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-   -   [REL] Conus' SH3GWX Widescreen Mod (https://www.subsim.com/radioroom/showthread.php?t=170191)

Ruzbasan 05-27-10 06:59 PM

CTD in Museum
 
Hi Conus00,

A fantastic mod!

I am having one irritating problem: when the museum loads to about 95%, SHIII crashes to the desktop with the error "Silent Hunter III has stopped working".

I am running GWX 3.0 Gold without any other mods installed on Win 7 Pro 64 bit with two ATI 5870 cards in Crossfire with the latest Catalyst 10.4 drivers.

Before installing the newest version of the Conus Widescreen mod, I was running the original "widescreen GWX 3.0" mod without any problems. Ran smooth as silk on my system. I uninstalled the original widescreen mod with JGSME and then installed the new version and now the museum CTD's.

I must run the mod at 1360 resolution setting because my Asus VW266H 26 inch widescreen monitor does not support the 1366 resolution.

Any ideas what could be causing the museum CTD's?

conus00 05-28-10 09:56 AM

Quote:

Originally Posted by Ruzbasan (Post 1405095)
Hi Conus00,

A fantastic mod!

I am having one irritating problem: when the museum loads to about 95%, SHIII crashes to the desktop with the error "Silent Hunter III has stopped working".

I am running GWX 3.0 Gold without any other mods installed on Win 7 Pro 64 bit with two ATI 5870 cards in Crossfire with the latest Catalyst 10.4 drivers.

Before installing the newest version of the Conus Widescreen mod, I was running the original "widescreen GWX 3.0" mod without any problems. Ran smooth as silk on my system. I uninstalled the original widescreen mod with JGSME and then installed the new version and now the museum CTD's.

I must run the mod at 1360 resolution setting because my Asus VW266H 26 inch widescreen monitor does not support the 1366 resolution.

Any ideas what could be causing the museum CTD's?

I have similar problem when the bar reaches 45%. I have no idea what is causing this because the only changes I have made in Museum files are purely graphical. Maybe Seeadler could answer this question?
My mod includes his Widescreen version 1.1 Try using my mod but replacing d3d9.dll and d3d9.ini from widescreen GWX 3.0

Quote:

Originally Posted by Brunos (Post 1405483)
Any plans to make it compatible with OLC Gold mkII ?
And how about making more resolution supported ? I assume if it can not be made "all rez support in one release" there could be dozens of other separate releases for different resolutions or am I missing something ? My native resolution is 1440x900 and heck it just doesn't feel right..

Your first question should be directed to the author OLC Gold II (which is onelifecrisis if I'm not mistaken).

To answer your second question is definitely no. There would be large amount of changes to be done to lots of graphic files and change them from 1360x768 to 1440x900 (which is not just a simple re-sizing the files).

conus00 05-28-10 10:18 AM

Quote:

Originally Posted by Brunos (Post 1405547)
I sure do hope OLC wouldn't mind if someone makes his mod flexible to suit widescreen monitors, without braking things of course.. The question is who would want to mess working with it and waste the time for it, it's the same as you don't want to make more options of rez for widescreens because it simply takes too much time if I understood you correctly..

That is correct, Brunos. The development and testing of this mod took HUGE amount of time I simply don't have. I can't even imagine the amount of time spent on changing and testing every change in menu_1024_768.ini. That file is humongous.

Plunger 05-29-10 10:34 PM

Great mod, conus! Thank you for this mod and to everyone involved, because I know that there are some other people here that made this mod possible. But I've encountered some serious problems:

First of all, it seems that some key commands are reversed. For example, in stock game and also in GWX, the {[ key of the keyboard means hard to portside, }] means hard to starboard, _- means view to heading and += means heading to view. In your mod, {[ is view to heading, }] is heading to view, _- doesn't work anymore at all and += is hard to starboard. And there may be more glitches like this one, but I haven't encountered them until now, and I hope that I won't.

Secondly, after I enable this mod, I play, I exit from the game and then I disable it, the sh3 editor doesn't work anymore, it shows me a black image, the program is starting, but when I try to load a map or a mission, the image is a big black. And also, the "stock" GWX loading screens are disappearing, it's just black. The game itself works, but this mod somehow affects my game in an irreversible way, although theoretically I think that shouldn't happen with Generic Mod Enabler. But it seems that it does. So, every time after I enable and disable your mod I have to reinstall the game to be OK, like it was before.
Update: I've found the problem and also the solution: after I disable this mod, there is one "trace" left: d3d9.dll file in the main game folder (although I think that file along with d3d9.ini should remain only in MODS/Conus' SH3GWXWS 2.3 folder after disabling the mod), if I delete that file both sh3 editor and loading screens are working again!

And the third, about the resolution problem: I am using I am using Windows 7 64 OS, Sapphire ATI Radeon 5770 1024GB GPU, 22 inch Acer P223W monitor, VGA connectivity with a VGA to DVI adapter, on a native resolution of 1680X1050, with no option of scaling in ATI Catalyst Control Center (10.3), because I've encountered a problem on ATI Catalyst 10.4. For example, on 10.4, on the resolution 1360 * 768 the game has distorted circles, like a standing egg (not like the "usual ones" in this game, the horizontal sleeping eggs, but when I try to play the game in 10.3, the image is not distorted anymore. So , here's what I do: First, I change my monitor resolution to 1360 * 768, and only after that I am starting the game, if I start the game with my monitor having 1680X1050, the game is stretched from lateral sides when it's changing to the 1360 * 768 in the game. Anyway, this is a compromise solution, but it works, this is the most important thing. Fortunately, I don't have any problems when loading Museum ...


Am I the only one that encountered these problems?

Reece 05-29-10 11:23 PM

Quote:

Originally Posted by Plunger (Post 1406505)
And the third, about the resolution problem: I am using I am using Windows 7 64 OS, Sapphire ATI Radeon 5770 1024GB GPU, 22 inch Acer P223W monitor, VGA connectivity with a VGA to DVI adapter, on a native resolution of 1680X1050, with no option of scaling in ATI Catalyst Control Center (10.3), because I've encountered a problem on ATI Catalyst 10.4. For example, on 10.4, on the resolution 1360 * 768 the game has distorted circles, like a standing egg (not like the "usual ones" in this game, the horizontal sleeping eggs, but when I try to play the game in 10.3, the image is not distorted anymore.


Am I the only one that encountered these problems?

You're not alone here, I have the same problem, the game itself is squashed horizontally so circles look like eggs, the opposite to the old WS mod, I have an ATI HD4850 with Digital/HDMI connection to a Samsung 2433BW LCD monitor, not sure if it is an ATI problem or digital/analog (VGA/HDMI) problem. If I take a snapshot that shows perfect circles, so it has to be a scaling problem, how to fix this I don't know.:hmmm:

Plunger 05-29-10 11:39 PM

Quote:

Originally Posted by Reece (Post 1406524)
You're not alone here, I have the same problem, the game itself is squashed horizontally so circles look like eggs, the opposite to the old WS mod, I have an ATI HD4850 with Digital/HDMI connection to a Samsung 2433BW LCD monitor, not sure if it is an ATI problem or digital/analog (VGA/HDMI) problem. If I take a snapshot that shows perfect circles, so it has to be a scaling problem, how to fix this I don't know.:hmmm:

Yes, if I take a screenshot it's like you say! But try installing 10.3 ATI Catalyst ( I am not sure if all those "updated" drivers like 10.4 or 10.5 bring a real improvement anyway ...) and before starting the game, change your monitor resolution to 1360*768 (1360*768 on your monitor, not in the .ini file, you'll just have to leave that file untouched, it already has 1360*768 settings, but you should match the monitor resolution to the one in .ini file) and after that start the game with that mod enabled! It works for me this way, I don't have any of the two kind of eggs anymore when I do that. It's very unscientifically, but it works!

If you want to make a correct uninstallation/installation of ATI Catalyst, first you should install a free software, called Driver sweeper http://www.guru3d.com/category/driversweeper/ then uninstall the current Catalyst that you are using, reboot in safe mode (F8), use Driver Sweeper to clean all ATI traces, reboot again and install the desired ATI Catalyst driver version.

About the key commands, are they OK in your installation?

Reece 05-30-10 12:22 AM

Thing is I don't use CCC, I use ATI Tray Tools, the ATI driver though is pretty old (8.5), could change this but fail to see that this would help, also changing the windows and monitor resolution just to play the game is not for me, I'd rather just use the old WS mod!:yep: Pity there isn't a third party scaling application, I've looked but can't find anything.:-?

conus00 05-30-10 10:22 AM

@Plunger and Reece.
Gentlemen, I am sorry that it is not working for you and I believe that your problems are somehow tied to ATI cards. Myself, I run the game on NVidia GT9600 XXX and have zero issues (aside from not being able to enter Museum). I wish I could help you but I had absolutely nothing to do with the development of the dll file. I just used it with Seeadler's permission and built graphic interface around it.
Him or Rubini might be able to answer your hardware related questions.

@Plunger I did make some changes to the commands file (it is actually combination of two different files) and some commands might have gotten changed. I can't look into it right now because my computer is packed in the box loaded on United VanLines semi and won't be delivered to Florida until mid-June. You can take a look at the commands file and make the changes yourself (it is simple txt file to edit).

Plunger 05-30-10 10:42 AM

Quote:

Originally Posted by conus00 (Post 1406734)
@Plunger and Reece.
Gentlemen, I am sorry that it is not working for you and I believe that your problems are somehow tied to ATI cards. Myself, I run the game on NVidia GT9600 XXX and have zero issues (aside from not being able to enter Museum). I wish I could help you but I had absolutely nothing to do with the development of the dll file. I just used it with Seeadler's permission and built graphic interface around it.
Him or Rubini might be able to answer your hardware related questions.

@Plunger I did make some changes to the commands file (it is actually combination of two different files) and some commands might have gotten changed. I can't look into it right now because my computer is packed in the box loaded on United VanLines semi and won't be delivered to Florida until mid-June. You can take a look at the commands file and make the changes yourself (it is simple txt file to edit).

About the changing resolution each and every time I want to play with your mod, that's OK for me now.
Regarding the keyboard commands, switching from German to English in "keyboard language" in game settings has solved the problem. Thank you for your feedback!

conus00 05-30-10 11:22 AM

You are very welcome. I'm glad you figured it out. :salute:

Stoli151 05-30-10 10:02 PM

Awesome mod. Works great. I'm playing on a compaq presario c60 laptop and it looks great. Thanks.

Wolfehunter 05-30-10 11:02 PM

This is one of the best advancements for SH3. I must say thank you all who busted there behinds to make it happen. I bow to your mightiness. :salute:

rafale0128 05-31-10 11:18 AM

I have download this mod and try to unzip it, but I got a error message ! "C:\Documents and Settings\AJXP\desktop\Conus' SH3GWXWS 2.3.rar: CRC fault on Conus' SH3GWXWS 2.3\data\Menu\Gui\Layout\LeerC4.tga,file damaged。"
It's that OK for this mod? Shall I ignore this error message and use this mod anyway? Please help me solve this problem, thank you.

Reece 05-31-10 11:27 PM

After talking to Rubini who has the same ATI card seems it runs on his WS monitor without problems, this is because his monitor has an aspect ratio of 16:9 where as mine is 16:10 ratio, he suggested I try with the d3d9.ini file set to 1280x800 and that works almost perfect however this stuffs up all mods as they are set to 1360x768!:damn:
I think nvidia has the ability to rescale, ATI don't, so it seems a combo of ATI with 16:10 monitors are going to have problems, how hard is it to convert your mod to 1280x800 conus00?:hmmm:

Seeadler 06-01-10 12:32 PM

Users who have problems with the actual widescreen DLL i.e. CTD's, HDMI connection, wrong stretched displays etc. please use this debug version of the d3d9.dll.

It creates a d3d9.log, open the file with a texteditor and post the content here, this could help to find out what's going wrong.


download debug dll:
http://www.mediafire.com/file/wmxmwt...reen_debug.zip

Reece 06-01-10 08:24 PM

This is the log at 1360x768:
Quote:

------------------------------------
Main::ReadConfig()
------------------------------------
ini Global DebugLog = 1
ini Global Screenshot = 0
ini Engine DisplayWidth = 1360
ini Engine DisplayHeight = 768
ini Input Key Menu = -1
ini Input Key Effects = -1
ini Input Key Screens = -1
ini Effect ShaderPath =
ini Effect SkyShader = 0
ini Effect CloudShader = 0
ini Effect WaterShader = 0
ini Loadscreen enable = 0
ini Loadscreen maxscale = 1
ini Loadscreen tx = 0.016350
ini Loadscreen ty = 0.000000
ini Loadscreen sx = 0.000000
ini Loadscreen sy = 0.000000


---------------------
SH3 enhancer dll loaded
---------------------
Direct3DCreate9(32) succeeded...
Hooked Direct3D9 interface: 0x16fa40 -> 0x1095430
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 8
BackBufferHeight = 8
BackBufferFormat = 22
BackBufferCount = 0
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 1
hDeviceWindow = 65556
Windowed = 1
EnableAutoDepthStencil = 0
AutoDepthStencilFormat = 0
Flags = 0
FullScreen_RefreshRateInHz = 0
PresentationInterval = 0
------------------------------------

CreateDevice() failed -> D3DERR_INVALIDCALL Adapter=0

Direct3DCreate9(32) succeeded...
Hooked Direct3D9 interface: 0x16fa40 -> 0x1095440
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 8
BackBufferHeight = 8
BackBufferFormat = 22
BackBufferCount = 0
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 1
hDeviceWindow = 65556
Windowed = 1
EnableAutoDepthStencil = 0
AutoDepthStencilFormat = 0
Flags = 0
FullScreen_RefreshRateInHz = 0
PresentationInterval = 0
------------------------------------

CreateDevice() failed -> D3DERR_INVALIDCALL Adapter=0

Direct3DCreate9(31) succeeded...
Hooked Direct3D9 interface: 0x16fa40 -> 0x1095450
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 1024
BackBufferHeight = 768
BackBufferFormat = 21
BackBufferCount = 1
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 3
hDeviceWindow = 197802
Windowed = 0
EnableAutoDepthStencil = 1
AutoDepthStencilFormat = 75
Flags = 1
FullScreen_RefreshRateInHz = 0
PresentationInterval = -2147483648
------------------------------------

------------------------------------
CD3DManager::CD3DManager()
------------------------------------
BackBufferWidth = 1360
BackBufferHeight = 768
BackBufferFormat = 21
BackBufferCount = 1
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 3
hDeviceWindow = 197802
Windowed = 0
EnableAutoDepthStencil = 1
AutoDepthStencilFormat = 75
Flags = 1
FullScreen_RefreshRateInHz = 60
PresentationInterval = -2147483648
------------------------------------

Outputted new PS to "C:\Games\SilentHunterIII\.\Data\Shaders\SD_Shader s\ps_1_1C1FE40F.txt"
Outputted new PS to "C:\Games\SilentHunterIII\.\Data\Shaders\SD_Shader s\ps_2_3EEFE416.txt"
Outputted new PS to "C:\Games\SilentHunterIII\.\Data\Shaders\SD_Shader s\ps_3_38F7E440.txt"
Outputted new PS to "C:\Games\SilentHunterIII\.\Data\Shaders\SD_Shader s\ps_4_CFCE45D.txt"
Outputted new PS to "C:\Games\SilentHunterIII\.\Data\Shaders\SD_Shader s\ps_5_BCFBE458.txt"
---------------------
SH3 enhancer dll disabled
---------------------
I also did for 1280x800, they are identical except for the resolution and:
Quote:

hDeviceWindow = 65556

Plunger 06-01-10 10:08 PM

I am using I am using Windows 7 64 OS, Sapphire ATI Radeon 5770 1024GB GPU, 22 inch Acer P223W monitor, VGA connectivity with a VGA to DVI adapter, on a native resolution of 1680X1050, with no option of scaling in ATI Catalyst Control Center (10.5) and I am having the same problem as Recce, "erect eggs" effect. Anyway, one weird thing is that when I was using ATI Catalyst 10.3 and before starting my game I've changed my Acer monitor resolution to 1360*768, the game worked perfectly. I didn't had any of the two kind of eggs anymore when I did that. But it's frustrating, annoying and weird in the same time that this is possible with an older driver and it isn't with a newer one. And I would really like to stick up with the newer one from some reasons.

I must also add that with your "dll_widescreen_v1.1" mod the images are not deformed (probably because have a native resolution of 1680X1050), but the lack of a custom GUI for 1680X1050 is annoying, so it's not playable from my point of view.

Finally, here's my log at 1360x768 (with ATI Catalyst 10.5 installed on my system):

Quote:

Main::ReadConfig()
------------------------------------
ini Global DebugLog = 1
ini Global Screenshot = 0
ini Engine DisplayWidth = 1360
ini Engine DisplayHeight = 768
ini Input Key Menu = -1
ini Input Key Effects = -1
ini Input Key Screens = -1
ini Effect ShaderPath =
ini Effect SkyShader = 0
ini Effect CloudShader = 0
ini Effect WaterShader = 0
ini Loadscreen enable = 0
ini Loadscreen maxscale = 1
ini Loadscreen tx = 0.016350
ini Loadscreen ty = 0.000000
ini Loadscreen sx = 0.000000
ini Loadscreen sy = 0.000000


---------------------
SH3 enhancer dll loaded
---------------------
Direct3DCreate9(32) succeeded...
Hooked Direct3D9 interface: 0x22907e0 -> 0x670fa0
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 8
BackBufferHeight = 8
BackBufferFormat = 22
BackBufferCount = 0
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 1
hDeviceWindow = 65552
Windowed = 1
EnableAutoDepthStencil = 0
AutoDepthStencilFormat = 0
Flags = 0
FullScreen_RefreshRateInHz = 0
PresentationInterval = 0
------------------------------------

CreateDevice() failed -> D3DERR_INVALIDCALL Adapter=0

Direct3DCreate9(32) succeeded...
Hooked Direct3D9 interface: 0x22907e0 -> 0x670fb0
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 8
BackBufferHeight = 8
BackBufferFormat = 22
BackBufferCount = 0
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 1
hDeviceWindow = 65552
Windowed = 1
EnableAutoDepthStencil = 0
AutoDepthStencilFormat = 0
Flags = 0
FullScreen_RefreshRateInHz = 0
PresentationInterval = 0
------------------------------------

CreateDevice() failed -> D3DERR_INVALIDCALL Adapter=0

Direct3DCreate9(31) succeeded...
Hooked Direct3D9 interface: 0x22907e0 -> 0x670c58
------------------------------------
d3d9_int::CreateDevice() -> GetAdapterDisplayMode() results
------------------------------------
D3DDISPLAYMODE Width = 1024
D3DDISPLAYMODE Height = 768
D3DDISPLAYMODE RefreshRate = 60
D3DDISPLAYMODE Format = 22

------------------------------------
d3d9_int::CreateDevice() -> Create Parameters
------------------------------------
BackBufferWidth = 1024
BackBufferHeight = 768
BackBufferFormat = 21
BackBufferCount = 1
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 3
hDeviceWindow = 1444128
Windowed = 0
EnableAutoDepthStencil = 1
AutoDepthStencilFormat = 75
Flags = 1
FullScreen_RefreshRateInHz = 0
PresentationInterval = -2147483648
------------------------------------

------------------------------------
CD3DManager::CD3DManager()
------------------------------------
BackBufferWidth = 1360
BackBufferHeight = 768
BackBufferFormat = 21
BackBufferCount = 1
MultiSampleType = 0
MultiSampleQuality = 0
SwapEffect = 3
hDeviceWindow = 1444128
Windowed = 0
EnableAutoDepthStencil = 1
AutoDepthStencilFormat = 75
Flags = 1
FullScreen_RefreshRateInHz = 60
PresentationInterval = -2147483648
------------------------------------

---------------------
SH3 enhancer dll disabled
---------------------

conus00 06-02-10 07:03 AM

Quote:

Originally Posted by rafale0128 (Post 1407648)
I have download this mod and try to unzip it, but I got a error message ! "C:\Documents and Settings\AJXP\desktop\Conus' SH3GWXWS 2.3.rar: CRC fault on Conus' SH3GWXWS 2.3\data\Menu\Gui\Layout\LeerC4.tga,file damaged。"
It's that OK for this mod? Shall I ignore this error message and use this mod anyway? Please help me solve this problem, thank you.

Try to re-download the zip file. Something happened during the transfer of the file between mediafire and your computer. On the other hand (I think) LeerC4.tga is just a picture file so if you run the mod without it, the worst case scenario is that you will have some minor glitch in graphics.

Quote:

Originally Posted by Reece (Post 1408187)
After talking to Rubini who has the same ATI card seems it runs on his WS monitor without problems, this is because his monitor has an aspect ratio of 16:9 where as mine is 16:10 ratio, he suggested I try with the d3d9.ini file set to 1280x800 and that works almost perfect however this stuffs up all mods as they are set to 1360x768!:damn:
I think nvidia has the ability to rescale, ATI don't, so it seems a combo of ATI with 16:10 monitors are going to have problems, how hard is it to convert your mod to 1280x800 conus00?:hmmm:

Oh, well, doable but quite a bit of work in Photoshop. I'm not sure how much time I will have when I finally get down to Tampa. I'm still stuck in Ohio, tying some loose ends and will be here for another week or so.
I will see when I get down to Florida if I can do it time-wise. No promises, though... :)

Reece 06-02-10 07:47 AM

Quote:

Originally Posted by conus00 (Post 1409345)
Oh, well, doable but quite a bit of work in Photoshop. I'm not sure how much time I will have when I finally get down to Tampa. I'm still stuck in Ohio, tying some loose ends and will be here for another week or so.
I will see when I get down to Florida if I can do it time-wise. No promises, though... :)

Hi conus00, seems that you may not have to, or, the job may be easier:
Quote:

Originally Posted by Seeadler http://www.subsim.com/radioroom/smartdark/viewpost.gif
I'm still modding a SH3 1.4 stock version to 1680x1050 because this is also my native resolution. If it's finished (now 50% complete), the modded menu_1024_768.ini can be used as a template for other GUI mods to change them quicker to this resolution.
Not 100% sure what this will mean exactly but might be best to wait and see.:yep:

Seeadler 06-02-10 07:54 AM

thanks for the debug logs, here is a new DLL which should eliminate some minor errors i saw in this logs :smug:

http://www.mediafire.com/file/ymlkyqnl4td/d3d9.dll


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