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Releases: JBShady/T4M-Enhanced

T4MeD r48-1 DXVK

01 Jul 08:52
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T4MeD r48-1 DXVK Pre-release
Pre-release

Early build, don't use if you don't know what you're doing, mainly for testers or who wants to test

  • First build with DXVK support might increase performance for oddball PCs (don't expect potato to be better)
  • Will export DirectX9 functions to any d3d9.dll found in T4Me directory, working with DXVK
  • has a ini to enable DXVK/proxy

I include DXVK-gplasync in this build if it crashes with this version you have an old Vulkan driver
update or use the older DXVK 1.10.3 These are the async "hacks"/patches works with original DXVK of course.

dvar added I believe.. but doesn't do anything right now needs to be synced with .ini

Full Changelog: r48...r48-1-dxvk

T4Me r48

29 Jun 07:18
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  • Automatically patches game .exe with 4GB/LAA flag which fixes vertex corruption/texture issues due to not enough memory (Credit to Clippy95 for getting this to work)
  • Now that enough changes have been made, rebranded project to T4M Enhanced (T4Me)

Windows may flag this DLL but it is a false positive, this is due to how T4M will now patch your game's .exe file (it creates a backup & you can always undo it with Steam's 'verify game files'). Make sure to create an exception for your World at War root directory in Windows Defender. Alternatively, you can still use r47 and patch your .exe manually by following the link in the README to achieve the same result.

T4M r47

20 Jun 08:54
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  • Added support for ReShade (rename ReShade's .dll to "d3d9r.dll")
  • Unlocked model LOD dvars: r_lodBiasSkinned and r_lodBiasRigid
  • Added a description and default value for a few bools added to my COD5-Remastered mod gpad_flip_triggers, cg_drawXboxHUD, and cg_drawHealthCount (Only applies if using this mod)
  • Tidied up new DVAR descriptions, should not use periods

(re-uploaded, originally released in May)

T4M r46

22 Sep 00:28
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  • Re-enabled intro cinematic
  • Fixed issue when trying to play LAN with T4M