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PostPosted: 03 Mar 2013, 03:13 
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I won't bother with screenshots because the effects differ from game to game, but 0.76 causes lots of issues. Mostly because there's no option to disable your new Sky Lighting code. Please be so kind as to add one in, as the Sky Lighting causes horrible glitching in other games. (Although, to your merit, it did partially work in one, however it still messed up a lot)

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PostPosted: 03 Mar 2013, 04:02 
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It's working only for cars and only few objects in other games are detected like cars. So if this effect is having place, other bugs exist, same as in older mod. And there are two variables as i remember to control amount of this effect and toggle it, so what's the problem then?

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PostPosted: 03 Mar 2013, 04:24 
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There wouldn't be a problem if you had listed in the download what the entry in enbseries.ini is to toggle it. I can't find it. Could you please point me in the right direction?
Oh, and I knew it was just picking up the wrong things in each game, which was why I was impressed that it worked in a game made on it's own, DX8, propriety engine.
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Notice the additional lighting applied to darker surfaces on the car. That's actually really impressive. Still, needs to be a more obvious way to disable the effect, because as you can see, it corrupts most other parts of the game, including removing the in game shadows.

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PostPosted: 03 Mar 2013, 05:29 
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Ha-ha! I understand now. Interesting, transform of per vertex lighting to per pixel, this may be good feature of generic mod.
IBLAmount=30
IBLPower=5
these two control sky texture applied to cars, set first to zero and effect will go away.

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PostPosted: 03 Mar 2013, 06:10 
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Ah, I thought it might be those values. Annoyingly, changing them made no difference. Perhaps, it doesn't actually disable the effect, just sets the transparency to 0.
As in, it enbseries is still separating faces it detects as cars, and running the effect, but just not showing the effect itself, only the corruption. Is there any way you could implement an actual Enable[XXX] = 1,0 so the effect doesn't run at all? Nothing else seems to work at this point.

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PostPosted: 03 Mar 2013, 16:19 
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When EnableReflectiveBump set to 0, shader not compiled with bump. As it works for me as expected, to find issue will be hard. I'll try, but not guarantee anything.

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PostPosted: 04 Mar 2013, 02:43 
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I've tried 4 different games, on 4 different game engines, and they all suffer the same problem with the new 0.76 version.
Perhaps it won't be so hard to find, as the bug is not present in 0.76 for Black Mesa, or 0.75 for SA.

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PostPosted: 04 Mar 2013, 17:14 
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How about new version, is it work?

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PostPosted: 04 Mar 2013, 20:31 
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0.76 for GTA SA has bugs.
0.76a for Black Mesa doesn't have the bugs we talked about, but rather, stops working whenever you resize the window, alt tab, or anything that restarts the DirectX output.
And of course, 0.75 for GTA SA works fine, but lacks these great new features.

The problems shouldn't be too hard to track down, I hope.

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PostPosted: 04 Mar 2013, 20:39 
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Do you ever read news page?

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