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In other news, I've just started giving SS2 some serious play time on my new Windows 7 64-bit system, fully patched up with SS2Tool, and... I've been getting random "System Shock 2 has stopped working." errors. ARGH.
If you still have this problem try setting the shock2.exe process to CPU1 instead of CPU0, see this thread for a permanent fix.
« Last Edit: 12. October 2010, 22:46:58 by Kolya »

66349f8cce5cdZylonBane

Re: Re: SS2 Straylight ADaoB v0.3.0
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Gave it a shot. Still crashed after a few minutes. Tracked down the actual error code, and it's good old 0xc0000005, illegal memory access. So I've tried disabling DEP for SS2. Let's see if that works.

BTW, I'm still getting the bug with the player emitting shell casings when a hacked turret is firing. I thought that had been fixed.

EDIT: It didn't work. Still got the crash after a few minutes of gameplay.
« Last Edit: 11. October 2010, 23:56:57 by ZylonBane »

66349f8cce79eZylonBane

Re: Re: SS2 Straylight ADaoB v0.3.0
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Disabled DDFix, and it seems stable now. I'll run some more tests. Troubleshooting this is time-consuming since the crashes take such a random amount of time to happen.

EDIT: Okay, DDFix is stable as long as the new bloom functionality is disabled. With it enabled, I eventually get a crash just sitting still doing nothing.
« Last Edit: 12. October 2010, 02:06:16 by ZylonBane »

66349f8ccf76eDaemonjax

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I used to have a crashing problem with bloom, but after seriously tweaking ddfix.ini, my problems seem solved.  Sorry for the thread necro, but this may help others.  Here's my DDFIX.INI... Note: I play with my gamma really low... like somewhere between 20% - 30% on the ingame slider....


;Sample initialization file for ddfix. The settings are the defaults and
;intentionally commented out. (Uncomment a setting only if you need to change
;the value.)

[Main]

;Set all options to safe values and ignore the rest of this file. In safe
;mode widescreen is not available. Set one of the originally supported
;display modes in cam.cfg. Boolean.
SafeMode=0

;Enable per-mission ini files. Boolean.
;For <name>.mis, the per-mission ini file name is <name>.ddfix.ini.
;A per-mission ini file may contain [PostProcessing] and [Fog] sections.
EnableMissionIni=0

;Prevent multicore related crash. Boolean.
MultiCoreFix=0

;Register lgvid.ax every time game is started. Boolean.
VideoFix=0

;Disable the Windows key. Boolean.
DisableWindowsKey=1

;Refresh rate. Integer. (0 = driver default.)
RefreshRate=60

;Use vsync. Boolean.
FlipVSync=1

;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4.
FlipInterval=1

;Frame rate limit in frames per second. Float. (0 = unlimited.)
FrameRateLimit=60

;Menu screen update delay in milliseconds. This is needed only if vsync is off.
;(0 = no delay.)
;MenuUpdateDelay=25

;Menu/video screen aspect ratio. Float. (0 = fullscreen.)
;MenuScreenAspect=1.6

;Anisotropic filtering for the first texture stage. Boolean.
AnisotropicFiltering=1

;Triple buffering. Boolean.
TripleBuffer=1

;Number of bits for the Z buffer. 16 or 24.
ZBufferBitDepth=24

;Enable gamma correction. Boolean.
EnableGamma=1

;Field of view (FOV) in percent. Integer.
FovModification=80

;On-screen size (in percent of the screen size) of the selected item and weapon
;in Thief.
;ItemSize=20

;Fix the variable water transparency problem in T2 by forcing opaque alpha.
WaterAlphaFix=0

;Multiply levels by 2**ModulateShift.
ModulateShift=0

;Fix the T2 limb rendering bug. Boolean.
;Turn this off for T2X and other FMs with custom reverse-Z limb models.
;Default for T2:
;LimbZBufferFix=1
;Default for others:
LimbZBufferFix=0

;Place some surfaces in system memory instead of video memory. 0, 1 or 2.
;0 = all surfaces in video memory.
;1 = menu in system memory. In case of any menu screen corruption.
;2 = menu and overlay in system memory. In case of any in-game UI corruption.
UseSysMemOverlay=2

;Any 16-bit color that is _not_ used by the in-game overlay.
OverlayColourKey=0xffdf

;Blit the overlay to the backbuffer with each Unlock() call. Together with
;UseSysMemOverlay=2 this can result in a poor frame rate. Boolean.
LayeredOverlay=0

;Turns on the 32 bit texture loader and some other things such as global fog
;autodetection. Boolean.
TextureReplacement=0

;Replacement texture path. Must include the trailing backslash. Relative paths
;are relative to the game main directory.
;TexturePath=res\ddfix\

;When TextureReplacement=1, the MemAddr section can be used to set the memory
;addresses to patch. The following executables are currently detected and memory
;patches applied:
;TG v1.37, T2 v1.18, SS2 v2.3, Dromed v1.37, Dromed2 v1.18, ShockEd v2.12.

[MemAddr]
;CopyTex=
;MipMap=
;CreateVidTexture=
;TextureExists=
;CreateFile=
;BltPrimary=
;Resolution=
;VertResLimit=
;FovModification=
;AspectCorrection=
;ItemSize=
;OrbAspectCorrection=
;MaxSkyIntensity=

[Fog]

;Enable fog fix. Fog must also be enabled in the game options. Boolean.
Enable=0

;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.
Global=0

[PostProcessing]

;Enable postprocessing. Boolean.
Enable=1

;Modulation for the unbloomed frame buffer. 0xrrggbb.
Base=0xffffff

;Overall saturation. 0-255. (255 = full saturation, 0 = grayscale.)
Saturation=255

;Bloom intensity. 0-255. (0 = disable all bloom processing.)
Bloom=170

;Bloom also the user interface. BloomUI=0 only works with the game executables,
;not the editors. Boolean.
BloomUI=0

;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)
BloomPersistence=0x404040

;Bloom saturation. 0-255. (255 = full saturation, 0 = grayscale.)
BloomSaturation=160

;A per-level zoom-in factor. Integer. (0 = no spread.)
;This makes the bloom spread out (positive values) or in (negative values).
BloomSpread=4

;Colors below this will cause no bloom. 0xrrggbb.
;BloomThreshold=0xA0A0A0
BloomThreshold=0x707070

;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.)
;The rgb components modulate the trail color, while the alpha component governs
;how much of the bloom from the last frame is blended into the current frame.
BloomTrail=0

;Shift left for the bloom source. Integer 0-8.
;The result of applying threshold (which is actually a subtraction), is
;multiplied by 2**BloomShift.
BloomShift=0

;After applying BloomShift, modulate the result with the original frame buffer.
;Boolean.
BloomShiftRemodulate=0

;Adjust gamma dynamically based on average intensity. EnableGamma must be 1.
;Float. Resulting gamma is DynamicGamma*(ln(averageIntensity)-3)+userGamma,
;clamped to [0.5, 1.5], where averageIntensity is sampled from the screen
;(range [0, 255]) and userGamma is set by the user from the keyboard or menu.
;The reasonable range for DynamicGamma is something like [0, 0.5].
DynamicGamma=.25

;Adjust BloomThreshold dynamically based on average intensity. Boolean.
DynamicThreshold=0

;The rate of decay per second for average intensity. Affects both dynamic
;gamma and dynamic threshold. Float 0 - 0.99.
DynamicDecay=.5

;Resulting threshold is DynamicMult*averageIntensity+DynamicAdd. Float.
DynamicMult=.33
DynamicAdd=0
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