Open Entityexist opened 3 months ago
whenever character have climb animation everything gets normal but only while animation plays
Thanks for reaching out. Would you please send another video of the issue where the camera stays steady for a bit longer? We think we see the issue being demonstrated but the camera is moving too quickly to be sure. Also, the Discord video link in your above comment is inaccessible - do you have another location to link us to?
Check out this video on youtube much longer with some diffrent angles and camera movement https://youtu.be/DpjQZNai7nQ
https://github.com/user-attachments/assets/6365350d-1c0d-4ea2-96aa-e483b171a626
There it is 2 videos i will send another one for sure in a moment this link was drowned in general chat of rtx remix discord but i dont know if it might be any useful :)
it doesnt show up in demo version of the game i shared in January
Thanks for the updates! We've opened REMIX-3425 for tracking.
After Checking out latest update
bridge-remix-2c5ac68-88-release
dxvk-remix-cb670d6-617-release
I have been checking multiple maps, and the ones in the recording still exhibit the same behavior. However, I have noticed some changes in how this glitch occurs. With positive feeling.
https://github.com/user-attachments/assets/cbef2558-7bc9-49ad-82b8-593d584b942d
In the recording, I noticed that the original mesh remains stable while the camera moves, but when the prepared map model is applied to the mesh and placed in the skybox through runtime mod.usda, the map wobbles along with the skybox. The skybox seems to be the source of the wobbling.
While the issue has become less noticeable, it's still too apparent.
I also noticed that the lights move with the camera and character, instead of remaining fixed in place.
https://github.com/user-attachments/assets/263b47f1-8ece-4da8-8303-2b8cbd1b0699
im attaching logs
d3d9.log NvRemixBridge.exe_20240812_231607.dmp
NvRemixBridge.log NvRemixBridge.exe_20240812_230716.dmp NvRemixBridge.exe_20240812_230818.dmp
With Kind Regards, Entity.
https://github.com/user-attachments/assets/37619ddc-2713-4ac9-aa4c-341e0e6bc065
Here is how the anticulling works on this map it looks even more promising :) d3d9.log Freedom_d3d9.log NvRemixBridge.log
https://github.com/user-attachments/assets/3ff908cd-9916-4e55-9d94-46c1fcaacbe6
This glitch is still showing on some maps
I did shared my project on ModDb: if that might be helpful
Cheers :) https://www.moddb.com/mods/freedom-fighters-remixed
Describe the bug
So I wanted to use Fused World-View Mode: None in Freedom Fighters, but whenever there is a character on the screen, the world gets wobbly. P.S. The anticulling function actually started kind of working at this point in this game, but only in this mode.
How do you reproduce the bug?
Set the Fused World-View Mode to None
you have player model rendered all of the time so you don't need to do anything special you can check that this stops when there is no any NPC or player character in render by
Enabling Console in game
using command : IP_DEBUG 1 R_Font_Size 3
Press Key to activate developer keys : \
and press: K (to enable freecamera)
and rotate camera to any spot where no Human Character is rendered
What is the expected behavior?
Camera in the game should behave like in Fused World-View Mode : In View Transform
Version
dxvk-remix-604c037-593 bridge-remix-9750618-81
Logs
Freedom_d3d9.log d3d9.log NvRemixBridge.log
Crash dumps
NvRemixBridge.exe_20240718_212851.dmp NvRemixBridge.exe_20240719_012920.dmp
Media
https://github.com/user-attachments/assets/758fe52f-dd09-4d4f-bb6d-9299f07f595d