This Could Be Very Interesting - AnKor's Shaders

I can't get this version to run on my system. It produces an immediate dialog box stating that it can't find the Direct3DCreate9Ex procedure entry point in the d3d8.dll.
This is most likely caused by some other software. It can be something intended for screen recording or displaying an overlay with FPS, % CPU/GPU usage or temps. GeForce Experience, MSI Afterburner or something like this. I've seen reports of these errors, but I can't reproduce them.


The error happens while Windows is loading the executable, even before the game (or cfs3config) has a chance to do anything.
It is especially odd if prior versions work for you, I have no idea what change has caused this.
 
Thanks for the feedback. I don't have anything like you describe running. I did have SweetFX installed, and deleting that let me get past the Direct3DCreate9Ex warning dialog.

The new problem is that it now immediately tells me that the ConfigOverrides file is missing (even when one is there), but trying to run cf3config.exe crashes immediately after starting without creating a new one.

This is the shader boot log:
0.00: LoadSettings - Start.
1.46: D3DWrapper::GetAdapterDisplayMode - 3440, 1440, 100, 22
1.46: D3DWrapper::GetAdapterDisplayMode - 3440, 1440, 100, 22

dxdiag had:


---------------
Diagnostics
---------------


Windows Error Reporting:
+++ WER0 +++:
Fault bucket 2103023501068071411, type 5
Event Name: RADAR_PRE_LEAK_WOW64
Response: Not available
Cab Id: 0


Problem signature:
P1: cfs3.exe
P2: 3.1.0.30203
P3: 10.0.17134.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:




+++ WER1 +++:
Fault bucket 1736417590949748544, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0


Problem signature:
P1: cfs3.exe
P2: 3.1.0.30203
P3: 3e3ebe85
P4: d3d8.dll
P5: 0.0.0.0
P6: 5a5e6a2f
P7: c0000005
P8: 0003d910
P9:
P10:




+++ WER2 +++:
Fault bucket 2151256777558603865, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0


Problem signature:
P1: NVDisplay.Container.exe
P2: 1.19.2693.9990
P3: 5d440082
P4: AppXDeploymentClient.dll
P5: 10.0.17134.1006
P6: fcecf4f3
P7: c0000005
P8: 0000000000013594
P9:
P10:
 
Small progress. It seems to work with Reshade, just not the original SweetFX (I was only able to ever get Reshade to work successfully with my MAW 1943 install).

It still produced the out of date ConfigOverrides error, but running the game a second time loads it with the default settings.

It seems the error is triggered because it uses a different set of values for:

<VersionNumberLowPart val="921155"/>
<VersionNumberHighPart val="1703957"/>

than what the previous version of the shaders were happy with:

<VersionNumberLowPart val="0"/>
<VersionNumberHighPart val="589824"/>

From what I can see so far the water does not look nearly as good as it used to. I'll have to play with the settings to see if I can get it back to what it was.
 
Something odd going on here too. Instead of the old faked driver number I get the actual driver version - that's not an actual problem but it raises suspicions. However, what feels like a real issue is the Glossiness and EnvReflection values in the d3d8.ini doing nothing, the defaults are 5/5 and nothing in the looks of the sim changes even with 1/1.

Rolling back to the previous version. This doesn't feel right.
 
MajorMagee, so it is SweetFX, I haven't tried it in a while. Will try to find out what's wrong with it when I get some time.

Not sure about the water, I recall you were making some tweaks for previous versions, maybe those got lost here. Or do you think something is broken with the rendering? Can you post a screenshot?

I see that
FakeDriverVersion=1
is missing from d3d8.ini. I didn't notice it at first at that's why it asks to run cfs3config.
Not sure why config tool crashes though, it seems to do that occasionally.

As for Glossiness/Reflection settings - I will look into it tomorrow, I think these worked correctly last time I checked.
 
I figured out why the water looks different. The values in SeaWater.fx for stock CFS3 were changed from what I had in the package previously. This is what they used to be:

#else // default (i.e. stock CFS3)
#define BaseOpacity 0.99
#define WaveBump 5.0
#define WaveScale 5.0
#define FoamAmount 0.32
//#define AddFoam
 
Ok, looks like most issues come from d3d8.ini or shader tweaks.
You can just use your existing d3d8.ini from prior versions, but we'll get back with a fixed version soon :)

greycap.raf, the issue with Glossiness value is that it appears twice in d3d8.ini: one near the end of the file and one (incorrectly) under "Terrain Lighting and Bump Mapping". Not sure which one is picked up, but obviously there should be just one.
EnvReflection has no problems, though.

MajorMagee, I see, indeed the settings in the water shader are different.
By the way, are you getting emails from me and Daniel?
I mentioned in one of recent ones that Numpad0Switch no longer works in this version. It was breaking many new features and I thought no one needed it anymore.
 
Okay, that makes sense.

Also, it actually needs to be:


#else // default (i.e. stock CFS3)
#define BaseOpacity 0.99
#define WaveBump 5.0
#define WaveScale 5.0
#define FoamAmount 0.32
#define AddFoam

to still see the whitecaps that go with my seawater effects files...

BTW, I'm getting about a 10 FPS decrease in performance with these versus the January 2018 version. That probably makes sense with all the new functionality going on.
 
I see that
FakeDriverVersion=1
is missing from d3d8.ini. I didn't notice it at first at that's why it asks to run cfs3config.
greycap.raf, the issue with Glossiness value is that it appears twice in d3d8.ini: one near the end of the file and one (incorrectly) under "Terrain Lighting and Bump Mapping". Not sure which one is picked up, but obviously there should be just one.
EnvReflection has no problems, though.

Both confirmed to work after applying those fixes. :encouragement:
 
Just so I understand, the dynamic gunsight adjustments no longer function with a simple Ctrl+[ and Ctri+], and I have to remap my key commands with new entries that are not available with the default game key bindings?
 
Okay, got the Key Bindings thing, and missing TextureMagic.ini items sorted out finally.

Almost back to even with the previous set of shaders, and then I can start looking into the new features. Perhaps next weekend...
 
MajorMagee, sorry, didn't have time to answer yesterday.
the dynamic gunsight adjustments no longer function with a simple Ctrl+[ and Ctri+], and I have to remap my key commands with new entries that are not available with the default game key bindings?
Yes, you need to configure them, unfortunately I have no way to add default keybindings.
However there's also a "secret" option in d3d8.ini
LegacySightAndLightControls=1
That will re-enable the old keyboard handler.
 
Thanks for the Legacy code parameter. I may not need it, but it's nice to know it's there.

The cockpit reflections are a nice feature, but I would need a faster machine to properly take advantage of them.

On my older system (i7-7700K + GTX980) the 6 frame update cycle produces a visible lag.

I found that setting CockpitReflectInterval=0 gets back about 5 FPS inside the cockpit, and the lag is gone.
 
Although I managed to install the shaders OK the first time, now that I installed them in a vanilla ETO v1.50, they make it crash on start-up. I can get ETO to the second, screen filling splash screen, sometimes even with the UI background sounds audible but then it crashes to my desktop.

I have unticked "Dual Pass Render", ticked "High Resolution Z-buffer" and ticked "Disable Shadows". I have not assigned any keys to the clickable cockpit and installed the shaders using JSGME.
If it is of any help (not to me, unfortunately), I have attached the logs of both the 2018-01-17 and the 2019-10-22 shader versions: View attachment Shaders logs.zip

I am a bit at a loss what causes this.
 
Frosty, not sure what happens, there's nothing suspicious in logs.
One simple thing to try - use your existing d3d8.ini (from old shaders) with the new ones.

These shaders are used for WOFF PE and seem to be quite stable there, but there are so many installs of CFS3, I don't even know what to suggest.
 
One simple thing to try - use your existing d3d8.ini (from old shaders) with the new ones.

Unfortunately that didn't work.

I also tried these new shaders in vanilla CFS3 (straight from the CDs) and there they also make CFS3 crash. There's something in these shaders that either CFS3 or my PC really doesn't like...


Forgot to mention: the intro movie also doesn't play with the shaders installed. The soundtrack is there but no images. When I uninstall the shaders, the movie plays again. And no, it isn't disabled in the config utility.
 
Which files in this version are changed?

I've made a number of changes to get things working, and if this breaks something I'd like to know where to look.
 
Only the D3D8.INI and SeaWater.fx are included. The SeaWater.fx restores your water settings from the previous version, and the D3D8.ini corrects the errors noted by Ankor in this thread. If you have other fixes, feel free to send them to me for inclusion.
 
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