Kentucky Route Zero - Great in 3d
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Looks great, no broken shaders (so far, I'm pretty early in). I wouldn't expect any problems down the track, as it's a very simple looking game. It toyifies wonderfully. Great game, too. (Short, but it's episodic with more to come, free to everyone who buys the game). The only issue is it's a point and click adventure game, and the mouse cursor doesn't appear at depth. EDIT: The interface is also a problem (renders at screen depth), and requires a fairly severe drop to depth and/or convergence to become usable. Also, you need to switch 3d off in the map screens, or you'll just have a black screen. Can anyone help me fix it?
Looks great, no broken shaders (so far, I'm pretty early in). I wouldn't expect any problems down the track, as it's a very simple looking game. It toyifies wonderfully. Great game, too. (Short, but it's episodic with more to come, free to everyone who buys the game). The only issue is it's a point and click adventure game, and the mouse cursor doesn't appear at depth.

EDIT: The interface is also a problem (renders at screen depth), and requires a fairly severe drop to depth and/or convergence to become usable. Also, you need to switch 3d off in the map screens, or you'll just have a black screen.

Can anyone help me fix it?

#1
Posted 04/17/2013 05:42 PM   
Bump.
Bump.

#2
Posted 04/18/2013 01:42 PM   
I've had my eye on this one, looks interesting. That's cool that it looks great in 3D, you should attach a few screenshots to your post to give everyone an idea of how it looks. I figured out how to make that script I was working on only use temporary text files and not temporarily renaming actual files, as a plus it's much more compatible with symbols in filename. No idea on how to fix the cursor though.
I've had my eye on this one, looks interesting. That's cool that it looks great in 3D, you should attach a few screenshots to your post to give everyone an idea of how it looks.

I figured out how to make that script I was working on only use temporary text files and not temporarily renaming actual files, as a plus it's much more compatible with symbols in filename.

No idea on how to fix the cursor though.
#3
Posted 04/18/2013 02:12 PM   
I can't post screens right now (connected via HDMI for Tridef), but I'll get to it in the next day or two. Helix was able to patch in a stereoscopic reticule for Dishonored, could a similar technique be applied here?
I can't post screens right now (connected via HDMI for Tridef), but I'll get to it in the next day or two. Helix was able to patch in a stereoscopic reticule for Dishonored, could a similar technique be applied here?

#4
Posted 04/18/2013 03:03 PM   
Having played a bit more, the interface elements are definitely problematic. Especially at higher convergence, they can really make it hard to play - though lower convergence makes for a reasonable experience too - but you lose the toyification. Screenshots incoming.
Having played a bit more, the interface elements are definitely problematic. Especially at higher convergence, they can really make it hard to play - though lower convergence makes for a reasonable experience too - but you lose the toyification. Screenshots incoming.

#5
Posted 04/19/2013 01:14 PM   
Screens! [url]http://photos.3dvisionlive.com/Pirateguybrush/album/517141cd5ec3468015000077/[/url]

#6
Posted 04/19/2013 01:27 PM   
So this needs one or two things to be great. Option 1: Stereoscopic interface. Both mouse cursor and interaction dialogue bubbles to appear at correct distance from screen. This may be tricky, but the best solution. Option 2: Fixed depth interface elements, adjustable by pressing a key. Probably pretty simple to do. But I don't know how to do them myself. If I track down the shaders, can someone please help me fix them?
So this needs one or two things to be great.

Option 1: Stereoscopic interface. Both mouse cursor and interaction dialogue bubbles to appear at correct distance from screen. This may be tricky, but the best solution.

Option 2: Fixed depth interface elements, adjustable by pressing a key. Probably pretty simple to do.

But I don't know how to do them myself. If I track down the shaders, can someone please help me fix them?

#7
Posted 05/15/2013 03:58 PM   
You have 3D gaming ADHD too, don't you? Lo...squirrel! :D
You have 3D gaming ADHD too, don't you? Lo...squirrel! :D
#8
Posted 05/15/2013 05:51 PM   
Well as much as I enjoy L4D2, I was really only trying to fix it so I could have the experience of trying. I'd like to see if I can pick up a few helpful skills, so I'm looking for ways to learn :)
Well as much as I enjoy L4D2, I was really only trying to fix it so I could have the experience of trying. I'd like to see if I can pick up a few helpful skills, so I'm looking for ways to learn :)

#9
Posted 05/15/2013 06:00 PM   
We need a 3D Vision HeliX Mod workshop, like the Lowe's and Home Depot ones I bring the kid to. Ok, listen up! Today we're going to [s]build a planter[/s] fix a problematic shader using the HeliX Mod debug.dll kiddies. :D
We need a 3D Vision HeliX Mod workshop, like the Lowe's and Home Depot ones I bring the kid to. Ok, listen up! Today we're going to build a planter fix a problematic shader using the HeliX Mod debug.dll kiddies. :D
#10
Posted 05/15/2013 06:12 PM   
@Pirateguybrush, in the helixmod thread, page 10, #141... you can read an explanation by Helix...the first code is normally used for Crosshairs, HUD and UI. And the second code, for example, it's the one i use in Dead Island Riptide to put effects in the correct depth (correct position) [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/10/[/url] Search for shader and try the first code... post your results.
@Pirateguybrush, in the helixmod thread, page 10, #141... you can read an explanation by Helix...the first code is normally used for Crosshairs, HUD and UI. And the second code, for example, it's the one i use in Dead Island Riptide to put effects in the correct depth (correct position)

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/10/

Search for shader and try the first code... post your results.

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#11
Posted 05/15/2013 08:29 PM   
Yep, now you've got the basics down of loading debug dll, and finding the problematic shader. We can help you try to patch the code, but we need to see what it looks like first. In general, fixing the HUD is usually easy enough to plug in the fix that DHR points to. It moves the vertexes depth. This is the part I mentioned where you can use a magic formula/recipe that you don't necessarily understand, but can still get it to work. [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653617/#3653617[/url] Unless something is really odd with this one, you definitely should be able to fix it.
Yep, now you've got the basics down of loading debug dll, and finding the problematic shader. We can help you try to patch the code, but we need to see what it looks like first.

In general, fixing the HUD is usually easy enough to plug in the fix that DHR points to. It moves the vertexes depth. This is the part I mentioned where you can use a magic formula/recipe that you don't necessarily understand, but can still get it to work.

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653617/#3653617

Unless something is really odd with this one, you definitely should be able to fix it.

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#12
Posted 05/15/2013 11:21 PM   
[quote="TsaebehT"]We need a 3D Vision HeliX Mod workshop, like the Lowe's and Home Depot ones I bring the kid to. Ok, listen up! Today we're going to [s]build a planter[/s] fix a problematic shader using the HeliX Mod debug.dll kiddies. :D[/quote]I've thought several times about doing some sort of tutorial. What format seems right? Written, screen cast video? Not sure I'll get to it of course, but I'd like to add what I can.
TsaebehT said:We need a 3D Vision HeliX Mod workshop, like the Lowe's and Home Depot ones I bring the kid to. Ok, listen up! Today we're going to build a planter fix a problematic shader using the HeliX Mod debug.dll kiddies. :D
I've thought several times about doing some sort of tutorial. What format seems right? Written, screen cast video? Not sure I'll get to it of course, but I'd like to add what I can.

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

#13
Posted 05/15/2013 11:24 PM   
Both, if possible. A written guide is excellent for leaving open on your second monitor while you're working on something, and a video can demonstrate things more clearly than a written guide. As for KRZ, thanks for the help - I'll look at it tonight.
Both, if possible. A written guide is excellent for leaving open on your second monitor while you're working on something, and a video can demonstrate things more clearly than a written guide. As for KRZ, thanks for the help - I'll look at it tonight.

#14
Posted 05/16/2013 12:58 AM   
So my experiments have helped me discover the shader for the mouse pointer, and for the text parts of the interface. As seen on my screens, the interface bubbles have the "bubble", text, and a symbol. There's only about 100 vertex and 100 pixel shaders, and none of them get rid of the icon or bubble. Perhaps they don't have shaders somehow? Anyway, experimenting with it makes me thing it's worth just dialing back the depth a bit so the distance between the interface and world isn't so dramatic, and keeping convergence at a level where everything stays behind the interface bubbles. You lose the toyification effect, but it still looks great. Great game, too.
So my experiments have helped me discover the shader for the mouse pointer, and for the text parts of the interface. As seen on my screens, the interface bubbles have the "bubble", text, and a symbol. There's only about 100 vertex and 100 pixel shaders, and none of them get rid of the icon or bubble. Perhaps they don't have shaders somehow? Anyway, experimenting with it makes me thing it's worth just dialing back the depth a bit so the distance between the interface and world isn't so dramatic, and keeping convergence at a level where everything stays behind the interface bubbles. You lose the toyification effect, but it still looks great.

Great game, too.

#15
Posted 05/16/2013 12:59 PM   
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