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Post by fluffyquack on Jun 27, 2016 5:43:35 GMT -6
I'll look into it. There's probably another bug with the mod manager, or maybe the pak files in Bloodstained don't function the same way as in SF5. Edit: Hmm, this is unfortunate. I should have tested basic stuff like this to begin with, but I think the game does a checksum comparison when booting up the game and it refuses to start if the PAK file is modified. Really surprising it's okay with it not existing. Even with really basic edits to the PAK file it refuses to start each time. Another thing you could try doing is this: w11.zetaboards.com/SFxT_Mods/topic/11586740/1/#new - I haven't tried this myself, but it might be a workaround. I'll fiddle a bit more with the PAK file to see if there's an easy way to have it accept a modified version of it. It should be possible to patch the exe file to make it skip the checksum check, but I think I'd rather wait for the final release rather than going to that extent for a demo.
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Elfina Ashfield
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Post by Elfina Ashfield on Jun 27, 2016 5:56:41 GMT -6
fluffyquack Tested with fatihG 's Vampiric Miraim Mod, archive list is built, but the game won't launch if the mod is installed, looks like the game crashed immediately after running, which triggered wermgr.exe to report a event to OS. The error code is 0xc0000005 Access Violation. Different from fatihg's post, the installation process seems running properly, I have backup files inside the folder. The game runs perfectly if you simply unpack the pak file then replace corresponding files with the modded ones though. So at least these assets files are OK I think. Edit: Ah... okay, the checksum, so there'no other way round unless you unpack the pak file then apply the mod manually. I did manage to pack the mod into a pak file but it seems the game won't load it, or it was loaded but don't have affection. --------------- Another thing, I managed to bind right analog sticks' movement to keyboard by adding these lines to DefaultInput.ini:
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Post by fluffyquack on Jun 27, 2016 6:20:08 GMT -6
Did some more tests. The game is okay with multiple PAK files existing, and it checks against a checksum which is stored inside each PAK file. So the solution I posted above about creating a new PAK file should work. I'll look into getting the UE4 source code and try to find how the checksum is created, and then I could try to update my mod manager to automatically update the checksum whenever it modifies the PAK file. Not sure how easy that'll be though.
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Post by CastleDan on Jun 27, 2016 9:53:06 GMT -6
I'm sure most of you probably know this but saw some cool info on how to enable motion blur among other things -
" TO RUN THE GAME AT ANY ARBITRARY RESOLUTION:
After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "GameUserSettings.ini" with a text editor, and add this to the end of it: Code:
[/Script/Engine.GameUserSettings] ResolutionSizeX=2560 ResolutionSizeY=1440 LastUserConfirmedResolutionSizeX=2560 LastUserConfirmedResolutionSizeY=1440 FullscreenMode=2 LastConfirmedFullscreenMode=2 (Obviously, replace 2560x1440 with your target resolution)
Then, start the game, and once in-game alt-tab out of the game and back in again. Afterwards, you might have to move before anything is rendered, but then it should render at whatever resolution you selected.
My attempt to explain this is that at startup, the game tries to do its own resolution handling rather than use the UE4 machinery (why?), but on restore from alt-tab they forgot to do that and so UE4 does what the user settings file tells it to do. And of course, everything works just fine, because there's really no reason for it not to.
FOR MOTION BLUR AND OTHER VISUAL DEALIOS LOOK BELOW Same folder, different file. You want to open Engine.ini and add the following:
[/Script/Engine.RendererSettings] r.DefaultFeature.AmbientOcclusion=True r.DefaultFeature.AmbientOcclusionStaticFraction=True r.DefaultFeature.MotionBlur=True r.SSSSS=1 r.PostProcessAAQuality=3 r.SkeletalMeshLODBias=0 r.ShadowQuality=3 r.Shadow.MaxResolution=4096 r.MaxAnisotropy=16 r.RefractionQuality=2 r.SSR.Quality=2 r.DefaultFeature.LensFlare=True r.TonemapperQuality=3 r.LightShaftQuality=3
[/Script/Engine.Engine] bSmoothFrameRate=True FixedFrameRate=75.000000
[SystemSettings] bUseVSync=False
----------------------------------------
video with motion blur
source :http://www.neogaf.com/forum/showthread.php?t=1044304&page=271
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Post by XombieMike on Jun 27, 2016 10:02:56 GMT -6
The part when Miriam first reaches the deck of the ship and the screen shakes all around as the mast breaks looks much better with motion blur enabled. You can also tell pretty well the difference it makes when she jumps and how her legs blur.
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Rixuel
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Post by Rixuel on Jun 27, 2016 10:19:57 GMT -6
Since it isn't official content it should not matter at all. So far the only thing the dev team seems to be worried about is 'leaking' actual game content. >=D Does that mean someone gonna bring the Castlevania gang (Alucard, Richter, Shanoa, Simon, etc, etc) to Bloodstained? >=D
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Post by CastleDan on Jun 27, 2016 10:25:55 GMT -6
The part when Miriam first reaches the deck of the ship and the screen shakes all around as the mast breaks looks much better with motion blur enabled. You can also tell pretty well the difference it makes when she jumps and how her legs blur. The lighting effects when you shoot fire and around the Amy's look better too.
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Post by Rixuel on Jun 27, 2016 10:33:28 GMT -6
Is it possible to have a mod that "save" your stats/level after beating vepar? o.o
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Post by CastleDan on Jun 27, 2016 10:38:46 GMT -6
Another good one from the same thread: VISUAL CLARITY ( you can put the number below 100 to help it run better on your comp too) After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "Engine.ini" with a text editor, and add this to the end of it: Code:[SystemSettings] r.ScreenPercentage=200
If your system can't handle 200 at 60 FPS, you can of course drop it down lower. 100 is the default value. (Note that 200 is actually 4 times as many pixels)Also here's an image of the game running at 2560x1440 - ( beautiful ) Gotta zoom in to see all dem b eautiful details.
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Post by Elfina Ashfield on Jun 27, 2016 10:47:06 GMT -6
Another good one from the same thread: VISUAL CLARITY ( you can put the number below 100 to help it run better on your comp too) After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "Engine.ini" with a text editor, and add this to the end of it: Code:[SystemSettings] r.ScreenPercentage=200
If your system can't handle 200 at 60 FPS, you can of course drop it down lower. 100 is the default value. (Note that 200 is actually 4 times as many pixels)Also here's an image of the game running at 2560x1440 - ( beautiful ) Gotta zoom in to see all dem b eautiful details. Explain a little bit further though, basically if you run at 1600*900 while set this value to 200, the engine will actually render the frame at 3200*1800, then downsample to 1600*900 while displaying. It does look gorgerous, but also demands much more from GPU.
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Post by fatihG on Jun 27, 2016 11:13:39 GMT -6
CastleDan Oh nice, I was wondering where these settings might have been saved. It might be possible for some people to play around with those settings and disable some stuff. Like the people that were getting full screen green tint overlays and what not, might be worth testing. Elfina AshfieldAs for the upscaling thing, yeah that is exactly what is happening. I think most modern GFX cards have an option like that in the settings. For Nvidia it is called DSR I think. fluffyquack I'll give it a shot with the .pak files, but if Elfina's test is an indication I dont expect much, Rixuel Hmmm.... I think that would be a bit tricky. OC would be fine, but I doubt ArtPlay would want anything that infringes on copyright. If anyone does make any characters from previous Castlevania games I wouldn't expect them to be posted on these forums.
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Post by Saint Germain on Jun 27, 2016 11:45:11 GMT -6
Another good one from the same thread: VISUAL CLARITY ( you can put the number below 100 to help it run better on your comp too) After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "Engine.ini" with a text editor, and add this to the end of it: Code:[SystemSettings] r.ScreenPercentage=200
If your system can't handle 200 at 60 FPS, you can of course drop it down lower. 100 is the default value. (Note that 200 is actually 4 times as many pixels)Also here's an image of the game running at 2560x1440 - ( beautiful ) Gotta zoom in to see all dem b eautiful details. Wow that shaders really shine at this level, it's clear that it almost makes the 3D look 2D very well.
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Post by fatihG on Jun 27, 2016 14:42:06 GMT -6
Quick thing I noticed about the motion blur, not sure if it is just my machine... When doing a backdash and right after opening the map, it shows where the motion blur is applied on the character. For some reason the head gets ignored, it is always sharp. This could be related to the head/hair being attached to the body, and Unreal only applying the motion blur to the parent, he body. However for some reason the shoes do get motion blur applied. The candles. They sometimes act weirdly with the motion blur. Like the game is just spawning allot of 'glow sprites' that extend outward. Found it pretty interesting. =] Ill post some screenshots later. For people that want to get the 'visual clarity' effect, try a lower setting like 125. It will sharpen the image up a bit with less GPU cost. My game dropped from 60 to 30 fps when I had it on 200%, 150% didnt help much either, got about 35-40 FPS. on 125% I still get 60 FPS. The only thing that it wont do is act like an AA effect. So some stuff will still have jaggies going on (window frames and what not). As for the .pak method, still havent had the time to give it a go, but will do so later today for sure. -- edit -- Organised the OP with the information in this topic. I plan on keeping it updated with any news, have a list compiled of mods being released and plan on added some guides on how to install mods. -- edit2- Elfina Ashfield fluffyquack I tried using the u4pak.exe to generate a .pak file of my mod. Could not get it to work. I get an error in cmd prompt saying it is not a recognized command or something like that. As for the screen percentage trick for 'visual clarity' you can do the opposite if you want to increase your FPS Example: 25 125 Motion blur not affecting the head Motion blur on candles acting weird
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Post by Rixuel on Jun 27, 2016 20:43:47 GMT -6
i like when the graphic are shape/clear. It's more beautiful
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Post by Elfina Ashfield on Jun 27, 2016 22:10:20 GMT -6
-- edit2- Elfina Ashfield fluffyquack I tried using the u4pak.exe to generate a .pak file of my mod. Could not get it to work. I get an error in cmd prompt saying it is not a recognized command or something like that. Hmm.. seems like you're in the wrong folder? I put u4pak.exe directly inside the VampiricMiriam folder, which holds RON folder, modinfo.ini and jpeg file. Then run " u4pak pack <name-of-mod>.pak RON" from cmd, that works for me. EDIT: Tested out the Super Resolution thing. Game ran at 1600*900 window, set to 200 and I get about ~30FPS, set to 150 I get ~50FPS outside and 60FPS indoor, my GPU is GTX980M. However the inspector from Process Explorer shows GPU load is under 40% at maximum, so I'm pretty sure there could be a lot of optimization to do.
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Post by fatihG on Jun 28, 2016 16:35:26 GMT -6
Elfina AshfieldI see, I was typing u4pak.exe instead just u4pak, will give it another go in a few. Yeah I get slightly lower FPS When I do the screen percentage trick. Have a 970M myself. Interesting that it only uses 40%, I guess they still got some optimization to do. The game doesn't seem to be a CPU heavy game, so it will be interesting to see how much they can push for PC. Maybe they are limiting it on purpose so it is optimized for consoles, but I really hope that is not the case.
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Post by Elfina Ashfield on Jun 28, 2016 22:54:17 GMT -6
Elfina Ashfield I see, I was typing u4pak.exe instead just u4pak, will give it another go in a few. Yeah I get slightly lower FPS When I do the screen percentage trick. Have a 970M myself. Interesting that it only uses 40%, I guess they still got some optimization to do. The game doesn't seem to be a CPU heavy game, so it will be interesting to see how much they can push for PC. Maybe they are limiting it on purpose so it is optimized for consoles, but I really hope that is not the case. u4pak.exe and u4pak is the exactly same thing I think lol, well if you want the packed file I could upload it. Limitation for console sounds pretty reasonable, but I'm not sure how UE4 compiles the same project into different platforms though.
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Post by fatihG on Jun 29, 2016 0:13:33 GMT -6
Elfina Ashfield fluffyquack I was able to pack it this time. When I try to install it with the mod manager it tells me that the mod is empty? If you don't mind sharing your packed file, I'd like to test it with that as well, see if I get the same error.
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Post by Elfina Ashfield on Jun 29, 2016 0:55:02 GMT -6
Elfina Ashfield fluffyquack I was able to pack it this time. When I try to install it with the mod manager it tells me that the mod is empty? If you don't mind sharing your packed file, I'd like to test it with that as well, see if I get the same error. Here you go: plainstar.info/VM.7z
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Post by fluffyquack on Jun 29, 2016 3:20:40 GMT -6
I should be able to update my mod manager to make the original version of the mod working fine. Being able to read through UE4 source code to figure out exactly how it reads and creates PAK files helps a lot.
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