Open Source
- luluco250
I'm just gonna try re-cloning it and trying again.
I sure hope it's not yet another path problem, those are always stupid.
Also I had python on my path already, so that wasn't the case.
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- brussell
crosire wrote:
No longer required.brussell wrote: and the Vulkan SDK
You're right. I've got errors without it, but after starting with a new cloned repository it isn't required anymore.
crosire wrote:
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
Correct. I've just mentioned it for those who don't know what they need and don't want bloat on their hdds.
I'am going to correct my post to avoid misinformation.
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- NoMansReshade
I'm probably just going to remove the reshade 3.0 shader only functionality, but I just wanted to make this problem known.
EDIT:
I know the only reason for this code is for protection against errors. I'm aware of the dangers
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- luluco250
Upon making the switch, making sure it's using the backwards compatible 8.1 SDK and the VS2017 toolset it has problems compiling runtime_objects.cpp, complaining about this pastebin.com/DB6H9UCy (same error I had posted before, back then I had allowed VS to upgrade the project and caused the same error, when I didn't upgrade it couldn't find the VS2015 toolset, like I said).
So it seems the easy fix would be as simple as reinstalling VS2015 somewhere and use it's toolset to build ReShade, but that doesn't really fix the problem that it won't compile on the latest MSVC, I'm trying to make sense out of the error, I think it may have something to do with base_object lacking an explicit copy constructor, as seen here: stackoverflow.com/questions/31264984/c-c...d-function-in-visual
I'll let you know if I can fix this error.
By the way, the compiler gave a warning about implicit signed/unsigned int conversion at runtime.cpp(743), the fix is as simple as placing an explicit (int) cast in front of _preset_files.size().
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- crosire
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- NoMansReshade
crosire wrote: Those warnings are left on purpose. Casting doesn't solve the issue, it just hides it. If you don't want to see the warning, better disable the warning itself.
I have already! I have cut my project solution from any connections with Github (because I want to mess around). I have removed versioning altogether (and replaced it with a static version number), and added a toggle for effects in the overlay itself (because some games don't work with toggle keys), I turned IMGUI rounding back on, and completely removed the tutorial. At this point I have a good feel (yet still terrible) for how this framework is written. I guess now it's a waiting game for intelligent contributers to hop on the project. We already have 2 on the Github page, let's keep going!
EDIT:
Just wanted to clarify, I solved my issue!
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- luluco250
I need this.NoMansReshade wrote: completely removed the tutorial
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- NoMansReshade
luluco250 wrote:
I need this.NoMansReshade wrote: completely removed the tutorial
I actually forgot what I deleted ... But I do know that if you change "_tutorial_index = 0" to "_tutorial_index = 4" in "Runtime.hpp, it will automatically skip the tutorial on first load. (You can also delete the "Reset Tutorial" button in Runtime.cpp too).
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- crosire
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- Exilium
xDcrosire wrote: You can do that in the INI too. No need to change the source code for something this easy ............
You just need to remove start messages, cosire! 98% of people want that. I know, some people will share saying "I am the creator", is a shit. enjoy that (go in credits section): NeedForSpeedU2.wix.com/2017
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- Marty McFly
No, you want that.Exilium wrote: 98% of people want that.
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- Martigen
Agreed. In fact I like the start messages, so I know it's working in a new game.Marty McFly wrote:
No, you want that.Exilium wrote: 98% of people want that.
The only reason I can think of for someone not wanting the start message is to claim kudos for themselves...
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- NoMansReshade
crosire wrote: You can do that in the INI too. No need to change the source code for something this easy ............
This does it by default, no ini changes!!!!
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- Exilium
Damn bro, that start messages is boring.
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- crosire
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- Kuniyo
Sunesha wrote: I use Reshade on every game I play, both online and offline. To have Reshade being banned for use would be big loss for me. Sure there are tons of cheats out there. But if someone abuses the Reshade code it effects all us that uses it for it legitimate use as a post-processing effect.
That's why I chose to vote no.
I agree with Sunesha's statement.
When it's open source and people do start using it to cheat there is a chance that reshade will be banned from all future games and I don't like that Idea since I use it on every game I play, also both online and offline.
I vote No (but I was to late so it won't be reflected in the poll)
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- Exilium
crosire wrote: But he is right. Don't make assumptions about others just because you personally cannot handle giving people who worked hard on something visible credits.
Of course everyone needs the visible credits, but when we open the game, we can only see your name! The credits for the creators of the shaders we can only find inside the .fx files of each one. That compilation mode is tedious for those looking for a bigger immersion inside the game. I give again the idea of making an intro to play when the effects are compiled, and will only be activated after the end of the video, which at most would take 7 to 12 seconds with everyone's name, not just yours. This community is considerably large, but the ideas of you have is very few. I also see a big step backwards with new versions of the reshade, most of the effects have been removed, most people prefer the reshade framework, even without having real-time configuration.
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- Marty McFly
Thing is, many effects in the framework are heavily redundant, we just ported and wrote everything we could think of (hence new packs are mostly just reinvents of the wheel, you can only do so much with color + depth).
For the github repo we've cut down to the effects that are actually needed (who needs 10 different versions of X). I daresay that you can do more with the set of effects given in the new repository than with the framework.
About only seeing credits for ReShade itself, there are the #pragma message thingys with which the shader author can display their name or message on start-up as well. Just no one uses it (except in the framework). Not sure if this still works as of 3.0 though.
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- NotSoSweet
On the other hand, in theory, at least someone will be able to continue it with source code. Well, maybe...
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