Pathfinder : Kingmaker
  2 / 4    
Just released: //not working this time [url]http://helixmod.blogspot.com/2018/10/pathfinder-kingmaker-3d-visionreadyfix.html[/url]

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#16
Posted 10/02/2018 07:47 PM   
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#17
Posted 01/11/2019 06:16 PM   
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#18
Posted 01/11/2019 08:10 PM   
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#19
Posted 01/15/2019 06:52 PM   
It was weird I was getting crash issues every few moments in the game when you originally fixed it and now it's gone and it's stable but broken obviously. I guess I will try and follow that change here and see how it goes.
It was weird I was getting crash issues every few moments in the game when you originally fixed it and now it's gone and it's stable but broken obviously. I guess I will try and follow that change here and see how it goes.

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#20
Posted 01/16/2019 12:38 PM   
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#21
Posted 01/16/2019 05:06 PM   
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#22
Posted 01/19/2019 06:36 PM   
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#23
Posted 01/20/2019 03:03 PM   
Sorry I didn't have a chance to check this thread last day or so. Save files for this game are a bit big so hopefully I can load it up here. This one is far enough into the game that the Kingdom is opened up, so a lot of different environments can be accessed. Rename to .rar and extract.
Sorry I didn't have a chance to check this thread last day or so.

Save files for this game are a bit big so hopefully I can load it up here.
This one is far enough into the game that the Kingdom is opened up, so a lot of different environments can be accessed.

Rename to .rar and extract.

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#24
Posted 01/21/2019 02:20 PM   
//skip this
//skip this

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

#25
Posted 01/26/2019 06:44 PM   
Thanks for your work losti. This game is one of the better western rpg's to come out for some time.
Thanks for your work losti. This game is one of the better western rpg's to come out for some time.

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
ASUS Turbo 2080TI
Samsung SSD 840Pro
ASUS Z97-WS3D
Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#26
Posted 01/26/2019 08:28 PM   
//skip this
//skip this

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#27
Posted 01/27/2019 07:34 PM   
[color=orange][b][size=XL]___________________under construction__________________[/size][/b][/color] --i have spent over 100 hrs. in the new fix and over 180 in total for this game....hence fucking take some minutes to read this description carefully and may return back here to read again if you run into problems and live with the things they are...-- [size=XL][b][color=green]New Fix Release: 04-02-2019[/color] [/b][/size] --working on the last stages here °_° finally fixed the fucking remaining HALO here !! //before [url=https://ibb.co/KzYDNS5][img]https://i.ibb.co/KzYDNS5/Kingmaker001-halo.png[/img][/url] //after [url=https://ibb.co/n7JwrbR][img]https://i.ibb.co/n7JwrbR/Kingmaker002-halo-Fixed.png[/img][/url] this night I have had an inspiration.....that I have tried...and the result was amazing!!! I fucking found a math formula behind the manual correction I have made for 6 convergence settings.....that enables me to calculate the correction value for different effects in dependency of the convergence. The result is amazing putting it into MS-Excel.... Really surprising... [url=https://ibb.co/SmGMndr][img]https://i.ibb.co/qgVcsW5/Unbenannt.png[/img][/url]
___________________under construction__________________

--i have spent over 100 hrs. in the new fix and over 180 in total for this game....hence fucking take some minutes to read this description carefully and may return back here to read again if you run into problems and live with the things they are...--


New Fix Release: 04-02-2019









--working on the last stages here °_°

finally fixed the fucking remaining HALO here !!

//before
Image

//after
Image


this night I have had an inspiration.....that I have tried...and the result was amazing!!! I fucking found a math formula behind the manual correction I have made for 6 convergence settings.....that enables me to calculate the correction value for different effects in dependency of the convergence. The result is amazing putting it into MS-Excel.... Really surprising...

Image

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

#28
Posted 01/28/2019 07:11 PM   
THIS was a fucking damn hard work and i have to thank DSS again for his support ref. his UNITY script and answer my stupid questions and of cause also masterotaku, he is present all the time for me !! THANK YOU mate !!!!! The release will have another day of delay....sorry i am out for today but: IT IS DONE ... its FINALLY FUCKING DONE!!!!!!!!! Ill release the fix tomorrow (04.02.2019) --- Its 3DV-Ready !!! Some Examples i am proud of .... DAMN THIS FEELS FUCKING GOOD ^^---- [code] //manual fix in dependency of convergence presets -- LOSTI --- HALO FIX and decal shadow things //remove halo --- texture dependend hash b6e8cf9b -- LOSTI if(tex_filter.x==2) { o0.x -= separation * (o0.w - convergence); } /////////////////skipped not needed anymore //else if(tex_filterCheck2.x==1.0) //{ //o0.x -= separation * (o0.w - convergence); //} //remove halo and fix decal / ambient shadow -- LOSTI --- scale corretion in dependency of the Y position of the screen else if(tex_filter.x==0) { //calculation for the 1st correction value r50.x=(-0.0192*(convergence*convergence))+(-8.1881*convergence)+808.82; //calculation for the 2nd correction value r50.y=(-0.0000115536*(r50.x*r50.x*r50.x))+(0.0203298669*(r50.x*r50.x))+(-10.6209994884*r50.x)+2071.4742042645; //calculation for the 1st halo fix value r50.z=(-0.0000014999*(convergence*convergence*convergence*convergence))+(0.0001151569*(convergence*convergence*convergence))+(-0.0031005477*(convergence*convergence))+(0.0231113459*convergence)+0.3881769350; //calculation for the 2nd halo fix value r50.w=(-0.0000001329*(convergence*convergence*convergence*convergence*convergence))+(0.0000162559*(convergence*convergence*convergence*convergence))+(-0.0007237979*(convergence*convergence*convergence))+(0.0143505380*(convergence*convergence))+(-0.1354406842*convergence)+0.8069801289; if(convergence>=36.00) { if(o0.y<-100.0) { //depth for cover shadow/decal shadow --- convergence 36.00 - Part 1 --- LOSTI o0.x -= separation * (o0.w - convergence); r50.x=490; o0.x -= separation * (o0.w - r50.x); //remove FUCKING HALO !!!! damn its working --- LOSTI --- convergence 36.00 - Part 1 v2.x += (separation*0.055)*v2.w; } else { //depth for cover shadow/decal shadow --- convergence 36.00 - Part 2 --- LOSTI o0.x -= separation * (o0.w - convergence); r50.x=390; o0.x -= separation * (o0.w - r50.x); //remove FUCKING HALO !!!! damn its working --- LOSTI --- convergence 36.00 Part 2 v2.x += (separation*0.03)*v2.w; } } if(convergence<36.0) { if(convergence>=8.58 && convergence<=33.00) { if(o0.y<-100.0) { //depth for cover shadow/decal shadow - Part 1 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.x); //remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI v2.x += (separation*r50.z)*v2.w; } else { //depth for cover shadow/decal shadow - Part 3 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.y); //remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI v2.x += (separation*r50.w)*v2.w; } } else if(convergence<8.58) { if(o0.y<-100.0) { //depth for cover shadow/decal shadow - Part 1 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.x*1.05); //remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI if(convergence<8.58 && convergence>6.50) { v2.x += (separation*r50.z)*v2.w; } else if(convergence<6.50) { v2.x += (separation*0.474)*v2.w; } } else { //depth for cover shadow/decal shadow - Part 3 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.y); //remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI if(convergence<8.58 && convergence>7.20) { v2.x += (separation*r50.w)*v2.w; } if(convergence<=7.20) { v2.x += (separation*0.347)*v2.w; } } } else if(convergence>33.0) { if(o0.y<-100.0) { //depth for cover shadow/decal shadow - Part 1 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.x); //remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI v2.x += (separation*0.16)*v2.w; } else { //depth for cover shadow/decal shadow - Part 3 --- LOSTI o0.x -= separation * (o0.w - convergence); o0.x -= separation * (o0.w - r50.y); //remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI if(convergence<=43.0) { v2.x += (separation*0.013)*v2.w; } else if(convergence>43.0) { v2.x += (separation*0.008)*v2.w; } } } } } if(SWITCH.x==1.0) {o0=0;} //v2 fixed in the upper part dependend on convergence -- LOSTI o1.xy = v2.xy; [/code] [code] //scale this with convergence settings - effect Decals fixed - LOSTI //FIX LOSTI 01.02.2019 //calculation for the cast decal depth r50.x=(0.0000003534*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000388771*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0015894996*(stereo.y*stereo.y*stereo.y))+(-0.0308634586*(stereo.y*stereo.y))+(0.2776782089*stereo.y); //calculation for the blood decal depth r50.y=(-0.0000673336*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(0.0068248716*(stereo.y*stereo.y*stereo.y*stereo.y))+(-0.2652484114*(stereo.y*stereo.y*stereo.y))+(4.9412191748*(stereo.y*stereo.y))+(-43.9003730585*stereo.y)+150.1648872352; if (r1.w!=1.0) { if (FoodstepCorrection.w == 1.0 && castindicator.w==0.0) { r1.x += stereo.x*(r1.w-stereo.y); } if (FoodstepCorrection.w != 1.0 && tex_filter.x == 2 && castindicator.w==0.0) { r1.x += stereo.x*(r1.w-stereo.y); } if (castindicator.w==1.0) { //cast effect fix - LOSTI if(tex_filter.x != 2) { r1.x += stereo.x*(r1.w-stereo.y)*r50.x; } if(tex_filter.x == 2) { r1.x += stereo.x*(r1.w-stereo.y); } if (BloodDecals.x == 1.0) { //Blood Decal Fix - LOSTI r1.x += (stereo.x*(r1.w-stereo.y)*r50.y)/r1.w; } } } [/code] [code] //calculation of the correction value - LOSTI r50.x=(0.0000001757*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000203244*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0008855064*(stereo.y*stereo.y*stereo.y))+(-0.0180261805*(stereo.y*stereo.y))+(0.1777146957*stereo.y)-0.6287394304; o0.x+=stereo.x/o0.w; o0.x+=stereo.x*(o0.w*0.5)*r50.x; [/code] [code] //Fog Of War Approx Fix - LOSTI -- PART 1 //remove halo coming with the fix part 2 if(SwitchFOW==0.0) { r0.x -= stereo.x*((-0.00007*stereo.y*stereo.y)+(-0.0219*stereo.y)+(0.9601)); } } //original code - not changed r1.xy = r0.xy / r0.ww; o2.xyzw = r0.xyzw; r0.xyz = cb0[148].xyz * r1.xxx; r1.xyz = cb0[147].xyz * -r1.yyy; r0.xyz = r0.xyz * cb0[146].yyy + cb0[149].xyz; o1.xyz = r1.xyz * cb0[146].xxx + r0.xyz; //original code - not changed //Fog Of War Approx Fix - LOSTI -- PART 2 if(SwitchFOW==0.0) { o2.x += stereo.x*((-0.00007*stereo.y*stereo.y)+(-0.0219*stereo.y)+(0.9601)); } [/code] [code] //Software coursor position fix by LOSTI float4 stereo = StereoParams.Load(0); float MouseDepthScale = IniParams.Load(int2(2,0)).z; float MouseMouseDepth = IniParams.Load(int2(0,0)).w; float HudScale = IniParams.Load(int2(4,0)).z; //calculate mouse correction value - Pos 1 r50.x=(-0.0294*stereo.y)+0.988*0.9; //calculate mouse correction value - Pos 2 r50.y=((-0.0279*stereo.y)+0.9919)*0.85; //calculate mouse correction value - Pos 3 r50.z=((-0.0258*stereo.y)+0.9959)*0.9; //calculate mouse correction value for menues r50.w=(0.0000108473*(stereo.y*stereo.y*stereo.y))+(-0.0006190693*(stereo.y*stereo.y))+(-0.0217267640*(stereo.y))+0.8433272656; if(MouseMouseDepth==0.0) { if(output.pos.x>=-0.82) { if(output.pos.y>=0.05) { output.pos.x += stereo.x*r50.z*HudScale*MouseDepthScale; } else if(output.pos.y>=-0.25) { output.pos.x += stereo.x*r50.y*HudScale*MouseDepthScale; } else if(output.pos.y>=-0.55) { output.pos.x += stereo.x*r50.x*HudScale*MouseDepthScale; } else if(output.pos.y<=-0.55) { output.pos.x += stereo.x*r50.w; } } else if(output.pos.x<-0.82) { output.pos.x += stereo.x*r50.w; } } if(MouseMouseDepth==1.0) { output.pos.x += stereo.x*r50.w; } [/code]
THIS was a fucking damn hard work and i have to thank DSS again for his support ref. his UNITY script and answer my stupid questions and of cause also masterotaku, he is present all the time for me !! THANK YOU mate !!!!!

The release will have another day of delay....sorry i am out for today but: IT IS DONE ... its FINALLY FUCKING DONE!!!!!!!!!


Ill release the fix tomorrow (04.02.2019) --- Its 3DV-Ready !!!

Some Examples i am proud of .... DAMN THIS FEELS FUCKING GOOD ^^----

//manual fix in dependency of convergence presets -- LOSTI --- HALO FIX and decal shadow things
//remove halo --- texture dependend hash b6e8cf9b -- LOSTI
if(tex_filter.x==2)
{
o0.x -= separation * (o0.w - convergence);
}
/////////////////skipped not needed anymore
//else if(tex_filterCheck2.x==1.0)
//{
//o0.x -= separation * (o0.w - convergence);
//}

//remove halo and fix decal / ambient shadow -- LOSTI --- scale corretion in dependency of the Y position of the screen
else if(tex_filter.x==0)
{

//calculation for the 1st correction value
r50.x=(-0.0192*(convergence*convergence))+(-8.1881*convergence)+808.82;

//calculation for the 2nd correction value
r50.y=(-0.0000115536*(r50.x*r50.x*r50.x))+(0.0203298669*(r50.x*r50.x))+(-10.6209994884*r50.x)+2071.4742042645;

//calculation for the 1st halo fix value
r50.z=(-0.0000014999*(convergence*convergence*convergence*convergence))+(0.0001151569*(convergence*convergence*convergence))+(-0.0031005477*(convergence*convergence))+(0.0231113459*convergence)+0.3881769350;

//calculation for the 2nd halo fix value
r50.w=(-0.0000001329*(convergence*convergence*convergence*convergence*convergence))+(0.0000162559*(convergence*convergence*convergence*convergence))+(-0.0007237979*(convergence*convergence*convergence))+(0.0143505380*(convergence*convergence))+(-0.1354406842*convergence)+0.8069801289;

if(convergence>=36.00)
{
if(o0.y<-100.0)
{
//depth for cover shadow/decal shadow --- convergence 36.00 - Part 1 --- LOSTI
o0.x -= separation * (o0.w - convergence);
r50.x=490;
o0.x -= separation * (o0.w - r50.x);
//remove FUCKING HALO !!!! damn its working --- LOSTI --- convergence 36.00 - Part 1
v2.x += (separation*0.055)*v2.w;
}

else
{
//depth for cover shadow/decal shadow --- convergence 36.00 - Part 2 --- LOSTI
o0.x -= separation * (o0.w - convergence);
r50.x=390;
o0.x -= separation * (o0.w - r50.x);
//remove FUCKING HALO !!!! damn its working --- LOSTI --- convergence 36.00 Part 2
v2.x += (separation*0.03)*v2.w;
}
}

if(convergence<36.0)
{
if(convergence>=8.58 && convergence<=33.00)
{
if(o0.y<-100.0)
{
//depth for cover shadow/decal shadow - Part 1 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.x);
//remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI
v2.x += (separation*r50.z)*v2.w;
}

else
{
//depth for cover shadow/decal shadow - Part 3 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.y);
//remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI
v2.x += (separation*r50.w)*v2.w;
}
}
else if(convergence<8.58)
{
if(o0.y<-100.0)
{
//depth for cover shadow/decal shadow - Part 1 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.x*1.05);
//remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI
if(convergence<8.58 && convergence>6.50)
{
v2.x += (separation*r50.z)*v2.w;
}
else if(convergence<6.50)
{
v2.x += (separation*0.474)*v2.w;
}
}

else
{
//depth for cover shadow/decal shadow - Part 3 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.y);
//remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI

if(convergence<8.58 && convergence>7.20)
{
v2.x += (separation*r50.w)*v2.w;
}

if(convergence<=7.20)
{
v2.x += (separation*0.347)*v2.w;
}
}
}

else if(convergence>33.0)
{
if(o0.y<-100.0)
{
//depth for cover shadow/decal shadow - Part 1 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.x);
//remove FUCKING HALO !!!! damn its working - Part 2 --- LOSTI
v2.x += (separation*0.16)*v2.w;
}

else
{
//depth for cover shadow/decal shadow - Part 3 --- LOSTI
o0.x -= separation * (o0.w - convergence);
o0.x -= separation * (o0.w - r50.y);
//remove FUCKING HALO !!!! damn its working - Part 4 --- LOSTI
if(convergence<=43.0)
{
v2.x += (separation*0.013)*v2.w;
}
else if(convergence>43.0)
{
v2.x += (separation*0.008)*v2.w;
}
}
}
}
}


if(SWITCH.x==1.0)
{o0=0;}


//v2 fixed in the upper part dependend on convergence -- LOSTI
o1.xy = v2.xy;


//scale this with convergence settings - effect Decals fixed - LOSTI

//FIX LOSTI 01.02.2019

//calculation for the cast decal depth
r50.x=(0.0000003534*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000388771*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0015894996*(stereo.y*stereo.y*stereo.y))+(-0.0308634586*(stereo.y*stereo.y))+(0.2776782089*stereo.y);

//calculation for the blood decal depth
r50.y=(-0.0000673336*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(0.0068248716*(stereo.y*stereo.y*stereo.y*stereo.y))+(-0.2652484114*(stereo.y*stereo.y*stereo.y))+(4.9412191748*(stereo.y*stereo.y))+(-43.9003730585*stereo.y)+150.1648872352;

if (r1.w!=1.0)
{
if (FoodstepCorrection.w == 1.0 && castindicator.w==0.0)
{
r1.x += stereo.x*(r1.w-stereo.y);
}

if (FoodstepCorrection.w != 1.0 && tex_filter.x == 2 && castindicator.w==0.0)
{
r1.x += stereo.x*(r1.w-stereo.y);
}


if (castindicator.w==1.0)
{
//cast effect fix - LOSTI

if(tex_filter.x != 2)
{
r1.x += stereo.x*(r1.w-stereo.y)*r50.x;
}
if(tex_filter.x == 2)
{
r1.x += stereo.x*(r1.w-stereo.y);
}

if (BloodDecals.x == 1.0)
{
//Blood Decal Fix - LOSTI
r1.x += (stereo.x*(r1.w-stereo.y)*r50.y)/r1.w;
}
}
}


//calculation of the correction value - LOSTI
r50.x=(0.0000001757*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000203244*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0008855064*(stereo.y*stereo.y*stereo.y))+(-0.0180261805*(stereo.y*stereo.y))+(0.1777146957*stereo.y)-0.6287394304;

o0.x+=stereo.x/o0.w;
o0.x+=stereo.x*(o0.w*0.5)*r50.x;


//Fog Of War Approx Fix - LOSTI -- PART 1
//remove halo coming with the fix part 2
if(SwitchFOW==0.0)
{
r0.x -= stereo.x*((-0.00007*stereo.y*stereo.y)+(-0.0219*stereo.y)+(0.9601));
}
}

//original code - not changed
r1.xy = r0.xy / r0.ww;
o2.xyzw = r0.xyzw;
r0.xyz = cb0[148].xyz * r1.xxx;
r1.xyz = cb0[147].xyz * -r1.yyy;
r0.xyz = r0.xyz * cb0[146].yyy + cb0[149].xyz;
o1.xyz = r1.xyz * cb0[146].xxx + r0.xyz;
//original code - not changed

//Fog Of War Approx Fix - LOSTI -- PART 2
if(SwitchFOW==0.0)
{
o2.x += stereo.x*((-0.00007*stereo.y*stereo.y)+(-0.0219*stereo.y)+(0.9601));
}


//Software coursor position fix by LOSTI
float4 stereo = StereoParams.Load(0);
float MouseDepthScale = IniParams.Load(int2(2,0)).z;
float MouseMouseDepth = IniParams.Load(int2(0,0)).w;
float HudScale = IniParams.Load(int2(4,0)).z;

//calculate mouse correction value - Pos 1
r50.x=(-0.0294*stereo.y)+0.988*0.9;

//calculate mouse correction value - Pos 2
r50.y=((-0.0279*stereo.y)+0.9919)*0.85;

//calculate mouse correction value - Pos 3
r50.z=((-0.0258*stereo.y)+0.9959)*0.9;

//calculate mouse correction value for menues
r50.w=(0.0000108473*(stereo.y*stereo.y*stereo.y))+(-0.0006190693*(stereo.y*stereo.y))+(-0.0217267640*(stereo.y))+0.8433272656;

if(MouseMouseDepth==0.0)
{
if(output.pos.x>=-0.82)
{
if(output.pos.y>=0.05)
{
output.pos.x += stereo.x*r50.z*HudScale*MouseDepthScale;
}
else if(output.pos.y>=-0.25)
{
output.pos.x += stereo.x*r50.y*HudScale*MouseDepthScale;
}
else if(output.pos.y>=-0.55)
{
output.pos.x += stereo.x*r50.x*HudScale*MouseDepthScale;
}
else if(output.pos.y<=-0.55)
{
output.pos.x += stereo.x*r50.w;
}
}
else if(output.pos.x<-0.82)
{
output.pos.x += stereo.x*r50.w;
}
}
if(MouseMouseDepth==1.0)
{
output.pos.x += stereo.x*r50.w;
}

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#29
Posted 02/03/2019 07:11 PM   
Holy monster polynomial! Congrats Losti!
Holy monster polynomial! Congrats Losti!

The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.

-- Doctor Who, "Face of Evil"

#30
Posted 02/03/2019 07:33 PM   
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