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Silent

SilentPatch

Recommended Posts

pizzapizza
On 2/6/2019 at 2:52 PM, BustaCJ said:

In some places in the map (especially in San Fierro) there can be seen some shadows of pentagons that are under the ground. This happens for example outside the Xoomer gas station in Easter Basin. Does anyone know what I am talking about or should I include snapshots? Also, can the silent patch fix this or would it require a map fix?

I've seen those. I think it has to do with high quality shadows. Gotta use either low quality setting or SkyGfx's PS2 shadows to get rid of them.

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BustaCJ
1 hour ago, pizzapizza said:

I've seen those. I think it has to do with high quality shadows. Gotta use either low quality setting or SkyGfx's PS2 shadows to get rid of them.

Haven't really thought that the shadow quality could be a factor here. I'll check it out.

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Dark Nero

I have a question about Far Cry silent patch. In the latest official Far Cry patch there is a bug - enemies can see player through the tents (military / medic). Though player is hidden inside, they see precisely where he is and shoot through. This bug was absent in version 1.0. Is there a way to fix it?

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Silent
2 hours ago, Dark Nero said:

I have a question about Far Cry silent patch. In the latest official Far Cry patch there is a bug - enemies can see player through the tents (military / medic). Though player is hidden inside, they see precisely where he is and shoot through. This bug was absent in version 1.0. Is there a way to fix it?

Honestly, I don't know. However, I remember some people discussed in the topics on VOGONS, so you may have more luck looking for an answer there:

https://www.vogons.org/viewtopic.php?f=8&t=40913

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tizerist

.

Edited by tizerist

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Silent

Hey there!

 

A while ago I've been researching a lighting issue in Yakuza 0 and been posting about it a lot on both my Twitter and RockstarVision. This issue was fixed officially shortly after my initial posts, and now I finally got to analyzing this fix. Turns out I was relatively close to figuring it out and it was absolutely fixable - but I don't think I would have come up with this specific solution. Knowledge was gained!

 

y0-img.jpg

https://cookieplmonster.github.io/2019/02/24/yakuza-0-fixing-attempts/

Edited by Silent

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fabio3

@Silent

I am improving my mod save vehicles license plate in garages (

)

but I have a problem to change the texture for the plate with SilentPatch installed (generating only the text is fine).

 

 

How are CVehicleModelInfo::m_pPlateMaterial and CVehicleModelInfo::m_nPlateType working? How can I change the texture CustomCarPlate::TextureCreate (0x006D10E0) will use for background?

 

I tried to change the plate texture using RpClumpForAllAtomics/RpGeometryForAllMaterials and has no effect.

 

/*...*/
for (int i = 0; i < 3; i++)
					{
						if (plateTexts[i])
						{

							int s = strnicmp(plateText, plateTexts[i]->name, 32);

							if (!s)
							{
								//saveLicensePlateLog.write(plateTexts[i]->name, strnlen(plateTexts[i]->name, 32));
								//saveLicensePlateLog << "  " << s << " ";
								//RpMaterialSetTexture(material, plateTexts[i]);
								//material->texture = plateTexts[i];
								//saveLicensePlateLog.write(material->texture->name, strnlen(material->texture->name, 32));

								RwTextureDestroy(material->texture);
								material->texture = nullptr;

								licensePlateTextureCreate0(material, plateText, 3);
								break;
							}
						}
  /*...*/

 

I don't know exactly how this system works, so I was testing.

 

Edited by fabio3

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Silent
Posted (edited)
On 2/28/2019 at 11:02 PM, fabio3 said:

I am improving my mod save vehicles license plate in garages

 

CVehicleModelInfo::m_nPlateType is an override for which city the plate is from, and you're supposed to set it before the car is spawned. CVehicleModelInfo::m_pPlateMaterial stores a pointer to numberplate material, but do not rely on this as SilentPatch changes this field to something completely different - it is not enough to store pointer to just one material, so I had to build upon that similarly to how car dirt materials are stored.

 

What you most likely need to do is change CVehicleModelInfo::m_nPlateType and CVehicleModelInfo::m_plateText to whatever you see fit before the car is spawned.

 

CVehicle::CustomCarPlate_TextureCreate (0x006D10E0) also had to be heavily changed by SP, so please try not to change it - original code ignored m_nPlateType overrides completely.

 

What you need to get custom backgrounds working is modify CCustomCarPlateMgr::SetupMaterialPlatebackTexture (0x6FDE50). With SP it will work, without SP - probably not, but like I said this system is an unfinished mess, which is why SP is changing its logic so heavily.

 

Idea: Modify SetupMaterialPlatebackTexture to support more plate design types and then set them by setting m_nPlateType (before you create your vehicle). SilentPatch has an assertion on those values, but that only concerns my Debug builds - so released versions will be totally fine with this change!

Edited by Silent

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Maks_Grain4

The author, Please Add anisotropic filtering x16    

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fabio3
5 hours ago, Silent said:

 

CVehicleModelInfo::m_nPlateType is an override for which city the plate is from, and you're supposed to set it before the car is spawned. CVehicleModelInfo::m_pPlateMaterial stores a pointer to numberplate material, but do not rely on this as SilentPatch changes this field to something completely different - it is not enough to store pointer to just one material, so I had to build upon that similarly to how car dirt materials are stored.

 

What you most likely need to do is change CVehicleModelInfo::m_nPlateType and CVehicleModelInfo::m_plateText to whatever you see fit before the car is spawned.

 

CVehicle::CustomCarPlate_TextureCreate (0x006D10E0) also had to be heavily changed by SP, so please try not to change it - original code ignored m_nPlateType overrides completely.

 

What you need to get custom backgrounds working is modify CCustomCarPlateMgr::SetupMaterialPlatebackTexture (0x6FDE50). With SP it will work, without SP - probably not, but like I said this system is an unfinished mess, which is why SP is changing its logic so heavily.

 

Idea: Modify SetupMaterialPlatebackTexture to support more plate design types and then set them by setting m_nPlateType (before you create your vehicle). SilentPatch has an assertion on those values, but that only concerns my Debug builds - so released versions will be totally fine with this change!

 

Thank you!

I'll try to implement your idea.

 

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Silent
On 3/3/2019 at 11:36 AM, Maks_Grain4 said:

The author, Please Add anisotropic filtering x16    

 

What? SA always had it, just set Visual FX Quality to Very High.

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Maks_Grain4
17 hours ago, Silent said:

 

What? SA always had it, just set Visual FX Quality to Very High.

FOR GTA VICE CITY AND GTA 3

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TJGM
47 minutes ago, Maks_Grain4 said:

FOR GTA VICE CITY AND GTA 3

Force it via NVIDIA Control Panel or AMD's equivalent app, works for me.

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Maks_Grain4
2 minutes ago, TJGM said:

Force it via NVIDIA Control Panel or AMD's equivalent app, works for me.

I play on different computers. and every time to climb into the settings of the video card - for me too lazy

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Silent
13 minutes ago, Maks_Grain4 said:

for me too lazy

 

And for me too lazy to implement if it's this hard to force.

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Maks_Grain4
3 minutes ago, Silent said:

 

And for me too lazy to implement if it's this hard to force.

Oh please. Fraternally ask you! 

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BustaCJ
15 hours ago, Maks_Grain4 said:

Oh please. Fraternally ask you! 

I always configure those graphics settings via the control panel of my graphics card simply for one reason; they are better optimized. Would you use an algorithm suggested by a 15 years old game or the one that your graphics card manufacturer suggests? 

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Maks_Grain4
5 hours ago, BustaCJ said:

I always configure those graphics settings via the control panel of my graphics card simply for one reason; they are better optimized. Would you use an algorithm suggested by a 15 years old game or the one that your graphics card manufacturer suggests? 

I will use what Silent offers me. Let him add anisotropic filtering in GTA 3 and GTA Vice City. I do not want to use the settings of the video card, since I have to change on different computers

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WarButler
Posted (edited)

I don't think Silent is going to offer you anything more than the advice that has already been given. How many computers do you even use? Surely at this point it's less effort to just change the video card settings and be done with it, instead of spamming up threads with the same request. 

Edited by WarButler

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eagle152
3 hours ago, Maks_Grain4 said:

I will use what Silent offers me. Let him add anisotropic filtering in GTA 3 and GTA Vice City. I do not want to use the settings of the video card, since I have to change on different computers

Are you autistic or what?

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Silent

Good news for LS-RP players! I got in touch with LS-RP staff and we managed to come up with an optimal solution for having SP not break any LS-RP rules. Assuming I handle my side of the agreement correctly (I don't see why not, though), starting with Build 30 SilentPatch will not be "banned" from usage on LS-RP as it will not be providing the player any extra information over those who don't have the patch!

 

So what is exactly going to happen:

  • Starting with Build 30, SP will feature a "LS-RP Mode" (not exposed to the user), which will take place only when playing on LS-RP - so other SA-MP servers will remain unaffected.
  • When in LS-RP Mode, this fix will be disabled:
    Quote

    Weapons are now visible when viewed through a vehicle window

  • Starting with Build 30, SilentPatch should not be listed as banned from usage anymore.

I will most likely be running tests on LS-RP in a few days, and after all goes well, I am expecting to release Build 30 soon. Long overdue, as there are some interesting fixes awaiting release, as you may have noticed!

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Maks_Grain4
6 hours ago, WarButler said:

I don't think Silent is going to offer you anything more than the advice that has already been given. How many computers do you even use? Surely at this point it's less effort to just change the video card settings and be done with it, instead of spamming up threads with the same request. 

Five Computers. Mother Computer, brother Compute, sister Computer, father Computer and my Computer

3 hours ago, eagle152 said:

Are you autistic or what?

no. i Patau

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gts.
6 minutes ago, Maks_Grain4 said:

Five Computers. Mother Computer, brother Compute, sister Computer, father Computer and my Computer

I lol'd so hard. If you have your own PC... Why don't you force AA in your OWN computer already? And stop playing on other people PC and crying about this here.

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Noskillx

I also think he is trolling

😤

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Maks_Grain4
Posted (edited)
11 hours ago, Noskillx said:

I also think he is trolling

😤

NOT Trolling 

Edited by Maks_Grain4

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pizzapizza
Posted (edited)

Will Silent introduce the Gangs-don't-drink-Sprunk-upside-down fix?

Edited by pizzapizza

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gts.

 

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SilverRST
On 3/6/2019 at 9:39 PM, Maks_Grain4 said:

Five Computers. Mother Computer, brother Compute, sister Computer, father Computer and my Computer

no. i Patau

Do you clear web history each time you use mother-computer, father-computer, brother-computer and sister-computer?

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Junior_Djjr
Posted (edited)

I finally bought a smartphone and the "rtanim bug" (the one that creates the artifacts in high memory use, fixed by SilentPatch), happens a lot here.


Has such fix already been created for mobile? If not, does anyone plan to create? Is there a source code for how the fix was made on SilentPatch?

Edited by Junior_Djjr
rt, not rp

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Silent
Posted (edited)
15 hours ago, Junior_Djjr said:

Has such fix already been created for mobile?

 

Basing on what I heard from War Drum Studios, this should have been patched there already. I'll ask again.

Edited by Silent

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