Alien : Isolation
  19 / 31    
[quote="bo3b"][quote="Ferry"]Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?[/quote]No, just drop in the .txt file. The .bin are created automatically as a cache. BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.[/quote] I'm assuming you know right where during the game you can find the blood pool? I kept the description vague so that it doesn't spoil the story. Anyway, I found another very minor glitch further into the game. When you find the compression cylinder to repair the elevator on the storage rack device, right directly behind you is a "decal" of damage on the wall. It appears to be floating in space.
bo3b said:
Ferry said:Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
No, just drop in the .txt file. The .bin are created automatically as a cache.


BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.


I'm assuming you know right where during the game you can find the blood pool? I kept the description vague so that it doesn't spoil the story. Anyway, I found another very minor glitch further into the game. When you find the compression cylinder to repair the elevator on the storage rack device, right directly behind you is a "decal" of damage on the wall. It appears to be floating in space.

Posted 10/28/2014 01:34 PM   
[quote="Bronte"][quote="bo3b"][quote="Ferry"]Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?[/quote]No, just drop in the .txt file. The .bin are created automatically as a cache. BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.[/quote] I'm assuming you know right where during the game you can find the blood pool? I kept the description vague so that it doesn't spoil the story. Anyway, I found another very minor glitch further into the game. When you find the compression cylinder to repair the elevator on the storage rack device, right directly behind you is a "decal" of damage on the wall. It appears to be floating in space.[/quote] Two things: (a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work? (b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop).
Bronte said:
bo3b said:
Ferry said:Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
No, just drop in the .txt file. The .bin are created automatically as a cache.


BTW, I added that shader to the project files, and it will be included on a next release. I want to fix a few other things before we re-release, like the blood that Bronte found.


I'm assuming you know right where during the game you can find the blood pool? I kept the description vague so that it doesn't spoil the story. Anyway, I found another very minor glitch further into the game. When you find the compression cylinder to repair the elevator on the storage rack device, right directly behind you is a "decal" of damage on the wall. It appears to be floating in space.

Two things:
(a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work?
(b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/28/2014 02:02 PM   
If anyone here is from Norway, this game currently has a pricing error. Deluxe edition is about ~$6 USD. If you're not from Norway, you can find people on trade sites selling it for about $14-20 now.
If anyone here is from Norway, this game currently has a pricing error.

Deluxe edition is about ~$6 USD. If you're not from Norway, you can find people on trade sites selling it for about $14-20 now.

Posted 10/28/2014 04:19 PM   
[quote="mike_ar69] Two things: (a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work? (b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop). [/quote] Is this something I can do with just the current fix installed in the game folder?
mike_ar69 said:
Two things:
(a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work?
(b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop).


Is this something I can do with just the current fix installed in the game folder?

Posted 10/28/2014 05:58 PM   
I'm not from Norway, but I can purchase from there. Unfortunately it looks like this has been corrected though, I was going to do some christmas shopping.
I'm not from Norway, but I can purchase from there. Unfortunately it looks like this has been corrected though, I was going to do some christmas shopping.

Posted 10/28/2014 06:03 PM   
[quote="bo3b"][quote="Ferry"]Sorry for my bad English ... Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?[/quote]No, just drop in the .txt file. The .bin are created automatically as a cache. [/quote] Alright... Thanks for clearing that up ! Shall see if that works...
bo3b said:
Ferry said:Sorry for my bad English ...
Helifax posted this 89c2d0b1659cd57d-ps_replace.txt.jpg

I renamed to txt and placed in the Shaderfixes map,but I'm almost sure I also need a 89c2d0b1659cd57d-ps_replace.bin right ?
No, just drop in the .txt file. The .bin are created automatically as a cache.




Alright...
Thanks for clearing that up !
Shall see if that works...

Intel I7 3820 3.8 Ghz,MSI MS7760 Motherboard, 6GB )2x MSI GTX670 (SLI),OCZ Vertex 230Gb SSD,OCZ Agility 120Gb SSD, Asus 3D VG278HR ,Optoma HD67 3D DLP Beamer with 95inch 2.5 gain screen.

Posted 10/28/2014 07:47 PM   
[quote="Bronte"][quote="mike_ar69] Two things: (a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work? (b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop). [/quote] Is this something I can do with just the current fix installed in the game folder?[/quote]Yep, you can just drop in files to the folder, and change the .ini for the current fix. It's all compatible. I have found the blood pool and tried that out for Mike. Not quite right yet.
Bronte said:
mike_ar69 said:
Two things:
(a) I have attached the fixed shaders for blood, can you put them in the ShaderFixes folder and check that they work?
(b) In your dxd3.ini file, set "shaderhunting = 1", then when you get to the decal, keep pressing NUM-5 until it disappears, then press NUM-6. This should beep and put the VS shader in the ShaderFixes folder. If you could then append ".jpg" to it and upload it here I can have a look at it. Also, if you can do the same for a pixel shader (PS) by pressing NUM-2 until it disappears and then press NUM-3 to save it. There may be more than one PS which 'contributes' to the decal rendering, so if you can keep doing this and saving all PS that make the decal disappear (eventually you will get a "bump" sound instead of a "beep" which means you have already saved that shader and you know you can stop).

Is this something I can do with just the current fix installed in the game folder?
Yep, you can just drop in files to the folder, and change the .ini for the current fix. It's all compatible.

I have found the blood pool and tried that out for Mike. Not quite right yet.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 10/28/2014 10:35 PM   
Fixed now I think. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/62054/[/img]
Fixed now I think.

Image

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 10/29/2014 02:22 AM   
Thanks boys for all work and trying to look for the perfect fix.
Thanks boys for all work and trying to look for the perfect fix.

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

Posted 10/29/2014 02:42 PM   
[quote="mike_ar69"]Fixed now I think. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/62054/[/img][/quote] Yes, looks good. Poor guy.
mike_ar69 said:Fixed now I think.

Image


Yes, looks good. Poor guy.

Posted 10/29/2014 04:09 PM   
so, 0.97 is not final fix ?
so, 0.97 is not final fix ?

Posted 10/29/2014 05:17 PM   
Not quite yet, no.
Not quite yet, no.

Posted 10/29/2014 05:32 PM   
thats good. i'll wait, the first encounter and death in the hospital was quite frightening. he got me and i quit
thats good. i'll wait, the first encounter and death in the hospital was quite frightening. he got me and i quit

Posted 10/29/2014 06:30 PM   
@Bronte (or others): if you can provide us with a game save that is close to the decal on the wall glitch, we'll fix that too. No spoiler save if possible. If we can fix that glitch too, it sounds like maybe we are close enough to a final version to create one this weekend.
@Bronte (or others): if you can provide us with a game save that is close to the decal on the wall glitch, we'll fix that too. No spoiler save if possible.

If we can fix that glitch too, it sounds like maybe we are close enough to a final version to create one this weekend.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 10/29/2014 09:28 PM   
[quote="bo3b"]@Bronte (or others): if you can provide us with a game save that is close to the decal on the wall glitch, we'll fix that too. No spoiler save if possible. If we can fix that glitch too, it sounds like maybe we are close enough to a final version to create one this weekend.[/quote] Here is a capture of the incorrect wall damage...
bo3b said:@Bronte (or others): if you can provide us with a game save that is close to the decal on the wall glitch, we'll fix that too. No spoiler save if possible.

If we can fix that glitch too, it sounds like maybe we are close enough to a final version to create one this weekend.


Here is a capture of the incorrect wall damage...
Attachments

DamagedWall.png

Posted 10/30/2014 02:15 AM   
  19 / 31    
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