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Dark Souls internal rendering resolution fix (DSfix)

Gvaz

Banned
There is literally nothing to worry about with GFWL because they don't do jack shit.

All it does is disable the cheat protection. FO3 you can input a code and get all the achievements at once, and they again don't give a shit.

I wouldn't worry about it.
 

Alo81

Low Poly Gynecologist
is there any reason i shouldn't use durante's fix? broken effects, transparencies, hud elements, whatever.

The sun doesn't show in the sky. You'll never notice it unless you're looking for it. There's still sunshine and sun light, but you can't see the actual sun.
 

zkylon

zkylewd
gLp1T.jpg


lol this mod is amazing, googly eyes on item icons was just what the game was clearly lacking...
 

2AdEPT

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 started on Souls back in 2009 as a gateway back into gaming and it has culminated in a new $2500 rig and the final touch was one of those ISP Korean Monitors. Half of me wants to keep Dark souls pure, but the other half wants to keep going with my new hobby and get my son into modding (since he claims he wants to be computer career oriented.)

I think as long as the mods at least attempt to maintain some sembalnce of developer integrity it is fine. Take for example that I saw a mod to reinstate the eagle sheiold to previouis glory. THat is real borderline as it will affect the gameplay, not just the aesthetics etc. THe fact that this one simply re-instates something that was previously a developer decided parameter leaves me thinking no big deal...as all players have the option of doing it, and if all players did do it, it wouldn't break anything.....but murky waters for sure.
 

Jackben

bitch I'm taking calls.
How 'bout FirelinkShrine.com for the site? Surprised that hasn't been taken.
Someone should register that domain ASAP.
Of all the things I want in life, I don't want someone to make Tits/dicks mods to dark souls. OGRE DICKS
I imagined what naked mods would look like and then realised it would have to take Hollow form into account.

Naked Hollow female...Naked Blighttown Ogre..Naked Smough

Oh god
 

ArynCrinn

Banned
We need TeknoGods (or somebody) on the case to add LAN networking and dedicated servers for Dark Souls. Just cut out GFWL completely. That would make the multiplayer component 100% better and be among the best mod contributions to this game ever. Dark's MP as good or better than Demon's, give me that drug!

And, the Hylian Shield, is awesome. I'll be using it shortly. But a question, is it a re-skin of a existing shield (if so which one)? Master Sword and grimy Link model, with Hollow features, is the next step people!
 

Grief.exe

Member
All these extra items people mod in are ok I guess, I know I probably will never use them.

I'm really interested in when people add in HD textures to the game. Increase their resolution, clean them up a bit, maybe totally remake some (namely that green cliff wall texture). Will be godly when finished.

I'm surprised From hasn't said anything about any of this at this point. There game truly does look amazing and I kind of doubt they even know it can look like this.
 

UrbanRats

Member
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:
hugeasscode
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.


Yes, using the .asi file. At your own risk of course.
No pressure man.
Although personally i switched back to the old hud, because i was having problems with the Bosses health bars, so for now i prefer to play it safe.
 
Is there a way to mod the HUD (I just want it smaller, about .6 seemed fine) and have working subtitles? Or is that bugged for everyone?
 

Grief.exe

Member
Is there a way to mod the HUD (I just want it smaller, about .6 seemed fine) and have working subtitles? Or is that bugged for everyone?

No pressure man.
Although personally i switched back to the old hud, because i was having problems with the Bosses health bars, so for now i prefer to play it safe.

Right Shift is the default key to turn the hud on and off.

Turn off the Hud changes when you are talking to someone or in a boss fight. Not an issue.
 

2AdEPT

Member
I can't seem to get the new 1.4 to work, nor the 60fps. I realize earlier there was worry about giving noob proof directions, but is it ok now?;P I was running 0.8 ok and down sampling on a 2560x1440 monitor from 5120x1880....looked pretty good so I didn't even check for all the latest, but spent hours trying to just dump all of 1.4 and the 3 rar files in the data and no dice crashes every time as soon as I click play.

Am I really that dumb? what am I missing?

thanks to sarcasm for helping as best he could...but neither of us could figure out the problem.
 

Sarcasm

Member
Is there any update on the 60 FPS patch? I have no way of knowing because it really isn't hosted at a general place like dsfix.
 
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?
What about being invaded? Surely it becomes part of your game?
 
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
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1450,     3575, ;       -1,       -1, ;     1748,     3528, ;     2309,     3575, ; 
      -1,       -1, ;     2176,     3528, ;     2309,     3008, ;       -1,       -1, ; 
    2176,     4072, ;     1450,     3008, ;       -1,       -1, ;     1748,     4072, ; 
   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: 
    1651,     3250, ;    -3856,      -16, ;      308,     2488, ;     2092,     3250, ; 
   -3856,      -16, ;      528,     2488, ;     2092,     3275, ;    -3856,      -16, ; 
     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
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1474,     3264, ;       -1,       -1, ;     1520,     1576, ;     2245,     3264, ; 
      -1,       -1, ;     1904,     1576, ;     2245,     4168, ;       -1,       -1, ; 
    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
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1554,     3912, ;       -1,       -1, ;     3744,     2832, ;     2173,     3912, ; 
      -1,       -1, ;     4088,     2832, ;     2173,     4160, ;       -1,       -1, ; 
    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: 
    1522,     3312, ;       -1,       -1, ;      332,        4, ;     2205,     3312, ; 
      -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
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
Vertices: 
    1506,     3368, ;   -10891,      222, ;     1748,     3072, ;     2205,     3368, ; 
  -10891,      222, ;     1892,     3072, ;     2205,     4136, ;   -10891,      222, ; 
    1892,     3360, ;     1506,     4136, ;   -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: 
     727,     3728, ;       -1,       -1, ;     1148,     2024, ;     1498,     3728, ; 
      -1,       -1, ;     1532,     2024, ;     1498,     4632, ;       -1,       -1, ; 
    1532,     2928, ;      727,     4632, ;       -1,       -1, ;     1148,     2928, ; 
   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: 
    2229,     3720, ;       -1,       -1, ;     1892,     2024, ;     3000,     3720, ; 
      -1,       -1, ;     2276,     2024, ;     3000,     4624, ;       -1,       -1, ; 
    2276,     2928, ;     2229,     4624, ;       -1,       -1, ;     1892,     2928, ; 
   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: 
    1440,     4846, ;       -1,       -1, ;     1748,     3528, ;     2296,     4846, ; 
      -1,       -1, ;     2176,     3528, ;     2296,     5413, ;       -1,       -1, ; 
    2176,     4072, ;     1440,     5413, ;       -1,       -1, ;     1748,     4072, ; 
   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: 
    1640,     5280, ;    -3856,      -16, ;      308,     2488, ;     2080,     5280, ; 
   -3856,      -16, ;      528,     2488, ;     2080,     5305, ;    -3856,      -16, ; 
     528,     2528, ;     1640,     5305, ;    -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
element 3 -- stream: 0, offset: 0, type: D3DDECLTYPE_SHORT2, usage: D3DDECLUSAGE_POSITION
Indices: 
       0,        1,        2,        3, 
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.


Yes, using the .asi file. At your own risk of course.

Im ashamed of my previous comment, please forgive me Durante, thats what I get for thinking that the HUD positioning stuff was as easy as adding padding numbers to coordinates. God damn.
 

Durante

Member
Im ashamed of my previous comment, please forgive me Durante, thats what I get for thinking that the HUD positioning stuff was as easy as adding padding numbers to coordinates. God damn.
Nothing to forgive, it's an assumption/hope I also had when I started working on the HUD (that it is as easy as adjusting a few coordinates). No such luck though.

Jackben said:
Haha, yeah! Just got made today. Too crazy.
Yeah, I've known it was coming for 2 days now, which is why it was funny to see people here and on my blog asking for it.
 
Whoo, DSNexus is great! I'd love to have a "YOU SO BEST" and "YOU DIED LIKE A BITCH" texture in one. Either that or a guide for what font/effects to use to replace that text.
 

antitrop

Member
Playing through Dark Souls in 60fps at 1080p with the "You Died Like a Bitch" texture override confirms that this is the definitive version of the game.
 

Durante

Member
I like SSAO with Bonfires.

It's like "HEY MOTHERFUCKER CHECK OUT THIS SHADING".
I hope you didn't get too attached to that effect, I just fixed it ;)

It also fixes all other places where SSAO was rendered on top of particles, fog, and water instead of below them. This should also fix the sporadic screen corruption some people reported when either SSAO or SMAA are active in particular areas of the game. It’s in gitHub for now, I’ll do a release this weekend.
 

zkylon

zkylewd
I hope you didn't get too attached to that effect, I just fixed it ;)

It also fixes all other places where SSAO was rendered on top of particles, fog, and water instead of below them. This should also fix the sporadic screen corruption some people reported when either SSAO or SMAA are active in particular areas of the game. It’s in gitHub for now, I’ll do a release this weekend.
Sounds like that'll fix Darkroot's foggy weirdness, so with this update, SSAO will be back on for me :)
 
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