. I want to work on this because this is one of my unfinished things on my to do list ^^ As i started to work on the DR4 fix i dont have had your DR3 fix, hence i was a bit stepping in the dark here. I see you quickly have analyzed the CS files and found the general same pattern here. T Adaption is not a Problem for me anymore, even with some other modificationy may needed. I will see :-) I will care about :-) First of all ill check the correction without regex and than i can write a new one or thake yours and modify it.
THX you masterotaku. Yes ill check this today. I want to work on this because this is one of my unfinished things on my to do list ^^

As i started to work on the DR4 fix i dont have had your DR3 fix, hence i was a bit stepping in the dark here. I see you quickly have analyzed the CS files and found the general same pattern here. T Adaption is not a Problem for me anymore, even with some other modificationy may needed. I will see :-) I will care about :-)

First of all ill check the correction without regex and than i can write a new one or thake yours and modify it.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#9
Posted 11/14/2018 08:10 AM   
    If you don't know about it already, Steam has a wishlist feature that tells you when the game is on sale. I'd wait for a Christmas sale at this point.
    If you don't know about it already, Steam has a wishlist feature that tells you when the game is on sale. I'd wait for a Christmas sale at this point.

---
Windows 10 x64 | 1x 980Ti GPU (no SLI, 418.81 driver) | 1920x1080

#10
Posted 11/14/2018 09:34 AM   
OK the regex will catch many shades but will not fix anything here in my scene.
OK the regex will catch many shades but will not fix anything here in my scene.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#11
Posted 11/14/2018 05:49 PM   
//skip this
//skip this

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#12
Posted 11/14/2018 06:53 PM   
With the help of masterotaku i was able to write matching RegEx for the most of the wrong effects. There are effects left that i have to investigate. But the basics are clear now to fix it. I think its only a slight adaption of the fixing meachanism here. NO ETA, if i have time....But i am working on it an it courrently looks good to finish this here. NO WIP until its playable....but i am on a good way .-) THANK YOU masterotaku!!!!!!!!!!
With the help of masterotaku i was able to write matching RegEx for the most of the wrong effects. There are effects left that i have to investigate. But the basics are clear now to fix it. I think its only a slight adaption of the fixing meachanism here.

NO ETA, if i have time....But i am working on it an it courrently looks good to finish this here. NO WIP until its playable....but i am on a good way .-)

THANK YOU masterotaku!!!!!!!!!!

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#13
Posted 11/15/2018 06:50 PM   
Current state... not bad but not perfect.... I am in talk with masterotaku who is helping me here, i think we can make it, but no promise ^^ AND I NEED TIME .... [url=https://ibb.co/kTdYKf][img]https://thumb.ibb.co/kTdYKf/deadrising4002-050.jpg[/img][/url]
Current state...

not bad but not perfect....

I am in talk with masterotaku who is helping me here, i think we can make it, but no promise ^^

AND I NEED TIME ....

Image

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#14
Posted 11/16/2018 07:54 PM   
Awesome work Losti & Masterotaku , Amazing what you guys do! Love the Dead Rising serie`s
Awesome work Losti & Masterotaku ,
Amazing what you guys do!
Love the Dead Rising serie`s

#15
Posted 11/17/2018 02:18 PM   
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