All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Well, F it...
What I fixed so far:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- More blood, decals and crap
I know SKAUT (I think) asked for dynamic crosshair for the crossbow so:
- Dynamic crossbow crosshair
- Dynamic contextual icons + text (You will probably be able to disable it from the ini or on KEY_SHORTCUT as it floats around quite a bit). Also there is some cut-off as I had to basically limit the viewing area as the shader is common with the UI.
Need to test some more stuff and adding the latest version of 3DMigoto to the fix. The current one is quite old;)
Well, F it...
What I fixed so far:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- More blood, decals and crap
I know SKAUT (I think) asked for dynamic crosshair for the crossbow so:
- Dynamic crossbow crosshair
- Dynamic contextual icons + text (You will probably be able to disable it from the ini or on KEY_SHORTCUT as it floats around quite a bit). Also there is some cut-off as I had to basically limit the viewing area as the shader is common with the UI.
Need to test some more stuff and adding the latest version of 3DMigoto to the fix. The current one is quite old;)
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
[quote="necropants"]This saddens me. I probably can't bring myself to play the game unless it works in 3d, and although I have been trying to learn it's very slow going especially the 3dmigoto stuff where I don't really know where to start with the syntax. My current work has resulted in a lot of time spent with little skill improvement. I think I reached a bit of an empasse especially where more games where dx 11 only. I've also been reminded how crap I am at puzzle solving and math.
Big shout out to the few that ruin things for the rest of us.... thanks guys.
Maybe this would be a good example to use to collectively level up the communities skill level, I personally learn a lot better if I have a good working example I am interested in. Even if its just a example of a shader before and after and what was required to fix it.
If it's just a case of shaders being replaced and the fix needing to be reapplied I guess I can start there but a hint or two where to start would be appreciated at least.
(I obviously wouldn't expect you too do this helifax, I know you are burnt out at the moment and how dense and demanding some people can be.)[/quote]
This would really be the biggest help, I think. Fixing games from scratch is a non-trivial exercise, but a lot of fun if you enjoy puzzles.
But, the big drag is that once a game is fixed, the devs seem to always circle back and break our fix. Fixing prior games that were already fixed is not nearly as fun- if you have the skill to fix new games.
However, I do think it can be fun and rewarding for someone who doesn't have that skill, and I really think that pretty much anyone can re-fix a game that has been broken.
The basic premise is to look at the prior fix, and see how a given fix was done. In general, ShaderHackers are good about documenting what they changed, and making the fix clear. If you take a prior working example, then compare it to a new broken example, fixing that new one is generally just applying the same fix in a new shader. Copy and paste, changing a couple of lines of text.
Sometimes they'll throw in a new loop like switching to Unity5 or some giant change, but most often it's just small changes that break our hash number so the shaders no longer match. Pretty much anyone can find the shader and reapply a fix, and I'd really encourage people to contribute this way because it's super rewarding to contribute and revive a fix, and it takes the load off the other ShaderHackers.
Give it a try, you might be surprised what you can do.
@Skaut: if you are looking to learn more, probably the best examples come from DarkStarSword's Git repository, where he does start with an original shader, then does the fix, with some good check-in comments. And some in the 3DMigoto repository. You can learn tons from his examples.
Here's a good example from FarCry4.
Starting shader:
https://github.com/bo3b/3Dmigoto/blob/6151c41f378642e206be3e692416ce5ce1bc5170/FC4/ShaderFixes/0e574bd62c0201de-ps_replace.txt
Fixed shader:
https://github.com/bo3b/3Dmigoto/commit/6fcb2354435b866d3697b588c982d3f44c0ec552
necropants said:This saddens me. I probably can't bring myself to play the game unless it works in 3d, and although I have been trying to learn it's very slow going especially the 3dmigoto stuff where I don't really know where to start with the syntax. My current work has resulted in a lot of time spent with little skill improvement. I think I reached a bit of an empasse especially where more games where dx 11 only. I've also been reminded how crap I am at puzzle solving and math.
Big shout out to the few that ruin things for the rest of us.... thanks guys.
Maybe this would be a good example to use to collectively level up the communities skill level, I personally learn a lot better if I have a good working example I am interested in. Even if its just a example of a shader before and after and what was required to fix it.
If it's just a case of shaders being replaced and the fix needing to be reapplied I guess I can start there but a hint or two where to start would be appreciated at least.
(I obviously wouldn't expect you too do this helifax, I know you are burnt out at the moment and how dense and demanding some people can be.)
This would really be the biggest help, I think. Fixing games from scratch is a non-trivial exercise, but a lot of fun if you enjoy puzzles.
But, the big drag is that once a game is fixed, the devs seem to always circle back and break our fix. Fixing prior games that were already fixed is not nearly as fun- if you have the skill to fix new games.
However, I do think it can be fun and rewarding for someone who doesn't have that skill, and I really think that pretty much anyone can re-fix a game that has been broken.
The basic premise is to look at the prior fix, and see how a given fix was done. In general, ShaderHackers are good about documenting what they changed, and making the fix clear. If you take a prior working example, then compare it to a new broken example, fixing that new one is generally just applying the same fix in a new shader. Copy and paste, changing a couple of lines of text.
Sometimes they'll throw in a new loop like switching to Unity5 or some giant change, but most often it's just small changes that break our hash number so the shaders no longer match. Pretty much anyone can find the shader and reapply a fix, and I'd really encourage people to contribute this way because it's super rewarding to contribute and revive a fix, and it takes the load off the other ShaderHackers.
Give it a try, you might be surprised what you can do.
@Skaut: if you are looking to learn more, probably the best examples come from DarkStarSword's Git repository, where he does start with an original shader, then does the fix, with some good check-in comments. And some in the 3DMigoto repository. You can learn tons from his examples.
Thanks Helifax. Really looking forward to see how those dynamic icons/text worked out. If it`s anything like in Far Cry Primal it will be great improvement to that what we had before.
So glad that you still keep this game fixed (up to date). This new update and Expansion will bring this game back to live for a lot of Us so you I know that all your involvement is much appreciated.
Thanks Helifax. Really looking forward to see how those dynamic icons/text worked out. If it`s anything like in Far Cry Primal it will be great improvement to that what we had before.
So glad that you still keep this game fixed (up to date). This new update and Expansion will bring this game back to live for a lot of Us so you I know that all your involvement is much appreciated.
Thanks man! :) I started playing yesterday again and it is so much fun with some mods. I am at 63 hours and have not even finished the main story. This game is so big.
Thanks man! :) I started playing yesterday again and it is so much fun with some mods. I am at 63 hours and have not even finished the main story. This game is so big.
Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)
Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)
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
[quote="helifax"]Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)[/quote]
Ye I didn`t think about the mini map. It might be annoying to look at this all pulsing when you walk around. It will definitely distract. I guess it`s a good idea to keep it as it was.
Btw: expansion is 7.8 GB heavy ! wow
helifax said:Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)
Ye I didn`t think about the mini map. It might be annoying to look at this all pulsing when you walk around. It will definitely distract. I guess it`s a good idea to keep it as it was.
Btw: expansion is 7.8 GB heavy ! wow
[quote="SKAUT"][quote="helifax"]Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)[/quote]
Ye I didn`t think about the mini map. It might be annoying to look at this all pulsing when you walk around. It will definitely distract. I guess it`s a good idea to keep it as it was.
Btw: expansion is 7.8 GB heavy ! wow[/quote]
I am testing some things;)
Like:
- Having all the UI to depth but the minimap elements to a FIXED depth so it doesn't flicker around and kill your eyes trying to focus ;)
But working with 20 (if I counted right) freaking UI shaders is a pain, especially since they like to "share" stuff and one Vertex to "rule them all" (to draw lots of different elements of the UI) :(
This might take a while... Fixing the damn UI in this is definitely more complicated than I anticipated...
I'm not even to bother with the Expansion until I get it where I want it to;)
PS
Every time, I say I take a break, I always find myself fixing another thing... sigh...
helifax said:Well pushing the whole UI to be dynamic is a "depth-fest" :)) It actually looks worse with all the minimap icons dancing around and reminds me of CM of all the UI dancing around... yuck:( It also breaks the minimap in a very very weird way:(
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)
Ye I didn`t think about the mini map. It might be annoying to look at this all pulsing when you walk around. It will definitely distract. I guess it`s a good idea to keep it as it was.
Btw: expansion is 7.8 GB heavy ! wow
I am testing some things;)
Like:
- Having all the UI to depth but the minimap elements to a FIXED depth so it doesn't flicker around and kill your eyes trying to focus ;)
But working with 20 (if I counted right) freaking UI shaders is a pain, especially since they like to "share" stuff and one Vertex to "rule them all" (to draw lots of different elements of the UI) :(
This might take a while... Fixing the damn UI in this is definitely more complicated than I anticipated...
I'm not even to bother with the Expansion until I get it where I want it to;)
PS
Every time, I say I take a break, I always find myself fixing another thing... sigh...
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
[s]Meh... I tweaked and re-tweaked since I got like UBER-bored the damn dynamic UI. Still doesn't look/act right BUT is working. Only problem I can see with it is the damn MINIMAP sometimes creating some lines.... (They are actually using the FULL MAP texture and MASKING around the minimap circle). I tried texture separating...problem is.... the texture HASH changes on each location and finding all the MAP hashes is a pain in the bum...
So, I guess I'll add a toggle KEY so you can enable/disable Dynamic UI on the SPOT ( the Crossbow reticle will not be affected). but is the best I can do;) (Planned to spend a few hours on this fix...and here I am spending the whole freaking day... grr... Lucky that it was a Bank holiday today I guess ^_^)[/s]
IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...
Meh... I tweaked and re-tweaked since I got like UBER-bored the damn dynamic UI. Still doesn't look/act right BUT is working. Only problem I can see with it is the damn MINIMAP sometimes creating some lines.... (They are actually using the FULL MAP texture and MASKING around the minimap circle). I tried texture separating...problem is.... the texture HASH changes on each location and finding all the MAP hashes is a pain in the bum...
So, I guess I'll add a toggle KEY so you can enable/disable Dynamic UI on the SPOT ( the Crossbow reticle will not be affected). but is the best I can do;) (Planned to spend a few hours on this fix...and here I am spending the whole freaking day... grr... Lucky that it was a Bank holiday today I guess ^_^)
IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...
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
If you`ve been able to separate elements of the UI then maybe you can at least switch off some of the most annoying ones like character`s info. The one above every single one you can talk to.
It`s just an idea so please don`t put yourself through another test process. It might turn against something else again.
If you`ve been able to separate elements of the UI then maybe you can at least switch off some of the most annoying ones like character`s info. The one above every single one you can talk to.
It`s just an idea so please don`t put yourself through another test process. It might turn against something else again.
[quote="bo3b"][quote="tushaar"]Ahoy, Any quick-fix to make blood and wine playable at start? :) please? [/quote]
No easy fix. You'll need to be patient.[/quote]
True bro, I'll start it in 2D tho a bit :) Will you allow it? :D
Ill be back in beast gaming after thursday evening )))))
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
What I fixed so far:
- Decals (quite a lot of them)
- Rain splashes /drops
- Blood
- Hairworks shadows
- Fixed witcher senses bubbles & warp bubbles so they now are at proper depth.
- More blood, decals and crap
I know SKAUT (I think) asked for dynamic crosshair for the crossbow so:
- Dynamic crossbow crosshair
- Dynamic contextual icons + text (You will probably be able to disable it from the ini or on KEY_SHORTCUT as it floats around quite a bit). Also there is some cut-off as I had to basically limit the viewing area as the shader is common with the UI.
Need to test some more stuff and adding the latest version of 3DMigoto to the fix. The current one is quite old;)
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)
This would really be the biggest help, I think. Fixing games from scratch is a non-trivial exercise, but a lot of fun if you enjoy puzzles.
But, the big drag is that once a game is fixed, the devs seem to always circle back and break our fix. Fixing prior games that were already fixed is not nearly as fun- if you have the skill to fix new games.
However, I do think it can be fun and rewarding for someone who doesn't have that skill, and I really think that pretty much anyone can re-fix a game that has been broken.
The basic premise is to look at the prior fix, and see how a given fix was done. In general, ShaderHackers are good about documenting what they changed, and making the fix clear. If you take a prior working example, then compare it to a new broken example, fixing that new one is generally just applying the same fix in a new shader. Copy and paste, changing a couple of lines of text.
Sometimes they'll throw in a new loop like switching to Unity5 or some giant change, but most often it's just small changes that break our hash number so the shaders no longer match. Pretty much anyone can find the shader and reapply a fix, and I'd really encourage people to contribute this way because it's super rewarding to contribute and revive a fix, and it takes the load off the other ShaderHackers.
Give it a try, you might be surprised what you can do.
@Skaut: if you are looking to learn more, probably the best examples come from DarkStarSword's Git repository, where he does start with an original shader, then does the fix, with some good check-in comments. And some in the 3DMigoto repository. You can learn tons from his examples.
Here's a good example from FarCry4.
Starting shader:
https://github.com/bo3b/3Dmigoto/blob/6151c41f378642e206be3e692416ce5ce1bc5170/FC4/ShaderFixes/0e574bd62c0201de-ps_replace.txt
Fixed shader:
https://github.com/bo3b/3Dmigoto/commit/6fcb2354435b866d3697b588c982d3f44c0ec552
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
So glad that you still keep this game fixed (up to date). This new update and Expansion will bring this game back to live for a lot of Us so you I know that all your involvement is much appreciated.
https://steamcommunity.com/profiles/76561198014296177/
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
So, what I will do is keep the UI at fixed depth (like now that can be tweaked) and only push the Crossbow/bomb Crosshair into depth so we can actually aim;) I think this is the best of both worlds! :)
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)
Ye I didn`t think about the mini map. It might be annoying to look at this all pulsing when you walk around. It will definitely distract. I guess it`s a good idea to keep it as it was.
Btw: expansion is 7.8 GB heavy ! wow
https://steamcommunity.com/profiles/76561198014296177/
I am testing some things;)
Like:
- Having all the UI to depth but the minimap elements to a FIXED depth so it doesn't flicker around and kill your eyes trying to focus ;)
But working with 20 (if I counted right) freaking UI shaders is a pain, especially since they like to "share" stuff and one Vertex to "rule them all" (to draw lots of different elements of the UI) :(
This might take a while... Fixing the damn UI in this is definitely more complicated than I anticipated...
I'm not even to bother with the Expansion until I get it where I want it to;)
PS
Every time, I say I take a break, I always find myself fixing another thing... sigh...
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)
Meh... I tweaked and re-tweaked since I got like UBER-bored the damn dynamic UI. Still doesn't look/act right BUT is working. Only problem I can see with it is the damn MINIMAP sometimes creating some lines.... (They are actually using the FULL MAP texture and MASKING around the minimap circle). I tried texture separating...problem is.... the texture HASH changes on each location and finding all the MAP hashes is a pain in the bum...
So, I guess I'll add a toggle KEY so you can enable/disable Dynamic UI on the SPOT ( the Crossbow reticle will not be affected). but is the best I can do;) (Planned to spend a few hours on this fix...and here I am spending the whole freaking day... grr... Lucky that it was a Bank holiday today I guess ^_^)
IGNORE... Dynamic UI is really broken...:( I think I will stick with the current one + Crossbow + bombs crosshair at depth...
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)
It`s just an idea so please don`t put yourself through another test process. It might turn against something else again.
https://steamcommunity.com/profiles/76561198014296177/
Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen
No easy fix. You'll need to be patient.
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
True bro, I'll start it in 2D tho a bit :) Will you allow it? :D
Ill be back in beast gaming after thursday evening )))))
Win 7 64bit ; i7 4790K ; GTX 980 ASUS OC ;10 gb ram ; 353.06 ; 42" edid 3Dvision passive interleaved screen