🔒 ZylonBane: Crashes with ddfix bloom effect. Prev. in: Straylight ADaoB v0.3.0
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11. October 2010, 11:46:38
#0
Quote by ZylonBane:
If you still have this problem try setting the shock2.exe process to CPU1 instead of CPU0, see this thread for a permanent fix.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.
11. October 2010, 17:03:53
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.#1
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.
11. October 2010, 23:56:46
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.#2
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.
05. August 2011, 13:44:02
#3
DaemonjaxQuote
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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