Is there any reason why does Reshade not work in offline mode of Source Engine Games?
And...if somebody...in theory...removed the traffic detection, now that the Reshade is open source, and used it online. Would reshade overall get detected and blacklisted over time? Or would it only ban those who compile their own version? Or anything similar?
Should common users with official version of Reshade get worried about it getting suddenly blacklisted now? Or the Official Reshade builds should not get affected?
Iam totally fine with only having it work offline. Which should now be possible...and if I did it, I wouldnt be the first one...except I dont intend to spread it around.
...just simply, whats the opinion of authors about this issue, now that it is open source?
I actually figured it out.
No need to edit Reshade or disable traffic check.
You need to switch to r_drawvgui 0
But wait...dont do it until you make a bind for it:
bind k "r_drawvgui 1"
bind l "r_drawvgui 0"
The depth seems only readable while r_drawvgui 0
But it also makes you unable to use any gui elements, like console or any windows...thats why the bind.
Reshade has nothing to worry about, because you need to use sv_cheats 1 to be able to use that command.
So you can either only use it offline, or on your own server.
I would still rather -insecure it if its your own online server, but then I guess you would have to disable traffic check in reshade.
Ability for being on a custom online server of your own, with friends, might also help with moviemaking.
So Iam not sure whats all the fuzz about with worrying about online use with source engine games.
Or why the devs really dont seem to want to help getting depth up and running with source engine.
Definitely works with CSGO.
Now Iam gonna try Empires, which is a source engine game I originally intended to use it for. (might be older engine, source sdk 2013)
EDIT: Totally works that way.
Empires seems to need
But seems to be better when set in Pirate_depth custom shaders