Divinity: Original Sin
  4 / 7    
I'm playing through the game in 2D. It's really good. I've always been an action-RPG guy myself too, but this game has converted me to turn-based. I now see what all the RPG purists have been complaining about. The combat is quite like the new Xcom, but with the benefit of being set in a large, immersive RPG world. But if you want the definitive experience, hold off for another couple of Larian patches. The game has a lot of silly bugs and UI flaws. Nothing game-breaking, but lots of small needless annoyances. Larian seems pretty good with post-game support, so I imagine that they'll keep improving it.
I'm playing through the game in 2D. It's really good. I've always been an action-RPG guy myself too, but this game has converted me to turn-based. I now see what all the RPG purists have been complaining about.

The combat is quite like the new Xcom, but with the benefit of being set in a large, immersive RPG world.

But if you want the definitive experience, hold off for another couple of Larian patches. The game has a lot of silly bugs and UI flaws. Nothing game-breaking, but lots of small needless annoyances.

Larian seems pretty good with post-game support, so I imagine that they'll keep improving it.

ImageVolnaPC.com - Tips, tweaks, performance comparisons (PhysX card, SLI scaling, etc)

#46
Posted 07/29/2014 01:15 AM   
So far the game is really good for an "old style RPGer". This game really screams for 3D Vision though;)) It is playable to some degree without shadows (in most places). However it removes alot from the immersive factor... Any type of fix would be greatly appreciated (which fixes the shadows or halos to some degree:)) ) I know Mike said he had a fix kinda ready.. I am wondering if this is the case, or if he will release it (even in the current state)...
So far the game is really good for an "old style RPGer". This game really screams for 3D Vision though;))
It is playable to some degree without shadows (in most places). However it removes alot from the immersive factor... Any type of fix would be greatly appreciated (which fixes the shadows or halos to some degree:)) )
I know Mike said he had a fix kinda ready.. I am wondering if this is the case, or if he will release it (even in the current state)...

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)

#47
Posted 08/03/2014 08:38 PM   
Early days in "early release" he put a patch up for it on the Helix mod site, and it was pretty good apart from a couple of areas. larian have since pretty muuch tweaked the graphics quite a bit which broke things again. I am holding off my play through for now for larians content updates this month and finger crossed for an updated patch from Mike. *puppy god eyes*
Early days in "early release" he put a patch up for it on the Helix mod site, and it was pretty good apart from a couple of areas. larian have since pretty muuch tweaked the graphics quite a bit which broke things again. I am holding off my play through for now for larians content updates this month and finger crossed for an updated patch from Mike. *puppy god eyes*

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#48
Posted 08/04/2014 07:23 AM   
I agree with helifax, in the world pre-helix we got used to 3d games with issues so I can live with less than perfect 3d, it would be great to check the fix even in its current state, I really want to play this game so bad in 3d.
I agree with helifax, in the world pre-helix we got used to 3d games with issues so I can live with less than perfect 3d, it would be great to check the fix even in its current state, I really want to play this game so bad in 3d.

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

#49
Posted 08/04/2014 08:39 AM   
[quote="necropants"]Early days in "early release" he put a patch up for it on the Helix mod site, and it was pretty good apart from a couple of areas. larian have since pretty muuch tweaked the graphics quite a bit which broke things again. I am holding off my play through for now for larians content updates this month and finger crossed for an updated patch from Mike. *puppy god eyes*[/quote] I *will* put an update out :-) I am swamped at work right now - annual project review for funding continuation, so it pretty trumps everything else I am afraid. Because I have to mess about with the installer for this game (because shaders contain references to the local game installation directory, which differs for people) I can't just put new shaders out, I have to carefully put the installer together... There are some lighting issues I have not worked out either.
necropants said:Early days in "early release" he put a patch up for it on the Helix mod site, and it was pretty good apart from a couple of areas. larian have since pretty muuch tweaked the graphics quite a bit which broke things again. I am holding off my play through for now for larians content updates this month and finger crossed for an updated patch from Mike. *puppy god eyes*

I *will* put an update out :-) I am swamped at work right now - annual project review for funding continuation, so it pretty trumps everything else I am afraid. Because I have to mess about with the installer for this game (because shaders contain references to the local game installation directory, which differs for people) I can't just put new shaders out, I have to carefully put the installer together... There are some lighting issues I have not worked out either.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#50
Posted 08/04/2014 03:02 PM   
Cool, thanks for the update!
Cool, thanks for the update!

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

#51
Posted 08/04/2014 04:40 PM   
Are the 'references' always in this format? #Line[space]Number[space]"path" #line 166 "D:\Steam\SteamApps\Common\GameDirectory\Etc" ... if so ... and more importantly, if you're interested I could attempt to make an automatic 'installer' for you, something along the lines of drag-n-drop the ShaderOverride onto it, it replaces the current directory portion of the path in the Shaders with a placeholder and when the script is run normally it replaces that placeholder with the current directory it's being run from and if necessary finds and corrects the CRCs.
Are the 'references' always in this format? #Line[space]Number[space]"path"

#line 166 "D:\Steam\SteamApps\Common\GameDirectory\Etc"

... if so ... and more importantly, if you're interested I could attempt to make an automatic 'installer' for you, something along the lines of drag-n-drop the ShaderOverride onto it, it replaces the current directory portion of the path in the Shaders with a placeholder and when the script is run normally it replaces that placeholder with the current directory it's being run from and if necessary finds and corrects the CRCs.
#52
Posted 08/05/2014 12:41 AM   
Hi - thanks for the offer :-) I'm not sure of the format or if it's always the same, though I guess it probably is. I think the way I do it is similar to what you suggest, but I don't use a placeholder, just do it all in one go, and replace only the "<directory>" part so I don't worry about the structure of the line as a whole. To be honest I need to go back and check exactly what I did lol. You could use a placeholder for just the "<directory>" part perhaps?
Hi - thanks for the offer :-) I'm not sure of the format or if it's always the same, though I guess it probably is. I think the way I do it is similar to what you suggest, but I don't use a placeholder, just do it all in one go, and replace only the "<directory>" part so I don't worry about the structure of the line as a whole. To be honest I need to go back and check exactly what I did lol. You could use a placeholder for just the "<directory>" part perhaps?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#53
Posted 08/05/2014 02:27 AM   
Yeah, I'm thinking more along the lines of you not having to actually define anything ... or really do anything at all, just drag-n-drop the ShaderOverride folder onto the script and it'll do all the work and just run it to install on the other person's machine. It always sounds so easy when I suggest something ... Lol. I have the 'references' replacement part working, but I ran into a bit of an issue with the CRC updating part. To speed things up on my other script I only run the 'check' on files that are the same exact file size. I was hoping that if I stripped your current directory info and then rebuilt the Shader again with it that the file size would stay the same, but it doesn't. It gets larger, I figured out the 'pattern' and why(lines are terminated by and not just <LF>) ... so I should be able to come up with something to work around it, I probably should anyway for UOE ... Where are your Source Shaders usually located? I was thinking of making it import them directly from the Dumps directory(or ShaderSource) to say something like ShaderOverride\VertexShaders\Source(and moving the Fixed Shaders to *\Fixed) edit: found a way to keep the <LF>s intact but it still adds a single <CR><LF> to the end, instead of the usual <Nul>, so it's still off by 2 bytes ... :) oddit:I'm not sure if the 'references' matter or not now, I went to run some tests on the Hydrophobia fix and none of the references were even updated they were all still set to "D:\Steam\steamapps\common\Hydrophobia" not "C:\Program Files (x86)\etc... not sure if the vb script is getting hung up on the spaces or parenthesis or not, I don't have much experience with vb. I did update them via the one I'm working on and didn't notice any changes in-game ... but the references may have been used elsewhere in the game. Wonder if this may have been why that anonymous poster was having issues.
Yeah, I'm thinking more along the lines of you not having to actually define anything ... or really do anything at all, just drag-n-drop the ShaderOverride folder onto the script and it'll do all the work and just run it to install on the other person's machine.

It always sounds so easy when I suggest something ... Lol. I have the 'references' replacement part working, but I ran into a bit of an issue with the CRC updating part. To speed things up on my other script I only run the 'check' on files that are the same exact file size. I was hoping that if I stripped your current directory info and then rebuilt the Shader again with it that the file size would stay the same, but it doesn't. It gets larger, I figured out the 'pattern' and why(lines are terminated by and not just <LF>) ... so I should be able to come up with something to work around it, I probably should anyway for UOE ...

Where are your Source Shaders usually located? I was thinking of making it import them directly from the Dumps directory(or ShaderSource) to say something like ShaderOverride\VertexShaders\Source(and moving the Fixed Shaders to *\Fixed)

edit: found a way to keep the <LF>s intact but it still adds a single <CR><LF> to the end, instead of the usual <Nul>, so it's still off by 2 bytes ... :)

oddit:I'm not sure if the 'references' matter or not now, I went to run some tests on the Hydrophobia fix and none of the references were even updated they were all still set to "D:\Steam\steamapps\common\Hydrophobia" not "C:\Program Files (x86)\etc... not sure if the vb script is getting hung up on the spaces or parenthesis or not, I don't have much experience with vb. I did update them via the one I'm working on and didn't notice any changes in-game ... but the references may have been used elsewhere in the game. Wonder if this may have been why that anonymous poster was having issues.
#54
Posted 08/07/2014 02:46 PM   
Hi guys, Any update on the shader fix for this game? I hope it hasn't been abandoned? We all need some good news here since the advent of /that/ thread :)
Hi guys,

Any update on the shader fix for this game?

I hope it hasn't been abandoned?

We all need some good news here since the advent of /that/ thread :)

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#55
Posted 08/10/2014 07:46 PM   
Rage, Mike was in here discussing it just 5 days ago. I don't think we need to constantly pester him for updates. If he's abandoning it, I'm sure he'll have the decency to let us know. But there's no indication that he is. It will be done when it's done. :)
Rage, Mike was in here discussing it just 5 days ago. I don't think we need to constantly pester him for updates. If he's abandoning it, I'm sure he'll have the decency to let us know. But there's no indication that he is. It will be done when it's done. :)

#56
Posted 08/10/2014 08:34 PM   
[quote="Pirateguybrush"]Rage, Mike was in here discussing it just 5 days ago. I don't think we need to constantly pester him for updates. If he's abandoning it, I'm sure he'll have the decency to let us know. But there's no indication that he is. It will be done when it's done. :)[/quote] Sorry about that, my bad. I saw the last post as "08/07/2014". In the UK, this means 8th of July 2014, which is over a month ago. It has only transpired that this is American format. I really wish I had the time to learn from bo3b's shader fixing crash course thread. I rarely have free time these days; and when I do, I only catch a fleeting glimpse of what is happening on the forum. I am a little out of touch with the gaming scene due to other commitments, which is regretful. Sorry mike, no pressure mate :) -- Shahzad.
Pirateguybrush said:Rage, Mike was in here discussing it just 5 days ago. I don't think we need to constantly pester him for updates. If he's abandoning it, I'm sure he'll have the decency to let us know. But there's no indication that he is. It will be done when it's done. :)


Sorry about that, my bad.

I saw the last post as "08/07/2014". In the UK, this means 8th of July 2014, which is over a month ago. It has only transpired that this is American format.

I really wish I had the time to learn from bo3b's shader fixing crash course thread. I rarely have free time these days; and when I do, I only catch a fleeting glimpse of what is happening on the forum. I am a little out of touch with the gaming scene due to other commitments, which is regretful.

Sorry mike, no pressure mate :)

-- Shahzad.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#57
Posted 08/10/2014 11:14 PM   
Yah, Mike has been busy working with Helifax on a Minecraft OpenGL wrapper and fixing shaders for the game, but I think he's done or close to it. He also plays minecraft with his kid, so I'm sure that's an added incentive to prioritize it first. https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4280902/#4280902
Yah, Mike has been busy working with Helifax on a Minecraft OpenGL wrapper and fixing shaders for the game, but I think he's done or close to it.

He also plays minecraft with his kid, so I'm sure that's an added incentive to prioritize it first.



https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4280902/#4280902

#58
Posted 08/10/2014 11:27 PM   
[quote="TsaebehT"]Yeah, I'm thinking more along the lines of you not having to actually define anything ... or really do anything at all, just drag-n-drop the ShaderOverride folder onto the script and it'll do all the work and just run it to install on the other person's machine. It always sounds so easy when I suggest something ... Lol. I have the 'references' replacement part working, but I ran into a bit of an issue with the CRC updating part. To speed things up on my other script I only run the 'check' on files that are the same exact file size. I was hoping that if I stripped your current directory info and then rebuilt the Shader again with it that the file size would stay the same, but it doesn't. It gets larger, I figured out the 'pattern' and why(lines are terminated by and not just <LF>) ... so I should be able to come up with something to work around it, I probably should anyway for UOE ... Where are your Source Shaders usually located? I was thinking of making it import them directly from the Dumps directory(or ShaderSource) to say something like ShaderOverride\VertexShaders\Source(and moving the Fixed Shaders to *\Fixed) edit: found a way to keep the <LF>s intact but it still adds a single <CR><LF> to the end, instead of the usual <Nul>, so it's still off by 2 bytes ... :) oddit:I'm not sure if the 'references' matter or not now, I went to run some tests on the Hydrophobia fix and none of the references were even updated they were all still set to "D:\Steam\steamapps\common\Hydrophobia" not "C:\Program Files (x86)\etc... not sure if the vb script is getting hung up on the spaces or parenthesis or not, I don't have much experience with vb. I did update them via the one I'm working on and didn't notice any changes in-game ... but the references may have been used elsewhere in the game. Wonder if this may have been why that anonymous poster was having issues.[/quote] Hi TsaebehT - I will be getting back to this next. Minecraft seems to be in good shape now :-) I will check the Hydrophobia installer - I did tests for that on several different installation directories and they all worked. However, that game also has its own shader cache which needs to be deleted before running the installer (if I remember correctly) so that might be something to do with that game. My original version of the installer for Divinity Dragon Commander was also case sensitive, which I corrected for Original Sin (I think)... or maybe I didn't. When I get back to it I will check it all over again.
TsaebehT said:Yeah, I'm thinking more along the lines of you not having to actually define anything ... or really do anything at all, just drag-n-drop the ShaderOverride folder onto the script and it'll do all the work and just run it to install on the other person's machine.

It always sounds so easy when I suggest something ... Lol. I have the 'references' replacement part working, but I ran into a bit of an issue with the CRC updating part. To speed things up on my other script I only run the 'check' on files that are the same exact file size. I was hoping that if I stripped your current directory info and then rebuilt the Shader again with it that the file size would stay the same, but it doesn't. It gets larger, I figured out the 'pattern' and why(lines are terminated by and not just <LF>) ... so I should be able to come up with something to work around it, I probably should anyway for UOE ...

Where are your Source Shaders usually located? I was thinking of making it import them directly from the Dumps directory(or ShaderSource) to say something like ShaderOverride\VertexShaders\Source(and moving the Fixed Shaders to *\Fixed)

edit: found a way to keep the <LF>s intact but it still adds a single <CR><LF> to the end, instead of the usual <Nul>, so it's still off by 2 bytes ... :)

oddit:I'm not sure if the 'references' matter or not now, I went to run some tests on the Hydrophobia fix and none of the references were even updated they were all still set to "D:\Steam\steamapps\common\Hydrophobia" not "C:\Program Files (x86)\etc... not sure if the vb script is getting hung up on the spaces or parenthesis or not, I don't have much experience with vb. I did update them via the one I'm working on and didn't notice any changes in-game ... but the references may have been used elsewhere in the game. Wonder if this may have been why that anonymous poster was having issues.

Hi TsaebehT - I will be getting back to this next. Minecraft seems to be in good shape now :-) I will check the Hydrophobia installer - I did tests for that on several different installation directories and they all worked. However, that game also has its own shader cache which needs to be deleted before running the installer (if I remember correctly) so that might be something to do with that game. My original version of the installer for Divinity Dragon Commander was also case sensitive, which I corrected for Original Sin (I think)... or maybe I didn't. When I get back to it I will check it all over again.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#59
Posted 08/11/2014 01:36 AM   
I had a few updates since but figured you were busy and all. As far as I can tell, with Hydrophobia anyway, the references don't matter at all. I replaced them with bogus stuff like XXX\*, I even stripped them down to just the quotes("") and the fix still worked perfectly fine, iirc removing everything including the quotes did cause problems though(#line ###) ... not sure if HelixMod is doing anything(edit: it appears like 130305+ dlls may be fixing the reference #lines) with the references or perhaps it has something to do with the ShaderCacheDX.bin. I also injected my references into your sources and ran UpdateOverride on it(Hydrophobia) and it worked, with exception of not replacing the VB lines(which I'll update UOE to do) in the INI. There were 4 missing VS in my Dump(0838234D, 0C810CEA, 5F17BC49 & B7E0557F) [url=https://www.dropbox.com/s/js54aopn165tvhu/Hydrophobia_Updat3Overrid3Engin3.log]UOE.log[/url] .... but after looking at the instructions again I realize I didn't select New Game, etc.(edit:Dump was 589 files, now 595(Now 3 missing ... hmm)) When I get around to updating the INI portion to include the VBCRC replacement I'll give it another run and get back to you, you might not even have to create an install. :)
I had a few updates since but figured you were busy and all. As far as I can tell, with Hydrophobia anyway, the references don't matter at all. I replaced them with bogus stuff like XXX\*, I even stripped them down to just the quotes("") and the fix still worked perfectly fine, iirc removing everything including the quotes did cause problems though(#line ###) ... not sure if HelixMod is doing anything(edit: it appears like 130305+ dlls may be fixing the reference #lines) with the references or perhaps it has something to do with the ShaderCacheDX.bin.

I also injected my references into your sources and ran UpdateOverride on it(Hydrophobia) and it worked, with exception of not replacing the VB lines(which I'll update UOE to do) in the INI. There were 4 missing VS in my Dump(0838234D, 0C810CEA, 5F17BC49 & B7E0557F) UOE.log .... but after looking at the instructions again I realize I didn't select New Game, etc.(edit:Dump was 589 files, now 595(Now 3 missing ... hmm)) When I get around to updating the INI portion to include the VBCRC replacement I'll give it another run and get back to you, you might not even have to create an install. :)
#60
Posted 08/11/2014 03:11 AM   
  4 / 7    
Scroll To Top