emoose
emoose
Aha, seems some other XEX1 titles are also running with it too, such as `Football Manager 2005 (2005-08-08) (beta)` :)  (for that I also had to edit HostPathDevice to...
>"Billboard" light textures are visible through solid objects, such as walls and ceilings. For this I think I've heard that changing the `query_occlusion_fake_sample_count` config variable can help with it, haven't...
E: seem to have something working for this, scenerio_stage_title.gcx seems to be the script which calls into the actor-killer, that script does a check inside proc43 for `varbuf[2e7] == 1`...
Seems they're just using `GetAsyncKeyState` to check keypresses, which isn't really a great way to do it, afaik it's very easy for inputs to get missed/eaten with that depending on...
Only been able to repro this during the intro cutscene too, I noticed if you skip cutscene the bugged photo still shows up in the photo list, so guess it...
Oh interesting, if you can upload it I'll try taking a look, if that has watermark I guess it could be a dev version of it? Don't think we've seen...
Yep looks like it's dev ver, thanks for letting us know - do you know if the DLSS hud shows anything different with it? will have to grab a dlssd...
Are they running with the latest VC redist installed? There was a [pretty recent change](https://stackoverflow.com/questions/78598141/first-stdmutexlock-crashes-in-application-built-with-latest-visual-studio) around the std::mutex constructor which caused issues when an older redist was used, the `_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR`...
Does changing `ControllerHotPlug` in INI to false make any difference? Maybe an issue with that since you mentioned it crashing if you connected during gameplay, would need to connect controller...
Might have found a fix for this, seems code for backfiring was checking for full pedal/trigger press by seeing if value was 255 or above, but some reason dinput code...