NEW Package For Stock CFS3

It seems that i'm not disabling all the correct things in the configuration override menu. What all do i check off ? Thanks for your time.
 
Still get a CTD after second screen here's my log file. 0.00: DllMain - Starting up.
9.27: D3DWrapper::GetAdapterDisplayMode - 1600, 900, 60, 22
9.29: D3DWrapper::GetAdapterDisplayMode - 1600, 900, 60, 22
9.29: D3DWrapper::CreateDevice - ATI Mobility Radeon HD 6370 (Driver Version: 8.14.1.6143)
9.29: D3DWrapper::CreateDevice - Hardware Vertex Processing
9.29: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
9.29: D3DWrapper::CreateDevice - Windowed: 0, Width: 800, Height: 600, Refresh: 0, Format: 23, Multisampling: 0
9.29: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
9.29: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 1
10.51: FakeDevice::FakeDevice - Available Texture Memory 3183 MB
10.51: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
10.51: FakeDevice::FakeDevice - Patching external FOV: 55 (0.959931)
10.51: FakeDevice::FakeDevice - Patching visibility culling.
10.51: EffectBase::CheckShaderCache
10.51: VirtualCockpit::EnableEnhancements - Patching cockpit view.
10.51: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
10.51: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 0.000000
10.52: LightArray::ApplyPatch - Patching maximum dynamic light count.
10.52: DrawRecorder::DrawRecorder - Starting worker threads.
10.52: WorkerThread::WorkerThread - Number of Processors: 3
10.57: ModelBuffer::Init - SSE4.1 NOT available
10.57: ModelBuffer::CreateBuffers - Capacity = 600000
10.57: ModelBuffer::Init - Available Texture Memory 3162 MB
10.57: Skybox::OnInit - Sun Occlusion Texture 32x32 - FAILED. HR = 0x8876086C
10.57: Skybox::OnInit - Sun Occlusion Texture 1x1 - FAILED. HR = 0x8876086C
10.57: Models::OnInit - Shadow Map Size: 2048, Filter: Off
10.57: Models::OnInit - Available Texture Memory 3113 MB
10.58: DrawRecorder::Init - Scenery Shadow Map Size: 4096
10.58: DrawRecorder::Init - Terrain Shadow Map Size: 1024
10.58: DrawRecorder::Init - Cloud Shadow Texture L8 - FAILED. HR = 0x8876086C
10.58: DrawRecorder::Init - Available Texture Memory 3084 MB
10.58: DrawRecorder::StartCompileShaders
10.58: CompileShaders - Starting.
10.58: SeaWater::CompileShaders - Sea: Light
10.60: CompileShaders - Finished.
10.83: EffectBase::CreateEffect - Loading: Texture.fx
10.86: TextureManager::Init - Loading TextureMagic.ini
10.89: FakeDevice::FakeDevice - D3DFMT_L8 is not supported.
13.85: DrawRecorder::LoadShaders
13.85: EffectBase::CreateEffect - Loading: Generic.fx
13.95: EffectBase::CreateEffect - Loading: GroundShadow.fx
13.96: SeaWater::LoadShaders - Sea: Light
13.96: EffectBase::CreateEffect - Loading: SeaWater.fx
14.22: EffectBase::CreateEffect - Loading: Scenery.fx
14.62: EffectBase::CreateEffect - Loading: Terrain.fx
15.89: EffectBase::CreateEffect - Loading: Clouds.fx
15.92: EffectBase::CreateEffect - Loading: Skybox.fx
16.54: EffectBase::CreateEffect - Loading: Models.fx
17.25: EffectBase::CreateEffect - Loading: RenderShadows.fx
17.27: DrawRecorder::LogStats - T:0.7 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
17.32: DrawCalls buffer resized to 1024
17.32: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
35.28: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
35.28: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
35.28: ModelDrawData buffer resized to 512
35.33: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
 
my 2c:
the cfs3config.exe (admin mode), once the video card is initialized and "CFS3 has been configured" message appears, needs to save through menu, File - Exit. it saves the settings into the AppData CFS3 path, ConfigOverrides.xml file. it is a text editable file.
instead of to bother with any cfs3config.exe menu item tweaks I would reccomend to solve it directly in the ConfigOverrides.xml file rather.

you also can easy check by the file time/date, if you really are saving the config at the proper path.
 
Seems Ankor shader doesn't fit with your ATI driver, try to remove ankor shader and see if it's can run without ankor shader
 
Look to see if you have dxgi.dll in the CFS3 directory. Try renaming it and then see if AnKor's shaders work okay.
 
I do not have dxgi.dll in the CFS3 folder. Tried to update driver for the Radeon 6370 and pc crashed. Had to do a system repair and restore. Don't think i'll try that again !
 
If i delete the d3d8.dll and d3d8.ini files the game loads and runs with all the other mods in the package. Can't update the ATI drivers anymore so it seems all is lost. None of my CFS3 installs have the dxgi.dll file.
 
Okay, it was just one more possibility to eliminate. It turns out I had this very problem today as I was trying to restore my computer back into working order again, and it took me a while to remember the fix.
 
schott, try to use the first Ankor shader release that already use bump mapping it's around 2016 if im not mistaken, maybe it's still around in download section.
I had the same issue like you before but then i try to find the suitable driver and it works but mine is nvidia and it's older than your ATI series. ATI is a bit tricky with driver update and u just need a good driver if it's necessary try to find ATI unofficial driver. Btw what's your OS system? and it's PC or NB ?
 
It's a note book . A HP Dv7. Windows7 64 bit. The ATI is a Radeon 6370m. Will give the older shaders and see if that works. Scared to change drivers after the pc crashed last time.
 
Scott, your current rig is notebook now, you noted it somewhere already, if I good remember... so, if you would have WOFF, it shouldnt work there too, at this stage. because it is Ankors injected in base too, right?

would be nice to get working on your current rig some older Ankors at least, still, the januar 2018 edition really worth to have.

good luck to find the proper drivers, fingers crossed!

as to the AMD/ATI 6370M a Google says its 5470 videocard infact, supporting DX11 and Shader 5.0 btw.
 
Had WOFF on my gaming rig but had to sell my pc to pay for medical bills. Do not have it installed on this laptop. Run DX11. I'm giving up on this till i get a new rig again. Thanks everyone for all the help. Regards,Scott
 
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Your rig should run well even with the new Ankor shader but i don't know for sure for performance hits with your NB, i also use my old NB for CFS3. Btw which catalyst driver u use now?
Btw did you check your microsoft visual C++ too? i use windows 7 64 as well, from C++redistributable 2005, 2008,2010,2012,2013 and 2017 and don't forget to get latest directx 9.0c which some seems different in my experience with the size.
 
My microsoft visual C++ is only up to 2010. Can look into that. Have DX9c.Think i'll wait till i have a proper gaming rig though. Thanks,Scott
 
well, a "proper gaming rig" supposing will be a PC with a virgin Windows system install so all the pain which you re trying to avoid of now will start again, Scott.
 
Hahaha! Will make sure it is set up correctly and can handle AnKors shaders the way it should. Will download the latest C++ versions and see if that helps though just as a test. By the way my last gaming rig could run WOFF at max settings and run perfect and smooth. Hated to get rid of it but had to sell a lot of things to pay for medical bills. I'm better now so i can save up for a new one,the way i want it. With Windows 7 64 bit of coarse. Don't like how Win.10 updates.Thanks everyone for all the help. I'll just stick to what i have now and be happy till i get my new rig.Regards,Scott
 
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