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Dark Souls internal rendering resolution fix (DSfix)

ImRight

Member
Yep, not to mention one my favorite features of DSFix (skipintro) doesn't work. At least not yet. But hopefully some major advancements can be made here, but I'm not holding my breath unless From decides to patch it, and if so hopefully through Steam.

That's weird for me it skip's all but one intro, the "Havok" one, which is actually really strange cause i dunno why it would skip all but that one.... :-/
 
Honestly I have to ask, what the fuck could have been the mindset behind making the game tank straight to 15fps once it dipped below 30? I mean, dropping to 30 from 60 sucks, but you're still left with a playable game. 15 isn't playable by any stretch of my imagination.

I guess some attempt to make the game get a consistent framerate. As bad as 15 is, it's worse to have the game constantly fluctuate between 19-24 instead.

Same thing with Crysis. Its frame rate fluctuated in intervals of 15 FPS if I remember correctly.
 

Alo81

Low Poly Gynecologist
That's weird for me it skip's all but one intro, the "Havok" one, which is actually really strange cause i dunno why it would skip all but that one.... :-/

I believe Durante said the skip worked by basically setting the frame rate during the intros to "ALL THE NUMBERS", so I'm guessing 60fps enables sometime between durantes skip starting and the havok logo beginning.
 

UrbanRats

Member
IT disables subtitles....the HUD mods for me in newest dsfix.

Me too, not that i care that much, though.
Also entering the Painted World, the HUD did go back and forth, between vanilla and modded, weird.

Also pertaining Painted World, damn my framerate there is BAD.
 

ArynCrinn

Banned
Probably a dumb question but I don't have extensive experience with GFWL save management. But anyway, when I was messing around with the 60fps stuff I went down to New Londo and ended up with a Titanite Slab. Problem is I created a local offline profile to do this, and was wondering if there was any way to transfer that save to my online account? From what I've read it doesn't seem possible...
 

ImRight

Member
I believe Durante said the skip worked by basically setting the frame rate during the intros to "ALL THE NUMBERS", so I'm guessing 60fps enables sometime between durantes skip starting and the havok logo beginning.

You sir, yes you............Seems legit.
 

Thrakier

Member
Honestly I have to ask, what the fuck could have been the mindset behind making the game tank straight to 15fps once it dipped below 30? I mean, dropping to 30 from 60 sucks, but you're still left with a playable game. 15 isn't playable by any stretch of my imagination.

IDK, it's how the engine works.
 

Haunted

Member
Eid6nh.jpg


:eek:
 

Grief.exe

Member
Anybody having Boss' healthbars fucked up, with the custom HUD?

Check the readme, hell check the huge bold lettering on the dsfix website.

Custom hud is currently glitched for subtitles, enemy damage, boss bars, and more

Default key is right shift, click it when you need to turn off the custom hud.
 
So I guess Durante is taking a break for a bit, havent heard about him in a while, he could have fixed the HUD issues in like 30 minutes if he wanted to. lol.

Anyway, well deserved, thank you for everything Durante, you are making me enjoy what is quickly becoming one of my favorite game ever.
 

zkylon

zkylewd
So I guess Durante is taking a break for a bit, havent heard about him in a while, he could have fixed the HUD issues in like 30 minutes if he wanted to. lol.

Anyway, well deserved, thank you for everything Durante, you are making me enjoy what is quickly becoming one of my favorite game ever.
He works during the week and has a life, so yeah, the man deserves the rest.
 

Jackben

bitch I'm taking calls.
He released the code guys. That's pretty much the sign.

Durante worked hard and did plenty. He opened the door of possibilities on this game.

It's time to work for yourselves.
 
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?
 

Anth0ny

Member
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?

I gave my character pink hair and pretended he was Link.

Now (soon) I can use a Link model and pretend he is Link ^_^

That shield looks damn good:

1OL56h.jpg


The Mirror Shields from OOT and MM match the Dark Souls aesthetic pretty well too:

apaxP.jpg
pbvmL.png
 

Jackben

bitch I'm taking calls.
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?
What difference does it make to you what someone does with their own game? I know where you're coming from but I've already made peace with the fact that there are people who would never have played this game if they didn't get their hands on invincibility mods.

The same people that are glad that From has already stated they are going to be implementing an 'easy mode' into the design of the next Souls game.

As long as your game is what you want it to be, who cares what your neighbor is doing?
 
I gave my character pink hair and pretended he was Link.

Now (soon) I can use a Link model and pretend he is Link ^_^

He he, fair enough, as it's your right.

I guess I was just stating that I won't be adding stuff; but I may revise, I would add some stuff that I deem fits with the atmosphere/style of the game. On the one hand I am interested to see what lengths people will go to, as I never expected the game to be this mod-friendly, so to speak.
What difference does it make to you what someone does with their own game? I know where you're coming from but I've already made peace with the fact that there are people who would never have played this game if they didn't get their hands on invincibility mods.

The same people that are glad that From has already stated they are going to be implementing an 'easy mode' into the design of the next Souls game.

As long as your game is what you want it to be, who cares what your neighbor is doing?

It doesn't make any difference to me in the end. And I'm not condemning people for it at all. I'm just confused by the desire to add things that don't fit into it, that's all.

And let me clarify the only thing I am talking about it adding things like shields from different games or something. Stuff that conflicts with the story elements.
 

IoCaster

Member
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?

Here's the thing. Follow the lore if you like, but don't expect everyone else to get invested in it to the same extent. As much as I like Dark Souls, I'm not in any way caught up in any of the lore. It's a fun and challenging game, but I don't really care one bit about Gwyn, Artorias or any other piece of 'lore' in the game. It's a damn good Hack & Slash, but let's not pretend that there's a rich and meaningful story/plot contained therein. It's as superficial as it gets and I'll give FROM credit in that it's left up to the player to decide whether or not they're inclined to invest themselves into the lore at any meaningful level.
 
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?

How else can I pretend that I finally got a Zelda game that matches my age?

Seriously though, the game's story is really hard to get into, my brother usually gets really invested in game stories and he has no idea what is going on (story wise) in this game, I told him to watch de OneBros videos but he cant be bothered, I dont blame him.
 

zkylon

zkylewd
Honestly I'm getting a little worried with people adding stuff like the Hylian shield, etc etc...

Not like it really affects me playing, but with people going in and adding stuff that doesn't belong (every piece of equipment has a story element to it). Maybe I'm being too much of a purist. It certainly looks cool, but I personally won't be using stuff like that.

Am I the only one?
I never use stuff like that but I sure love watching people tuning games to their liking.

As for the lore of Dark Souls being deep, I don't know about that, but the game sure packs a powerful sense of dread and poignancy in all its aspects, from area design, dialogue, item description, etc. If people don't feel that way and want to play with Link's shield, the more power to them, that's the beauty of PC gaming.
 

Gvaz

Banned
What difference does it make to you what someone does with their own game? I know where you're coming from but I've already made peace with the fact that there are people who would never have played this game if they didn't get their hands on invincibility mods.

The same people that are glad that From has already stated they are going to be implementing an 'easy mode' into the design of the next Souls game.

As long as your game is what you want it to be, who cares what your neighbor is doing?
Exactly my man. You understand 100%.
 

Ysiadmihi

Banned
I still can't get the 60fps patch to work, with or without DSFix. The game crashes on startup with DSFix and won't start at all when using the 60fps patch by itself. Any ideas?
 
Not necessarily saying the lore is deep; but there is a strong focus on style, and how the world is presented, and that is FROM's right. But like I said, I have no problem with it and really love the fact that people can do as the please with the game. Forgive me if I seem belligerent about it; not my intention.
 

Raide

Member
Not necessarily saying the lore is deep; but there is a strong focus on style, and how the world is presented, and that is FROM's right. But like I said, I have no problem with it and really love the fact that people can do as the please with the game. Forgive me if I seem belligerent about it; not my intention.

A few shield textures here and there is ok but if they start swapping out major things, then its not really Dark Souls, its a Dark Souls Mod. I think most people feared the PC version since it opens up for hackers etc. On one side that did happen but then we got Durante making the PC version amazing. I can live with that. :D

Maybe FROM could take a leaf from Valve book and start selling hats/swords/etc. :p
 

zkylon

zkylewd
Not necessarily saying the lore is deep; but there is a strong focus on style, and how the world is presented, and that is FROM's right. But like I said, I have no problem with it and really love the fact that people can do as the please with the game. Forgive me if I seem belligerent about it; not my intention.
No need for that, you didn't seem like anything :)

To be honest, I too can't really understand why people choose to mod games to such degrees (smaller things like Link's shield sure, but some of the things you see in New Vegas Nexus, and I'm not talking about porn mods...). I'm not saying the game should be exactly "as intended", but I can't seem to grasp the point in wrecking the lore and visual style of a game just because you like such thing from another game/series/whatever :p
 

Grief.exe

Member
What difference does it make to you what someone does with their own game? I know where you're coming from but I've already made peace with the fact that there are people who would never have played this game if they didn't get their hands on invincibility mods.

The same people that are glad that From has already stated they are going to be implementing an 'easy mode' into the design of the next Souls game.

As long as your game is what you want it to be, who cares what your neighbor is doing?

The easy mode came out as a misstranslation. From has no intention of doing this, what he meant was he is going to guide people into the game a little better.

How else can I pretend that I finally got a Zelda game that matches my age?

Seriously though, the game's story is really hard to get into, my brother usually gets really invested in game stories and he has no idea what is going on (story wise) in this game, I told him to watch de OneBros videos but he cant be bothered, I dont blame him.

You'd be surprised how deep the rabbit hole goes on this one. You just have to dig in the right places.
Every peace of gear has a piece of the story on it and you have to piece it together little by little.
 

Gvaz

Banned
No need for that, you didn't seem like anything :)

To be honest, I too can't really understand why people choose to mod games to such degrees (smaller things like Link's shield sure, but some of the things you see in New Vegas Nexus, and I'm not talking about porn mods...). I'm not saying the game should be exactly "as intended", but I can't seem to grasp the point in wrecking the lore and visual style of a game just because you like such thing from another game/series/whatever :p
I don't really care if something doesn't fit with the aesthetics that's already been established if it fixes or adds new features the game should have had from the start.

I assume that's why they're popular.
 

NBtoaster

Member
What difference does it make to you what someone does with their own game? I know where you're coming from but I've already made peace with the fact that there are people who would never have played this game if they didn't get their hands on invincibility mods.

The same people that are glad that From has already stated they are going to be implementing an 'easy mode' into the design of the next Souls game.

As long as your game is what you want it to be, who cares what your neighbor is doing?

It's fine as long as you play offline if the mods affect gameplay.
 

Gwanatu T

Junior Member

Alright so I'm a little lost on the 60fps thing. That link has the following 3 files:

d3d9.dll
dsount.dll
XliveProtectDisabler.asi

What do I do here? The original readme and stuff don't appear to be anywhere online (got deleted from MediaFire).

EDIT: Nevermind, just drop it in to the folder and it works. AMAZING! It's not a consistent 60fps but it's better than nothing so far!
 
Alright so I'm a little lost on the 60fps thing. That link has the following 3 files:

d3d9.dll
dsount.dll
XliveProtectDisabler.asi

What do I do here? The original readme and stuff don't appear to be anywhere online (got deleted from MediaFire).

EDIT: Nevermind, just drop it in to the folder and it works. AMAZING! It's not a consistent 60fps but it's better than nothing so far!

Just remember to not slide down ladders or else you fall through the ground lol.
 

Durante

Member
So I guess Durante is taking a break for a bit, havent heard about him in a while, he could have fixed the HUD issues in like 30 minutes if he wanted to. lol.
Implementing the HUD feature took about 6 hours (excluding 5 or so for a prior attempt that did not work out). Fixing it so that the enemy targeting indicator and health bars work took another 3-4 hours, mostly spent staring at log files like these:
Code:
On HUD, redirectDrawIndexedPrimitiveUP texture: HudHealthbar
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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Indices: 
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     528,     2528, ;     1651,     3275, ;    -3856,      -16, ;      308,     2528, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: HudHealthbar
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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Indices: 
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    1904,     2480, ;     1474,     4168, ;       -1,       -1, ;     1520,     2480, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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Indices: 
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    4088,     3000, ;     1554,     4160, ;       -1,       -1, ;     3744,     3000, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
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      -1,       -1, ;      652,        4, ;     2205,     4072, ;       -1,       -1, ; 
     652,      364, ;     1522,     4072, ;       -1,       -1, ;      332,      364, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: SpellsGestures
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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Indices: 
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   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: HudHealthbar
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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Indices: 
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Vertices: 
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On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
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HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
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   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
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HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
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Vertices: 
    1496,     4208, ;       -1,       -1, ;     1532,     2496, ;     2216,     4208, ; 
      -1,       -1, ;     1892,     2496, ;     2216,     5112, ;       -1,       -1, ; 
    1892,     3400, ;     1496,     5112, ;       -1,       -1, ;     1532,     3400, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1552,     4848, ;       -1,       -1, ;     3744,     2832, ;     2168,     4848, ; 
      -1,       -1, ;     4088,     2832, ;     2168,     5088, ;       -1,       -1, ; 
    4088,     3000, ;     1552,     5088, ;       -1,       -1, ;     3744,     3000, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1520,     4232, ;       -1,       -1, ;     1644,        4, ;     2200,     4232, ; 
      -1,       -1, ;     1964,        4, ;     2200,     4992, ;       -1,       -1, ; 
    1964,      364, ;     1520,     4992, ;       -1,       -1, ;     1644,      364, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: ItemIcons
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1496,     4216, ;   -10891,      222, ;     1748,     3072, ;     2216,     4216, ; 
  -10891,      222, ;     1892,     3072, ;     2216,     5016, ;   -10891,      222, ; 
    1892,     3360, ;     1496,     5016, ;   -10891,      222, ;     1748,     3360, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: HudHealthbar
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
     800,     4368, ;       -1,       -1, ;     3744,     2832, ;     1416,     4368, ; 
      -1,       -1, ;     4088,     2832, ;     1416,     4616, ;       -1,       -1, ; 
    4088,     3000, ;      800,     4616, ;       -1,       -1, ;     3744,     3000, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: Unknown
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
     768,     3752, ;       -1,       -1, ;     2300,     3684, ;     1448,     3752, ; 
      -1,       -1, ;     2620,     3684, ;     1448,     4512, ;       -1,       -1, ; 
    2620,     4044, ;      768,     4512, ;       -1,       -1, ;     2300,     4044, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: WeaponIcons
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
     744,     3744, ;   -10891,      222, ;     1748,     3072, ;     1464,     3744, ; 
  -10891,      222, ;     1892,     3072, ;     1464,     4544, ;   -10891,      222, ; 
    1892,     3360, ;      744,     4544, ;   -10891,      222, ;     1748,     3360, ; 
   22907,   -17975, ;     -720,     6807, ;    25809,      247, ;        0,        0, ; 
On HUD, redirectDrawIndexedPrimitiveUP texture: HudHealthbar
HUD render: primitive type: 6, MinIndex: 0, NumVertices: 4, PrimitiveCount: 2, IndexDataFormat: D3DFMT_INDEX16
element 0 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 1 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 2 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
with 600 lines per frame, looking at similarities / dissimilarities and distinguishing features. Fixing each of the outstanding issues with the hud will require a similar effort.

I'm just saying this to give people an accurate impression of how this stuff works. If it was a matter of 30 minutes I'd have done it already.


60 fps fix + online + dsfix possible yet? Assuming you have a good-enough rig, at least...
Yes, using the .asi file. At your own risk of course.
 
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