Yea, it never occurred to me the content of the files would initially actually mean something... :)
//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float4x4 viewProjectionMatrix;
// float4x4 worldMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// viewProjectionMatrix c0 4
// worldMatrix c4 4
//
vs_3_0
def c8, 1, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 o0.x, r1, c0
dp4 o0.y, r1, c1
dp4 o0.z, r1, c2
dp4 o0.w, r1, c3
mov o1, v1
mov o2.xy, v2
// approximately 11 instruction slots used
Controls literally all screen depth HUD. Only thing it doesn't effect is a little texture that pops up above dead teammates, which is rendered at the correct depth anyway. I think the other fixes in Anisotonic's were for single player stuff.
Controls literally all screen depth HUD. Only thing it doesn't effect is a little texture that pops up above dead teammates, which is rendered at the correct depth anyway. I think the other fixes in Anisotonic's were for single player stuff.
Well its up to you if you want to play an online game with this but if you punkbuster[kinda doubt] picks it up then well you were warned. I also doubt the game has anyone playing but what do I know. I still think its two parts though but I guess you will find out pretty fast if it is.
I didnt know you were trying to play MP. It probably doesn't work because they use different .EXE's for sp/mp.
If you want higher depth change the .75 to a higher value. Lower depth drop value in..
def c220, 0.75, 0, 0.0625, 0
Paste this.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float4x4 viewProjectionMatrix;
// float4x4 worldMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// viewProjectionMatrix c0 4
// worldMatrix c4 4
//
vs_3_0
def c8, 1, 0, 0, 0
def c220, 0.75, 0, 0.0625, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl 2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 r3.x, r1, c0
dp4 r3.y, r1, c1
dp4 r3.z, r1, c2
dp4 r3.w, r1, c3
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3
mov o1, v1
mov o2.xy, v2
// approximately 11 instruction slots used
Well its up to you if you want to play an online game with this but if you punkbuster[kinda doubt] picks it up then well you were warned. I also doubt the game has anyone playing but what do I know. I still think its two parts though but I guess you will find out pretty fast if it is.
I didnt know you were trying to play MP. It probably doesn't work because they use different .EXE's for sp/mp.
If you want higher depth change the .75 to a higher value. Lower depth drop value in..
def c220, 0.75, 0, 0.0625, 0
Tried in SP and MP, still renders at screen depth. Though its 100% the right shader because pasting over your fix that 'vs_3_0 dcl_position v0 dcl_position o0' code in the file midgame removes HUD, then reverting back brings it back.
Tried in SP and MP, still renders at screen depth. Though its 100% the right shader because pasting over your fix that 'vs_3_0 dcl_position v0 dcl_position o0' code in the file midgame removes HUD, then reverting back brings it back.
Make a blank .txt
Paste
[General]
Overridemethod = 1
rename to dx9settings.ini
[make sure its dx9settings.ini not dx9settings.ini.txt]
Otherwise you are out of luck. If my code isnt changing anything its not connecting to nvapi for some reason. We dont really test/mod for MP regardless. Your best bet would then to be to ask anisotonic which version he tried it on but won't do any good for MP version prob.
rename to dx9settings.ini
[make sure its dx9settings.ini not dx9settings.ini.txt]
Otherwise you are out of luck. If my code isnt changing anything its not connecting to nvapi for some reason. We dont really test/mod for MP regardless. Your best bet would then to be to ask anisotonic which version he tried it on but won't do any good for MP version prob.
Nah it doesn't work, still screen depth. Shame, game works flawless other than HUD, and is still active online, wrapper doesn't cause bans either because I was in public games whilst searching for the shader.
Either way thanks for trying, pretty weird how a fix just stops working.
Nah it doesn't work, still screen depth. Shame, game works flawless other than HUD, and is still active online, wrapper doesn't cause bans either because I was in public games whilst searching for the shader.
Either way thanks for trying, pretty weird how a fix just stops working.
Should be regenerated each time you play. Not positive it gets generated with release DLL. Use debug DLL if you aren't already.
If it's a lot of lines, that would definitely suggest it's going haywire. In general games I've looked at have LOGs of maybe 300 lines. That could be wrong though, it may write status lines every time a level is loaded for example.
If it didn't seem to come back, look in other nearby directories. It's possible that the working directory changed somehow, and would be the source of the problem, as the shaderoverride folder must be in the working directory.
Should be regenerated each time you play. Not positive it gets generated with release DLL. Use debug DLL if you aren't already.
If it's a lot of lines, that would definitely suggest it's going haywire. In general games I've looked at have LOGs of maybe 300 lines. That could be wrong though, it may write status lines every time a level is loaded for example.
If it didn't seem to come back, look in other nearby directories. It's possible that the working directory changed somehow, and would be the source of the problem, as the shaderoverride folder must be in the working directory.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Took a look, you do have a syntax error in your shader code:
[code]Warfare\ShaderOverride\VertexShaders\8CACDB9B.txt(24,1):
error X2000: syntax error : unexpected token 'dcl'[/code]
Line 24 of file 8CACDB9B.txt. That should be something like dcl_position, or dcl_color. dcl by itself is an error.
It looks to me like the code eqzitara shows above has that error.
dcl 2d s0
should be
dcl_2d s0
Add the underscore and give that a try.
Thanks alot, works
... almost :)
The majority of the decals in the game now only render in one eye. Probably beyond saving at this point.
So close yet so far, nice insight into the headaches you guys must go through making these fixes.
If you take my bulletstorm dx9settings.ini/ D3D9.DLL it will probably let you use seperate settings for right click. Dont mess with that till you know if either of above work though.
[quote="Eincrou"]I tried using the new DLLs when I was working on The Last Remnant fixes, but it didn't work and I didn't waste time messing with it.
Now, after playing Far Cry 3 and using Helix's fix, I want to take advantage of the preset cycling function.
I was able to figure out how to do that, but I still have the problem I had before. My modified shaders don't work.
Here is a logged error from my Medal of Honor fix when I try to use the latest debug DLL.
[code]Start CreateVertexShader
CreateVertexShader CRC: 0x88274CF
pD3DXAssembleShaderFromFile
Error in vertex shader result: 0x80004005 [/code]
Is there something I need to do differently in the shader to use the new DLLs?[/quote]
This is maybe a bit too late, but I just had this same runtime error and debugged it down to a single line of code that I'd modified:
[code]m4x4 r4, r4, c6[/code]
You cannot use the same register for both a source and a destination. It kinda/sorta makes sense that there is no other internal 'scratch' space, so it would modify the register that it was using.
Of course I'd expect that to be a SYNTAX error, not a runtime error, but that would make it too easy, right?
MSDN says source cannot equal destination for that instruction:
[url]http://msdn.microsoft.com/en-us/library/bb147163(v=vs.85).aspx[/url]
Edit:
Doing an if_eq statement with two constants also crashed in the same way.
[code]if_eq c251.x, c200.w[/code]
Edit:
Also crashed hard because of an added .xy
[code]dcl_texcoord o3.xy[/code]
Edit:
And another big surprise, you crash if adding two constants:
[code]add r30, c250, c251[/code]
Edit:
Another surprise crash if you have 2 output textures. The dcl_texcoord [i]must [/i]include a different number, like dcl_texcoord1:
[code]
dcl_texcoord o2
dcl_texcoord o3
[/code]
I'm putting these into here so that people can possibly find these errors via google. All show up as that initial "Error in vertex shader result: 0x80004005".
Eincrou said:I tried using the new DLLs when I was working on The Last Remnant fixes, but it didn't work and I didn't waste time messing with it.
Now, after playing Far Cry 3 and using Helix's fix, I want to take advantage of the preset cycling function.
I was able to figure out how to do that, but I still have the problem I had before. My modified shaders don't work.
Here is a logged error from my Medal of Honor fix when I try to use the latest debug DLL.
Start CreateVertexShader
CreateVertexShader CRC: 0x88274CF
pD3DXAssembleShaderFromFile
Error in vertex shader result: 0x80004005
Is there something I need to do differently in the shader to use the new DLLs?
This is maybe a bit too late, but I just had this same runtime error and debugged it down to a single line of code that I'd modified:
m4x4 r4, r4, c6
You cannot use the same register for both a source and a destination. It kinda/sorta makes sense that there is no other internal 'scratch' space, so it would modify the register that it was using.
Of course I'd expect that to be a SYNTAX error, not a runtime error, but that would make it too easy, right?
MSDN says source cannot equal destination for that instruction:
Edit:
Doing an if_eq statement with two constants also crashed in the same way.
if_eq c251.x, c200.w
Edit:
Also crashed hard because of an added .xy
dcl_texcoord o3.xy
Edit:
And another big surprise, you crash if adding two constants:
add r30, c250, c251
Edit:
Another surprise crash if you have 2 output textures. The dcl_texcoord must include a different number, like dcl_texcoord1:
dcl_texcoord o2
dcl_texcoord o3
I'm putting these into here so that people can possibly find these errors via google. All show up as that initial "Error in vertex shader result: 0x80004005".
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Paste the contents of the shader unchanged and Ill put it in depth. Ignore steps about removing.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float4x4 viewProjectionMatrix;
// float4x4 worldMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// viewProjectionMatrix c0 4
// worldMatrix c4 4
//
vs_3_0
def c8, 1, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 o0.x, r1, c0
dp4 o0.y, r1, c1
dp4 o0.z, r1, c2
dp4 o0.w, r1, c3
mov o1, v1
mov o2.xy, v2
// approximately 11 instruction slots used
Controls literally all screen depth HUD. Only thing it doesn't effect is a little texture that pops up above dead teammates, which is rendered at the correct depth anyway. I think the other fixes in Anisotonic's were for single player stuff.
I didnt know you were trying to play MP. It probably doesn't work because they use different .EXE's for sp/mp.
If you want higher depth change the .75 to a higher value. Lower depth drop value in..
def c220, 0.75, 0, 0.0625, 0
Paste this.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float4x4 viewProjectionMatrix;
// float4x4 worldMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// viewProjectionMatrix c0 4
// worldMatrix c4 4
//
vs_3_0
def c8, 1, 0, 0, 0
def c220, 0.75, 0, 0.0625, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl 2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 r3.x, r1, c0
dp4 r3.y, r1, c1
dp4 r3.z, r1, c2
dp4 r3.w, r1, c3
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3
mov o1, v1
mov o2.xy, v2
// approximately 11 instruction slots used
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Paste
[General]
Overridemethod = 1
rename to dx9settings.ini
[make sure its dx9settings.ini not dx9settings.ini.txt]
Otherwise you are out of luck. If my code isnt changing anything its not connecting to nvapi for some reason. We dont really test/mod for MP regardless. Your best bet would then to be to ask anisotonic which version he tried it on but won't do any good for MP version prob.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Either way thanks for trying, pretty weird how a fix just stops working.
Might be a compile error or some other info.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
If it's a lot of lines, that would definitely suggest it's going haywire. In general games I've looked at have LOGs of maybe 300 lines. That could be wrong though, it may write status lines every time a level is loaded for example.
If it didn't seem to come back, look in other nearby directories. It's possible that the working directory changed somehow, and would be the source of the problem, as the shaderoverride folder must be in the working directory.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
http://textuploader.com/?p=6&id=8gCeD
5 seconds of gameplay produced that.
Line 24 of file 8CACDB9B.txt. That should be something like dcl_position, or dcl_color. dcl by itself is an error.
It looks to me like the code eqzitara shows above has that error.
dcl 2d s0
should be
dcl_2d s0
Add the underscore and give that a try.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
... almost :)
The majority of the decals in the game now only render in one eye. Probably beyond saving at this point.
So close yet so far, nice insight into the headaches you guys must go through making these fixes.
vs_3_0
def c8, 1, 0, 0, 0
def c220, 0.75, 0, 0.0625, 1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 r3.x, r1, c0
dp4 r3.y, r1, c1
dp4 r3.z, r1, c2
dp4 r3.w, r1, c3
texldl r1, c220.z, s0
if_eq r3.w, c220.w
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
endif
mov o0, r3
mov o1, v1
mov o2.xy, v2
Try this second
vs_3_0
def c8, 1, 0, 0, 0
def c220, 0.75, 0, 0.0625, 1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mad r0, v0.xyzx, c8.xxxy, c8.yyyx
dp4 r1.x, r0, c4
dp4 r1.y, r0, c5
dp4 r1.z, r0, c6
dp4 r1.w, r0, c7
dp4 r3.x, r1, c0
dp4 r3.y, r1, c1
dp4 r3.z, r1, c2
dp4 r3.w, r1, c3
texldl r1, c220.z, s0
if_eq r3.z, c8.y
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
endif
mov o0, r3
mov o1, v1
mov o2.xy, v2
If you take my bulletstorm dx9settings.ini/ D3D9.DLL it will probably let you use seperate settings for right click. Dont mess with that till you know if either of above work though.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
This is maybe a bit too late, but I just had this same runtime error and debugged it down to a single line of code that I'd modified:
You cannot use the same register for both a source and a destination. It kinda/sorta makes sense that there is no other internal 'scratch' space, so it would modify the register that it was using.
Of course I'd expect that to be a SYNTAX error, not a runtime error, but that would make it too easy, right?
MSDN says source cannot equal destination for that instruction:
http://msdn.microsoft.com/en-us/library/bb147163(v=vs.85).aspx
Edit:
Doing an if_eq statement with two constants also crashed in the same way.
Edit:
Also crashed hard because of an added .xy
Edit:
And another big surprise, you crash if adding two constants:
Edit:
Another surprise crash if you have 2 output textures. The dcl_texcoord must include a different number, like dcl_texcoord1:
I'm putting these into here so that people can possibly find these errors via google. All show up as that initial "Error in vertex shader result: 0x80004005".
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers