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SA::Render


DK22Pac
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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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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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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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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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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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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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It's just a base thing for future water rendering implementing.

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Future? How was the screenshot made then?

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

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

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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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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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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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@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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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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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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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.

76561198000404928.png

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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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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?

76561198000404928.png

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

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

76561198000404928.png

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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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CSkyRender should be disabled to restore sky and other effects should work. I have to figure out how to disable it.

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CSkyRender should be disabled to restore sky and other effects should work. I have to figure out how to disable it.

Just remove one line, Ass.

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