im not, did you have unpack error? im at home and did unpack with 7zip at desktop it works. start now a test install and work also maybe you didnt wait until finishing dl(Google dont showing remaining time actually)
I think it's time that i released my mod. The mod is targeted to E3 2013 demo. Have a try: https://onedrive.live.com/redir?resid=17544ACAB3786C97!871
I just got some really bad colour effects on screen. I think this is what you are talking about. Has this been fixed? It's really bad. I'm only using the main mod dated 26/09 and the old stand alones
yes, try to use the new standalone installer. this should help. the core from 26.9. has the non buggy shaders. After them use this https://docs.google.com/file/d/0BwxALbeBV2l9eFJLbnpGcy0zZHM/edit?usp=docslist_api
I wonder if it's possible to add real-time reflections to the windows? As you can see in this screenshot we have rt reflections on some walls: This is vanilla with custom GameProfile.xml with hi-res reflections setting.
its possible and also enebled., but not for the dynamic "things"(NPC s Cars,....) some mirrors have rt specularity and some have pre set of textures (no idea why, but have test much times ;-) ) (in some windows you see preset textor mirroring and sometimes the real speculary, but nothing dynamic , i tried to eneble them in the shaders, and the unit***.xml shader but didnt seem to work) unlit.xml Code: .... <group label="Reflection" disable_if="BlendingType"> <group horizontal="1" disable_if="ReflectionTexture"> <label>Type</label> <combobox dataBindings="ReflectionType"> <comboboxitem value=[COLOR="Red"]"1">Dynamic[/COLOR]</comboboxitem> <comboboxitem value="1">World static</comboboxitem> </combobox> </group> <group> <label>Reflection Texture Override</label> <button dataBindings="ReflectionTexture" fill="1" /> </group> <group horizontal="1"> <label>Intensity</label> <textbox dataBindings="ReflectionIntensity"> <dataBindings increment="0.01" minvalue="0.0" maxvalue="1.0" /> </textbox> <label> 0</label> <slider dataBindings="ReflectionIntensity"> <dataBindings increment="0.01" minvalue="0.0" maxvalue="1.0" /> </slider> <label>1</label> </group> <group enable_if="ReflectionType==1 || ReflectionTexture"> <checkbox label="Affected by daylight" dataBindings="ReflectionAffectedByDaylight" tooltip="Multiplies the reflection by the outdoor default ambient." /> </group> </group> <!-- Specular Settings --> <label> </label> <group label="Specular" disable_if="BlendingType"> <group horizontal="1"> <label> Glossiness </label> <textbox databindings="SpecularPower.x" > <databindings increment="0.1" minvalue="1" maxvalue="8192.0" /> </textbox> <label> 0</label> <slider dataBindings="SpecularPower.x"> <dataBindings class="SpecularPower" /> </slider> <label>1</label> </group> <dataBindingsAlias name="@ReflectanceAlias" dataBindings="Reflectance" /> <xi:include href="UI/ReflectanceGroup.xml" /> .... and reflectiongroup.xml Code: <ui> <group horizontal="1"> <label>Type</label> <group disable_if="ReflectionTexture"> <combobox dataBindings="ReflectionType"> <comboboxitem value="1">World Static</comboboxitem> <comboboxitem value="1">World Dynamic</comboboxitem> </combobox> </group> </group> </ui> and windy_city_game.xml Code: <Layers> <Layer Name="Default" UniqueId="-738575408,32165" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\asphalt_02_d.xbt" TilingXY="15,15" NormalMap="graphics\_textures\ground\asphalt_02_n.xbt" NormalMapTilingXY="15,15" SpecularMap="graphics\_textures\ground\asphalt_02_s.xbt" SpecularMapTilingXY="15,15" SpecularColor="0.988235,0.988235,0.988235" SpecularIntensity="1" SpecularShininess="200" IsUsingGlossMap="1" WetnessDiffuseMultiplier="0.4" WetnessGlossBoost="3" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="42" /> <Layer Name="Tiles_01" UniqueId="1818742851,50363817" InUse="1" ProjAxis="2" Texture="graphics\_textures\_concrete\concrete_tile_01_d.xbt" TilingXY="20,20" 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Name="Pave" UniqueId="1806360787,134249909" InUse="1" ProjAxis="2" Texture="graphics\_textures\road\roadbrick_01_d.xbt" TilingXY="25,25" NormalMap="graphics\_textures\road\roadbrick_01_n.xbt" NormalMapTilingXY="25,25" SpecularMap="graphics\_textures\road\roadbrick_01_m.xbt" SpecularMapTilingXY="25,25" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="30" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.6" WetnessGlossBoost="1.7" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="43" /> <Layer Name="Grass" UniqueId="730105575,33586600" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\grass_01a_d.xbt" TilingXY="20,20" NormalMap="graphics\_textures\ground\grass_01a_n.xbt" NormalMapTilingXY="20,20" SpecularMap="graphics\_textures\ground\grass_01a_d.xbt" SpecularMapTilingXY="20,20" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="5" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.75" WetnessGlossBoost="3.2" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="19" /> <Layer Name="Grass_02" UniqueId="-1534175319,151027126" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\grass_05_d.xbt" TilingXY="12,12" NormalMap="graphics\_textures\ground\grass_02_n.xbt" NormalMapTilingXY="8,8" SpecularMap="graphics\_textures\ground\grass_05_d.xbt" SpecularMapTilingXY="12,12" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="5" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.75" WetnessGlossBoost="3.2" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="19" /> <Layer Name="Grass_03" UniqueId="762878193,218135996" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\grass_04a_d.xbt" TilingXY="14,14" NormalMap="graphics\_textures\ground\grass_02_n.xbt" NormalMapTilingXY="10,10" SpecularMap="graphics\_textures\ground\grass_04a_d.xbt" SpecularMapTilingXY="10,10" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="5" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.7" WetnessGlossBoost="4" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="19" /> <Layer Name="Gravel_01" UniqueId="-1534000764,167804342" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\gravel_02_d.xbt" TilingXY="14,14" NormalMap="graphics\_textures\ground\gravel_02_n.xbt" NormalMapTilingXY="14,14" SpecularMap="graphics\_textures\ground\gravel_02_d.xbt" SpecularMapTilingXY="14,14" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="12" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.45" WetnessGlossBoost="2.5" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="3" /> <Layer Name="Gravel_02" UniqueId="-1533812263,184581558" InUse="1" ProjAxis="2" Texture="graphics\_textures\road\roadside_01_d.xbt" TilingXY="14,14" NormalMap="graphics\_textures\road\roadside_01_n.xbt" NormalMapTilingXY="14,14" SpecularMap="graphics\_textures\road\roadside_01_m.xbt" SpecularMapTilingXY="14,14" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="5" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.35" WetnessGlossBoost="4" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="3" /> <Layer Name="Rocks_01" UniqueId="-1392167352,201358777" InUse="1" ProjAxis="2" Texture="graphics\_textures\_rock\07_rock_cliff_rough_a_d.xbt" TilingXY="3,3" NormalMap="graphics\_textures\_rock\07_rock_cliff_rough_a_n.xbt" NormalMapTilingXY="3,3" SpecularMap="graphics\_textures\_rock\07_rock_cliff_rough_a_d.xbt" SpecularMapTilingXY="3,3" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="10" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.5" WetnessGlossBoost="2.5" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="4" /> <Layer Name="Dirt01" UniqueId="-1805903364,234913223" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\dirt_02_d.xbt" TilingXY="20,20" NormalMap="graphics\_textures\ground\dirt_02_n.xbt" NormalMapTilingXY="20,20" SpecularMap="graphics\_textures\ground\dirt_02_d.xbt" SpecularMapTilingXY="20,20" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="5" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.35" WetnessGlossBoost="3.7" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="3" /> <Layer Name="Pontiac_Grass_01" UniqueId="-901321857,285244881" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\grass_02_d.xbt" TilingXY="13,13" NormalMap="graphics\_textures\ground\grass_02_n.xbt" NormalMapTilingXY="13,13" SpecularMap="graphics\_textures\ground\grass_02_d.xbt" SpecularMapTilingXY="13,13" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="8" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.5" WetnessGlossBoost="2.5" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" 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AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="42" /> <Layer Name="Pontiac_Mud" UniqueId="1021561609,335576530" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\07_mud_02_d.xbt" TilingXY="8,8" NormalMap="graphics\_textures\ground\07_mud_02_n.xbt" NormalMapTilingXY="8,8" SpecularMap="graphics\_textures\ground\07_mud_02_m.xbt" SpecularMapTilingXY="8,8" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="200" IsUsingGlossMap="1" WetnessDiffuseMultiplier="0.5" WetnessGlossBoost="1.19" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="6" /> <Layer Name="Pontiac_wood_debris" UniqueId="-1836984390,352353746" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\07_mill_debris_d.xbt" TilingXY="22,22" NormalMap="graphics\_textures\ground\woodchips_01_n.xbt" NormalMapTilingXY="22,22" SpecularMap="graphics\_textures\objects\07_mill_debris_m.xbt" SpecularMapTilingXY="22,22" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="100" IsUsingGlossMap="1" WetnessDiffuseMultiplier="0.5" WetnessGlossBoost="2.13" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="18" /> <Layer Name="Pontiac_ForestGround_01" UniqueId="-494292708,369130962" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\07_forest_branches_01_d.xbt" TilingXY="13,13" NormalMap="graphics\_textures\ground\07_forest_branches_01_n.xbt" NormalMapTilingXY="13,13" SpecularMap="graphics\_textures\mask\mask_cloud01_m.xbt" SpecularMapTilingXY="1,1" SpecularColor="1,1,1" SpecularIntensity="1" SpecularShininess="16" IsUsingGlossMap="0" WetnessDiffuseMultiplier="0.5" WetnessGlossBoost="2.81" MinSlope="0" MaxSlope="90" AltStart="0" AltEnd="255" Projected="0" Smooth="1" SurfaceTypeID="18" /> <Layer Name="Pontiac_Sand_Beach" UniqueId="-1703969921,402685396" InUse="1" ProjAxis="2" Texture="graphics\_textures\ground\07_sand_beach_01_d.xbt" TilingXY="17,17" 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I tried this but the issue persists. EDIT: Hmmm after 1 minute of game play it cleared up. Below is what I was seeing but now is OK. This image is of a black dot that gets smaller over time while I'm playing the betting game which is still here.
If you still have this issues, try this . https://drive.google.com/file/d/0BwxALbeBV2l9UDRicEpQcHRkUXM/view?usp=sharing And reload your game. I ve test niow and have non issues and the ugly render problems are always gone
STATUS INFO: 1. some people ask about the "dynamic fog" of manholes it works and reacts to wind, problem is the intensity of the particles (E3 version have more manholes - you can compare by watching the e3 2012, when aiden walks along the Street to the theater, in vanilla v some manholes are no longer there ) - i try to fix textures tomorrow, to get more intensity, make some tests. if i get better results i will update the "all in one installer" so nobody must dl a new 1.6 GB file 2. the aiming if i found the animations (dont sure but maybe it could be found as a mab. file) i will look, but cant promise 3. the surrender fix its integrated (in Main Mod and also in the standalones) 4. E3 muzzleflashs - i will make tests by editing some textures. if i get better results i will update the "all in one installer" so nobody must dl a new 1.6 GB file 5. e3 bullet trails - i didnt found anything wich get this back 6. the E3 focus (i think it has slowwer slo-motion effect than vanilla, has better zoom effect, and have a little better yellow colourgrading touch) 7. the NPC Mod work full in Main Game, in Bad Blood you can actual only and choose between Aiden and T-Bone defaults (i will try to get them working) 8. The all Car on Demand Mod dont work any longer, because ubi deleted some files (in common_depload.dat) if someone know how the settings for the focus are located, maybe it could be tweakable, but actual i have no idea how to find them __________________________________________________ i upload now a new CORE version, wich is up to date (for those who are new, and didnt dl anything befor) i upadeted the "All in One UPDATE Installer (01.10.2014)v2.7z", for those who have the render issues i updated a pebrformance fx https://drive.google.com/file/d/0BwxALbeBV2l9X3lYak5zN1JaWnM/view?usp=sharing
I hate the focus in vanilla! That green blurriness just look terrible! But i can understand why ubi made it like that - it's all about the interface! This is their way of showing the player that the focus is turned on. But another thing that they added in final release is just stupid - why the time speeds up when you shooting?!
Marduk, since ubi put the "civiliandensity.lib" in 5th patch did they actually changed something in there, like increased civilian density for example? Take a look at this, this is vanilla, latest patch + my light DOF mod:
interesting. maybe its possible they increase them. will compare by myself on monday. but on user told if you got killed on a place and go will respawn in the World thats also increase the civilians in this area... terms the focus, i actual didnt found the file wich is relevant for that.