So the Gaben shield makes all the items at the vendors cheaper right?
Nope, they just tell you what items are coming and then never have them in stock.
So the Gaben shield makes all the items at the vendors cheaper right?
If it was easy I'd have done it a week ago
Seriously, the game uses a crazy special vertex shader for rendering the HUD, and the input positions are only loosely related to the output positions. The lower 3 squares in the lower left are drawn with an entirely different call than the top one, and the bottom one is actually split in two halves that are separately positioned. I could go on.
It's something I've wanted to do from the start.
Done for hours, but I want to get another thing done before I release.Any news on a shadow fix?![]()
I'm sure that from their position there was a good reason. But once it's through PhyreEngine and the high-level abstraction, what ends up at the D3D level is indeed pretty looney.WTF? Do you see any possible reason for these loony decisions?
...I just had a breakthrough.
Done for hours, but I want to get another thing done before I release.
I'm sure that from their position there was a good reason. But once it's through PhyreEngine and the high-level abstraction, what ends up at the D3D level is indeed pretty looney.
But I just had a breakthrough.
Looks nice, but I don't use grid view at all. Takes too much space.By the way, you guys have already updated your custom steam icon, right?
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Well, since you were asking, the HUD is rendered in about 60 steps. Here are some of them:Is there a way to choose which HUD elements to hide or is it all one layer?
Someone on /v/ just replaced the Estus Flask with Sunny D.
what. the. hell. :lolWell, since you were asking, the HUD is rendered in about 60 steps. Here are some of them:
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If anyone can find the hash code of the texture used for the humanity count (upper left) I'd be much obliged.
If anyone can find the hash code of the texture used for the humanity count (upper left) I'd be much obliged.
Thanks!d39537ab has em in the upper right.
http://www.sendspace.com/file/lg5uxj
btw if someone is geeky enough to do text like in the original game - use a radial blur with zoom option (30-40%) . Then darken the edges. You will need to overlay another layer with a slight blur with Overlay mode to get that color gradation
Is that unusual for HUD rendering? I don't know the proper terms, but I think OpenGL has something where you can put a batch of textured quads together and then render those in one call. If D3D has the equivalent, is that what you'd expect? Otherwise, if you are drawing one HUD element at a time, your screenshots seem like they'd make sense.Well, since you were asking, the HUD is rendered in about 60 steps. Here are some of them:
Very nice! And quite close to the original font.
Well, if I did it, I'd at least put everything that's using the same texture in one rendering call. But it's not really unusual. What is really unusual is the way the specify vertex positions for their HUD shader.Is that unusual for HUD rendering? I don't know the proper terms, but I think OpenGL has something where you can put a batch of textured quads together and then render those in one call. If D3D has the equivalent, is that what you'd expect? Otherwise, if you are drawing one HUD element at a time, your screenshots seem like they'd make sense.
Just installed this and wow, what a difference, thanks for making it!Made a high-res font texture.
DL: http://www.sendspace.com/file/db2k57
Nice.
If you have SSAO on in DSFix, you don't need anything else on anywhere else.If I enable SSAO through DSfix should I be putting a compatibility mode into inspector? I tried it and my FPS were really low and I am on SLI GTX 580s. With SSAO off and SMAA maxed + 3840x2400 I am getting a solid 30 at all times otherwise.
You have to enable the option in the INI file and then put the texture in \DATA\dsfix\tex_overrideI hate to be that person but where do you put this? Looking around in the Dark Souls file and unsure. I even googled it and got no hits.
You have to enable the option in the INI file and then put the texture in \DATA\dsfix\tex_override
What's the SLI flag for Dark Souls? It's running perfectly with one card for me but it's killing me inside that the other one is idling.If I enable SSAO through DSfix should I be putting a compatibility mode into inspector? I tried it and my FPS were really low and I am on SLI GTX 580s. With SSAO off and SMAA maxed + 3840x2400 I am getting a solid 30 at all times otherwise.
Lol.
But can it withstand a 3rd shot?
Any reason why in the Forest area (namely Alvina's area where the covenant is) I get these weird graphical glitches? It looks like a super high contrast pink and bluish-green whenever I point the camera at a certain spot. Are there any tweaks I need to make in the ini. or should I just upgrade to the 1.1-1.2 fix?
Edit: Taken from elsewhere, but it looks EXACTLY like this.
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If you have SSAO on in DSFix, you don't need anything else on anywhere else.
I have looked into it, I just could never reproduce it. Maybe someone can fix it once I open the source.That'll work until Durante can look into it, though it's pretty minor.
Couldn't get texture replacement to work for Chester's gear...but I can on the Hollow Thief armor. I'm currently in the process of de-hoboing it and taking all the holes out so it looks cool again. Gonna have to wait to finish until tomorrow though because I'm sleepy.
Lol.
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