3Dmigoto now open-source...
  2 / 141    
I knew at the earliest possible stage that bo3d was in contact with and indigo3D was very likely going open source. I've had access to the code for a while in advanceand it helped me when getting started. My wrapper is not a wrapper and is so far pretty tiny and has a lot less features. I currently don't know how my method will hold up as I attempt to streamline the workflow. I don't believe it crashes any game. It loads in most games. One exception is Dirt 3 where I had to dance with the system32 dll as the game loads the real file directly without looking for my wrapper. As I familiarize myself with Chiri's wrapper I should make sure they can co-exist as good as possible. Being able to start with one wrapper and do some more work in the other wrapper as well as being able to run the same fix in both. A good idea for people with limited skills would actually be to beta test Chiri's wrapper in as many games as possible. Chiri's wraper can be crash prone, Couldn't load Anno 2070 earlier. As for my wrapper, don't expect miracles. Things like these take time to mature.
I knew at the earliest possible stage that bo3d was in contact with and indigo3D was very likely going open source. I've had access to the code for a while in advanceand it helped me when getting started.

My wrapper is not a wrapper and is so far pretty tiny and has a lot less features. I currently don't know how my method will hold up as I attempt to streamline the workflow.

I don't believe it crashes any game. It loads in most games. One exception is Dirt 3 where I had to dance with the system32 dll as the game loads the real file directly without looking for my wrapper.

As I familiarize myself with Chiri's wrapper I should make sure they can co-exist as good as possible.
Being able to start with one wrapper and do some more work in the other wrapper as well as being able to run the same fix in both.

A good idea for people with limited skills would actually be to beta test Chiri's wrapper in as many games as possible. Chiri's wraper can be crash prone, Couldn't load Anno 2070 earlier.

As for my wrapper, don't expect miracles. Things like these take time to mature.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

#16
Posted 02/09/2014 09:47 PM   
A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent? Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively? Thanks to bo3d and chiri for their contributions!
A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent?

Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively?

Thanks to bo3d and chiri for their contributions!

#17
Posted 02/10/2014 01:20 AM   
Great news Bob, thanks for getting this together and pushing it forward!
Great news Bob, thanks for getting this together and pushing it forward!

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#18
Posted 02/10/2014 02:30 AM   
[quote="Stryker_66"]Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively?[/quote]Let me repeat that I am not an expert on the code yet, so this is just my best guess based on reading the code. Code up on Github, you can browse by web page too, so for example this file: [url]https://github.com/bo3b/3Dmigoto/blob/master/DirectX9/d3d9Wrapper.cpp[/url] That's the main file for the DX9 subproject. When I skim through the init code it is only looking for monitor resolution parameters specified in d3dx.ini config file, and when I skim to the all important CreateVertexShader, it doesn't do any recompile of the vertex shader. There is some mechanism there to replace a shader, but it's not general purpose as I see it. The same is true of the DX10 subproject. Both seem to be used only to get early execution in order to set monitor resolution and frequency. So, I think that is a qualified no, it doesn't presently allow you to debug DX9 games. (I also think that is unlikely be worth any effort because Helix's DX9 tool is already so good.) [quote="Stryker_66"]A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent?[/quote]This is a good initial question, so I made a Wiki page just for this purpose. The keyboard example is at the bottom of the input section. If you want to use keyboard, copy and paste that code section into the .ini and you should be good to go. [url]https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting[/url]
Stryker_66 said:Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively?
Let me repeat that I am not an expert on the code yet, so this is just my best guess based on reading the code.

Code up on Github, you can browse by web page too, so for example this file:
https://github.com/bo3b/3Dmigoto/blob/master/DirectX9/d3d9Wrapper.cpp

That's the main file for the DX9 subproject. When I skim through the init code it is only looking for monitor resolution parameters specified in d3dx.ini config file, and when I skim to the all important CreateVertexShader, it doesn't do any recompile of the vertex shader. There is some mechanism there to replace a shader, but it's not general purpose as I see it. The same is true of the DX10 subproject. Both seem to be used only to get early execution in order to set monitor resolution and frequency.

So, I think that is a qualified no, it doesn't presently allow you to debug DX9 games. (I also think that is unlikely be worth any effort because Helix's DX9 tool is already so good.)

Stryker_66 said:A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent?
This is a good initial question, so I made a Wiki page just for this purpose. The keyboard example is at the bottom of the input section.

If you want to use keyboard, copy and paste that code section into the .ini and you should be good to go.

https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting

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#19
Posted 02/10/2014 03:40 AM   
[quote="TsaebehT"][quote="bo3b"]Binary search might still be better, but having used it, it's a little odd to deal with the full screen shaders that otherwise blank the screen. Not sure. We'll have to see if we think the current system is still too slow.[/quote]100/bs=7 :) ... personally I still like cycling 'Lots' method vs. the cycling Single Shaders method ... but on the other hand chances might also be higher that those 'Full Screen Shaders' are always present in the initial lot no matter the size ... [/quote]You know that I am also quite keen on Binary Search instead. 7 still much nicer than 100 :-> I'll be looking into this a bit later to see if this is something I could add. Conceptually, it would be super cool if I could drop in and use Right/Left Shoulder for yes/no on halves of the display. Maybe A Button to start instead of as Mark. When it's down to one shader, automatically write it as marked. The full screen shaders are in fact always present here, so that makes it trickier and less clear. Still, I think those are done as full-screen quads, so I think in principle the code could identify those and automatically avoid them. Pretty sure a full-screen quad is never broken in 3D. Another idea might be to have it keep them in buffer as a back-to-front layout, so you'd know which way to start when cycling, based on depth. I put these on a starter page for Feature Requests: [url]https://github.com/bo3b/3Dmigoto/wiki/Feature-requests[/url]
TsaebehT said:
bo3b said:Binary search might still be better, but having used it, it's a little odd to deal with the full screen shaders that otherwise blank the screen. Not sure. We'll have to see if we think the current system is still too slow.
100/bs=7 :) ... personally I still like cycling 'Lots' method vs. the cycling Single Shaders method ... but on the other hand chances might also be higher that those 'Full Screen Shaders' are always present in the initial lot no matter the size ...
You know that I am also quite keen on Binary Search instead. 7 still much nicer than 100 :->

I'll be looking into this a bit later to see if this is something I could add. Conceptually, it would be super cool if I could drop in and use Right/Left Shoulder for yes/no on halves of the display. Maybe A Button to start instead of as Mark. When it's down to one shader, automatically write it as marked.

The full screen shaders are in fact always present here, so that makes it trickier and less clear. Still, I think those are done as full-screen quads, so I think in principle the code could identify those and automatically avoid them. Pretty sure a full-screen quad is never broken in 3D.


Another idea might be to have it keep them in buffer as a back-to-front layout, so you'd know which way to start when cycling, based on depth.

I put these on a starter page for Feature Requests:

https://github.com/bo3b/3Dmigoto/wiki/Feature-requests

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#20
Posted 02/10/2014 04:07 AM   
[quote="bo3b"][quote="Stryker_66"]Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively?[/quote]Let me repeat that I am not an expert on the code yet, so this is just my best guess based on reading the code. Code up on Github, you can browse by web page too, so for example this file: [url]https://github.com/bo3b/3Dmigoto/blob/master/DirectX9/d3d9Wrapper.cpp[/url] That's the main file for the DX9 subproject. When I skim through the init code it is only looking for monitor resolution parameters specified in d3dx.ini config file, and when I skim to the all important CreateVertexShader, it doesn't do any recompile of the vertex shader. There is some mechanism there to replace a shader, but it's not general purpose as I see it. The same is true of the DX10 subproject. Both seem to be used only to get early execution in order to set monitor resolution and frequency. So, I think that is a qualified no, it doesn't presently allow you to debug DX9 games. (I also think that is unlikely be worth any effort because Helix's DX9 tool is already so good.) [quote="Stryker_66"]A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent?[/quote]This is a good initial question, so I made a Wiki page just for this purpose. The keyboard example is at the bottom of the input section. If you want to use keyboard, copy and paste that code section into the .ini and you should be good to go. [url]https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting[/url][/quote] Great, I'm glad I did not make any assumptions. I agree the key settings that is used with the Helix wrapper is a good default. Thanks for the feedback.
bo3b said:
Stryker_66 said:Seems like an interesting tool with some cool options. I also noticed the d3d9.dll, d3d10.dll and d3d11.dll files, I guess this means we can use the wrapper to work with any of these directx versions respectively?
Let me repeat that I am not an expert on the code yet, so this is just my best guess based on reading the code. Code up on Github, you can browse by web page too, so for example this file: https://github.com/bo3b/3Dmigoto/blob/master/DirectX9/d3d9Wrapper.cpp That's the main file for the DX9 subproject. When I skim through the init code it is only looking for monitor resolution parameters specified in d3dx.ini config file, and when I skim to the all important CreateVertexShader, it doesn't do any recompile of the vertex shader. There is some mechanism there to replace a shader, but it's not general purpose as I see it. The same is true of the DX10 subproject. Both seem to be used only to get early execution in order to set monitor resolution and frequency. So, I think that is a qualified no, it doesn't presently allow you to debug DX9 games. (I also think that is unlikely be worth any effort because Helix's DX9 tool is already so good.)
Stryker_66 said:A question on this wrapper. How does one configure for use on keyboard. I noticed in the d3dx.ini file that one can change to keyboard, but there is no indicator as to how to bind to a key on the keyboard. Currently the ini file is mapped to the Xbox controller. For example, mark_pixelshader=A is bound to the A button and I assume that is for the Xbox controller? Do I bind this to the keyboard letter or ASCII equivalent?
This is a good initial question, so I made a Wiki page just for this purpose. The keyboard example is at the bottom of the input section. If you want to use keyboard, copy and paste that code section into the .ini and you should be good to go. https://github.com/bo3b/3Dmigoto/wiki/Switching-to-keyboard-for-shader-hunting


Great, I'm glad I did not make any assumptions. I agree the key settings that is used with the Helix wrapper is a good default. Thanks for the feedback.

#21
Posted 02/10/2014 04:53 AM   
Thanks Chiri and Bob!! this is great news (This and the OpenGL Wrapper kicks Nvidia big announcement ass....shame Nvidia!!!!) I want to give some feeback about the wrapper (please don't take this in the wrong way, i want to colaborate): - i test the wrapper with 2 games (at the moment), i get 2 missing DLL messsage. i donwload from the web and the message is gone. - i test the wrapper with AC Liberation HD. The game crash. Maybe is for the 2 DLL i donwload from the web or another issue. - i test the wrapper with B4, the game don't crash but don't dump any shader, i think don't kick in. So again, i don't know what the problem is. Today i will test some others DX11 games. In the other hand, i test flugan wrapper, and the stability is great (like helix wrapper, but with DX11 games)...not a single crash with any DX11 game i've tested (with AC Liberation HD works perfect). If Chiri functionalities can be add to flugan wrapper will be amazing.
Thanks Chiri and Bob!! this is great news (This and the OpenGL Wrapper kicks Nvidia big announcement ass....shame Nvidia!!!!)

I want to give some feeback about the wrapper (please don't take this in the wrong way, i want to colaborate):
- i test the wrapper with 2 games (at the moment), i get 2 missing DLL messsage. i donwload from the web and the message is gone.
- i test the wrapper with AC Liberation HD. The game crash. Maybe is for the 2 DLL i donwload from the web or another issue.
- i test the wrapper with B4, the game don't crash but don't dump any shader, i think don't kick in. So again, i don't know what the problem is.

Today i will test some others DX11 games.

In the other hand, i test flugan wrapper, and the stability is great (like helix wrapper, but with DX11 games)...not a single crash with any DX11 game i've tested (with AC Liberation HD works perfect). If Chiri functionalities can be add to flugan wrapper will be amazing.

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#22
Posted 02/10/2014 12:22 PM   
No problem, feedback is extremely useful. Thanks for the report. Did you build it yourself or use this release link? [url]https://github.com/bo3b/3Dmigoto/releases/download/v0.5-beta/3Dmigoto-0.5_beta.zip[/url] The build it yourself path doesn't include everything just yet. If the release version is saying missing DLL, there is something else going on that I need to figure out. For the crashes, please go to the Wiki and make a new page, and paste in or include a link to the log files. Or PM me a link to the log files. If possible, Wiki or Issues page would be far superior and save me from posting it there. I'm going to try to keep all the relevant info in the Github. This will probably be our biggest problem with 3Dmigoto. It's pretty complicated and so prone to crashing, or more likely, not fully debugged on other games. Quite surprised it didn't kick in on B4. You can also see if it loaded or not by looking for the log files. There is a good chance that Flugan and I can work something out. Although it might just be because Flugan's wrapper is offline instead of live. Live is trickier. We will look at it though, no question.
No problem, feedback is extremely useful. Thanks for the report.


Did you build it yourself or use this release link?
https://github.com/bo3b/3Dmigoto/releases/download/v0.5-beta/3Dmigoto-0.5_beta.zip

The build it yourself path doesn't include everything just yet. If the release version is saying missing DLL, there is something else going on that I need to figure out.


For the crashes, please go to the Wiki and make a new page, and paste in or include a link to the log files. Or PM me a link to the log files. If possible, Wiki or Issues page would be far superior and save me from posting it there. I'm going to try to keep all the relevant info in the Github.


This will probably be our biggest problem with 3Dmigoto. It's pretty complicated and so prone to crashing, or more likely, not fully debugged on other games.

Quite surprised it didn't kick in on B4. You can also see if it loaded or not by looking for the log files.


There is a good chance that Flugan and I can work something out. Although it might just be because Flugan's wrapper is offline instead of live. Live is trickier. We will look at it though, no question.

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#23
Posted 02/10/2014 01:10 PM   
@bo3b, I use the release link (i don't change anything in the ini)....later, i change some stuff, but i get the same issues. The missing DLL is related to Visual Basic, have to be intalled to run the wrapper properly. Happens the same with Flugan wrapper, but he isolated and now works with or without Visual Basic installed. I suppose that the downloaded DLL i copy-paste, don't work properly with B4, AC Liberation or others games (is a guess). I will check the log files. Question: If the wrapper kicks in....2 folders (shader_xxxx) are created, right?? Thanks!
@bo3b,

I use the release link (i don't change anything in the ini)....later, i change some stuff, but i get the same issues.

The missing DLL is related to Visual Basic, have to be intalled to run the wrapper properly. Happens the same with Flugan wrapper, but he isolated and now works with or without Visual Basic installed.

I suppose that the downloaded DLL i copy-paste, don't work properly with B4, AC Liberation or others games (is a guess). I will check the log files.

Question: If the wrapper kicks in....2 folders (shader_xxxx) are created, right??

Thanks!

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#24
Posted 02/10/2014 01:25 PM   
Yep, with my release d3dx.ini, you should get both shader folders, plus log files. I don't understand the Visual Basic requirement. Maybe a missing .net dll or something I got as part of development system. (Nothing in migoto is VB, it's all C++. Wacky.) Edit: give me the name of the missing DLL and I'll do some research to see. Thanks. Edit2: I also see a mistake with my build of d3d10.dll with a missing dependency. Might be related, but seems different. (XInput1_4.dll)
Yep, with my release d3dx.ini, you should get both shader folders, plus log files.

I don't understand the Visual Basic requirement. Maybe a missing .net dll or something I got as part of development system. (Nothing in migoto is VB, it's all C++. Wacky.)

Edit: give me the name of the missing DLL and I'll do some research to see. Thanks.
Edit2: I also see a mistake with my build of d3d10.dll with a missing dependency. Might be related, but seems different. (XInput1_4.dll)

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#25
Posted 02/10/2014 01:36 PM   
Right now, i'm not home.....but i will post both missing dll. (i remember both start with "m" and end with 120D ---> m_______120D.dll). Searching in the web i stumbled with some Visual Studio information related to those DLL.
Right now, i'm not home.....but i will post both missing dll. (i remember both start with "m" and end with 120D ---> m_______120D.dll). Searching in the web i stumbled with some Visual Studio information related to those DLL.

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#26
Posted 02/10/2014 02:25 PM   
The misssing DLL are: - msvcp120d.dll - msvcr120d.dll I test AC3 and the game crash everytime......i think the wrapper is still too dependent to DLL system files, so in some system will work just fine, but in others don't.
The misssing DLL are:
- msvcp120d.dll
- msvcr120d.dll

I test AC3 and the game crash everytime......i think the wrapper is still too dependent to DLL system files, so in some system will work just fine, but in others don't.

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#27
Posted 02/10/2014 10:16 PM   
so far I've not gotten it to work properly much. Might have loaded the BI fix but nothing close to using an Xbox controller
so far I've not gotten it to work properly much. Might have loaded the BI fix but nothing close to using an Xbox controller

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

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#28
Posted 02/10/2014 10:32 PM   
[quote="DHR"]The misssing DLL are: - msvcp120d.dll - msvcr120d.dll I test AC3 and the game crash everytime......i think the wrapper is still too dependent to DLL system files, so in some system will work just fine, but in others don't. [/quote] Those are Visual Studio 2012 DEBUG libraries. If you build the library in release mode you will just need: [url=http://www.microsoft.com/en-gb/download/details.aspx?id=30679]Visual C++ Redistributable for Visual Studio 2012 Update 4[/url]:) If you have Visual Studio 2012 installed though...those are not required. Unfortunately they only come with Visual Studio (since they are debug anyway)
DHR said:The misssing DLL are:
- msvcp120d.dll
- msvcr120d.dll

I test AC3 and the game crash everytime......i think the wrapper is still too dependent to DLL system files, so in some system will work just fine, but in others don't.




Those are Visual Studio 2012 DEBUG libraries. If you build the library in release mode you will just need: Visual C++ Redistributable for Visual Studio 2012 Update 4:)

If you have Visual Studio 2012 installed though...those are not required. Unfortunately they only come with Visual Studio (since they are debug anyway)

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#29
Posted 02/10/2014 11:01 PM   
Thanks helifax...i will donwload and install that redistributable and check the wrapper again. LOL..i just noticed i wrote Visual "Basic"....jajaja... i mean Visual Studio....sorry for that, i wrote that post very late. Edit: Installed the Redistributable and get same missing DLL message.
Thanks helifax...i will donwload and install that redistributable and check the wrapper again.

LOL..i just noticed i wrote Visual "Basic"....jajaja... i mean Visual Studio....sorry for that, i wrote that post very late.

Edit: Installed the Redistributable and get same missing DLL message.

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#30
Posted 02/11/2014 12:10 AM   
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