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Comment History  (0 - 30 of 42)
CrookR
CrookR - - 42 comments @ [1.2.2] Crook's Faction Identification UI

This is due to the setting ui_mcm_targetID_talkName, by default, you have to speak to an NPC or loot their body for their name and rank to appear

Good karma+2 votes
CrookR
CrookR - - 42 comments @ [1.2.2] Crook's Faction Identification UI

Appreciate the assist! Was starting to feel bad about not finishing it, hopefully I can get my hands on a new GPU soon and be able to play with my own mod lmao

Good karma+19 votes
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Is this the BaS patch? You could try opening scopeRadii.script and removing wpn_crosshair_bino

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Differential LTX loading. It's a requirement for some mods.

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

DX9 support is more complicated than I anticipated. The renderer functions are completely different. I still want to do DX9 but I'll have to do a lot more research into the engine

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Ah! Glad it worked out. I should probably add something about the shader cache to the description.

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

You can ignore that file, it just contains the source code if you want to compile the .exes yourself.

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Not sure what can cause this. My initial guess would be a conflict with some reshade or shader addon. Please post your mod list and your log. Also, can you see the UI when the screen is black? As in, if you open your inventory, can you see it?

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

FSR seems to operate on some assumptions that aren't compatible with X-Ray, the major one being that Anomaly doesn't have properly AA yet. To be honest implementing something like that is probably far beyond my ability. Thank you though

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

In vanilla, the ACOG is a "3D scope" rather than a 2D scope. This mod only extends functionality for 2D scopes as 3D scopes require a different technique

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

No idea what might cause this. What other mods do you have installed?

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

The errors suggest that the .exes were not installed... please be aware that MO2 and JSGME do not install the .exes for you, you will have to install the bin folder manually

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

scope_ca will reduce the color effect, try low number like 0.001
putting scope_factor at low value will decrease quality, you can raise it for better picture

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

You can ignore that folder, it just contains the engine code for people who want it

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Sorry I'm in the middle of reorganizing the whole project with git so I can make patches and upload source. Next version will include DX10 support as well as a non-DLTX version.

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Thank you for the support, glad you like the add-on! I have experimented with some of those effects before, though I still have a lot to learn about shaders. And just so you know, you can change the amount of chromatic aberration with scope_ca command :)

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

scope_factor effectively controls both. Lines 62 to 85 in the lua script controls how it is modified. Effectively, it takes the base zoom factor and divides by scope_factor, so on a scope_factor of 0.5, the weapons zoom factor will double which actually reduces it by half. Thus, when combined, the magnification will be the same on all scope factors albeit varying in quality.

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

That's strange... both night_vision.h files should be identical. They use shared functionality, but I didn't change anything in night_vision.h

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Oh and to address the second part: The mod automatically adjusts zoom factor to account for your scope_factor. For example, if you have scope factor 0.5, which in essence scales up the screen 2x, it will halve the zoom factor of the mosin to account for it. The FOV within the scope wont go below what it's supposed to.

Good karma+3 votes
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

The reason for this approach is a matter of effort to be honest. This method is honestly roughly 0.1% the effort of other techniques, and it is also the most compatible with other weapon packs.

In order to make 3D scopes you would have to modify every scope model in the entire game. Also, expanding the screen within a 3D scope requires you to cut a hole through the scope so we can see the world behind it. This can be extremely difficult on things like the PSO1, and just straight up impossible on some like the PKS-07. Also, it couldn't be a screen effect, since 3D scopes move around, the shader would have to be on the geometry itself. And to make the lens itself not appear in the shader and block sight, you will have to use a specific texture which is rendered before transparent objects, meaning you wont see particles or glass through the scope.

I outlined some of the pros and cons in this video: Youtube.com

Good karma+3 votes
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Hmmm. Well, the sections this mod tries to access is the section for weapon you are currently holding, and if it's a scope status 2 weapon, the scope section. This should only be happening when you are zooming in with a weapon that has a visible scope texture though... so I can't for the life of me imagine why you are crashing on start-up. The only things this mod overwrites is the .exes, it doesn't change or add any configuration files. Did you have DLTX installed before this addon? Maybe you have a DLTX based add-on that isn't set up correctly or something of that nature.

Good karma+2 votes
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

I have experimented with this in the past. I can't figure out how to pass different scope textures to the shader to accomplish it. And it would also require new scope textures across the board

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

Not sure what could cause this. Any details on how to reproduce the crash?

Good karma+1 vote
CrookR
CrookR - - 42 comments @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

I prefer to make sure everything works on DX11 and work backwards through the renderers.

Good karma+4 votes