any advice for recompiling for RBFG compatibility?
any advice for recompiling for RBFG compatibility?
Prospect on creating a package that works with @UltimateHD that comes bundled with RBDOOM3BFG?, or BFG HiDef, for that matter.
All of them, from what I've seen. There's an example in the trees at the bridge at kachirho.
The landscape/skybox textures could also use some work, in my personal opinion.
E: this one specifically
upperkashyyyk_textures.utx
Fantastic so far! Things I've noticed:
-the plants in kashyyyk are surrounded by black squares
-I'm pretty sure the little patch things on the HUD by your health bar is supposed to be a mesh, or regularly spaced holes like a cheese grater, not the black lumps that are in now
-more wishlist, but are there plans to improve the weapon viewmodels?
gameinfo.txt needs reconfiguration
"GameInfo"
{
game "Half-Life 2: MMod (Aberration)"
title ""
title2 ""
icon "resource/icon"
developer "Gunship Mark II, Fooltaurus, KrIsCrEeP, sgor00, Agent Agrimar"
developer_url "http://gunshipstuff.x10.mx/"
gamelogo "1"
type singleplayer_only
FileSystem
{
SteamAppId 243730 // Mount Source SDK Base 2013 Singleplayer content to be used as a base
SearchPaths
{
// HL2 MMod : Custom folder support
game+mod "|gameinfo_path|custom/*"
game+mod "|gameinfo_path|../HL2MMod/custom/*"
mod+mod_write+default_write_path "|gameinfo_path|."
// HL2 MMod : Load binaries from base folder.
gamebin "|gameinfo_path|../HL2MMod/bin_episodic"
// HL2 MMod : Load game-specific VPK's
game+mod "|gameinfo_path|VPKs/abberation_mmod_patch_files.vpk"
// HL2 MMod : Shared VPKs from base HL2MMod folder
game+mod "|gameinfo_path|../HL2MMod/VPKs/Art_dir.vpk"
game+mod "|gameinfo_path|../HL2MMod/VPKs/Audio_dir.vpk"
game+mod "|gameinfo_path|../HL2MMod/VPKs/Misc_dir.vpk"
// HL2 MMod : Load loose content
game+mod "|gameinfo_path|../HL2MMod/"
// HL2 MMod : HALF-LIFE 2: EPISODE TWO CONTENT
game_lv "hl2/hl2_lv.vpk"
game+mod "ep2/ep2_sound_vo_english.vpk"
game+mod "ep2/ep2_pak.vpk"
// HALF-LIFE 2: EPISODE ONE CONTENT
game "|all_source_engine_paths|episodic/ep1_sound_vo_english.vpk"
game "|all_source_engine_paths|episodic/ep1_pak.vpk"
// HALF-LIFE 2 CONTENT
game "|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk"
game "|all_source_engine_paths|hl2/hl2_pak.vpk"
game "|all_source_engine_paths|hl2/hl2_textures.vpk"
game "|all_source_engine_paths|hl2/hl2_sound_misc.vpk"
game "|all_source_engine_paths|hl2/hl2_misc.vpk"
platform "|all_source_engine_paths|platform/platform_misc.vpk"
game+game_write "|gameinfo_path|."
// HL2 MMod: Aberration Compatibility
game "|gameinfo_path|../aberration/"
game "|all_source_engine_paths|../Half-Life 2/ep2"
game "|all_source_engine_paths|../Half-Life 2/episodic"
game "|all_source_engine_paths|../Half-Life 2/hl2"
platform "|all_source_engine_paths|platform"
}
}
}
For anyone else still unsure, 1.5 and 1.6 are indeed older but this is still the correct order.
Yes, but I just double checked, it was from NVTF's hashtable replacement function, which quite honestly, I did not expect.
Having issues with the latest release, ran the game using only ttw/jip and the pipboy status page vault boy was missing, as were the icons on the map.
Is there no way to dither the samples? it's quite jarring when it happens, as the banding is quite intense and causes the texture underneath to appear striped.
Also, if soft shadows are disabled, it disables all shadows.
I'm having some strange issues where soft shadows appear heavily pixelated/boxed-out when a light is shining on a shadow. seems to be related to LOD setting but testing has produced strangely inconsistent results.
latest nvidia drivers
seems to be something with the candidate release of RBBFG, tried just it alone, and the performance hit is staggering.
I'm getting some strange artifacts when enabling HDR in-game, almost like checkered blue/purple pattern across the screen
It seems to originate from the bloom flair pattern, as turning it off solves the problem
W10, gt650m 1gb vram 16gb ram i7 3.2ghz
after some tinkering, I finally got a crash report, I hope this helps
do you think packing them up would help
unable to get a screenshot because the in game function doesn't capture console output, and the debugger doesn't work right with the steam overlay active (as far as I can tell) but in specifics, seems to affect the kiosk, and chaingun texture, as well as any texture that uses transparency.
said textures just look black
I'm getting a lot of GL_out_of_memory errors, please advise?
Textures aren't loading correctly, and the ones that do seem rather pixelated.
W10, 1gb vram, 16gb ram
Is there a version without ZRP to make merging updates easier?
I am not using any of the extra shaders, and can confirm, there is something going on with the textures, perhaps a shadow problem.
How would I go about speeding up the pistol reload anim?
Honestly, all 3 would be ideal, as they each serve a purpose. Dense forests are visually pleasing and show the zone as a both beautiful and deadly anomaly, while cities and villages are great for combat. underground meanwhile has always been a peek into the darker aspects of the zone and the old experiments therein.
I'm impressed you are able to do anything else with a 16 credit load. In any case, it is good to hear from you and I wish you the best of luck
awesome!
have there been any bugfixes implemented since 1.2?
no kidding, i've been looking forward to this mod for almost 2 years
wonderful, thank you
I got it working by replacing the user.ltx in both _appdata_ and in the public documents section, thank you for the offer though
on another note, what cfgs do I change to make things brighter/much brighter flashlight, as it is absolutely black at night, and the flashlight only works to about 3 feet
For the life of me, I cannot seem to get this working
1)fresh steam DL
2)install all files
3)enable mods in fsgame
4)change user.ltx res to 1680x1050
5) start game, crash on load
silentjacket
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