flugan.net request thread
  3 / 3    
If there is any way to change some parameter/s to adjust the depth of the first person weapons on Borderlands 2, i'd love it. However because im the only one i saw mentioning that AND im not going to be able to use my 3D display till spring next year if i'm lucky i ask that you put that request in a deep dark hole somewhere.
If there is any way to change some parameter/s to adjust the depth of the first person weapons on Borderlands 2, i'd love it. However because im the only one i saw mentioning that AND im not going to be able to use my 3D display till spring next year if i'm lucky i ask that you put that request in a deep dark hole somewhere.

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

#31
Posted 08/29/2015 06:02 AM   
Good request Libertine, I will look into it at some point. No promises that I'm able to fix it. I will probably take a peek at the problem very soon. The time between such a peek and a solution I expect to be long.
Good request Libertine, I will look into it at some point. No promises that I'm able to fix it.

I will probably take a peek at the problem very soon. The time between such a peek and a solution I expect to be long.

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

#32
Posted 08/29/2015 07:28 AM   
hold on. you guys fixed portal 2? does that mean you can also fix HL2 and the episodes? I thought it was impossible! that would be huge. HL2 has got to be the single biggest game that we don't have working.
hold on. you guys fixed portal 2? does that mean you can also fix HL2 and the episodes? I thought it was impossible! that would be huge. HL2 has got to be the single biggest game that we don't have working.

#33
Posted 08/29/2015 11:59 PM   
[quote="Flugan"]What should be the purpose of another DX9 wrapper. One benefit should be taking advantage of open source. My project started as closed source projects and became GPL3 with the inclusion Nektra in-proc hooks.[/quote]The reason I want an open source DX9 wrapper is because with Helix Mod, when I hit a limitation, bug or other problem I'm stuck with it and have to find a way to work around it or live with it - and this isn't hypothetical, I hit these sort of issues all the time. If Helix Mod were open source I wouldn't have to work around it - I would have the power to improve the wrapper myself to fix it properly. This is the reason that I've contributed around 5000 lines of code to 3DMigoto so far this year and continue to actively contribute to it. However - I can't deny that Helix Mod is *very* advanced and a new DX9 wrapper would have quite a lot of catch up to do before it's a realistic option to switch to. Unfortunately there isn't much low hanging fruit here (well maybe - hunting vertex shaders without crashing whenever the camera moves and the ability to reload NEW shaders without restarting would be a tremendous workflow improvement). The types of limitations I hit are in pretty advanced features, like the ability to filter copying matrices based on whether they are the identity matrix or not (could make Unity games easier to fix), and copying different matrices based on the render target dimensions (need this for DreadOut, though my plan there is actually to force DX11 and use 3DMigoto), or take a look at this series of commits to work around a problem with my auto stereo crosshair in Montague's Mount, then to work around problems in the Helix Mod feature I used to address it: https://github.com/DarkStarSword/3d-fixes/commit/423bd52877a26a23feec0663a7236cb26169b33f https://github.com/DarkStarSword/3d-fixes/commit/44f9c797c3946ca395ffccafba1741f8ad2ba88a https://github.com/DarkStarSword/3d-fixes/commit/6462ce1c83af937339137e2cf948b90f91c7f427 https://github.com/DarkStarSword/3d-fixes/commit/05aa44eb363437f629878355facac32d1eb66a73 https://github.com/DarkStarSword/3d-fixes/commit/1ea50bca98610f253a153f45dca90e4e61d76d52 Needless to say - it's pretty important that most of the basic features work before I can consider using those advanced features. [quote]I have not taken particular advantage of open source and no one has asked to see the code. I expect things would open up if I transfer my code to GitHub. Or maybe not can't expect to know how many want to contribute and to what extent.[/quote]I think putting it on github would be worthwhile - I think the most healthy open source projects are the ones that do all their work in public. I have thought about asking for the code for your DX11 wrapper, but I don't have much reason to start contributing to it since I'm actively working on 3DMigoto, which either does what I need or I can make it, so I wouldn't be doing much more than just looking at the code out of curiosity - and I didn't want to inconvienience you since your current workflow seems to be working. I would still love to see it up on github though, when you get the time :) I would be a lot more likely to contribute to a new open source DX9 wrapper since we don't have an existing one, but I have limited time on my hands as it is so I am likely to continue using Helix Mod for most fixes until I can see that it looks like a good contendor. But I have already hit limitations in Helix Mod, and daresay I will again - and that may be enough to push me to spend some of my time working on your wrapper instead of fixing the games. It's not a sure thing though - I obtained permission from my work to contribute to Helifax' OpenGL wrapper when he released that, but I have yet to contribute even a single line of code to it because I just haven't been involved with fixing any OpenGL games so far and my time has been spent elsewhere. I still have every intention of contributing to it though... someday. But I'm not the only developer in this world, and releasing the code on github might well get you interest from others, even if it is quite a while after the initial release (3DMigoto was out for the better part of a year before I started contributing to it). I would say - if/when you do get someone else interested in contributing, it is pretty important to make it easy for them to do so - be responsive to communications, respond to pull requests in a timely manner, etc. I've walked away from projects that made it too difficult to get involved, or never responded to a bug fix - my time is valuable and I've got plenty of other things to do. For example, I find 3DMigoto very easy to contribute - I sent a pull request to Bo3b, which he responded to quickly and even granted my direct commit access, so getting my work in is easy. We both have an idea of what each of us is working on so we don't step on each others toes (and git is pretty good at merging code when we do), we review each other's code and discuss any larger or more controversial work that needs to be done - I'd rate 3DMigoto as a very healthy open source project, even though it only has two currently active developers. It's also a perfect example of the advantage open source has to continue a project even if the original author is unable to continue working on it. Cheers, -Ian
Flugan said:What should be the purpose of another DX9 wrapper. One benefit should be taking advantage of open source. My project started as closed source projects and became GPL3 with the inclusion Nektra in-proc hooks.
The reason I want an open source DX9 wrapper is because with Helix Mod, when I hit a limitation, bug or other problem I'm stuck with it and have to find a way to work around it or live with it - and this isn't hypothetical, I hit these sort of issues all the time. If Helix Mod were open source I wouldn't have to work around it - I would have the power to improve the wrapper myself to fix it properly. This is the reason that I've contributed around 5000 lines of code to 3DMigoto so far this year and continue to actively contribute to it.

However - I can't deny that Helix Mod is *very* advanced and a new DX9 wrapper would have quite a lot of catch up to do before it's a realistic option to switch to. Unfortunately there isn't much low hanging fruit here (well maybe - hunting vertex shaders without crashing whenever the camera moves and the ability to reload NEW shaders without restarting would be a tremendous workflow improvement).

The types of limitations I hit are in pretty advanced features, like the ability to filter copying matrices based on whether they are the identity matrix or not (could make Unity games easier to fix), and copying different matrices based on the render target dimensions (need this for DreadOut, though my plan there is actually to force DX11 and use 3DMigoto), or take a look at this series of commits to work around a problem with my auto stereo crosshair in Montague's Mount, then to work around problems in the Helix Mod feature I used to address it:

https://github.com/DarkStarSword/3d-fixes/commit/423bd52877a26a23feec0663a7236cb26169b33f

https://github.com/DarkStarSword/3d-fixes/commit/44f9c797c3946ca395ffccafba1741f8ad2ba88a

https://github.com/DarkStarSword/3d-fixes/commit/6462ce1c83af937339137e2cf948b90f91c7f427

https://github.com/DarkStarSword/3d-fixes/commit/05aa44eb363437f629878355facac32d1eb66a73

https://github.com/DarkStarSword/3d-fixes/commit/1ea50bca98610f253a153f45dca90e4e61d76d52


Needless to say - it's pretty important that most of the basic features work before I can consider using those advanced features.

I have not taken particular advantage of open source and no one has asked to see the code.

I expect things would open up if I transfer my code to GitHub. Or maybe not can't expect to know how many want to contribute and to what extent.
I think putting it on github would be worthwhile - I think the most healthy open source projects are the ones that do all their work in public. I have thought about asking for the code for your DX11 wrapper, but I don't have much reason to start contributing to it since I'm actively working on 3DMigoto, which either does what I need or I can make it, so I wouldn't be doing much more than just looking at the code out of curiosity - and I didn't want to inconvienience you since your current workflow seems to be working. I would still love to see it up on github though, when you get the time :)

I would be a lot more likely to contribute to a new open source DX9 wrapper since we don't have an existing one, but I have limited time on my hands as it is so I am likely to continue using Helix Mod for most fixes until I can see that it looks like a good contendor. But I have already hit limitations in Helix Mod, and daresay I will again - and that may be enough to push me to spend some of my time working on your wrapper instead of fixing the games.

It's not a sure thing though - I obtained permission from my work to contribute to Helifax' OpenGL wrapper when he released that, but I have yet to contribute even a single line of code to it because I just haven't been involved with fixing any OpenGL games so far and my time has been spent elsewhere. I still have every intention of contributing to it though... someday.

But I'm not the only developer in this world, and releasing the code on github might well get you interest from others, even if it is quite a while after the initial release (3DMigoto was out for the better part of a year before I started contributing to it).

I would say - if/when you do get someone else interested in contributing, it is pretty important to make it easy for them to do so - be responsive to communications, respond to pull requests in a timely manner, etc. I've walked away from projects that made it too difficult to get involved, or never responded to a bug fix - my time is valuable and I've got plenty of other things to do.

For example, I find 3DMigoto very easy to contribute - I sent a pull request to Bo3b, which he responded to quickly and even granted my direct commit access, so getting my work in is easy. We both have an idea of what each of us is working on so we don't step on each others toes (and git is pretty good at merging code when we do), we review each other's code and discuss any larger or more controversial work that needs to be done - I'd rate 3DMigoto as a very healthy open source project, even though it only has two currently active developers. It's also a perfect example of the advantage open source has to continue a project even if the original author is unable to continue working on it.

Cheers,
-Ian

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

#34
Posted 08/30/2015 05:52 AM   
[quote="Anisotonic"]hold on. you guys fixed portal 2? does that mean you can also fix HL2 and the episodes? I thought it was impossible! that would be huge. HL2 has got to be the single biggest game that we don't have working.[/quote] I'm using Avatar profile - removed ingame crosshair in cfg.file - and using Nvidia lasersight. As far I know - The only issue left is the skybox depht. If anybody can fix that - I think a lot of 3D gamers will be very happy :D
Anisotonic said:hold on. you guys fixed portal 2? does that mean you can also fix HL2 and the episodes? I thought it was impossible! that would be huge. HL2 has got to be the single biggest game that we don't have working.


I'm using Avatar profile - removed ingame crosshair in cfg.file - and using Nvidia lasersight.
As far I know - The only issue left is the skybox depht.

If anybody can fix that - I think a lot of 3D gamers will be very happy :D

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#35
Posted 08/30/2015 09:26 AM   
[quote]I'm using Avatar profile - removed ingame crosshair in cfg.file - and using Nvidia lasersight. As far I know - The only issue left is the skybox depht. If anybody can fix that - I think a lot of 3D gamers will be very happy :D[/quote] I seem to remember that no matter what I did, going underwater then coming back up would screw up the water reflections shader for good until game restart. does the avatar profile fix that?
I'm using Avatar profile - removed ingame crosshair in cfg.file - and using Nvidia lasersight.
As far I know - The only issue left is the skybox depht.

If anybody can fix that - I think a lot of 3D gamers will be very happy :D


I seem to remember that no matter what I did, going underwater then coming back up would screw up the water reflections shader for good until game restart. does the avatar profile fix that?

#36
Posted 08/30/2015 07:49 PM   
Sorry - you're right - under Water breaks it... I just alt+tab and back Again, no big deal :) The Avatar profile fixes indoor lightsources and moves them to depht...
Sorry - you're right - under Water breaks it... I just alt+tab and back Again, no big deal :)
The Avatar profile fixes indoor lightsources and moves them to depht...

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#37
Posted 08/30/2015 08:18 PM   
  3 / 3    
Scroll To Top