ok, that means you are missing some files that are part of rs5-extractor. Probably the easiest way to get them is to download my whole miasmata-fixes repository in zip form:
https://github.com/DarkStarSword/miasmata-fixes/archive/master.zip
ok, that means you are missing some files that are part of rs5-extractor. Probably the easiest way to get them is to download my whole miasmata-fixes repository in zip form:
Ok, no matter what texture I add to the game, I get a black screen saying "created by joe and bob johnson" and that's it. The game doesn't get to the save select menu. Reinstalling it makes it work again.
I tried DXT5 and DXT1 and even the original unedited textures themselves. It shows the [code]rs5-extractor.py -f main.rs5 -a main/TEX/J2/Note_A1
Adding chunks from main/TEX/J2/Note_A1...
01-HEAD
02-DATA.dds
Writing central directory...
Writing RS5 header...
RS5 Written[/code]
Not sure what to do now.
Ok, no matter what texture I add to the game, I get a black screen saying "created by joe and bob johnson" and that's it. The game doesn't get to the save select menu. Reinstalling it makes it work again.
I tried DXT5 and DXT1 and even the original unedited textures themselves. It shows the
rs5-extractor.py -f main.rs5 -a main/TEX/J2/Note_A1
Adding chunks from main/TEX/J2/Note_A1...
01-HEAD
02-DATA.dds
Writing central directory...
Writing RS5 header...
RS5 Written
That's odd, I can't think of a reason that adding an unmodified texture from the game back into it wouldn't work.
Do you have any problems with the community patch or French translation? Both of those modify the textures in main.rs5 in much the same way so if they work I'm not sure why you would be hitting this issue.
I just tried these command lines on windows and they worked (other than a problem extracting "TEX\Rock_Set2_Moss ", which I've pushed up a fix for):
[code]
C:\Users\dss>c:\Python27\python.exe c:\cygwin\home\dss\miasmata-fixes\rs5-extractor.py -f c:\Steam\SteamApps\common\Miasmata\main.rs5 -x --chunks --filter IMAG
C:\Users\dss>c:\Python27\python.exe c:\cygwin\home\dss\miasmata-fixes\rs5-extractor.py -f c:\Steam\SteamApps\common\Miasmata\main.rs5 -a main\TEX\J2\Note_A1
[/code]
My best guess is that the texture inside the main.rs5 file is becoming corrupted somehow, or perhaps the central directory in the main.rs5 has been messed up, but I'm not sure how this would happen.
Can you use a main.rs5 where you have added an unmodified texture back into it and where you are hitting this issue, then download the latest miasmata-fixes repository (same URL as before, has a few minor fixes) and run these commands then send me the resulting analysis.txt, holes.txt, checksums.txt and chunks.txt:
[code]
rs5-extractor.py -f main.rs5 --analyse > analysis.txt
rs5-extractor.py -f main.rs5 --list-holes > holes.txt
rs5-extractor.py -f main.rs5 --sha1 > checksums.txt
rs5-extractor.py -f main.rs5 --list-chunks > chunks.txt
[/code]
I do know of a few situations where Miasmata will crash on launch when modding it's files, such as when an extra .rs5 file exists that either has a filename starting with E-Z, or contains certain types of files (such as textures). It's for this reason that we mod the main.rs5 file directly for everything except the environment database, and the reason I ship mods with the ".rs5mod" extension instead of ".rs5" (they are just .rs5 files with a bit of extra metadata, but using a different extension stops the game looking at them if someone were to copy them into the game directory).
It might be worth deleting the alocalmod.rs5 file created when the community patch was installed - it only overrides the game's environment database and no one else has had an issue with it so far, but it's worth trying just in case.
That's odd, I can't think of a reason that adding an unmodified texture from the game back into it wouldn't work.
Do you have any problems with the community patch or French translation? Both of those modify the textures in main.rs5 in much the same way so if they work I'm not sure why you would be hitting this issue.
I just tried these command lines on windows and they worked (other than a problem extracting "TEX\Rock_Set2_Moss ", which I've pushed up a fix for):
C:\Users\dss>c:\Python27\python.exe c:\cygwin\home\dss\miasmata-fixes\rs5-extractor.py -f c:\Steam\SteamApps\common\Miasmata\main.rs5 -a main\TEX\J2\Note_A1
My best guess is that the texture inside the main.rs5 file is becoming corrupted somehow, or perhaps the central directory in the main.rs5 has been messed up, but I'm not sure how this would happen.
Can you use a main.rs5 where you have added an unmodified texture back into it and where you are hitting this issue, then download the latest miasmata-fixes repository (same URL as before, has a few minor fixes) and run these commands then send me the resulting analysis.txt, holes.txt, checksums.txt and chunks.txt:
I do know of a few situations where Miasmata will crash on launch when modding it's files, such as when an extra .rs5 file exists that either has a filename starting with E-Z, or contains certain types of files (such as textures). It's for this reason that we mod the main.rs5 file directly for everything except the environment database, and the reason I ship mods with the ".rs5mod" extension instead of ".rs5" (they are just .rs5 files with a bit of extra metadata, but using a different extension stops the game looking at them if someone were to copy them into the game directory).
It might be worth deleting the alocalmod.rs5 file created when the community patch was installed - it only overrides the game's environment database and no one else has had an issue with it so far, but it's worth trying just in case.
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
Alright, from the analysis.txt, the hand texture I re-added is a little different.
Normal[code]0x0e5275a9 - 0x0e588da9 | IMAG 30080000000 1398576 1 1 | TEX\Hand | compressed_size: 399361 | size: 1398576[/code]
Same texture re-added:
[code]0x9513e76a - 0x9519ff6a | IMAG 30080000000 1398576 1 1 | TEX\Hand | compressed_size: 399361 | size: 1398576[/code]
From the holes analysis, here are lines 615-617.
Normal:
[code]0e4af5b0:0e5275a9 TEX\Guy_YoungerWorker
0e5275a9:0e588daa TEX\Hand
0e588daa:0e58928d creature\path_bitblock_13_6[/code]
Same texture re-added:
[code]0e4af5b0:0e5275a9 TEX\Guy_YoungerWorker
<-- HOLE: 399361 bytes -->
0e588daa:0e58928d creature\path_bitblock_13_6[/code]
But here are lines 139307-139312:
Normal:
[code]<-- HOLE: 57033852 bytes -->
940996da:9513e76a creature
Total space wasted by holes: 100093667 bytes[/code]
Same texture re-added:
[code]<-- HOLE: 57033852 bytes -->
940996da:9513e76a creature
9513e76a:9519ff6b TEX\Hand
9519ff6b:9648b40b <CENTRAL DIRECTORY>
Total space wasted by holes: 122513124 bytes[/code]
Chunks and checksums exactly the same.
Interesting... What version of Miasmata are you running? In the current version on Steam the holes analysis shows a whole bunch more files at the end of the archive after creature:
[code]
<-- HOLE: 13760 bytes -->
940996da:9513e76a creature
9513e76a:96b4cadd cterr_hmap
96b4cadd:96b58797 cterr0651204544
96b58797:96b64b0f cterr0653764352
... many more ...
97a63095:97a6cae7 cterr0879367680
97a6cae7:97a79169 cterr0678087936
97a79169:97a82934 cterr0879367936
<-- HOLE: 27161520 bytes -->
99469ce4:9a1c7505 TEX\terr_normal2048
Total space wasted by holes: 44657168 bytes
[/code]
If you are on an old version that might explain why those resources aren't there (they might just be elsewhere in the archive), but if my tool has somehow lost them that could well be the cause of the problem. One question - what was the original filesize of the main.rs5 before modifying it?
Otherwise your output looks like what I expect - when you added the texture back into the archive it moved from it's original location to the end, which is what the tool is supposed to do (it will only fill in a hole that it itself created, and only if undo metadata has been added first).
One more thing to try - start with a completely unmodified main.rs5 and name it main.rs5.orig, then run this command to remove all the holes and zero out all data believed to be stack garbage - effectively defragmenting the archive, but it will also prove whether the game is able to read an rs5 archive written by the tool:
[code]
rs5-archive.py -f main.rs5.orig --repack main.rs5
[/code]
Interesting... What version of Miasmata are you running? In the current version on Steam the holes analysis shows a whole bunch more files at the end of the archive after creature:
If you are on an old version that might explain why those resources aren't there (they might just be elsewhere in the archive), but if my tool has somehow lost them that could well be the cause of the problem. One question - what was the original filesize of the main.rs5 before modifying it?
Otherwise your output looks like what I expect - when you added the texture back into the archive it moved from it's original location to the end, which is what the tool is supposed to do (it will only fill in a hole that it itself created, and only if undo metadata has been added first).
One more thing to try - start with a completely unmodified main.rs5 and name it main.rs5.orig, then run this command to remove all the holes and zero out all data believed to be stack garbage - effectively defragmenting the archive, but it will also prove whether the game is able to read an rs5 archive written by the tool:
rs5-archive.py -f main.rs5.orig --repack main.rs5
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
ok, I've managed to reproduce this issue using the old v2.0.0.4 from GoG - I need to track down which HDD I have the installer on to get a vanilla main.rs5 and see what's wrong.
ok, I've managed to reproduce this issue using the old v2.0.0.4 from GoG - I need to track down which HDD I have the installer on to get a vanilla main.rs5 and see what's wrong.
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
Yep, I'm using the older version but I can't see that being a problem. I've repacked it and same error shows up. After the intro video, it's stuck at a black screen saying made by bob and john johnson.
Yep, I'm using the older version but I can't see that being a problem. I've repacked it and same error shows up. After the intro video, it's stuck at a black screen saying made by bob and john johnson.
Would you believe - it seems to be somehow related to the timestamp on the file
If I run this before launching the game it works (this is a cygwin command):
[code]touch -d '16 Feb 2015 4:05AM' main.rs5[/code]
But if I run this it fails:
[code]touch -d '16 Feb 2015 4:06AM' main.rs5[/code]
Some kind of safety to prevent the devs running the game while it was being built is my best guess - that's just strange :-/
I can add a hack to rs5-extractor to change the timestamp after writing it
Download it again and see if it works any better - it now forces the timestamp to 16 Feb 2015 4:05AM in whatever your local timezone is whenever it writes the file.
I have no idea if this is timezone specific or what the requirements are - if you find it still doesn't work for you, play with the fake_time tuple in do_timestamp_workaround() in rs5archive.py and report back with your findings
Download it again and see if it works any better - it now forces the timestamp to 16 Feb 2015 4:05AM in whatever your local timezone is whenever it writes the file.
I have no idea if this is timezone specific or what the requirements are - if you find it still doesn't work for you, play with the fake_time tuple in do_timestamp_workaround() in rs5archive.py and report back with your findings
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
Well then, for my game it worked when I used some bulk renamer to set the modified date to november 27, 2012. But it becomes irrelevant when I updated the game and your fix worked and now it finally gets almost 60 fps.
So all of that effort later, I find out that it downsamples the original image. So it would accept the bigger image but would downsample it back to previous dimensions. Sigh. Oh well, at least now I won't get eye strain while playing the stuttery old version.
Thanks for your help DarkStar.
Well then, for my game it worked when I used some bulk renamer to set the modified date to november 27, 2012. But it becomes irrelevant when I updated the game and your fix worked and now it finally gets almost 60 fps.
So all of that effort later, I find out that it downsamples the original image. So it would accept the bigger image but would downsample it back to previous dimensions. Sigh. Oh well, at least now I won't get eye strain while playing the stuttery old version.
ok, that suggests that there might be something important in the 01-HEAD file related to resolution - I always meant to try to decode this file, but as it didn't turn out to be necessary for the French translation I never got around to it. I'll take a look and see if I can work anything out.
ok, that suggests that there might be something important in the 01-HEAD file related to resolution - I always meant to try to decode this file, but as it didn't turn out to be necessary for the French translation I never got around to it. I'll take a look and see if I can work anything out.
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
As far as I can tell it is accepting larger resolution textures without downsampling them - at least the couple I've tried (hands, Blackboard_YouAreBeingWatched) - I blew them up 400% (with interpolation = nearest so I could see the original pixels) then edited individual pixels saved them as DXT1 and tried both with and without mip-maps and was able to clearly see each pixel I had changed. I also tried both v2.0.0.4 and the Steam version of the game.
Which texture are you trying to replace where you are seeing it downsampled? It may be that the game downsamples some textures, but not the ones I tried (and maybe this is part of the data in the 01-HEAD file)?
It's probably a silly question, but I assume you have texture detail set to high?
Also, what are you using to edit the textures? One gotcha I found in the gimp was the dds plugin only saved the active layer as the image, so I always had to flatten the whole image before exporting it as dds. Also - I never imported mip-maps since the plugin can generate new ones when exporting.
As far as I can tell it is accepting larger resolution textures without downsampling them - at least the couple I've tried (hands, Blackboard_YouAreBeingWatched) - I blew them up 400% (with interpolation = nearest so I could see the original pixels) then edited individual pixels saved them as DXT1 and tried both with and without mip-maps and was able to clearly see each pixel I had changed. I also tried both v2.0.0.4 and the Steam version of the game.
Which texture are you trying to replace where you are seeing it downsampled? It may be that the game downsamples some textures, but not the ones I tried (and maybe this is part of the data in the 01-HEAD file)?
It's probably a silly question, but I assume you have texture detail set to high?
Also, what are you using to edit the textures? One gotcha I found in the gimp was the dds plugin only saved the active layer as the image, so I always had to flatten the whole image before exporting it as dds. Also - I never imported mip-maps since the plugin can generate new ones when exporting.
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
Ah, it was a mistake on my end, I just underestimated how low res the hand textures were originally that quadrupling them still wasn't enough for my tastes.
On a side note: making textures is way harder than I expected.
Btw, my cpu rests at around 60% and gpu around 50% yet I'm only getting 50 fps. Turning down some settings helps but what else could be the bottleneck? I'm running it off my SSD too.
Ah, it was a mistake on my end, I just underestimated how low res the hand textures were originally that quadrupling them still wasn't enough for my tastes.
On a side note: making textures is way harder than I expected.
Btw, my cpu rests at around 60% and gpu around 50% yet I'm only getting 50 fps. Turning down some settings helps but what else could be the bottleneck? I'm running it off my SSD too.
If you're still on v2.0.0.4 you might want to try a more recent version - I think I recall seeing a note about performance optimisations in one of the updates, and I do seem to have a slightly higher framerate in the Steam version. At the end of the day though, this just doesn't seem to be a very well optimised engine and I don't know of any magic bullets to improve that :(
The setting that probably makes the biggest difference to framerate is the water quality - not much difference between medium and high, but low quality disables the real time reflections which makes a significant difference to framerate. I don't recommend low quality water though - in addition to having flat reflections there are some issues on the Truman wall that surrounds the island in 3D - like the big black bar that appears on the horizon to the North.
You can use Miasmod to directly edit the settings in the saves.dat and alter the game's environment database and maybe there is something there that can improve things, but I don't know of anything offhand.
What do you use to monitor CPU + GPU usage? I tried MSI afterburner some time back but it caused a BSOD and I haven't tried anything else since then.
If you're still on v2.0.0.4 you might want to try a more recent version - I think I recall seeing a note about performance optimisations in one of the updates, and I do seem to have a slightly higher framerate in the Steam version. At the end of the day though, this just doesn't seem to be a very well optimised engine and I don't know of any magic bullets to improve that :(
The setting that probably makes the biggest difference to framerate is the water quality - not much difference between medium and high, but low quality disables the real time reflections which makes a significant difference to framerate. I don't recommend low quality water though - in addition to having flat reflections there are some issues on the Truman wall that surrounds the island in 3D - like the big black bar that appears on the horizon to the North.
You can use Miasmod to directly edit the settings in the saves.dat and alter the game's environment database and maybe there is something there that can improve things, but I don't know of anything offhand.
What do you use to monitor CPU + GPU usage? I tried MSI afterburner some time back but it caused a BSOD and I haven't tried anything else since then.
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
https://github.com/DarkStarSword/miasmata-fixes/archive/master.zip
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 tried DXT5 and DXT1 and even the original unedited textures themselves. It shows the
Not sure what to do now.
Do you have any problems with the community patch or French translation? Both of those modify the textures in main.rs5 in much the same way so if they work I'm not sure why you would be hitting this issue.
I just tried these command lines on windows and they worked (other than a problem extracting "TEX\Rock_Set2_Moss ", which I've pushed up a fix for):
My best guess is that the texture inside the main.rs5 file is becoming corrupted somehow, or perhaps the central directory in the main.rs5 has been messed up, but I'm not sure how this would happen.
Can you use a main.rs5 where you have added an unmodified texture back into it and where you are hitting this issue, then download the latest miasmata-fixes repository (same URL as before, has a few minor fixes) and run these commands then send me the resulting analysis.txt, holes.txt, checksums.txt and chunks.txt:
I do know of a few situations where Miasmata will crash on launch when modding it's files, such as when an extra .rs5 file exists that either has a filename starting with E-Z, or contains certain types of files (such as textures). It's for this reason that we mod the main.rs5 file directly for everything except the environment database, and the reason I ship mods with the ".rs5mod" extension instead of ".rs5" (they are just .rs5 files with a bit of extra metadata, but using a different extension stops the game looking at them if someone were to copy them into the game directory).
It might be worth deleting the alocalmod.rs5 file created when the community patch was installed - it only overrides the game's environment database and no one else has had an issue with it so far, but it's worth trying just in case.
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
Normal
Same texture re-added:
From the holes analysis, here are lines 615-617.
Normal:
Same texture re-added:
But here are lines 139307-139312:
Normal:
Same texture re-added:
Chunks and checksums exactly the same.
If you are on an old version that might explain why those resources aren't there (they might just be elsewhere in the archive), but if my tool has somehow lost them that could well be the cause of the problem. One question - what was the original filesize of the main.rs5 before modifying it?
Otherwise your output looks like what I expect - when you added the texture back into the archive it moved from it's original location to the end, which is what the tool is supposed to do (it will only fill in a hole that it itself created, and only if undo metadata has been added first).
One more thing to try - start with a completely unmodified main.rs5 and name it main.rs5.orig, then run this command to remove all the holes and zero out all data believed to be stack garbage - effectively defragmenting the archive, but it will also prove whether the game is able to read an rs5 archive written by the tool:
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
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
If I run this before launching the game it works (this is a cygwin command):
But if I run this it fails:
Some kind of safety to prevent the devs running the game while it was being built is my best guess - that's just strange :-/
I can add a hack to rs5-extractor to change the timestamp after writing it
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 have no idea if this is timezone specific or what the requirements are - if you find it still doesn't work for you, play with the fake_time tuple in do_timestamp_workaround() in rs5archive.py and report back with your findings
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
So all of that effort later, I find out that it downsamples the original image. So it would accept the bigger image but would downsample it back to previous dimensions. Sigh. Oh well, at least now I won't get eye strain while playing the stuttery old version.
Thanks for your help DarkStar.
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
Which texture are you trying to replace where you are seeing it downsampled? It may be that the game downsamples some textures, but not the ones I tried (and maybe this is part of the data in the 01-HEAD file)?
It's probably a silly question, but I assume you have texture detail set to high?
Also, what are you using to edit the textures? One gotcha I found in the gimp was the dds plugin only saved the active layer as the image, so I always had to flatten the whole image before exporting it as dds. Also - I never imported mip-maps since the plugin can generate new ones when exporting.
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
On a side note: making textures is way harder than I expected.
Btw, my cpu rests at around 60% and gpu around 50% yet I'm only getting 50 fps. Turning down some settings helps but what else could be the bottleneck? I'm running it off my SSD too.
The setting that probably makes the biggest difference to framerate is the water quality - not much difference between medium and high, but low quality disables the real time reflections which makes a significant difference to framerate. I don't recommend low quality water though - in addition to having flat reflections there are some issues on the Truman wall that surrounds the island in 3D - like the big black bar that appears on the horizon to the North.
You can use Miasmod to directly edit the settings in the saves.dat and alter the game's environment database and maybe there is something there that can improve things, but I don't know of anything offhand.
What do you use to monitor CPU + GPU usage? I tried MSI afterburner some time back but it caused a BSOD and I haven't tried anything else since then.
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