Spazznid
Member
Yes.
Is that something one would have to configure on a game-by-game basis or could you integrate a blanket function that uses game-specific hash codes?
Sorry if I don't make much sense, I don't really know coding well.
Yes.
The latter. Once you know when the UI happens it should be rather easy to suppress all subsequent rendering.Is that something one would have to configure on a game-by-game basis or could you integrate a blanket function that uses game-specific hash codes?
The latter. Once you know when the UI happens it should be rather easy to suppress all subsequent rendering.
I'll try to get it done tomorrow, otherwise you'll have to wait 2 weeks for the next releaseI await more news on that front!
Seems like I found a good code for BL2 and Dota 2.
Dota 2 is weird though, it seems to not actually render the full image under the hud. I mean that's what it looked like from the dumps as well, but I didn't believe it until I saw it myself. Also a fair warning, I only tried it a little in the tutorial, so it's not exactly well tested.
Couldn't find anything suitable for BL1 at a quick glance.
Borderlands 2
injectPSHash 13dcae93
==========
Dota 2
injectPSHash 7d2f6d46
injectDelayAfterDraw true
Ah well, maybe I'll look into the command line stuff at some point. I've been using the desktop client and I guess it has PowerShell command line under there.I don't really know how to use the github interface for that, sorry.
(I use the command line git client and would just do a "git pull origin master" to keep up to date)
I submitted a config for Dota 2, it has these two mouse fixes enabled.is there a setting I'm missing for DOTA2?
my mouse gets off-placed when I enable this
Ah well, maybe I'll look into the command line stuff at some point. I've been using the desktop client and I guess it has PowerShell command line under there.
I submitted a config for Dota 2, it has these two mouse fixes enabled.
# Fix for edge scrolling
modifyGetCursorPos true
# Fix for mouse positioning
interceptWindowProc true
Talking about AO. I don't if you would call that AO at all but I thought it looked cool
This is Shenmue on nulldc. I'm no 3D guru but I don't think the game/emu gives enough depth information to do a proper occlusion. Looks more like a photoshop canvas (?) filter.
I'm drunk.
Make sure you disable the Sweetfx packed with the Ice3.0 archive
Borderlands 2
injectPSHash 13dcae93
Ah well, maybe I'll look into the command line stuff at some point. I've been using the desktop client and I guess it has PowerShell command line under there.
How do you do those thumbnails that expand when you click on them.
gameoverlayrenderer.dll
Or rename the dll itself (risky). Or wait for the next release (safe)
Ah well, maybe I'll look into the command line stuff at some point. I've been using the desktop client and I guess it has PowerShell command line under there.
I submitted a config for Dota 2, it has these two mouse fixes enabled....
# Dota 2 configuration
aaQuality 0
enablePostprocessing false
enableTextureOverride false
modifyGetCursorPos true
interceptWindowProc true
Image from Dota 2 Gamepedia for reference
The windows client is actually really nifty.
Currently, for me, it's set up so that as soon as I make any change, it lists it saying "These are the changes you've made. You can put in a description here then commit sync it with Github"
From that point, you can just go on the Github page and do a pull request.
Ah, well. Does BL2 allow respec? I could probably do that to get the skillpoints to show, and then maybe I could get a better hash. Also yeah, that hash seems to only work for regular in-game. It almost works on the main menu (leaves a part of the party menu visible), and the inventory menu is a no-go. I couldn't find just one hash that would have worked everywhere, unfortunately. Borderlands 2 is weird. I'll take another look later today.You missed unspent skill points But I can fix that by.. spending my skillpoints.
Edit: The Chart Wheel doesn't work properly in Dota 2, its struck to the lower right upon opening it.
So, would "13dcae93|23ad086b" work? If I implemented it I mean.Regarding Borderlands 2, it seems like the hash changes a bit depending on where your quest marker is. If the quest marker is in your minimap, hash 23ad086b works and hides the hud including the skill points. But if you are close enough to the marker and it's rendered "in the world" so to speak, the old hash 13dcae93 works and hides the hud including the skill points. So far at least I haven't been able to find something that would work flawlessly in both situations. So as such I'd probably use 23ad086b as it's probably more common to have the quest marker to be in your minimap, right?
That's possible, but harder.And as for the item menu, that looks like an even bigger problem.
It's not exactly a HUD I guess with the way it's projected in to the world and your character is rendered in front of it. I'm no expert, but the way the dumps look, it might need some kind of "don't render stuff from hash x to hash z" to get rid of it. No idea if that's possible, or if it would even work.
That's possible, but harder.
27-07-2014 -- beta 10 - "Poltergeist"
=====================================
General:
- Added feature to disable HUD (in games with a targeted injection profile)
- Added keybinding to toggle through scaling methods
- Added option to prevent Steam Overlay loading (thanks GoaLitiuM)
- Added "loadD3DEarly" compatibility option
- Now possible to list and query readable app name from whitelist
- Fixed downsampling with more than 3 levels
- Fixed stupid typo preventing games with backbuffer formats other
than the default from working correctly (thanks Boulotaur2024)
- Fixed crash when framedumping, store framedumps as TGA, create folders for each
- Fixed crash with special characters in blacklist/whitelist entries
- Fixed "interceptOnlySystemDlls" with nonstandard system paths
Generic Plugin:
- Show exe name and (if available) readable name in status display
- Added option to target screenshots/postprocessing to specific renderstate changes
("injectRenderstate [state],[value]" -- example of use in Ys Origin profile)
- Added lots of profiles, thanks to all the contributors
GeDoSaToTool:
- Can now sort black/whitelists
- Fixed working directory when launched at windows startup
That's what I do, but if my fork is out of date with Durante's master, it will then throw those conflicts after the pull request. I have no idea what to do with those.
git fetch upstream
git merge upstream/master
Version 0.10!
Code:27-07-2014 -- beta 10 - "Poltergeist" ===================================== General: - Added feature to disable HUD (in games with a targeted injection profile) - Added keybinding to toggle through scaling methods - Added option to prevent Steam Overlay loading (thanks GoaLitiuM) - Added "loadD3DEarly" compatibility option - Now possible to list and query readable app name from whitelist - Fixed downsampling with more than 3 levels - Fixed stupid typo preventing games with backbuffer formats other than the default from working correctly (thanks Boulotaur2024) - Fixed crash when framedumping, store framedumps as TGA, create folders for each - Fixed crash with special characters in blacklist/whitelist entries - Fixed "interceptOnlySystemDlls" with nonstandard system paths Generic Plugin: - Show exe name and (if available) readable name in status display - Added option to target screenshots/postprocessing to specific renderstate changes ("injectRenderstate [state],[value]" -- example of use in Ys Origin profile) - Added lots of profiles, thanks to all the contributors GeDoSaToTool: - Can now sort black/whitelists - Fixed working directory when launched at windows startup
Version 0.10!
Code:27-07-2014 -- beta 10 - "Poltergeist" ===================================== General: - Added feature to disable HUD (in games with a targeted injection profile) - Added keybinding to toggle through scaling methods - Added option to prevent Steam Overlay loading (thanks GoaLitiuM) - Added "loadD3DEarly" compatibility option - Now possible to list and query readable app name from whitelist - Fixed downsampling with more than 3 levels - Fixed stupid typo preventing games with backbuffer formats other than the default from working correctly (thanks Boulotaur2024) - Fixed crash when framedumping, store framedumps as TGA, create folders for each - Fixed crash with special characters in blacklist/whitelist entries - Fixed "interceptOnlySystemDlls" with nonstandard system paths Generic Plugin: - Show exe name and (if available) readable name in status display - Added option to target screenshots/postprocessing to specific renderstate changes ("injectRenderstate [state],[value]" -- example of use in Ys Origin profile) - Added lots of profiles, thanks to all the contributors GeDoSaToTool: - Can now sort black/whitelists - Fixed working directory when launched at windows startup
Just tested Portal.
Check the mouse fixes at the end of the ini, to fix the spinning set modifyGetCursorPos and modifySetCursorPos to true.
And to fix the menu positioning, set interceptWindowProc to true.
Hey Durante now that GeDoSaTo has become more reliable to just leave in the backgroud, it would be great if you could inject more than one resolution and not having to create a different profile for every game, i don't know if it's even possible but it would be easier to use since not every game can run fine with the same downsamplig resolution.
.I think the latest version (0.10) broke the ability to run GTA IV with iCEnhancer and GeDoSaTo.
ENBs don't work anymore as far as I'm concerned
(imo because of the "D3d9*.dll hook, no idea why though)
As in, have multiple hashes and use whichever comes first? I think that would work, yes.So, would "13dcae93|23ad086b" work? If I implemented it I mean.
Whoop!- Fixed stupid typo preventing games with backbuffer formats other
than the default from working correctly (thanks Boulotaur2024)
- Fixed crash when framedumping, store framedumps as TGA, create folders for each
- Added option to target screenshots/postprocessing to specific renderstate changes
("injectRenderstate [state],[value]" -- example of use in Ys Origin profile)
I believe i found the hash necessary to remove the HUD on Hitman: Blood Money, although i had some difficulties screenshoting it to test it. both the hudless and full screenshot keys defaulted to the full screenshot one. I ended up having only leaving the hudless shot key intact.
So, how exactly do i pull a request on github?
EDIT: and now even with the key deleted, it defaults to full screenshot D:
Yeah, i sorta discovered it now. i probably selected a hash that had both the post processing and/or smaa on, and when i disabled them, i wasn't able to get the shot. I say that because it came to a point where with the hash i found, there was no difference visually if i disabled post processing, but the full screenshot and the hudless screenshot were different, as in one had it on and the other off.It defaults to full screenshots if the hash that you're using for the game isn't present during that scene.
So, for example, if you took a screenshot in the games menu, it might say "Full screenshot" but if you took a screenshot in game, where hte PSHash was working, it would say "Hudless screenshot".
The fact that you're getting a full resolution screenshot means that that PSHash isn't present at that moment to my understanding, At the least, it means that for that precise frame, that PSHash isn't functional in capturing before rendering the HUD.
Basically, it means that probably isn't the correct PSHash to generally use, and definitely isn't for the exact part you're at.
preventSteamOverlay true
Did you try it with the early d3d loading flag?ENBs don't work anymore as far as I'm concerned
(imo because of the "D3d9*.dll hook, no idea why though)
Yeah, TGAs with alpha are just more convenient to work with in most software.It seems like dumping is faster(?), and after looking at the tga dumps, I'm going to guess that the different alpha implementation on the format might be the reason for the switch?
And could you go into more detail about injectRenderstate?
Yeah, I expected nothing different. File a bug report about it, I'll have a look at some point.For Borderlands 2, I set:
But I still ended up getting a crash when changing resolution.
Currently, alternative injection breaks the Steam overlay. So, no.is there a way to make Divinity OS work with the Steam Overlay?
it downsamples fine - but the Steam Overlay only takes up the top left corner... and shows only a black patch
Currently, alternative injection breaks the Steam overlay. So, no.
Yeah I have no idea why the wildcard is an issue here but in the meantime yeah you could do that. I just tested what you suggest (hooking the d3d9d separately) and I can confirm it worksDid you try it with the early d3d loading flag?
I guess instead of d3d9*.dll I could list d3d9.dll and d3d9d.dll separately..
Xebra on the left and ePSXe on the right. Both are opengl but they do work with GLDirect5. Xebra doesn't upscale at all though (unfortunately). ePSXe seems to work pretty well with Pete's OpenGL. I can't go higher than twice my monitor res so far which is a shame
I didn't really, it now uses both, always. So whatever event happens first will trigger the injection, and then I can control the ordering of any further dll loads -- this should hopefully be ideal.Ah nice so you got rid of the default method.
So, I'm testing a new distribution method. For now, you can get the very latest build of the GeDoSaTo dll/exe directly from github here:
https://github.com/PeterTh/gedosato/tree/master/pack
Note that there won't be any support for non-released versions!
That said, have fun with unified injection.