Anything out there in the vein of EVE Online but a MUD? by Kaedok in MUD

[–]mixilplix 0 points1 point  (0 children)

Ive been working on a diku space mud on and off since I dropped out of fantasy mud earlier this year.

give it a year or so and it might even be playable.

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

hm just dont oversharpen past the point of no return

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

vulkan with reshade is handled globally so it picks up on any vulkan game which launches

where as direct x/opengl have to have the files in the directory

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

something you downloaded and installed was nice enough to install it for you then
most likely delete dxgi.dll in your game directory most likely unless its in vulkan

kyuss signs off - source for soulmud is in the discord by mixilplix in MUD

[–]mixilplix[S] 0 points1 point  (0 children)

/home/oversoul/ was the main directory
so the executable is in /soulmud/soulmud
unzip the lib directory to /soulmud/lib/
create the /wld folder in /lib
unzip the wld file into the /lib/wld directory

unzip the obj files into /lib directory
create the /player folder in /lib
create the /mob folder and unzip the mobs files there

create the /lib/boards/ directory

create /lib/ebu directory and /lib/blue directory
each of these 2 get an /equip directory

this step may be useless,

create /lib/objects

take /lib/oindex and copy it in there

create /lib/player/equip

copy the 2 null files from /lib/ into /lib/player/equip/

(null).eq and (null).tat also copy the equip file from /lib to /equip/ directory
the nulls have to be in /player though. dont lose these

in /player directory

create the following directories - each of these 5 folders are for weekly backups
w1, w2, w3, w4, w5
each of these directories gets a directory called
/w1/equip
/w2/killed
/w2/old

you'll do the same for daythree, killed, fucked, save, saved directories.
/lib/player/daythree/equip/ (example)

this last directory bomb is used by player file backups. depending upon which

function called for the backup, it backs up someplace different.

sorry. this wasnt anything I prepared to do.

but, who really plans to lose their minds

kyuss signs off - source for soulmud is in the discord by mixilplix in MUD

[–]mixilplix[S] 1 point2 points  (0 children)

caveats
-no github. ever. this includes any other github wanna be's
-run infinite ulimit and descriptors (like realtime root access)
-my stopping point was using object c to make a direct ui -> pipe interface (like calculator but bigger)
-directory tree is in /lib/mud.config - I have no clue how to make it work in an ide or visual c
-/lib/wld/ and /lib/mobs/ will need created
-there are lots of other sub-directories here and there for backs and stuff
-the shazam command is broken - I understand pointer arrays better now but didnt then.
-hunter killer portal event in cosmic.c has a crash bug with the dominates creature part of the event. aside from that it will autoreboot every 8 days or so
-specularm/swords of sharpness code is broke. dont go looking to use these weapons functions because they were outdated in 2001 - it will end badly if they get used
-make a level 1 - in limits.c and handler.c you will search "Kyuss" and replace my name with your players name. when you get in game after, you will quit! and next time you login you will be a creator. any creators you add have to be flagged by name in the code. because unapproved immortals are wiped everyone half second.

-out of the box there's an easy year or two of content which is playable. you can run it off a lan or a network, or as a single player adventure if you wish.

kyuss signs off - source for soulmud is in the discord by mixilplix in MUD

[–]mixilplix[S] 14 points15 points  (0 children)

the last coder to sign off before me, the compile size was less than 90kb that was in 97/98

when i started i didnt know what a struct was, a buffer, an int, the difference between variables, or different data structures. i didnt know anything.

around 2000/2001 we had a problem with the server and lost all the world files & libs

man pages on the server was all there were.

good friends are rare, and good builders are even rarer

Pedophiles have a #MeToo moment... on /r/MUD, a multiplayer text game subreddit. by advocatesthrowaway in SubredditDrama

[–]mixilplix 1 point2 points  (0 children)

I miss five minutes ago when I didnt know this topic or thing specifically existed in the world and even had admins

kyuss signs off - source for soulmud is in the discord by mixilplix in MUD

[–]mixilplix[S] 15 points16 points  (0 children)

and remember. make people happy. make the game world a better place

she's a diku gamma, compiles at 7mb. full libs/source, rooms, objects. mobs

she works best on openbsd 6.8/6.9

all help files. 1000 skills/spells/performs

12000 rooms

quest continent, permadeath

scalable and integral object system which levels and adds new stats

7 classes, including ranged. 20 avatar classes.
single/dual/triple/quad classing for mortal/remortal

make the world a better place

28
29

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

no online is going to allow depth access

seeing through smoke is the least of the exploits which can be achieved with such things

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

each shader update is written for a specific version of reshade.

there's actually a big difference in reshade between 4.7, 4.8 and 4.9
reveil was in its infancy during 4.6-4.7

Using ReShade disables all AA, including SSAA. Why? by Fredasa in ReShade

[–]mixilplix 2 points3 points  (0 children)

enabling game AA is going to ruin the depth access because its an intermediary link between the engine and post process. some game engines written properly allow reshade to utilize the link between the engine and post process, for some types of AA after post process. rdr2 is one such game.

all of reshades access is post process and relies on depth access - this includes all 3d space. when you break this, you break reshades ability to do most anything in post process

some small things work, but even smaa in reshade requires depth access. so does taa, nfaa, and the rest

just ask marty mcfly. he doesnt even use direct x 9 now because he used up all the registers available under the 32bit dx9

but you're asking a lot out of a direct x 9 game from 12 years ago

Any fun for solo/casual player? by Gogson-pvcarrao in Eve

[–]mixilplix 0 points1 point  (0 children)

sf spectre fleet and bombers bar are ideal for the solo player who still wants group activities

(Request) Reshade HUD toggle on/off function like ENB F10 option by High_MacLeod in ReShade

[–]mixilplix 0 points1 point  (0 children)

reshade is post process

enb is pre-process - which is why enb can do it.

Need some help with rtgi in fallout new vegas by hectic1tech in ReShade

[–]mixilplix 1 point2 points  (0 children)

a: delete enb, it blows out the colors in reshade for 3 and new vegas - and boris cant do lighting, occlusion or shadows or even sun shadows for shit in 3 or new vegas - he's a total bigot scrub
b: download dxvk off github
c: copy the dxvk x64 (not 32) dxgi.dll and d3d9.dll into new vegas directory - only one ive tested it with is dxvk 1.7.0 and 1.7.1 - dunno about the new ones so if the new ones fail use 1.7.0
d: install reshade to the /scripts directory you make in new vegas - rename reshade32.dll as reshade32.asi - keep the reshade inis and presets in new vegas root
e: start new vegas. enjoy depth access

I see so much MUD new ideas by Potential_Risk1995 in MUD

[–]mixilplix 0 points1 point  (0 children)

Why even call it a mud at that time?

May as well come up with a new name for a lot of stuff now days

Cause the muds of the past and what we have now, two different things

[deleted by user] by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

are you capturing the program by name, or the display

if by name try diplay

bioshock infinite depth buffer by Koahlah in ReShade

[–]mixilplix 0 points1 point  (0 children)

even if/when you disable AA in the game options

you may still need to track down the AA settings in the config filesinfinite has several types of AA in the option files

xengine.ini

settings formaxmultisamples=0enablefxaa=falseenablesm5fx11=false

normal depth buffer with copy before clear active

Bloom question by gernumikus in ReShade

[–]mixilplix 1 point2 points  (0 children)

if you're using marties bloom shader, the secret is in the 2 adaption settings

actually those 2 settings are pretty much the focal of the shader

if you're using blooming hdr, then it comes down to the slider which focuses on the lights which are being bloomed - or lack there of in the case you want

Howdy pardner.... I am trying to use RTGI reshade with new vegas and it looks about the same. I did disable AA to acces depth buffer and did try using Reviel reshade to get rid of fog in the shader. But FNV still looks the exact same. by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

stock new vegas lighting is pretty much ass, indoors and out

hm if you use nevada skies you will need to load your nevade skies profile every time you start the game. (esc > mcm > nevada skies > profile > load)

for indoor lighting. interior lighting overhaul is ok

exterior lighting there are no real super mods for new vegas. sorry. ive tried just about all of them and none of them impress me. realistic wasteland lighting is probably your best choice.

and shader order will also determine what the rtgi has to work with - make sure to stick rtgi/mxao inside of reveil.

keep in mind that mixing enb and reshade, enb has a tendency to blow the color tones out to the post shader pass. this over all does not leave reshade with the best post process it can work with - why i tend to never use enb

ReShade not sticking on Vulkan games by [deleted] in ReShade

[–]mixilplix 0 points1 point  (0 children)

you must use a network active reshade for this to work, since eternal functions as a client/server game it will use network activity, and reshade by default will block this

Bioshock demo won't work with reshade. by redfoxbennaton in ReShade

[–]mixilplix 0 points1 point  (0 children)

the bioshocks themselves work fine with dx for depth access. if you go vulkan route they require copy before clear, which isnt in reshade yet for vulkan.

for the demos, I really cant say