3D Fix Manager - Application for installing 3D Vision Fixes + Hotkey Editing Support
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[quote="Pauldusler"]Thank you. I think next update will address the ini parser as this is the most important issue currently. I would like to add support for new 3dmigoto features like software mouse support or upscaling feature but this requires a modified ini parser which has to accept any content in the ini file (current ini parser does not accept all lines).[/quote] For this ini parser, best bet would be to use the one from 3Dmigoto. DarkStarSword created a custom variant that is now all our code, and you can just snag that piece. It's C++, but you could compile it as a custom library/API. The reason this path is better, is because that way any changes we make to parsing can be integrated into 3D Fix Manager. Be much more reliable than the crappy Windows ini parser. Should save you some time too.
Pauldusler said:Thank you.

I think next update will address the ini parser as this is the most important issue currently. I would like to add support for new 3dmigoto features like software mouse support or upscaling feature but this requires a modified ini parser which has to accept any content in the ini file (current ini parser does not accept all lines).

For this ini parser, best bet would be to use the one from 3Dmigoto. DarkStarSword created a custom variant that is now all our code, and you can just snag that piece. It's C++, but you could compile it as a custom library/API.

The reason this path is better, is because that way any changes we make to parsing can be integrated into 3D Fix Manager. Be much more reliable than the crappy Windows ini parser. Should save you some time too.

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

Posted 01/12/2018 06:32 PM   
Currently I'm using this parser from a github project: [url]https://github.com/rickyah/ini-parser[/url]. This is a parser completely written in c# but cannot handle lines not compatible to the ini standard. I already asked DarkstarSword and he told me that using his C++ parser could end up in investing more time than writing an own C# parser. Honestly I didn't ever try to get C++ code running in a C# application. So I don't have any experience how to do this. But if this would work - is this parser also capable of changing the ini file? I ask this because commonly 3dmigoto does not change the file - it only reads it. But 3D Fix Manager also must be capable of changing the file. My plans would have been to copy some code from the github project and modify it - that it accepts none-conform lines.
Currently I'm using this parser from a github project: https://github.com/rickyah/ini-parser. This is a parser completely written in c# but cannot handle lines not compatible to the ini standard. I already asked DarkstarSword and he told me that using his C++ parser could end up in investing more time than writing an own C# parser. Honestly I didn't ever try to get C++ code running in a C# application. So I don't have any experience how to do this. But if this would work - is this parser also capable of changing the ini file? I ask this because commonly 3dmigoto does not change the file - it only reads it. But 3D Fix Manager also must be capable of changing the file.

My plans would have been to copy some code from the github project and modify it - that it accepts none-conform lines.

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 01/12/2018 09:22 PM   
That seems right. DarkStarSword's Ini parser is input only. We have considered saving output like HelixMod, but the value is low relative to the difficulty. Mixing C++ is not terribly hard, but it is added complexity and not the right choice here. I'd go with your opensource C# variant, and add the pieces you need as being the fastest approach.
That seems right. DarkStarSword's Ini parser is input only. We have considered saving output like HelixMod, but the value is low relative to the difficulty.

Mixing C++ is not terribly hard, but it is added complexity and not the right choice here.


I'd go with your opensource C# variant, and add the pieces you need as being the fastest approach.

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

Posted 01/13/2018 10:41 AM   
error_log.txt: 13/01/2018 15:10:26: System.TypeInitializationException: Se produjo una excepción en el inicializador de tipo de 'System.Windows.Media.Fonts'. ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException) en MS.Internal.FontFace.CompositeFontParser.ParseFontFamilyCollectionElement() en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream) --- Fin del seguimiento de la pila de la excepción interna --- en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException) en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream) en MS.Internal.FontCache.FamilyCollection.SystemCompositeFonts.GetCompositeFontFamilyAtIndex(Int32 index) en MS.Internal.FontCache.FamilyCollection.GetFontFamilies(Uri fontFamilyBaseUri, String fontFamilyLocationReference) en System.Windows.Media.Fonts.CreateFamilyCollection(Uri fontLocation, Uri fontFamilyBaseUri, String fontFamilyLocationReference) en System.Windows.Media.Fonts..cctor() --- Fin del seguimiento de la pila de la excepción interna --- en System.Windows.Media.Fonts.get_SystemFontFamilies() en FixManager.MainWindow.fillComboBoxes() en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 279 en FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 129
error_log.txt:


13/01/2018 15:10:26:
System.TypeInitializationException: Se produjo una excepción en el inicializador de tipo de 'System.Windows.Media.Fonts'. ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1
en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException)
en MS.Internal.FontFace.CompositeFontParser.ParseFontFamilyCollectionElement()
en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream)
--- Fin del seguimiento de la pila de la excepción interna ---
en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException)
en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream)
en MS.Internal.FontCache.FamilyCollection.SystemCompositeFonts.GetCompositeFontFamilyAtIndex(Int32 index)
en MS.Internal.FontCache.FamilyCollection.GetFontFamilies(Uri fontFamilyBaseUri, String fontFamilyLocationReference)
en System.Windows.Media.Fonts.CreateFamilyCollection(Uri fontLocation, Uri fontFamilyBaseUri, String fontFamilyLocationReference)
en System.Windows.Media.Fonts..cctor()
--- Fin del seguimiento de la pila de la excepción interna ---
en System.Windows.Media.Fonts.get_SystemFontFamilies()
en FixManager.MainWindow.fillComboBoxes() en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 279
en FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 129

- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "Gigabyte RTX 2080 Gaming OC"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)

Posted 01/13/2018 02:13 PM   
[quote="Duerf"]error_log.txt: 13/01/2018 15:10:26: System.TypeInitializationException: Se produjo una excepción en el inicializador de tipo de 'System.Windows.Media.Fonts'. ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException) en MS.Internal.FontFace.CompositeFontParser.ParseFontFamilyCollectionElement() en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream) --- Fin del seguimiento de la pila de la excepción interna --- en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException) en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream) en MS.Internal.FontCache.FamilyCollection.SystemCompositeFonts.GetCompositeFontFamilyAtIndex(Int32 index) en MS.Internal.FontCache.FamilyCollection.GetFontFamilies(Uri fontFamilyBaseUri, String fontFamilyLocationReference) en System.Windows.Media.Fonts.CreateFamilyCollection(Uri fontLocation, Uri fontFamilyBaseUri, String fontFamilyLocationReference) en System.Windows.Media.Fonts..cctor() --- Fin del seguimiento de la pila de la excepción interna --- en System.Windows.Media.Fonts.get_SystemFontFamilies() en FixManager.MainWindow.fillComboBoxes() en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 279 en FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 129 [/quote] I just googled for this error and found this: [url]http://blog.actiprosoftware.com/post/2018/01/11/Windows-7-Exception-in-WPF-FontsSystemFontFamilies-After-Installing-KB4055532[/url]. A recent update by Micorosft caused this issue - it will be fixed by them. According to this website there is a quick workaround: [i]"Workaround The only workaround at the moment until it is fixed by Microsoft appears to be to uninstall the KB4055532 rollup on Windows 7 machines. We expect this to be resolved by Microsoft quickly since posts about it are popping up all over the Internet"[/i]
Duerf said:error_log.txt:


13/01/2018 15:10:26:
System.TypeInitializationException: Se produjo una excepción en el inicializador de tipo de 'System.Windows.Media.Fonts'. ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1 ---> System.IO.FileFormatException: No FontFamily element found in FontFamilyCollection that matches current OS or greater: Windows7SP1
en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException)
en MS.Internal.FontFace.CompositeFontParser.ParseFontFamilyCollectionElement()
en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream)
--- Fin del seguimiento de la pila de la excepción interna ---
en MS.Internal.FontFace.CompositeFontParser.Fail(String message, Exception innerException)
en MS.Internal.FontFace.CompositeFontParser..ctor(Stream fileStream)
en MS.Internal.FontCache.FamilyCollection.SystemCompositeFonts.GetCompositeFontFamilyAtIndex(Int32 index)
en MS.Internal.FontCache.FamilyCollection.GetFontFamilies(Uri fontFamilyBaseUri, String fontFamilyLocationReference)
en System.Windows.Media.Fonts.CreateFamilyCollection(Uri fontLocation, Uri fontFamilyBaseUri, String fontFamilyLocationReference)
en System.Windows.Media.Fonts..cctor()
--- Fin del seguimiento de la pila de la excepción interna ---
en System.Windows.Media.Fonts.get_SystemFontFamilies()
en FixManager.MainWindow.fillComboBoxes() en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 279
en FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) en C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:línea 129



I just googled for this error and found this: http://blog.actiprosoftware.com/post/2018/01/11/Windows-7-Exception-in-WPF-FontsSystemFontFamilies-After-Installing-KB4055532.

A recent update by Micorosft caused this issue - it will be fixed by them. According to this website there is a quick workaround:

"Workaround
The only workaround at the moment until it is fixed by Microsoft appears to be to uninstall the KB4055532 rollup on Windows 7 machines.

We expect this to be resolved by Microsoft quickly since posts about it are popping up all over the Internet"

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 01/13/2018 05:53 PM   
Ok, working again. Thanks for everything you make with this app.
Ok, working again. Thanks for everything you make with this app.

- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
- "ASUS P6X58D-E" motherboard
- "Gigabyte RTX 2080 Gaming OC"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
- "Dell S2716DG" monitor (2560x1440 @144Hz)
- "Corsair Carbide 600C" case
- Labrador dog (cinnamon edition)

Posted 01/16/2018 06:50 AM   
[color="orange"]Version 1.3 released![/color] Just a small update mainly for making Mass Effect: Andromeda fix easier for installation. However there will be a better version of this fix very soon where installation will be easy anyway. [b][u]Note for Mass Effect: Andromeda fix:[/u][/b] [list] [.]Copy "NvProfileSwitch.exe" to your game directory or reinstall the fix via 3D Fix Manager to automatically load NvProfileSwitch.exe when starting the game. [/.] [/list] Change Notes Version 1.3: [list] [.]New: "Start additional Exe" field in "Edit Profile" tab. This is required for fixes like Mass Effect: Andromeda and INSIDE[/.] [.]New: 3D Fixes are automatically installed when clicking on the "Play 3D"-button (when 3D fix is not installed yet)[/.] [.]New: Monitor size is shown in "Nvidia 3D Settings" tab. This is the value which is written to the windows registry for enabling the depth hack. You can either set depth hack via depth multiplier or by monitor size in inches.[/.] [.]New: Added an option in "General Settings" tab for automatically updating 3dmigoto of all installed 3D fixes when application is being started[/.] [.]Changed: Updated 3dmigoto files to version 1.2.70[/.] [.]Bugfix: Game ini files were changed in 2D mode when only values for 3D mode were provided[/.] [/list]
Version 1.3 released!

Just a small update mainly for making Mass Effect: Andromeda fix easier for installation. However there will be a better version of this fix very soon where installation will be easy anyway.

Note for Mass Effect: Andromeda fix:
  • Copy "NvProfileSwitch.exe" to your game directory or reinstall the fix via 3D Fix Manager to automatically load NvProfileSwitch.exe when starting the game.


Change Notes Version 1.3:

  • New: "Start additional Exe" field in "Edit Profile" tab. This is required for fixes like Mass Effect: Andromeda and INSIDE

  • New: 3D Fixes are automatically installed when clicking on the "Play 3D"-button (when 3D fix is not installed yet)

  • New: Monitor size is shown in "Nvidia 3D Settings" tab. This is the value which is written to the windows registry for enabling the depth hack. You can either set depth hack via depth multiplier or by monitor size in inches.

  • New: Added an option in "General Settings" tab for automatically updating 3dmigoto of all installed 3D fixes when application is being started

  • Changed: Updated 3dmigoto files to version 1.2.70

  • Bugfix: Game ini files were changed in 2D mode when only values for 3D mode were provided

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 01/20/2018 06:22 PM   
Coming out of the Cold I had plans that would be stepping on your toes but. Your app is great and we don't need two pieces of the same thing. Having 1000+ games makes your app great as manual install would take ages. I will very soon launch my 3D Vision aiming of replacing helixmod blog. It will be on http://flugan.net when ready. Currently extracting most of the helixmod information so still going through all the fixes. Currently aware of 162 fixes so still some time to go. Still installing games after a system crash before christmas. Still 1,6TB free space (out of 11TB). Currently downloading like 40 games for steam and Origin. After that I just need to install GOG games. Already have all the witcher series downloaded. I only have 60Mbit/s so it's taking a while. Considered that I was under lockdown in a mental hospital recently the progress is pretty staggering. A mental hospital is very similar to be in prison. Some differences but very similar.
Coming out of the Cold I had plans that would be stepping on your toes but. Your app is great and we don't need two pieces of the same thing. Having 1000+ games makes your app great as manual install would take ages.

I will very soon launch my 3D Vision aiming of replacing helixmod blog.

It will be on http://flugan.net when ready.

Currently extracting most of the helixmod information so still going through all the fixes.
Currently aware of 162 fixes so still some time to go.

Still installing games after a system crash before christmas. Still 1,6TB free space (out of 11TB).
Currently downloading like 40 games for steam and Origin. After that I just need to install GOG games.

Already have all the witcher series downloaded. I only have 60Mbit/s so it's taking a while.

Considered that I was under lockdown in a mental hospital recently the progress is pretty staggering.

A mental hospital is very similar to be in prison. Some differences but very similar.

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

Posted 01/21/2018 12:29 AM   
Hi Flugan! Heard a lot of good things about your assembler and that it's an important piece of software in 3dmigoto. Cool to have you back in the forum and I hope you feel good again! Your project sounds interesting as the informations on helix blog are not uniformly structured. I also had to go through every single fix to get the download link for the fix for example. Maybe you can just extract some information from 3D Fix Manager if something is useful for you? It's saved in the info.ini of the individual fix profile or displayed in the gui if you double click on the game list. A database with structured information would be very helpful where the individual shader fixers upload the information of a fix. 3D Fix Manager for example could just download these informations then.
Hi Flugan!

Heard a lot of good things about your assembler and that it's an important piece of software in 3dmigoto. Cool to have you back in the forum and I hope you feel good again!

Your project sounds interesting as the informations on helix blog are not uniformly structured. I also had to go through every single fix to get the download link for the fix for example. Maybe you can just extract some information from 3D Fix Manager if something is useful for you? It's saved in the info.ini of the individual fix profile or displayed in the gui if you double click on the game list.

A database with structured information would be very helpful where the individual shader fixers upload the information of a fix. 3D Fix Manager for example could just download these informations then.

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 01/21/2018 09:27 AM   
[quote] Heard a lot of good things about your assembler and that it's an important piece of software in 3dmigoto. [/quote]Yes, Flugan does like to make sure no one ever forgets his contribution, but of course it's open source so anyone can just look here to see who is behind 3DMigoto: https://github.com/bo3b/3Dmigoto/graphs/contributors At some point I'd like to make something a little clearer that excludes the game fixes we used to also have in that repo that add noise (e.g. most of the negative 3.5 million lines of code it attributes to me is actually just removing all those), and properly attributes Chiri for the initial commit (which is counted as Bo3b in that chart). [quote]I will very soon launch my 3D Vision aiming of replacing helixmod blog. It will be on http://flugan.net when ready.[/quote]Ummm... what? Flugan - feel free to take credit for your assembler and contribution to 3DMigoto on your website, and it's fine if you mention that all those fixes use your assembler, but please don't presume to take credit for everyone else's hard work - there is no way we will be relocating Helix Mod Blog to your personal website.
Heard a lot of good things about your assembler and that it's an important piece of software in 3dmigoto.
Yes, Flugan does like to make sure no one ever forgets his contribution, but of course it's open source so anyone can just look here to see who is behind 3DMigoto:

https://github.com/bo3b/3Dmigoto/graphs/contributors

At some point I'd like to make something a little clearer that excludes the game fixes we used to also have in that repo that add noise (e.g. most of the negative 3.5 million lines of code it attributes to me is actually just removing all those), and properly attributes Chiri for the initial commit (which is counted as Bo3b in that chart).

I will very soon launch my 3D Vision aiming of replacing helixmod blog.

It will be on http://flugan.net when ready.
Ummm... what? Flugan - feel free to take credit for your assembler and contribution to 3DMigoto on your website, and it's fine if you mention that all those fixes use your assembler, but please don't presume to take credit for everyone else's hard work - there is no way we will be relocating Helix Mod Blog to your personal website.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/21/2018 01:04 PM   
Just remember that you don't own 3D Migoto in any way. Leave your impressions to when Everything is online. There is still a lot of work to be done.
Just remember that you don't own 3D Migoto in any way. Leave your impressions to when Everything is online.


There is still a lot of work to be done.

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

Posted 01/21/2018 02:29 PM   
[quote="Flugan"]Just remember that you don't own 3D Migoto in any way. Leave your impressions to when Everything is online. There is still a lot of work to be done.[/quote] First of all this is not the correct thread for this type of discussions. Secondly no one wants to move HelixBlog to your own personal site. WTF?!?! Thirdly, DarkStarSword and Bo3b DO OWN 3DMigoto - even if is Open Source! And this discussion doesn't have it's place, nor here, nor in any other thread!
Flugan said:Just remember that you don't own 3D Migoto in any way. Leave your impressions to when Everything is online.


There is still a lot of work to be done.


First of all this is not the correct thread for this type of discussions.
Secondly no one wants to move HelixBlog to your own personal site. WTF?!?!
Thirdly, DarkStarSword and Bo3b DO OWN 3DMigoto - even if is Open Source!

And this discussion doesn't have it's place, nor here, nor in any other thread!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 01/21/2018 04:32 PM   
In open source, what matters is who contributes to the project: https://darkstarsword.net/3Dmigoto-stats/authors.html [quote="Helifax"]First of all this is not the correct thread for this type of discussions.[/quote]Agreed. [quote]Secondly no one wants to move HelixBlog to your own personal site. WTF?!?![/quote]Agreed. [quote]Thirdly, DarkStarSword and Bo3b DO OWN 3DMigoto - even if is Open Source![/quote]Agreed - open source doesn't remove copyright, it just grants others a license to use it with few restrictions. [quote]And this discussion doesn't have it's place, nor here, nor in any other thread![/quote]Agreed.
In open source, what matters is who contributes to the project:
https://darkstarsword.net/3Dmigoto-stats/authors.html

Helifax said:First of all this is not the correct thread for this type of discussions.
Agreed.

Secondly no one wants to move HelixBlog to your own personal site. WTF?!?!
Agreed.

Thirdly, DarkStarSword and Bo3b DO OWN 3DMigoto - even if is Open Source!
Agreed - open source doesn't remove copyright, it just grants others a license to use it with few restrictions.

And this discussion doesn't have it's place, nor here, nor in any other thread!
Agreed.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 01/21/2018 04:35 PM   
At least we agree that I'm one of many authors. It's a bit cumbersome to be autistic online as you often come off very wrong. Adding by severe bipolar disorder just brings out the worst in me. Flugan wrappers was taking most of my contributions and time. https://github.com/Flugan/DirectX-hooks-for-changing-shaders/graphs/contributors Be perfectly aware that all code history and commits are within mercurial. I'm also the only author of my wrappers. It should be obvious that I don't use GIT during development.
At least we agree that I'm one of many authors.

It's a bit cumbersome to be autistic online as you often come off very wrong.

Adding by severe bipolar disorder just brings out the worst in me.

Flugan wrappers was taking most of my contributions and time.

https://github.com/Flugan/DirectX-hooks-for-changing-shaders/graphs/contributors

Be perfectly aware that all code history and commits are within mercurial.

I'm also the only author of my wrappers.

It should be obvious that I don't use GIT during development.

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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Posted 01/21/2018 06:15 PM   
26/01/2018 01:23:59: System.ArgumentException: 'NaN' n'est pas une valeur valide pour la propriété 'Value'. à System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal) à System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value) à FixManager.MainWindow.slider_MonitorSizeOverride_ValueChanged(Object sender, RoutedPropertyChangedEventArgs`1 e) dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 7788 à System.Windows.RoutedPropertyChangedEventArgs`1.InvokeEventHandler(Delegate genericHandler, Object genericTarget) à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) à System.Windows.UIElement.RaiseEvent(RoutedEventArgs e) à System.Windows.Controls.Primitives.RangeBase.OnValueChanged(Double oldValue, Double newValue) à System.Windows.Controls.Slider.OnValueChanged(Double oldValue, Double newValue) à System.Windows.Controls.Primitives.RangeBase.OnValueChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType) à System.Windows.DependencyObject.CoerceValue(DependencyProperty dp) à System.Windows.Controls.Primitives.RangeBase.OnMaximumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType) à System.Windows.DependencyObject.CoerceValue(DependencyProperty dp) à System.Windows.Controls.Primitives.RangeBase.OnMinimumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType) à System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal) à System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value) à System.Windows.Controls.Primitives.RangeBase.set_Minimum(Double value) à FixManager.MainWindow.setTabNvidiaSettings() dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 1017 à FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 191
26/01/2018 01:23:59:
System.ArgumentException: 'NaN' n'est pas une valeur valide pour la propriété 'Value'.
à System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
à System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
à FixManager.MainWindow.slider_MonitorSizeOverride_ValueChanged(Object sender, RoutedPropertyChangedEventArgs`1 e) dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 7788
à System.Windows.RoutedPropertyChangedEventArgs`1.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
à System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
à System.Windows.Controls.Primitives.RangeBase.OnValueChanged(Double oldValue, Double newValue)
à System.Windows.Controls.Slider.OnValueChanged(Double oldValue, Double newValue)
à System.Windows.Controls.Primitives.RangeBase.OnValueChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
à System.Windows.DependencyObject.CoerceValue(DependencyProperty dp)
à System.Windows.Controls.Primitives.RangeBase.OnMaximumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
à System.Windows.DependencyObject.CoerceValue(DependencyProperty dp)
à System.Windows.Controls.Primitives.RangeBase.OnMinimumChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
à System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
à System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
à System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
à System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
à System.Windows.Controls.Primitives.RangeBase.set_Minimum(Double value)
à FixManager.MainWindow.setTabNvidiaSettings() dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 1017
à FixManager.MainWindow.myWindow_ContentRendered(Object sender, EventArgs e) dans C:\Users\Markus Guendert\Documents\Visual Studio 2015\Projects\WpfApplication3\WpfApplication3\MainWindow.xaml.cs:ligne 191

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Posted 01/26/2018 12:24 AM   
  24 / 60    
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