Why is it every time I tell Codex I'm gonna steal the Declaration of Independence, I get blocked for Cyber Security?
Is there a way around it? I really need it to pay my API bill from Codex.
Is there a way around it? I really need it to pay my API bill from Codex.
in my previous vids, my engine was converting all the bc1 textures to rgba8.
bc1 is 0.5 bits per pixel, rgba8 is uncompressed 32 bit. Reason why ui is messed up is i havent implemented bc2/bc3 which are mainly ui textures etc
Thats how SR was able to run on Xbox 360 with the limited memory, the texture bit was so low. Uncompressing the BC1 textures to RGBA8 might not sound bad, matter of fact the textures look way better but not feasible to have as the default option.
With all the textures being uncompressed, it was taking up 10gb of memory, the game is only 7gb lol
Now it is more reasonable as im reading the textures in its compressed state rather then uncompressing it, plus it looks closer to the original due to the low bit lol
players can switch to rgba8 and other texture formats to get more detail in the video options such as BC7 (requires you to let the program offline recode the textures to bc7) and rgba8
optimizations are still ongoing but i think giving players to run bc1 textures as is to be light on performance will help older computers and handhelds.
the game is averaging around 30fps, still more work to do in optimizations in telling my engine when to not refresh the static city every frame and only when the city changes or when to load full res chunks and the limit. Retail only loaded 1 full res chunk, with a limit to 4 full res chunks, I was doing 11 full res chunks, which I brought down to 6, I might bring it down to 1-4 like retail or give players the options to choose aside from the default how many chunks they want to load in case 4 or 6 is too much. Plus players may want to do homebrew and run on a ps4.
Not to far off from 60fps. Once I get to 60fps without drops and hitches, ill be resuming back to bug fixing etc but putting off optimizations and doing it at the last second is how you end up with poorly optimized games.
The hitches you are seeing is with the cpu side of things, the gpu is rendering at like 5ms, cpu is, for some frames taking like 77ms thus you see the drops so im working on everything cpu.
I implemented a lot of technologies to make rendering cheaper and CPU usage light, such as Id Tech 8 vast job system where everything is a job (The Great Circle has over 2000 specific jobs it can spin up, like instead of saying the whole phys system is one job like many games, it instead goes granular and says wheels popping off is a job, ragdoll is a job etc).
My goal is a stable 60fps, then try to hit 120fps, and 144 etc. Just 2 weeks ago I was at 1fps lmao
Rewrote parts of the renderer so we are not redrawing the city every frame. SSAO is implemented, tuning volumetric fog, game has very light motion blur, improved shaders. You can turn these off.
My goal is to keep that Saints Row artistic look without doing too much, give a more umph to the world. I want you to say "This is how I pictured it in my head back in 2006", it just looks crisper.
Hitman 2016 Crowd system where NPC gets cheaper as they are farther away and has stages of LOD (saves CPU resources to not render detailed animations for npcs farther away). With this, I or other modders can actually increase pedestrian and car count without harming performance.
Texture streaming by using the mips in the texture files that ship with the game (Which SR doesn't use oddly, SR doesn't have a texture streaming system afaik, they have a resident bbchunk with high res textures and a AL chunk with low res textures which switch out as you get closer etc.
There is still alot more optimizations I have to do, and its interesting researching other games and seeing how they do stuff. Like Id Tech has a few amazing solutions, but couldn't solve a couple issues such as pedestrian npc volumes etc
Kinda happy I am reaching 30fps lol but there is still alot more work to do to get my goal of a stable 60fps.
However I die at first spawn, yes I'm missing some of the things retail does such as restore health etc. Those are easy fixes. Plus when you can't die in this mission anyways, it just resorts to a alternate cutscene. Lol
For anyone who wants to test the game, which will be, likely before October, easy way to prepare is extract your legal copy using xiso and once the beta is out, you just extract the beta zip into the same folder where the default.xex is at and it will run like normal.
Missions are triggering correctly, actors are missing and no gang members spawn after cutscene so lol
Still working out the bugs and glitches but if you want to keep up with updates feel free to reach out via dm
I RE the waymarkers etc the issue is the waymarker is not calling the correct mission lol Almost all the behaviors from the original has been reimplimented, its just going through and wiring. FPS issues are still bein addressed. None of these waymarkers are placed manually, all done by xtbles
I spent months pondering on what I should call my project, consulted with marketing experts and have concluded after doing focus groups, that the best name for the project is....... OpenRow™.
This project is an open source reimplementation of Saint's Row using my game engine BEEF (I was thinking having my logo as a smiling Cow but I can't due to that smiling bever gas station).
Yes, today I created a repository on [REDACTED] under my username, only thing that is posted atm is a readme.
However, this sets the ground work for what's to come, builds etc.
I am planning on BETA testing really soon and provide nightly builds so people can just keep up with the project. The source code will be posted after stable release when everything is trucking along, people can contribute, browse around, fork it and create your own experience, explore, experiment with different ideas.
From what I showed a couple days ago, this build has progressed under the hood, alot of the mechanics are being introduced now and getting it to work correctly. Lighting is still being worked on, texture issues, I need to render the effects correctly (Rng ring stuff for the effects and pedestrians)
By seeing this build, I spent the last 2 days just coding and not building anything, I can't quite nail a release date yet. Once I get the mechanics I worked on the last 2 days wired in and seeing the waypoints correctly render and missions correctly load, I think i will be in good shape. All these are almost finished, its just not wired in and working.
Submodule wise, there are only 98? submodules in SR such as doors, effect rendering, a whole ass car system from havok which is over engineered such as damping, rpm, suspension, roll, tyre marks, gear ratios....they legit put everything from Havoks car kit in this game even though this game is not a car simulator, Violition essentially made it one by the amount of specs each car can have. Thats the over engineered part of SR1 is the whole car kit and its bonkers seeing it tbh because it simply makes no sense for a gangster game to have so much emphasis on rpms and grip, drift etc lol. The math behind this was similarly difficult to get right but it now matches retail.
But most of the submodules are almost complete, homie system, missions are all coded under the hood, its just getting the effects to render so i can trigger my first mission.
I implemented SR LUA 5.0 so all the mission scripts etc are all reading correctly, anything lua related is working.
I fixed some issues with the sun elevation, bunch of math like trig to get it correct etc.
Its 2am and I been working on perfecting this project. I think the next few weeks will be more exciting than now because I will be tying everything i did the last couple days into the system so i can finally see it work.
Yes, the default game will have fog etc, its just disabled to make sure that wasnt the reason for performance issues I am going to be implementing nvidias neutral texture compressor so it saves vram (DX12).
Everything in the game will be adjustable through console commands, such as traffic density multipliers. There will be over 900 console commands for people to use, the same console commands from retail, Server browsers will be able to disable console commands obviously in MP in their own servers like any other mp game, but for SP or co op with friends, yall can get traffic multiplier to 1000x idc lol, console commands/ dev tools etc will be available for anyone who wants to make their own experience/missions/storys/mod packs/texture packs etc.
I kinda like the look of the no fog, it brings the colors out better.
I mostly been fixing the cutscene today and making sure that I am correctly decoding the character positions correctly. I am still tweaking the look. Sun elevation still needs decoded correctly so I match the retail sun.
After I get the cutscene looking like retail then I can finally progress to the actual gameplay such as working on getting all the waypoints to show in 3d world, triggering mission starts, shops etc.
I need to fix the lit windows showing up during the day time, it needs to fade in like retail during night
Things are progressing smoothly, I removed the pink salon haze, which was just an bug of the color correction.
I am working on getting the cutscene to match 100% with retail and getting all the effects to render and then ill be working on the start mission marker and starting the first mission in front of the church.
Plus the FPS issues will be addressed.
Feel free to check out updates in my pfp but the last two days, I have fixed a host of things to get us closer to the first mission. Speed tree canopys still need fixed, car textures.
Cheers
Not much has changed since the last update, but I just wanted to show some footage of me running around Stillwater, still slight texture issues, I discovered a bbchunk issue and a couple collision issues. Map moves around correctly though.
When comparing to youtube videos, I am missing a couple states of locomotion such as jogging etc so I need to implement those states.
Check my pfp for more updates!
Hello, as you all know I am in the process of breaking into Deep Silver and stealing the SR Source Code rebuilding SR from the ground up, everything from the random generator table that spawns the effects and other functions of Saints Row have been faithfully recreated. Even subsystems that require Xbox 360 timings such as the MINA animation clock (Sr1MinaTiming.h) where (where a function name would exist in cpp is now generic asub_8270EE60 converts shot length to ×80 subticks and sub_8270D4C0 advances with the XEX constant 1/4800, so key indices advance at 4800/80 = 60 Hz.
First off my bio has reg updates of this project :) check it plz.
But I want to hear from the community because soon I am going to stop adding features and just focus on the bug fixes etc.
What do you want to see in a SR PC project?
I have things like server browser, dev tools, dev commands, map tools, ultrawide frame rate, dx9-dx12 renderer, opengl, vulkan.
I want to hear of what people really want, because what I want to see and what the community want's to see are two totally different things.
its still a WIP obviously but if you want more updates please feel
free to look at my pfp bio!
release date: Soon (Alpha testing)
https://reddit.com/link/1vajkum/video/verx0l0pqagh1/player
Here is 4 mins of me running around the city in a early version of the SR1 PC version
Obviously still working on it, but collision is working, still need texture work. But here is 4 minutes of gameplay of Saints Row PC, of me running around the city, traffic is semi working, sky is semi working, textures are semi working. As you can tell by the pre alpha version, it was last compiled at 8:14pm tonight. But yes, this project has reached new heights and still more to do. Yes I see all the visual bugs.
Feel free to check my reddit for more updates! Cheers! Next up.....ALPHA TESTING :)
its not much but its honest work :) the 3d is being drawn (cpu is telling the gpu to render it) but there is still some underlying work that needs done to get the models shaded and textured with proper uvs.
First off, its been a busy week in Saints Row PC version!
I got the car morphing semi working where it crumples like retail.
I got the world props working and rendering at the correct spots
Still need to address the Y mirror issue on gameplay when mirror mode is off (only the player creation is supposed to be mirrored bbchunk, not the gameplay)
Bbchunks are now rendering correctly, textures are still not correct
Occlusion culling is causing some scan artifacts on the screen which I need to fix
Watches prop case is still not showing
Player body is not rendering correctly when spawned in
Collision is not active when spawned in, even though its decoded.
I got the tutorial prompts to work
I got the objective text to work correctly
I got the minimap icons to appear
I fixed the hud issues of the health bar not drawing correctly.
I did get effects working'ish
I need to get all the textures to render correctly on the gangster car such as silver trim etc, wheels are loaded in the CPU but are not being drawn by the GPU.
Player creation doesnt run at 5 fps anymore, its easily 60fps, still need to optimize how DX12 does the draw commands etc.
Making good progress so far. To keep up, check out my pfp bio for more updates!
Thank you :)
Its not much but at least its honest work :) Still a bit of work to do to get the wheel thing to work after you press world tour. Im still working on the car select 3d environment screen to get it working. All the undefined data you are seeing is the native manager not providing correct data to the ui.
It will work like retail.
One of the biggest milestones, having the game boot. To get to this point, My engine had to unpack all the files of Burnout revenge, decode the video for the background, decode the textures, place it at the correct spots etc. Yes its missing text and not quite right, but the text is the easiest part and wiring the menu to the retail screens is cakewalk, thats where a majority pf the 3d debugging happens as its 3d environments. Probably in the next week or so ill be able to show 3d levels and models. The 3d has mostly been decoded so its just piecing everything together and testing out the recreated behaviors.