Open traggey opened 10 months ago
@traggey Can you please set the option #logAllCalls = False
to logAllCalls = True
in your bridge.conf
file, reproduce this issue using the debug build of bridge-remix, and then send me the newly generated d3d9.log
and NvRemixBridge.log
files?
What this does is let us know which D3D API functions are being called by the game, so we can see if the game is trying to set up an actual light. If you need me to rephrase these instructions or elaborate upon them, please let me know and we can work through getting this information.
Here are the logs requested, these should also contain a hard crash that I'm experiencing, I've created a new ticket for that crash.
These logs were not taken in an area where the player flashlight is available as I can not make it that far into the game anymore, will update again with new logs if I can solve that issue.
SH2FogRender&_TimeCrashLogs.zip
Here are new logs! The previous ones were set up incorrectly, my bad!
No attempts to start the flashlight should be visible in this log, only world lights, a crashing issue is currently preventing me from testing the flashlight as it requires me to open the inventory, which causes a crash.
Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!
Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!
Just tested it with the newest build and the lights are still not picked up by RTX Remix
Just tested this as well, the lights do indeed not function as of latest
Describe the bug
Below is a save file for the apartments section of the game where the flashlight has been picked up and activated. Confirm that the flashlight is on when loading the save by pressing "I" for Inventory, and seeing if its status is set to ON. Place save file into SilentHill2/Data/Save/Folder 01
Upon loading the save, the enemy in the room might have respawned, hold right mouse button to ready weapon and press left mouse to hit it.
sh2pcsave0c.zip
Observe how the game requires fallback lighting to be enabled in order for the scene to not be pitch black, even if the player flashlight is enabled.
To Reproduce Steps to reproduce the behavior:
Expected behavior