STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
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All Discussions > Development > Topic Details
 This topic has been pinned, so it's probably important
Kaldaien Apr 29, 2017 @ 3:50pm
Special K - v 0.8.65 [Legacy Release] - (1/15/18)
Release Note History (in lieu of documentation)
I am too busy experimenting to write proper long-term documentation... :pointless:
    You may find useful pseudo-documentation here[gitlab.com]

Releases
    Branch=Latest
      1/15/18
      v 0.8.65[github.com]Improved Startup Performance
      1/14/18
      v 0.8.64[github.com]Fix missing overlay in D3D11
      1/13/18
      v 0.8.62[github.com]DirectInput 7 Support + More OpenGL stuff
      1/9/18
      v 0.8.61[github.com]More OpenGL Improvements
      1/5/18
      v 0.8.60[github.com]Improved OpenGL and Global Injection Support
      1/2/18
      v 0.8.59[github.com]Steam Common Redistributable Disposal
      1/1/18
      v 0.8.58[github.com]Happy New Year
      12/21/17
      v 0.8.57[github.com]Improved Steam Controller Support
      12/19/17
      v 0.8.56[github.com]Fix Handle Leak in Applications Blacklisted from Injection
      12/18/17
      v 0.8.55[github.com]RivaTuner Statistics Server Compatibility
      12/15/17
      v 0.8.54[github.com]Improved OKAMI HD / 大神 絶景版 shader modding
      12/2/17
      v 0.8.52[github.com]32-bit Injection Compat Fix
      11/3/17
      v 0.8.50.4[github.com]Enhanced Framerate Limiter + D3D11 Texture Reload
      10/2/17
      v 0.8.46[github.com]Fix config for Steam games with non-Latin names
      9/29/17
      v 0.8.45[github.com]D3D9 Texture Injection Optimization
      9/23/17
      v 0.8.44[github.com]Denuvo Activation Management (Steamworks only)
      9/18/17
      v 0.8.43[github.com]Divinity: Original Sin 2 Optimizations
      9/5/17
      v 0.8.41[github.com]File | Exit
      9/3/17
      v 0.8.39[github.com]D3D9 Shader Mod Tools + Clothing Optional
      8/31/17
      v 0.8.37[github.com]Preliminary Native Steam Controller Support
      8/27/17
      v 0.8.36[github.com]First Anniversary Release
      8/7/17
      v 0.8.33[github.com]Multi-colored graph widgets
      7/23/17
      v 0.8.26[github.com]G-Sync Status in OSD
      7/20/17
      v 0.8.25[github.com]Many fixes for Mouse Effect: Agh! and ReShade.
      7/15/17
      v 0.8.24.3[github.com]Multi-threaded Rendering / TexCache Fixes
      7/11/17
      v 0.8.24[github.com]Final Fantasy 8 (Preliminary DirectInput 7 Support)
      7/9/17
      v 0.8.23.1[github.com]Streamlined SKIM64 Experience
      7/8/17
      v 0.8.22.8[github.com]Fairy Fencer AD Middleware License Fix
      7/2/17
      v 0.8.21.3[github.com]SKIM Replaces inject.bat / uninject.bat
      7/1/17
      v 0.8.20[github.com]Compatibility Updates
      6/21/17
      v 0.8.19[github.com]Compatibility Updates
      6/21/17
      v 0.8.18[github.com]Improved Version Management
      6/20/17
      v 0.8.17[github.com]Auto-Update
      6/19/17
      v 0.8.16[github.com]In-game fullscreen toggle added to D3D11
      6/18/17
      v 0.8.15[github.com]Compatibility Menu (HOLD Ctrl + Shift at game start)
      6/16/17
      v 0.8.14[github.com]DirectDraw Support + New Injection Menu
      6/11/17
      v 0.8.13[github.com] D3D11 Texture / Shader Modding
      5/16/17
      v 0.8.12[gitlab.com] { No Auto-Update Support Yet }


Test Releases
    Branch=Testing
      12/13/17
      v 0.8.53.6[github.com]Dbghelp.dll changes for League of Legends Compat
      11/29/17
      v 0.8.52.1[github.com]Global Keyboard Macros
      11/23/17
      v 0.8.51[github.com]World of Final Fantasy Compatibility
      10/28/17
      v 0.8.49.2[github.com]Custom ReShade supports wrapper DLLs + Global Injection Whitelist
      10/5/17
      v 0.8.47.5[github.com]D3D11 Shader State Profiles
      9/3/17
      v 0.8.40[github.com]XInput Slot Reassignment
      8/14/17
      v 0.8.35[github.com]Improved D3D11 Texture Mod Support
      8/10/17
      v 0.8.34[github.com]Custom ReShade Support

      8/6/17
      v 0.8.32[github.com]Steam Game Profiles No Longer use <appname.exe>
      8/5/17
      v 0.8.31[github.com]Added Gamepad Input Support to Widgets
      8/2/17
      v 0.8.30[github.com]Fixed DDRAW and D3D8 API Wrapping
      8/1/17
      v 0.8.29[github.com]Improved UI Widgets
      7/29/17
      v 0.8.28[github.com]Increased Log/Config/Startup Performance
      7/27/17
      v 0.8.27[github.com]OSD Widgets
Last edited by Kaldaien; Feb 10, 2018 @ 10:43am
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😎Macula😎 Nov 2, 2017 @ 3:41am 
Lol

Each night inside South Park game it gets more and more crazier.
Erebus Nov 2, 2017 @ 3:44am 
Originally posted by Kaldaien:
so people can finally STFU about memory leaks in games. If there is one, the graph will show it.
I'd physically wager money that 99% of the time it's the end user doing something stupid like disabling paging.
Erebus Nov 2, 2017 @ 4:05am 
Originally posted by JBeckman:
I'd call that a arachnid at least.
https://www.gamereactor.eu/media/56/elex_2105683b.png
...How creepy are they in action? Very much on the fence about that title, but my arachnophobia could very well tip the scales some.
JBeckman Nov 2, 2017 @ 4:25am 
Originally posted by Erebus:
Originally posted by Kaldaien:
so people can finally STFU about memory leaks in games. If there is one, the graph will show it.
I'd physically wager money that 99% of the time it's the end user doing something stupid like disabling paging.

Yeah a 1 GB page file doesn't hurt, some games get a bit weird though requiring more but that's mostly old titles probably having something wrong with their coding since the page is used for memory pages and not really part of regular RAM and how that works, it's also useful to have for certain troubleshooting functionality so far as I know there's very little need to actually remove it.
(But it still pops up often enough in recommendations.)

Afterburner 4.4.0 with Rivatuner 7.0.0 also left beta yesterday but I assume it still monitors total RAM usage and not software specific / actual RAM amount used though I do not know the decision for this but I guess it's compatibility with older OS's or something like that.


For the arachnid creature I actually haven't left the starting town of the berserk tribe in Elex after a quick initial test session, first patch was released and fixed a lot of bugs but I have a bit of a backlog so I'm thinking of waiting a while longer letting the game get patched up while I finish off Evil Within 2 if I ever get out of Egypt in Assassin's Creed Origins.

...Wonder if Baast the cat-girl goddess of Egypt (Yeah it didn't originate in Japan it seems.) will be part of the trial of the gods challenge, seems they're starting with Anubis so it'd make sense, Dog and then Cat. :P
(And then Horus as the dove or whatever, probably some other bird actually ha ha.)

Also uses a ton of compute shaders though there's a fair amount of pixel and vertex ones too, not a one appear to control clothing (What a shame.) though one of the compute shaders appear to control LOD and outright killing that one will lead to the game killing your GPU back and crashing the game ha ha.


EDIT: And now I'm thinking of Ravenloft again, rip gold-box and SSI.
Last edited by JBeckman; Nov 2, 2017 @ 4:27am
GPUnity Nov 2, 2017 @ 4:49am 
Last edited by GPUnity; Nov 2, 2017 @ 4:50am
Kaldaien Nov 2, 2017 @ 5:49am 
Hahah, yeah, I don't think so.

If they'd been developing it as PC-only, they would know better than to try and read/write the depth buffer from pixel and compute. I'm pretty sure if they didn't bother to develop their own tools, then at least NVIDIA's profiler or even PIX would probably tell them they're stalling the graphics pipeline while their stupid lighting compute shader uses the depth buffer wrong :-\

They don't appear to have this problem on PS4, so I believe they either 1. got lucky somehow on PS4 or 2. actually picked up a profiler and looked at it for ~5 seconds.


I'm still planning to fix that depth buffer stall, but it's going on the backburner while I play .hack :) Saving any graphical mods for that game.
Last edited by Kaldaien; Nov 2, 2017 @ 5:51am
HolyDeath3000 Nov 2, 2017 @ 6:10am 
What exact files I should have in unofficial Reshade folder? I noticed your statement about removing the extra files? the 32bit/64bit ones I know I think are used.

Do we keep both ReShade32.dll and ReShade32_SpecialK32.dll files with the 64bit versions of those as well?
HolyDeath3000 Nov 2, 2017 @ 6:21am 
So noticed Skim no longer noticed anything installed. Did fresh install and then this folder in profiles was created: rundll32.exe ... Is that normal?
JBeckman Nov 2, 2017 @ 8:48am 
Interesting, Assassin's Creed Origins was just updated ( https://forums.ubi.com/showthread.php/1778695-Assassin-s-Creed-Origins-1-03-Patch-Notes-live-on-PC-PS4 ) and now if D3D9=False isn't set in the SpecialK ini you get that "WRYUP" sound (or "!" from Metal Gear Solid to call it that.) wonder what was changed to cause that break.

Harmless though, unless it was the UPlay client at which point every UPlay game would now have that issue as of the 43.xx Ubisoft UPlay client update released just before the game was updated, bit bigger issue then if so.


EDIT: Nope, just the game since South Park doesn't go full "!" upon launch. :D

EDIT: Ah right it's a local install too, tested DInput8.dll over DXGI.dll and that seems to work as well, some games didn't pick up SpecialK when it was loaded as that but it's been ages since I tested so perhaps it's time to try and rely on that as a new standard. :)


EDIT: But while that works for launch it then crashes in-game with a ADL reference, more testing is needed.



EDIT:
Originally posted by HolyDeath3000:
What exact files I should have in unofficial Reshade folder? I noticed your statement about removing the extra files? the 32bit/64bit ones I know I think are used.

Do we keep both ReShade32.dll and ReShade32_SpecialK32.dll files with the 64bit versions of those as well?

Yeah now there's just the SpecialK ReShade files for 32 and 64 bit and the smaller "shim" dll for 32 or 64 bit. :)
Last edited by JBeckman; Nov 2, 2017 @ 9:04am
Kaldaien Nov 2, 2017 @ 9:26am 
Originally posted by HolyDeath3000:
So noticed Skim no longer noticed anything installed. Did fresh install and then this folder in profiles was created: rundll32.exe ... Is that normal?

Yes, that's normal. rundll32.exe now gets a profile, because it runs tha to scan for injection addresses for video capture compatibility.

As far as ReShade goes, you should have these files in PlugIns/Unofficial/ReShade:

ReShade32.dll ReShade32_SpecialK32.dll ReShade32_SpecialK32.pdb ReShade64.dll ReShade64_SpecialK64.dll ReShade64_SpecialK64.pdb

Nothing else is needed in _that_ directory. The shims subdirectory is dynamically managed by ReShade32.dll and ReShade64.dll, you will find various DLLs there, you can delete them if you want, that directory is effectively a cache for the DLLs that are compatible with local injection..
Last edited by Kaldaien; Nov 2, 2017 @ 9:26am
Kaldaien Nov 2, 2017 @ 9:29am 
Originally posted by JBeckman:
Interesting, Assassin's Creed Origins was just updated ( https://forums.ubi.com/showthread.php/1778695-Assassin-s-Creed-Origins-1-03-Patch-Notes-live-on-PC-PS4 ) and now if D3D9=False isn't set in the SpecialK ini you get that "WRYUP" sound (or "!" from Metal Gear Solid to call it that.) wonder what was changed to cause that break.

Harmless though, unless it was the UPlay client at which point every UPlay game would now have that issue as of the 43.xx Ubisoft UPlay client update released just before the game was updated, bit bigger issue then if so.


EDIT: Nope, just the game since South Park doesn't go full "!" upon launch. :D

EDIT: Ah right it's a local install too, tested DInput8.dll over DXGI.dll and that seems to work as well, some games didn't pick up SpecialK when it was loaded as that but it's been ages since I tested so perhaps it's time to try and rely on that as a new standard. :)


EDIT: But while that works for launch it then crashes in-game with a ADL reference, more testing is needed.



EDIT:
Originally posted by HolyDeath3000:
What exact files I should have in unofficial Reshade folder? I noticed your statement about removing the extra files? the 32bit/64bit ones I know I think are used.

Do we keep both ReShade32.dll and ReShade32_SpecialK32.dll files with the 64bit versions of those as well?

Yeah now there's just the SpecialK ReShade files for 32 and 64 bit and the smaller "shim" dll for 32 or 64 bit. :)
Expect that to happen a lot with Ubisoft games. The jerks run dxdiag every time you start the game, just to make absolutely certain to screw with any third-party software that has to guess what render API the game is using... dxdiag will probe d3d8,9,10,11,12 in any order it pleases.

Far Cry does this, probably all Assassin's Creed titles and who knows what else.
Kaldaien Nov 2, 2017 @ 9:33am 
Minor updated build released:

0.8.50.1 enables you to configure and keep sleep-wait framerate limiter settings. That's useful for some games like Sonic Mania if you don't want the game busy-waiting as its internal limiter is apt to do.

I also exposed non-limiting framerate targets. Basically, the framerate graph center-point is configurable without imposing an actual limit now. Prior to this change, whenever the framerate limiter was disengaged, the center point for that graph was assumed to be 60 (because I was lazy). Now it's whatever target you want :)
Last edited by Kaldaien; Nov 2, 2017 @ 9:33am
Aemony Nov 2, 2017 @ 9:50am 
Is it possible for the global injector to get the same type of branch migration as FAR have? Aka not needing to actually start a game to migrate from one branch to the next?

Edit: SK 0.8.50.1 doesn't work at all with NieR:Automata through global injection. The game just freezes on a white window on launch.
Last edited by Aemony; Nov 2, 2017 @ 9:54am
Kaldaien Nov 2, 2017 @ 9:53am 
Yes, the installer tells you one thing, but if you use the tray icon you'll find a different story.

You can invoke the update process for any product (including Special K itself) through SKIM64 by activating the tray menu.

Manage: Product Name > Branch > New Branch

It may inform you to start a game,ignore that and then:

Manage: Product Name > Check Version

Voila :)
Last edited by Kaldaien; Nov 2, 2017 @ 9:54am
Aemony Nov 2, 2017 @ 9:54am 
Oh, that was actually possible even with branch migrations? Nice! That will save me some time.

Also, 0.8.50.1 doesn't work at all with NieR:Automata through global injection. The game just freezes on a white window on launch.

Edit: logs: https://pastebin.com/JkvTj1hM https://pastebin.com/B9siXtBk
Last edited by Aemony; Nov 2, 2017 @ 9:56am
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