elbadcode / OpenGenshinOld

All in one loader providing one click access to unlocked FPS, ReShade graphics enhancements, and 3DMigoto asset substitution. Free and open, as it should be
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Follow-up report #2 on '#1' and a minor issue #4

Closed Detestatio closed 8 months ago

Detestatio commented 8 months ago

This is a follow-up report and questions from report 1. Thank you for your kind and detailed response. In fact, I recognize that it is possible and worth using this program despite the problems I report, but I believe that the importance of these reports is not small, so I am continuing this. I'm currently using the version installed with 'Install.Open.Genshin.exe' of Release Candidate 2, which is available for download at the time of writing.

  1. Removing the file path length limitation was not effective. The photo below shows 'Enable Win32 long paths' set to 'Use' in Korean Windows.

'Enable Win32 long paths' activated(Windows 11 Korean)

I placed the 3dmigoto folder in the path 'C:\Users\Administrator\Downloads\Supports\Gaming\Hoyoverse\Genshin Impact\3dmigoto', and the 'Mods, ShaderCache, ShaderFixes' folder is created as a shortcut, but when I run the game, 3DMigoto still not loaded. However, when I placed 3DMigoto directly in the path 'C:\', Open genshin normally loaded 3DMigoto at game startup. It is questionable that this phenomenon occurs even though the path where 3DMigoto is installed is 82 characters long. Additionally, if you install Open genshin in the path where you previously placed the 3dmigoto folder, 3DMigoto will load normally.

  1. This is a report on issue 2 of report 1. I re-entered the search path from '.\Shade\reshade-shaders\Shaders\' to '.\Shade\reshade-shaders\Shaders**' instead of '.\Shade\reshade-shaders**', so every time I start the game, The installed shaders were loaded successfully! And when I checked 'Reshade.ini' in 'Open Genshin\Main-Win64' when Open Genshin was installed, read only was already disabled. I'm not sure if my understanding is correct, but I replaced the following phrases with the respective phrases in reshade.ini downloaded from https://github.com/elbadcode/OpenGenshin/blob/main/reshade.ini.

[DEPTH] DepthCopyBeforeClears=0 UseAspectRatioHeuristics=3

[GENERAL] PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=1,RESHADE_DEPTH_INPUT_IS_REVERSED=1,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0

However, when you turn 'Load only enabled effects' on or off in Reshade, the effects will be refreshed and loaded immediately, but when you restart the game, the effects will not be loaded regardless of whether they are enabled or disabled.

  1. In the process of installing Open genshin dozens of times to accurately check the problem, the following phrase was frequently displayed in red in cmd during the installation phase. Even with this minor issue, Open genshin still works fine. It gets transformed into a weird format by github, but I don't know how to fix it.

Invoke-WebRequest: The underlying connection was closed. Send encountered an unexpected error. At line:1 char:1

& : The term 'C:\tempgenshin\dotnet-install.ps1' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again. At line:1 char:3

  1. Lastly, I have a worrying question as to how OpenGenshin will keep up with Reshade's updates. Is it possible to copy the latest version of Reshade installed in another game and paste it into the folder where Open genshin is installed?
Detestatio commented 8 months ago

Unfortunately After I posted this report, I deleted and reinstalled Open genshin and Reshade failed finding shaders in both '.\Shade\reshade-shaders\Shaders' and '.\Shade\reshade-shaders'.

Detestatio commented 8 months ago

I'm sorry. After I corrected additionally downloaded reshade.ini, Reshade loads all effects while using ;.\Shade\reshade-shaders\Shaders**;.

elbadcode commented 8 months ago

Hey so I'm completely restructuring the program at the moment which hopefully will address some of these concerns. There will be an actual GUI to install and I'll be using an existing system for packaging files that will use the built in windows temp filesystem rather than using my own setup. That should hopefully eliminate most issues with setup though I believe the majority of issues were happening due to insufficient user privileges or misunderstanding of the setup.

The new program will also install a utility GUI with modular setup for each of the parts and an update function that to replace any one of them with the latest version on the Internet. After launch I may add a simple notification function to the actual launcher just to let the user know updates are available but I don't want any kind of invasive version check or auto updater to run.

As for reshade I don't think you'll be able to use the official build but my repo can be updated just by clicking sync changes and is easy to build so unless there's major restructuring done to reshade I don't see that as an issue for me to keep up with. There's also no harm in using older reshade versions, I don't see any killer new features on the horizon just small improvements. But I have also always designed around supporting GShade as well which is a project that already has faced the test of time. I will make GShade more of a visible option to choose instead of ReShade. It can have some issues with writing to game path but I think it will work for most people.

I am also working on setting up GitHub codespaces which allows any user to open a repo in visual studio code on a virtual machine with a fairly generous amount of resources to use each month. I've setup reshade and fps_unlocker as submodules and I'm aiming for this to be usable for anyone even with no code experience to be able to fork the repo and build the entire thing in their own codespace in the event that I have disappeared but reshade and fps_unlocker have updates available.

I'm procrastinating a bit because I don't really want to write the wiki in an organized way but I'm not far out from completion, I just can't give a date yet. I have some nice reshade presets and I'm working on a video tutorial to show the setup once everything is done but more importantly to show how reshade works and what in-game settings to use for my presets. I'll make sure that has captions so that hopefully there is a decent machine translation available

I don't think your issues will be too relevant anymore but if you could post screenshots of your directories that may be helpful. The issue of reshade not loading effects is one I haven't yet solved and is present in other reshade builds I've tried. Definitely my biggest concern with reshade but I won't delay release if everything else is ready before I figure that out.

Btw if there's anything unclear I've said due to language barrier please point it out and I'll try to rephrase it

Detestatio commented 8 months ago

That really makes me look forward to the future. So far, I've been testing all the features won't be using in various combinations, but I think it's better off to wait until new improvements are reflected.

I don't know anything about coding. However, based on my intuition and guesswork, I can tell you that what you're doing is already a huge commitment for a single modder to make to the entire community. So keep up the good work!