Wow...this looks way better than the previous game.Dat...
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Why the bullshit reply? Either it's a debug build like before, when Square gave several people a debug build with camera tools (and whether you are allowed to have it or not, let's not discuss that) or a CE table that's not public (for whatever reason).Nope.
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Can I has it?![]()
thanks for the infoI haven't thrown it up yet because... well, see those 2 shots there? If I hadn't saved right before there, then it would be impossible to complete it. The "time freeze" I have right now causes physics objects to go a bit awry when you unfreeze. It can be so bad that required objects will not behave as needed in order to progress. The solution so far has just been to save your game in a new slot every time you're about to start freezing a lot.
Since I know how lazy I am, I probably won't come up with a better way to freeze the game. Apparently this was also a problem in the first Tomb Raider so... what the hell. I'll probably do a quick guide for it tomorrow. Bed now.
Either it's a debug build like before, when Square gave several people a debug build with camera tools (and whether you are allowed to have it or not, let's not discuss that)
Wow The Division looks incredible in some of those pics, like a photo or concept art at times.
dude why are you taking such a hostile toneMaybe that should be discussed, because it's the height of entitlement to suggest that developers share their internal code just to satisfy the whims of a few hobbyist gamers. People who are allowed to work with such code have to jump through myriad hoops to even discuss the possibility, much less obtain builds and actually publish the results. That kind of access is the result of often years (literally) of bridge-building, not salty 'gimme' posts on forums.
You might think that there's sufficient ROI for a company to arrange NDAs, Steam branches and the rest so you can take some screenshots. Maybe you're right. But have you done anything to prove that to the people who matter? To justify their time? Make no mistake, the onus is 100% on you to to make that happen. The industry owes you nothing. To suggest otherwise is an insult to those with initiative.
Dat...
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http://orig12.deviantart.net/4150/f/2016/029/e/e/thedivision_2016_01_30_02_16_08_432_by_roderickartist-d9pts44.png
http://orig10.deviantart.net/6671/f...30_02_06_17_901_by_roderickartist-d9pts4o.png
dude why are you taking such a hostile tone
he's really obviously insinuating about the piracy of debug builds, not entitlement to freecam debug code or whatever
God. You take he absolute best screenshots Jim.
Dat...
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I haven't thrown it up yet because... well, see those 2 shots there? If I hadn't saved right before there, then it would be impossible to complete it. The "time freeze" I have right now causes physics objects to go a bit awry when you unfreeze. It can be so bad that required objects will not behave as needed in order to progress. The solution so far has just been to save your game in a new slot every time you're about to start freezing a lot.
Since I know how lazy I am, I probably won't come up with a better way to freeze the game. Apparently this was also a problem in the first Tomb Raider so... what the hell. I'll probably do a quick guide for it tomorrow. Bed now.
Why the bullshit reply? Either it's a debug build like before, when Square gave several people a debug build with camera tools (and whether you are allowed to have it or not, let's not discuss that) or a CE table that's not public (for whatever reason).
It's not a competition.
Actually what would be beneficial is if Jim or Kputt or anyone else who knows could let me know where to look specifically for these game CE tables, in the case that they DO happen to release them.
I agree. They got pretty close or even surpassed the original target video.
I will always post my CE Tables with a guide on the DeadEndThrills forums. You'll see a new thread here. Sometime today. I just need to aobscan the scripts. When I get around to that is entirely up to my baby's napping patterns.
In some way I find it understandable that people who create the tables or make the tools or what have you would want to get off a few of their own shots and have their work admired before they let the rest in on the fun. I just wish I could do it myself, but I have no knowledge of how to do it. So I'll just wait patiently until one comes around.
You should set aside a day, or even a weekend, to pull off a really simple objective. If it's camera tools specifically, then once you've gone through the CE tutorial that's built into the thing, you can maybe try and find a camera coordinate and move it about. That's actually not simple at all if you're just starting out, but the logic behind it is. Trust me, do it once and you'll never worry about motivation again. You'll want to do more, and do it quicker and more reliably, and after a year or so you'll be hacking anything you please. It's a hobby in itself.
There's a guy on my forum, one3rd, who's gone from asking about tables to doing them routinely, and it's a beautiful thing. Tenacity like that is what it's all about.
The ReShade Framework Mediator is missing the required files or the permission to access them. Please start the ReShade FrameWork Mediator as Admin or resinstall the ReShade Framework
It's perfectly fine with Windows 10 for me. But I don't use it. I just manually tweak things. Mediator is.... a mess.I am trying to install ReShade for the first time so I can use SMAA with Rise of TR.
I'm getting the following when trying to run Mediator:
It's not incompatible with W10...is it?
It's perfectly fine with Windows 10 for me. But I don't use it. I just manually tweak things. Mediator is.... a mess.
Never messed with any of these post AA options before, and Mediator not installing is not really giving me great excitement to do so...
What's the manual way of injecting SMAA?
////--------//
///**SMAA**///
//--------////
#define USE_SMAA 1 //[SMAAWrap] //-SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
//>SMAA Anti-aliasing settings<\\
#define SMAA_THRESHOLD 0.05 //[0.05:0.20] //-Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 75 //[0:98] //-Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0:16] //-Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[0:100] //-Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.