Open Source
- OtisInf
In all honesty, Marty, aren't you too not always doing things by the book? Your shaders contain this:Marty McFly wrote: Well, all experience I got with open source was as negative as possible. But as you said crosire, it's the modding community. Let's see if I stand corrected
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//For more information about license agreement contact me:
//https://www.facebook.com/MartyMcModding
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Copyright (c) 2009-2015 Gilcher Pascal aka Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//Credits :: prod80 (for some ideas, color hue fx, 3 strip technicolor)
//Credits :: Ubisoft (Reinhard tonemapping, Haarm Peter Duiker Tonemap, Filmiccurve, Spherical Tonemap)
//Credits :: Ryosuke (Colormod Contrast/Gamma/Saturation controls)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Likely prod80 doesn't give a hoot, as it normally goes, and it's highly likely you all acted in good faith, and that's perfectly fine. The majority of cases in OSS land where things aren't done how they should be are cases of people acting in good faith and/or where the original authors/owners really couldn't care less. Most people, like you too, act in good faith and mean no harm whatsoever. It will be fine.
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- Marty McFly
However ME hasn't been stolen so far, but my ENB mods (which contain only code from me, as most of the code available is useless) have been stolen all the time.
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- NoMansReshade
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- OtisInf
Picked up the low hanging fruit of fixing a url in the readme .
Nice code in there, Crosire! Already learned some stuff with respect to intercepting (and thus blocking) input, which is great for my injectable cameras: didn't think of hooking the actually windows functions to intercept them!
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- NoMansReshade
OtisInf wrote: It's live github.com/crosire/reshade
Picked up the low hanging fruit of fixing a url in the readme .
Nice code in there, Crosire! Already learned some stuff with respect to intercepting (and thus blocking) input, which is great for my injectable cameras: didn't think of hooking the actually windows functions to intercept them!
Yeah, I'm looking through the code as well. I don't have any idea what I'm looking at though . I Also can't build at this point in time, I assume it has something to do with me not having "Latter" which is said to be required, yet I can't find it anywhere... Regardless, this is f-ing cool!!!!!!!!!!
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- crosire
- Topic Author
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- NoMansReshade
crosire wrote: "latter" is an english word meaning the last one of the previous list. It refers to Visual Studio in this case. Make sure you have cloned all Git submodules too.
Ah. Silly me with my horrible english So I'm assuming you mean to have both visual studio 2013 and visual studio 2015 installed?? BTW, I have all of the submodules!!!
EDIT: Unrelated, but I just noticed that VS 2017 RC has gone live
Link: www.visualstudio.com/vs/visual-studio-2017-rc/ (Delete this if I'm not supposed to post this)
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- Martigen
Just quickly -- how will we try to ensure 'safe' versions out there? I.e, insist people only download from reshade.me? Or sign binaries?
And Crosire are you going to do a Linus and accept patches and build the 'official' releases on occasion?
Some of us aren't programmers, so we'll be relying -- even if you get too busy to work on it anymore -- for someone (presumably who you trust) to be a caretaker and create official builds as it new features are added etc.
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Other ReShade-releated stuff could be forks.
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- crosire
- Topic Author
Yes. Official builds will come from this website. I continue to maintain the project, just not as frequently with my own contributions.Martigen wrote: And Crosire are you going to do a Linus and accept patches and build the 'official' releases on occasion?
Some of us aren't programmers, so we'll be relying -- even if you get too busy to work on it anymore -- for someone (presumably who you trust) to be a caretaker and create official builds as it new features are added etc.
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- NoMansReshade
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Why did this happen? He said he downloaded the repo just fine.
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- NoMansReshade
matsilagi wrote: My friend tried to compile and he stumbled upon a compiling error: pastebin.com/DB6H9UCy
Why did this happen? He said he downloaded the repo just fine.
I'm not sure.... He cloned it through github, right? And if so, make sure you included all of the modules. Also check to make sure you don't have a "Reshade" folder inside the solution folder!
EDIT:
This is as far as my coding knowledge extends
(Rest assured, I'm NOT releasing this!!!!)
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I see people are already using this for the good.
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- BlueSkyKnight
matsilagi wrote: Circular menus are pretty.
I see people are already using this for the good.
It would be evil if it had Comic Sans as a font.....
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- luluco250
This causes gl3w_gen.py to be unable to execute CL.exe as it cannot find it, it seems to be the only thing breaking the compilation process for me.
I'm gonna try and see if I can fix this for VS2017, maybe need to point the python script to the correct path?
MS did provide a batch script that sets up variables to get the correct path of CL.exe for the target platform, located at
Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build
I'm thinking a pre-build event could fix this, simply executing
"E:\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat x86_amd64"
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- crosire
- Topic Author
It doesn't need CL.exe. Forgot to mention in the readme that you need a python installation in your PATH evironment variable though or else the script cannot execute. It should still work with 2017.luluco250 wrote: This causes gl3w_gen.py to be unable to execute CL.exe as it cannot find it, it seems to be the only thing breaking the compilation process for me.
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- NoMansReshade
EDIT:
Got it! I compiled both DLLs and then compiled the setup and everything works perfectly!!
@matsilagi, It wasn't hard to do just open "runtime.cpp" and change these lines:
imgui_style.WindowRounding = 10.0f;
imgui_style.ChildWindowRounding = 10.0f;
imgui_style.FrameRounding = 10.0f;
imgui_style.ScrollbarRounding = 10.0f;
imgui_style.GrabRounding = 10.0f;
I think they're set to 0 by default.
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- brussell
Here are some "tips" to save you some time:
-VS2015 Installation requires at least the following services to run: Windows Update, BITS, Server
-don't forget to also install Python 2.7 or higher (for gl3w) [strike]and the Vulkan SDK [/strike]
-the gl3w_gen.py script wants to download www.opengl.org/registry/api/GL/glcorearb.h , so if you're on an offline machine (like I am), get it manually and put it in gl3w/include/GL/
-Reshade needs the following packages when choosing the custom installation of VS2015: Common Tools for V++ 2015, [strike]Python Tools for Visual Studio[/strike], Windows 10 SDK 10.010586
-watch for cool problems like the ones mentioned in the first sentence...
-in VS2015 always set the target of the project to 10.0.10586 before building (can be a problem if multiple sdk's were installed), look for option "retarget solution"
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- crosire
- Topic Author
No longer required.brussell wrote: and the Vulkan SDK
Nope. The other two should be default if you install VS for C++ development (the setup is configured for C# development by default for some reason).brussell wrote: Python Tools for Visual Studio
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