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DK22Pac

SA::Render

Recommended Posts

Silent
but as you can see, he's got dem skillz.

I may be having skills, but I don't know sh*t about shaders and D3D rendering! tounge.gif

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SilverRST
but as you can see, he's got dem skillz.

I may be having skills, but I don't know sh*t about shaders and D3D rendering! tounge.gif

That doesn't mean a damn single sh*t! You are the first person outside the team who did this!

u haz dem med skillz tounge.gif

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Silent

So how would I be useful, compiling retail ASIs? lol.gif

 

EDIT:

 

@MrMateczko

Stary, wyluzuj, w przyszłym roku matura, nie będę mógł siedzieć i modować GTA tounge.gif

Edited by SilentPL

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cp1dell
That's an insane huge difference from 350FPS to 50-60FPS! cry.gif

Imagine us trying to play with sh*t pc's.

1. It's not even finished.

2. If you're trying to use a mod that adds new rendering effects to a game and you have a sh*t PC, that's your problem.

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SilverRST
That's an insane huge difference from 350FPS to 50-60FPS! cry.gif

Imagine us trying to play with sh*t pc's.

1. It's not even finished.

2. If you're trying to use a mod that adds new rendering effects to a game and you have a sh*t PC, that's your problem.

Yes, that's my problem but do I have a sh*t pc? No.

It's only a massive difference from 350FPS to 50FPS. And yes, I know it's not finished.

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T-Birds

Just a question for you guys, what about the shadows in gta III? I know they don't move, but I've a modded gtaIII and the shadows are not that bad and they are very light for sh*t pc...is it possible to use static shadows to make the fps better?

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T-Birds

before I forget, is it still possible to turn off the shadows right? visual fx low?

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Silent

What is ImmediateRender supposed to do? I've compiled the version with it (added it to :: Patch, obv) and can't see much difference in game.

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PetkaGtA

@SilentPL well we don't implement it to use in game currently...

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Silent

Good to know, it doesn't crash the game btw tounge.gif

 

EDIT:

It would be useful if you commited with proper comments, a bit hard to guess what's changed in the files wink.gif

Edited by SilentPL

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DK22Pac

It's just a base thing for future water rendering implementing.

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Silent

Future? How was the screenshot made then?

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johnny404

Man I really want to test this but I have no clue how to even compile it to asi

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DK22Pac
Future? How was the screenshot made then?

It was an old project. Where we had one source file (+header) smile.gif

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Silent

Oh, that explains why shaders seem so... unfinished now tounge.gif

 

EDIT:

At that rate you'll reach r500 within a month, slow down with commitments! tounge2.gif

Edited by SilentPL

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DK22Pac

I can't atm. I use TortoiseSVN to make changes into project.

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Silent

Then just don't commit after each file change. Usually commitments to the SVN are done after entire chunk of work has been finished.

 

EDIT:

My suggestion would be to move .lib files to Render\lib dir. Cleans up the directory nicely.

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Blaster_pl

If you guys want to download files then use this online downloader: http://svndownload.eu5.org/ put in link and it will download all source files in a zip.

 

Also @PetkaGtA i will try that thanks for telling me.

 

I tryed @PetkaGtA here's my result in game how to fix this: http://i.snag.gy/JBjJk.jpg

Edited by Blaster_pl

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Silent

 

I tryed @PetkaGtA here's my result in game how to fix this: http://i.snag.gy/JBjJk.jpg

Hey Ass, you apparently missed previous posts where Petka said to set visual quality to Low and to disable Antialiasing.

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Fantomax

wut ? wow.gif 350 fps to 50 fps ??

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Blaster_pl

@SilentPL

Well sorry i must had missed that.

 

Another thing is it's fine now but when will a fix come for the sky. Because it can be causing lighting bugs and such. Not complaining tho just hoping these would be addressed. I'm not much of a high level programmer as you guys.

Edited by Blaster_pl

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Silent
Another thing is it's fine now but when will a fix come for the sky. Because it can be causing lighting bugs and such. Not complaining tho just hoping these would be addressed.

The mod isn't released. The mod is just open source, these builds are purely development builds. You can't go fix bug please-mode with it.

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Blaster_pl
The mod isn't released. The mod is just open source, these builds are purely development builds. You can't go fix bug please-mode with it.

Understandable well thanks for good to see friendly responses from people.

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lpgunit

OK, so can anyone guide me into successfully compiling this thing? Managed to churn out an ASI in release mode, but SA crashes when I copy it as well as the necessary shaders/textures.

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Blaster_pl
OK, so can anyone guide me into successfully compiling this thing? Managed to churn out an ASI in release mode, but SA crashes when I copy it as well as the necessary shaders/textures.

Use PetkaGtA's fixed rename that file.

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lpgunit
OK, so can anyone guide me into successfully compiling this thing? Managed to churn out an ASI in release mode, but SA crashes when I copy it as well as the necessary shaders/textures.

Use PetkaGtA's fixed rename that file.

Where/how?

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Chilean Dawg
OK, so can anyone guide me into successfully compiling this thing? Managed to churn out an ASI in release mode, but SA crashes when I copy it as well as the necessary shaders/textures.

Use PetkaGtA's fixed rename that file.

Where/how?

I believe he mean't to rename deffered.fx to deferred.fx as stated in earlier posts.

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Silent

That's not relevant anymore, he corrected it in SVN already.

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lpgunit

So, Silent mentioned in a Skype convo with him that CSkyRender seems to be at fault. I'm not that sure, though.

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Silent

Yeah, r76 works fine for me but for lpgunit it crashes at CSkyRender::Render, somewhere inside that call

 

 

m_pEffect->End();

 

 

EDIT:

Corrected.

Edited by SilentPL

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