The Witcher 3: Wild Hunt
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[quote="bo3b"][quote] [KeyHUD] Key = P type = cycle x = 0, 100[/quote] For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible. It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds). For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games. Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller. There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.[/quote] Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE. Regards
bo3b said:

[KeyHUD]
Key = P
type = cycle
x = 0, 100

For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible.

It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds).


For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games.

Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller.


There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.


Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE.

Regards

Posted 12/10/2016 02:15 PM   
[quote="AmnesiaBR"][quote="bo3b"][quote] [KeyHUD] Key = P type = cycle x = 0, 100[/quote] For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible. It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds). For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games. Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller. There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.[/quote]Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE. Regards[/quote] This feature requires Xinput 1.3 or 1.4. If those are available on your system, it will automatically pick it up, and the XB_GUIDE will work. 1.4 comes with Win8 and above, so you must be on Win7. Easiest way to get this is to download and install the DirectX SDK. [url]https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx[/url]
AmnesiaBR said:
bo3b said:

[KeyHUD]
Key = P
type = cycle
x = 0, 100

For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible.

It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds).


For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games.

Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller.


There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.
Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE.

Regards

This feature requires Xinput 1.3 or 1.4. If those are available on your system, it will automatically pick it up, and the XB_GUIDE will work.

1.4 comes with Win8 and above, so you must be on Win7. Easiest way to get this is to download and install the DirectX SDK. https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx

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Posted 12/10/2016 02:52 PM   
[quote="helifax"][quote="vurt72"][quote="helifax"][quote="vurt72"]Neither tilde key or z key does anything for me.. wish i could get that to work because the UI is really pushed in + the map to the right looks terrible, i can only watch it if i close one eye.[/quote] Then use the previous fix is this doesn't suit your needs or disable the "Depth UI" as instructed (if this is related to the latest fix - make any instance of "z = 2" to "z = 0" in the d3dx.ini file) What is your resolution if I might ask? I especially tested it for both single screen and Surround, so the "no working part" sounds very fishy... Next time, a screenshot might also help to see what issues you are talking about as well... /sigh Also the "tilde" key works only if you have your keyboard setup as US. For me (UK keyboard) I need to change the key. (In the ini file, which literally takes 3 seconds.) "Z" is not a KEY!!! is a parameter set in the ini file... /sigh. (I don't think you read the instructions properly...) [/quote] "I added presets for different convergence levels on Keys "Z" and "XBOX-RIGHT_THUMB_PRESS"" Kind of easy to read that as key, when it says keys... where exactly do i find these """"keys"""? Would help if it says in which .ini. I guess the problem is also that i might have turned off HBAO+.. my resolution is 720p. [/quote] What post did you get that from? I expect is a very very very early post... You need to catch up a bit;) Like stated before, read the d3dx.ini file... All the keys are defined there in plain sight... (Ini files are like the easiest things to read and are documented or self explanatory... ^_^) I definitely not said that in the latest post and I am unsure why you refer to an older post anyway... (HelixMod doesn't say anything about that either...so not sure where you got it from...)[/quote] Nope.. It's quoted from the main page of Helix mods, for the latest Witcher 3 fix.. Not my fault if someone there quoted an old post ;) And about .ini's, the game also has .ini files.. its not always easy to know if its the mod or the game's .ini's which are supposed to be edited for something like keyboard commands. Yes, it's obviously clear for anyone who spent many hours modding the game, but for others, not really.. Thanks for the clarification though :) I do mods myself so i deal with questions about .ini's and installation problems daily.. It's really important to be very clear when you write instructions so that people who did not perhaps spend 1000h+ on modding the game (and probably isnt aware of every file's location and purpose) also understands. Often i write the exact location of the file which is supposed to be edited.
helifax said:
vurt72 said:
helifax said:
vurt72 said:Neither tilde key or z key does anything for me.. wish i could get that to work because the UI is really pushed in + the map to the right looks terrible, i can only watch it if i close one eye.


Then use the previous fix is this doesn't suit your needs or disable the "Depth UI" as instructed (if this is related to the latest fix - make any instance of "z = 2" to "z = 0" in the d3dx.ini file)

What is your resolution if I might ask? I especially tested it for both single screen and Surround, so the "no working part" sounds very fishy... Next time, a screenshot might also help to see what issues you are talking about as well... /sigh

Also the "tilde" key works only if you have your keyboard setup as US. For me (UK keyboard) I need to change the key. (In the ini file, which literally takes 3 seconds.)

"Z" is not a KEY!!! is a parameter set in the ini file... /sigh. (I don't think you read the instructions properly...)




"I added presets for different convergence levels on Keys "Z" and "XBOX-RIGHT_THUMB_PRESS""

Kind of easy to read that as key, when it says keys... where exactly do i find these """"keys"""? Would help if it says in which .ini.

I guess the problem is also that i might have turned off HBAO+.. my resolution is 720p.


What post did you get that from? I expect is a very very very early post... You need to catch up a bit;)
Like stated before, read the d3dx.ini file... All the keys are defined there in plain sight...
(Ini files are like the easiest things to read and are documented or self explanatory... ^_^)

I definitely not said that in the latest post and I am unsure why you refer to an older post anyway...
(HelixMod doesn't say anything about that either...so not sure where you got it from...)


Nope.. It's quoted from the main page of Helix mods, for the latest Witcher 3 fix.. Not my fault if someone there quoted an old post ;)


And about .ini's, the game also has .ini files.. its not always easy to know if its the mod or the game's .ini's which are supposed to be edited for something like keyboard commands. Yes, it's obviously clear for anyone who spent many hours modding the game, but for others, not really..

Thanks for the clarification though :) I do mods myself so i deal with questions about .ini's and installation problems daily.. It's really important to be very clear when you write instructions so that people who did not perhaps spend 1000h+ on modding the game (and probably isnt aware of every file's location and purpose) also understands. Often i write the exact location of the file which is supposed to be edited.

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Posted 12/11/2016 12:46 AM   
I don't see anything out of date on that page... Well obviously a 3dMigoto fix where the 3d is controlled entirely from the fix archive .ini that comes with the fix is what you would be looking at. They directly quoted lines from it that you would have seen. if you followed the installation instructions. Xinput 1.3 or 1.4, this is included in the Antimicro gamepad fix from what I remmeber which probably explains the use of the guide button. I strongly recommend it if you are playing this game on pad.. (this mod uses guide button to save) [url]http://www.nexusmods.com/witcher3/mods/50/?[/url]
I don't see anything out of date on that page... Well obviously a 3dMigoto fix where the 3d is controlled entirely from the fix archive .ini that comes with the fix is what you would be looking at. They directly quoted lines from it that you would have seen. if you followed the installation instructions.

Xinput 1.3 or 1.4, this is included in the Antimicro gamepad fix from what I remmeber which probably explains the use of the guide button.

I strongly recommend it if you are playing this game on pad.. (this mod uses guide button to save)

http://www.nexusmods.com/witcher3/mods/50/?

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Posted 12/11/2016 01:42 AM   
"The Witcher 3 - Patch 1.21 Update" is quoted.. If those things are no longer valid it should be removed imo.. Also this wasnt about doing something with 3D itself, but about key assignments. A injector program could for example change the behavior of keys assigned in a default .ini.
"The Witcher 3 - Patch 1.21 Update" is quoted.. If those things are no longer valid it should be removed imo..


Also this wasnt about doing something with 3D itself, but about key assignments. A injector program could for example change the behavior of keys assigned in a default .ini.

Computer: i7 2600K @4.8GHz / Asus Sabertooth P67 Rev3 / 32GB Corsair Vengeance / GTX 980ti / 34" Samsung S34E790C
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Posted 12/11/2016 07:05 AM   
[quote="vurt72"]"The Witcher 3 - Patch 1.21 Update" is quoted.. If those things are no longer valid it should be removed imo.. Also this wasnt about doing something with 3D itself, but about key assignments. [/quote] Actually that is for the key assignments used by the 3Dmigoto 3D fix. Those are the ones specified in the d3dx.ini file, to make changes to the 3D while playing the game. That section about v1.21 is indeed outdated. But up until the very latest fix by Helifax, the reason we kept it there is because that version had the dynamic crosshair. So some people may have wanted that version, others would want a newer version (for DLC) that broke the dynamic crosshair. As a modder, you will no doubt understand the weird complexity and problems that we get. We can't always make an ideal situation, depending upon how games and drivers change. The problem is also that Helifax cannot edit the HelixModBlog page. Because of the retarded way that blogger works, we can't give people access to a page. So only the original poster (DarkStarSword in this case), and admins can edit the page. I'm an admin, and can edit the page, but I rarely understand the details at this level to edit the page. As a general rule, I leave stuff there that might be outdated, because it gives us more flexibility. In that update section, it details some of the things that should appear fixed. Without spending some time digging into it (that I don't really have), I don't have any way of knowing if the Z key and Right Thumb Press are still active for changing convergence values. So I leave it there as possibly helpful information. The 1.31 patch update is right there as well, so I thought it was fairly clear that there were multiple versions, and that the notes were per version. At the bottom 1.21 is in the "Outdated versions" section. Not trying to make excuses, but we need you to be a little more forgiving about the complexity and the multiple hands involved in all this.
vurt72 said:"The Witcher 3 - Patch 1.21 Update" is quoted.. If those things are no longer valid it should be removed imo..


Also this wasnt about doing something with 3D itself, but about key assignments.

Actually that is for the key assignments used by the 3Dmigoto 3D fix. Those are the ones specified in the d3dx.ini file, to make changes to the 3D while playing the game.

That section about v1.21 is indeed outdated. But up until the very latest fix by Helifax, the reason we kept it there is because that version had the dynamic crosshair. So some people may have wanted that version, others would want a newer version (for DLC) that broke the dynamic crosshair.


As a modder, you will no doubt understand the weird complexity and problems that we get. We can't always make an ideal situation, depending upon how games and drivers change.


The problem is also that Helifax cannot edit the HelixModBlog page. Because of the retarded way that blogger works, we can't give people access to a page. So only the original poster (DarkStarSword in this case), and admins can edit the page.

I'm an admin, and can edit the page, but I rarely understand the details at this level to edit the page. As a general rule, I leave stuff there that might be outdated, because it gives us more flexibility. In that update section, it details some of the things that should appear fixed.

Without spending some time digging into it (that I don't really have), I don't have any way of knowing if the Z key and Right Thumb Press are still active for changing convergence values. So I leave it there as possibly helpful information.

The 1.31 patch update is right there as well, so I thought it was fairly clear that there were multiple versions, and that the notes were per version. At the bottom 1.21 is in the "Outdated versions" section.


Not trying to make excuses, but we need you to be a little more forgiving about the complexity and the multiple hands involved in all this.

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 12/11/2016 07:17 AM   
It's rare for mods (or games, programs) that everything from a previous version is no longer valid, if it is, then this should be in the patch notes, at least that is how i do it and how its usually done. And again, a key could be assigned in for example a default .ini, but its function could be altered elsewhere, in this case its in the same file, which makes more sense. I actually didn't even check what files the mod included (imo this should not be needed or be a requirement to use a mod) so again it's not always things are obvious to people not 100% familiar with the mod content. Whatever, im not trying to lecture you :P im sure you know all this and yes i know how problematic things can be with mods.. i appreciate the hard work, i know how time consuming it often is.
It's rare for mods (or games, programs) that everything from a previous version is no longer valid, if it is, then this should be in the patch notes, at least that is how i do it and how its usually done.

And again, a key could be assigned in for example a default .ini, but its function could be altered elsewhere, in this case its in the same file, which makes more sense. I actually didn't even check what files the mod included (imo this should not be needed or be a requirement to use a mod) so again it's not always things are obvious to people not 100% familiar with the mod content.

Whatever, im not trying to lecture you :P im sure you know all this and yes i know how problematic things can be with mods.. i appreciate the hard work, i know how time consuming it often is.

Computer: i7 2600K @4.8GHz / Asus Sabertooth P67 Rev3 / 32GB Corsair Vengeance / GTX 980ti / 34" Samsung S34E790C
Projectors: BenQ W700 / BenQ MH741

Posted 12/11/2016 08:18 AM   
double post, sorry.
double post, sorry.

Computer: i7 2600K @4.8GHz / Asus Sabertooth P67 Rev3 / 32GB Corsair Vengeance / GTX 980ti / 34" Samsung S34E790C
Projectors: BenQ W700 / BenQ MH741

Posted 12/11/2016 08:22 AM   
New fix update: [url=http://3dsurroundgaming.com/3DVision/Witcher_3_1.32.rar]Witcher_3_1.32.rar[/url] Addresses: - Fixed the UI warping strangely in some menus. - Added convergence changes while aiming - Added convergence changes while using Witcher Senses - All UI is pushed to DEPTH in Witcher Senses (Xbox Left Trigger or R.Mouse). Unfortunately I cannot push only certain elements as the shaders are shared. Also, if I try to do this the Minimap will glitch really bad - as seen before. If you want to disable this functionality, search the "d3dx.ini" file for "z = 2" and set it to "z = 0". - Witcher Senses bubbles are pushed to the right depth. - Other minor changes to the convergence values. Hope you enjoy it!
New fix update:
Witcher_3_1.32.rar

Addresses:
- Fixed the UI warping strangely in some menus.
- Added convergence changes while aiming
- Added convergence changes while using Witcher Senses
- All UI is pushed to DEPTH in Witcher Senses (Xbox Left Trigger or R.Mouse). Unfortunately I cannot push only certain elements as the shaders are shared. Also, if I try to do this the Minimap will glitch really bad - as seen before. If you want to disable this functionality, search the "d3dx.ini" file for "z = 2" and set it to "z = 0".
- Witcher Senses bubbles are pushed to the right depth.
- Other minor changes to the convergence values.

Hope you enjoy it!

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Posted 12/11/2016 10:21 AM   
Awesome, much appreciated!
Awesome, much appreciated!

Computer: i7 2600K @4.8GHz / Asus Sabertooth P67 Rev3 / 32GB Corsair Vengeance / GTX 980ti / 34" Samsung S34E790C
Projectors: BenQ W700 / BenQ MH741

Posted 12/11/2016 08:39 PM   
[quote="bo3b"][quote="AmnesiaBR"][quote="bo3b"][quote] [KeyHUD] Key = P type = cycle x = 0, 100[/quote] For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible. It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds). For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games. Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller. There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.[/quote]Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE. Regards[/quote] This feature requires Xinput 1.3 or 1.4. If those are available on your system, it will automatically pick it up, and the XB_GUIDE will work. 1.4 comes with Win8 and above, so you must be on Win7. Easiest way to get this is to download and install the DirectX SDK. [url]https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx[/url][/quote] Thanks again, but unfortunately not my case, I'm using Win 10 x 64 :/ Gonna do more digging before bugging you guys again. Noticed today that some of the INI files i've been checking get changed when the game opens (Notepad++ asked me if I wanted to reload them) and need to try disabling mods also. Helifax thank you for the awesome mod! Quick question: if I set the w to 1 in the directx3d.ini I shoul run the game with the SLI Water Reflection Bug disabled, right? Regards
bo3b said:
AmnesiaBR said:
bo3b said:

[KeyHUD]
Key = P
type = cycle
x = 0, 100

For this one, if you are setting the x value, that is a number from 0..1 as a percent. So, you could have 0, 1.0, but 100 isn't going to work. That will set the HUD off screen I think, make it invisible.

It's a percentage from 0 (screen depth) to 1.0 (maximum distance, like clouds).


For binding the XB_GUIDE, I'm not sure if we expect that to always work or not. If I remember correctly, there is some tricky business to get that to work, and it might not be compatible with all games.

Start with something easier, especially because you are going to do another level of weirdness with the PS4 controller.


There should be no problem for creating new key bindings, as long as they are named differently. It seems likely that they did not work because your number was off.
Thanks bo3b, but this key bound to P is working correctly. I'm using it to show/hide HUD while playing in 3D. What I'm trying to find out now is how to bind it to my XB_GUIDE.

Regards

This feature requires Xinput 1.3 or 1.4. If those are available on your system, it will automatically pick it up, and the XB_GUIDE will work.

1.4 comes with Win8 and above, so you must be on Win7. Easiest way to get this is to download and install the DirectX SDK. https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx

Thanks again, but unfortunately not my case, I'm using Win 10 x 64 :/

Gonna do more digging before bugging you guys again. Noticed today that some of the INI files i've been checking get changed when the game opens (Notepad++ asked me if I wanted to reload them) and need to try disabling mods also.

Helifax thank you for the awesome mod! Quick question: if I set the w to 1 in the directx3d.ini I shoul run the game with the SLI Water Reflection Bug disabled, right?

Regards

Posted 12/12/2016 07:15 AM   
[quote="AmnesiaBR"] Helifax thank you for the awesome mod! Quick question: if I set the w to 1 in the directx3d.ini I shoul run the game with the SLI Water Reflection Bug disabled, right? Regards[/quote] Yes, That is correct:) Setting w=1 should make the game start with the Water SLI bug fix enabled;)
AmnesiaBR said:
Helifax thank you for the awesome mod! Quick question: if I set the w to 1 in the directx3d.ini I shoul run the game with the SLI Water Reflection Bug disabled, right?

Regards


Yes,
That is correct:) Setting w=1 should make the game start with the Water SLI bug fix enabled;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
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Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 12/12/2016 10:52 AM   
Hmmm... looks like the screenshots on the blog went missing. I should be able to restore them... @Bo3b & @Helifax can I make a request - if you update the text on the blog, can you please also update the README.md file in the github repository? I generally treat that as the master documentation and generate the HTML for the blog from it using my md2helix_blogger.py script (except for download links, screenshots and top level headings which I still usually do by hand since that same file also ends up as plain text in any zip file I release and they look a little out of place there). Edit: I think I've brought the README.md up to parity with the changes on the blog. This time around I decided I would add the screenshot section to it so we don't lose it again.
Hmmm... looks like the screenshots on the blog went missing. I should be able to restore them...

@Bo3b & @Helifax can I make a request - if you update the text on the blog, can you please also update the README.md file in the github repository? I generally treat that as the master documentation and generate the HTML for the blog from it using my md2helix_blogger.py script (except for download links, screenshots and top level headings which I still usually do by hand since that same file also ends up as plain text in any zip file I release and they look a little out of place there).

Edit: I think I've brought the README.md up to parity with the changes on the blog. This time around I decided I would add the screenshot section to it so we don't lose it again.

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

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Posted 12/12/2016 02:09 PM   
[quote="DarkStarSword"]Hmmm... looks like the screenshots on the blog went missing. I should be able to restore them... @Bo3b & @Helifax can I make a request - if you update the text on the blog, can you please also update the README.md file in the github repository? I generally treat that as the master documentation and generate the HTML for the blog from it using my md2helix_blogger.py script (except for download links, screenshots and top level headings which I still usually do by hand since that same file also ends up as plain text in any zip file I release and they look a little out of place there). Edit: I think I've brought the README.md up to parity with the changes on the blog. This time around I decided I would add the screenshot section to it so we don't lose it again.[/quote] Will do that:) I'll have to commit the new shaders to GitHub as well this evening. ;)
DarkStarSword said:Hmmm... looks like the screenshots on the blog went missing. I should be able to restore them...

@Bo3b & @Helifax can I make a request - if you update the text on the blog, can you please also update the README.md file in the github repository? I generally treat that as the master documentation and generate the HTML for the blog from it using my md2helix_blogger.py script (except for download links, screenshots and top level headings which I still usually do by hand since that same file also ends up as plain text in any zip file I release and they look a little out of place there).

Edit: I think I've brought the README.md up to parity with the changes on the blog. This time around I decided I would add the screenshot section to it so we don't lose it again.


Will do that:)
I'll have to commit the new shaders to GitHub as well this evening. ;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 12/12/2016 05:21 PM   
[quote="necropants"]I don't see anything out of date on that page... Well obviously a 3dMigoto fix where the 3d is controlled entirely from the fix archive .ini that comes with the fix is what you would be looking at. They directly quoted lines from it that you would have seen. if you followed the installation instructions. Xinput 1.3 or 1.4, this is included in the Antimicro gamepad fix from what I remmeber which probably explains the use of the guide button. I strongly recommend it if you are playing this game on pad.. (this mod uses guide button to save) [url]http://www.nexusmods.com/witcher3/mods/50/?[/url] [/quote] Thanks Necropants! Gonna give it a try! For me gamepad is a big plus in this game, specially in 3D. This mod is what I needed to get less UI while playing with everything that it offers. Regards
necropants said:I don't see anything out of date on that page... Well obviously a 3dMigoto fix where the 3d is controlled entirely from the fix archive .ini that comes with the fix is what you would be looking at. They directly quoted lines from it that you would have seen. if you followed the installation instructions.

Xinput 1.3 or 1.4, this is included in the Antimicro gamepad fix from what I remmeber which probably explains the use of the guide button.

I strongly recommend it if you are playing this game on pad.. (this mod uses guide button to save)

http://www.nexusmods.com/witcher3/mods/50/?

Thanks Necropants! Gonna give it a try! For me gamepad is a big plus in this game, specially in 3D. This mod is what I needed to get less UI while playing with everything that it offers.

Regards

Posted 12/12/2016 05:32 PM   
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