PCSX2 HD texture pack group
This group is to collect HD texture packs for the PCSX2 emulator, since there's no centralized location for them right now.
PCSX2 HD texture pack group

PCSX2 HD texture pack group

Question about PCSX2 github builds

  • Thread starter Thread starter LuismaSP89
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LuismaSP89

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Since most of the graphic packs on this forum are broken on the latest PCSX2 versions after 1.7.5663 I was wondering if anybody knows of to build a PCSX2 version but without a specific commit (This one: https://github.com/PCSX2/pcsx2/pull/11010) because of this commit everything broke suddenly.

Technically it should not be difficult, github allows to create a private fork for any project and you can discard or add commits by your own, but I'm not skilled enough to get this working.

The idea is to be able to use latest PCSX2 builds with all the new improvements, but being able to keep using this texture packs by excluding the commits that broke them.

Does anyone know if this would be possible?
 
Since most of the graphic packs on this forum are broken on the latest PCSX2 versions after 1.7.5663 I was wondering if anybody knows of to build a PCSX2 version but without a specific commit (This one: https://github.com/PCSX2/pcsx2/pull/11010) because of this commit everything broke suddenly.

Technically it should not be difficult, github allows to create a private fork for any project and you can discard or add commits by your own, but I'm not skilled enough to get this working.

The idea is to be able to use latest PCSX2 builds with all the new improvements, but being able to keep using this texture packs by excluding the commits that broke them.

Does anyone know if this would be possible?
My god... i read the answers to pandavenom from that people, they are mentally sick, its useless bother with them, you are right, someone with prog skills we need to do some separated fork from those assholes, or... use the older builds...
 
My god... i read the answers to pandavenom from that people, they are mentally sick, its useless bother with them, you are right, someone with prog skills we need to do some separated fork from those assholes, or... use the older builds...
Stenzek is well known for this kind of things not only for being a good programmer, many people had troubles on the duckstation discord with him and they were kicked off just for asking things politely. He is not mentally sane from my point of view, since he always answer to the people in a very rude way. But anyway, this is not the thing here. Let's focus on what we can do for keep using an updated version of PCSX2 without texture issues :)
 
I don't think any "skills" are required, since it's open source you can just go to the commits and reverse the changes listed in each of the 3:

Example: https://github.com/PCSX2/pcsx2/pull/11010/commits/b75b338c0244b4bade28ca8bbec097ee0ac6851f

Then just compile it yourself. There are probably a bunch of tutorials online how to compile it yourself. I think you would probably only lose about 4 hours at most if you had to start from zero knowledge.

Having said that, I think you may be interpreting what they were trying to tell you wrong, that you may be using the textures incorrectly and those are what need to be fixed to be compatible.
 
I don't think any "skills" are required, since it's open source you can just go to the commits and reverse the changes listed in each of the 3:

Example: https://github.com/PCSX2/pcsx2/pull/11010/commits/b75b338c0244b4bade28ca8bbec097ee0ac6851f

Then just compile it yourself. There are probably a bunch of tutorials online how to compile it yourself. I think you would probably only lose about 4 hours at most if you had to start from zero knowledge.

Having said that, I think you may be interpreting what they were trying to tell you wrong, that you may be using the textures incorrectly and those are what need to be fixed to be compatible.
I already tried to do this many times not only with pcsx2 but other emulators also, and even with a tutorial I didn't was able to compile by myself, but this is very easy for many people with basic programming skills, that's the reason to ask here, maybe we can create a fork of the main pcsx2 github and share with everybody in the forum.

Regarding the other thing, many people already worked on the texture packs with many effort and they found their packs are no longer working just because of a commit change. Maybe the new method they implemented is better in some way or maybe not, but that's not the point here.
 
Could cause unforeseen issues though. The authors of the texture packs which are affected from this issue actually only need to scan their old dumps and apply the proper alpha values. As long as you have kept the texture dumps (which you always should) it's not a big deal to update your texture pack to make it compatible with latest pcsx2 version. I think it makes more sense to fix these broken packs than building new (potentially broken) builds for the rest of your life, because the progress on the emulator is always continuing while the work on these texture packs is not.
 
Could cause unforeseen issues though. The authors of the texture packs which are affected from this issue actually only need to scan their old dumps and apply the proper alpha values. As long as you have kept the texture dumps (which you always should) it's not a big deal to update your texture pack to make it compatible with latest pcsx2 version. I think it makes more sense to fix these broken packs than building new (potentially broken) builds for the rest of your life, because the progress on the emulator is always continuing while the work on these texture packs is not.
The Emu progress sure, but this enhancement goes even worse. The truth is there: the dump system works perfect in the first version of stenzek, time later he begins to BROKE something that was fine, FOR US, first splitting the dumps in smaller pieces generating more duplicates, and endless ones, now all that thing about the alphas... (the ps2 forever melodrama) broken again... and the guy wont fix the fundamentals, the WRONG ONES in the beginning like onimusha 2 for example.
All for the sacred performance...
 
Could cause unforeseen issues though. The authors of the texture packs which are affected from this issue actually only need to scan their old dumps and apply the proper alpha values. As long as you have kept the texture dumps (which you always should) it's not a big deal to update your texture pack to make it compatible with latest pcsx2 version. I think it makes more sense to fix these broken packs than building new (potentially broken) builds for the rest of your life, because the progress on the emulator is always continuing while the work on these texture packs is not.
Since some packs may never be updated because the author has left the scene or prefers not to invest time in that effort, we should consider creating a fork for those packs. This would also help highlight the issue each time a user requests a fix, as we could direct them to the forked version.
 
Let's be honest here, most people delete their dumps. I keep all mine and I actually didn't realize that transparency was the issue for the broken textures. I still think we would all benefit from at least 1 fork of pcsx2 in favor of stability with texture packs and then we as a community can decide when it is time to update to a newer version (enough big performance boost updates like v2.0.0) I've set my stopping point at v2.0.0
 
The truth is there: the dump system works perfect in the first version of stenzek, time later he begins to BROKE something that was fine

I wouldn't say so. In case of Dragon Quest, I documented the commits that had impact on my textures. There definitely have been textures at the beginning which couldn't be replaced. I still have them in my archive. And now after a file name change they can. On the other hand there has been a PR which fixed a longstanding upscale issue in DQ, but introduced endless duplicates for water textures. So it didn't work perfectly in the first version, but it's still an up and down.

some packs may never be updated because the author has left the scene or prefers not to invest time in that effort

Actually you just need a set of texture dumps. You don't need to re-edit or re-upscale the textures. You just scan the texture dumps for their alpha values and apply them on your existing replacement textures. And done. You don't need the person who made the texture pack for that. Only potential problem could be, if the texture pack is very old and you make your dumps on a newer version, the file names could be different.

I once thought about making a changelog of all PRs which affect texture packs in some way, but I've rejected the idea, because I haven't followed all of the changes myself.

I've set my stopping point at v2.0.0

That was my plan too. I wanted to update my texture pack for v2 and then stick with it. But I noticed that there was a new glitch, so I ended up using the nightlies again.
 

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