Open GoogleCodeExporter opened 9 years ago
Just saw the issue with Duke Nukem Forever as well and I recognize that green
screen problem as another BINK video issue. I went ahead and used the same
method that he used for loading uMod (copy uMod.exe to MassEffect\Binaries
directory, copy uMod_d3d9_DI.dll to MassEffect main directory) and started up
Mass Effect with the "Use global hook" DISABLED. The game started exactly the
same way as before with green intro videos.
Original comment by detard...@gmail.com
on 26 Feb 2012 at 7:10
It occurs on non-Steam version as well. I used the "Start Game Through uMod"
option in uMOD to load my game, and I also get the green movie bug. So the
issue seems to be universal.
Original comment by AdamWern...@gmail.com
on 26 Feb 2012 at 8:55
Some video are displayed through textures. That means, that the content of the
texture is changed to each frame of the video. There was a former bug in early
versions of uMod with Resident Evil 5. Maybe I did not fix it correctly. But at
the moment I don't have time to code at all. I still have a lot of work at home
:-(
Original comment by c...@koerner-de.net
on 3 Mar 2012 at 8:11
I found a bug in the code which might lead to green BINK videos. Can you please
use the new version of uMod2 and check if the problem is gone.
Original comment by c...@koerner-de.net
on 5 Aug 2012 at 11:06
Well it appears BINK videos work now, but it doesn't appear my textures are
actually being replaced either at this point. Been trying some comparisons
with and without and things like the film grain still look original. Going to
keep testing for a bit longer.
Original comment by detard...@gmail.com
on 5 Aug 2012 at 1:29
I changed the hashing algorithm, thus by default tpf mods are not supported any
more. But you can enable the tpf-support, just do a right click in the bottom
window and set the tick mark and press afterwards update. Keep in mind, that
only from this point the hash for tpf mods is computed thus (because the
textures are still loaded) nothing might happen. Just restart the game and the
tpf-support is enabled from the beginning.
Original comment by c...@koerner-de.net
on 5 Aug 2012 at 6:23
Yeah I saw that it's not enabled by default, but I did go ahead and enable it
before loading my TPF file. Are there a set of instructions I can follow for
converting over to the new format?
Original comment by detard...@gmail.com
on 5 Aug 2012 at 6:25
No that is not possible until some mathematics genius tells me something else ;)
The tpf hash is a CRC32 and the main problem is, that the pitch of texture is
not taken into account. The new algorithm is a CRC64 and the pitch is taken
into account. I could implement a kind of "generating hash conversion"-tool,
but the "tpf-support" mode does also work and is less effort for me ;)
Of course I could enable the "tpf-support" by default, but than two hashs would
be calculated by default. Due to the fact, that the new grouping function is
not supported by texmod and each person who want to use it has to use uMod2 and
thus also the CRC64 algorithm, it seem to me that disabling the CRC32 algorithm
by default is the better choice.
BTW: Does your tpf-mods are working now?
Original comment by c...@koerner-de.net
on 5 Aug 2012 at 8:24
I'm going to try some more tonight, but as I was saying before, I was already
enabling the option you had mentioned and was not getting the texture
replacements. The first one I was looking for is a very obvious one because
it's the film grain effect. If it's not replaced, everything looks muddy.
Original comment by coffey.n...@gmail.com
on 6 Aug 2012 at 1:34
Oh, heh. Gotta love when I use the wrong address to respond to an issue. #9
was from me, sorry for any confusion. :)
Original comment by detard...@gmail.com
on 6 Aug 2012 at 1:40
I reply also sometimes with a wrong mail address ;)
With the previous update I solved a bug in the UpdateTexture function but I
also introduced one. This bug can lead to wrong replacement of textures or even
to no replacements of textures.
This bug is solved in the new r52 version. I hope uMpod does now works with
Mass Effect 1 and is able to load again mods.
Original comment by c...@koerner-de.net
on 20 Aug 2012 at 7:13
Excellent, I'll give this a shot tonight if I have time. It should be a pretty
good test, with it being about a 450MB TPF file.
Original comment by detard...@gmail.com
on 20 Aug 2012 at 8:51
dammed 450MB o.O
uMod has a memory "problem". It hold each texture twice in memory, so that in
your case 1GB is used (~0.5GB by uMod and another ~0.5GB by the game in
addition). I like to change the memory handling and introduce shared memory. As
a consequence uMod would hold each texture only once in memory and the send
time trough the pipe would decrease extremely (that is an extra plus point).
But this will take time, because I need a robust garbage collector.
Original comment by c...@koerner-de.net
on 21 Aug 2012 at 6:30
Yeah, it's a rather large texture pack, but memory isn't necessarily a concern.
Performance however might be an issue. I didn't have time last night to test
this out, but can tonight.
Original comment by detard...@gmail.com
on 21 Aug 2012 at 6:42
Found the problem and fixed
Sometime it tries to check pDest->m_D3DTex while pDest is NULL
uMod_IDirect3DDevice9.cpp - LINE 679
Change
if (pDest->m_D3DTex!=NULL)
to
if (pDest!=NULL && pDest->m_D3DTex!=NULL)
Original comment by francesc...@yahoo.com
on 21 Dec 2013 at 8:42
[deleted comment]
[deleted comment]
Disregard my previous comments. Downloaded the dev tools and HOPEFULLY I can
figure out how to get this all recompiled. Downloading Mass Effect right now
as I'm typing this and I'll give you a heads up on if this all works. If so,
I'll mark the issue closed (detard105@gmail.com is my old account :) ).
Original comment by coffey.n...@gmail.com
on 11 Jan 2014 at 2:23
Original issue reported on code.google.com by
detard...@gmail.com
on 26 Feb 2012 at 7:01