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The Hero

SkyGfx: PS2, Xbox and Mobile graphics for PC

Recommended Posts

Inadequate

Happy holidays and happy new year you all! :)

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Nicky_T
Posted (edited)

Hi everyone!

 

Happy new year!

 

I apologize in advance for probably reposting the same topic as other might have done previously, but I can't seem to install the new SkyGFX on VC properly.

 

I have followed the instructions as set in the README file and no change whatsoever.

 

What could it possibly be? 

 

Other mods that I'm currently running are:

10th Anniversary Edition CS Characters
Destroyable Airtrain
Mouse Wheel Radio Changer
Open Limit Adjuster
Ped Speech
Rage Italic
Silent Patch
VC GFX
Vice City Leftovers Fix
ViceMips 1.0
Wardrobe
Widescreen Fix
XBOX Cars
VC Trails

 

I run VC with 1.0 exe.

 

Could it be that it might be clashing with other running mods? Or is it something in the .exe compatibility settings?  Or simply wrong installation?

Here are screenshots of how SkyGFX looks like installed in the modloader directory:

https://imgur.com/r6xjI8j

https://imgur.com/2EdJDsd

 

Edited by Nicky_T

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George Costanza

d3d8 and rwd3d9 should be in root folder no matter what. since you are using widescreen fix just ditch the d3d8.dll from skygfx

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ThirteenAG

No, rwd3d9 should be where skygfx.asi is. Which is basically means you should unpack skygfx archive to modloader as is and don't do anything else.

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George Costanza

weird, i got rwd3d9 in root and skygfx in scripts and it works fine.

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Nicky_T
Posted (edited)
10 minutes ago, ThirteenAG said:

No, rwd3d9 should be where skygfx.asi is. Which is basically means you should unpack skygfx archive to modloader as is and don't do anything else.

Well, I did as you advised and moved the rwd3d9 to the created scripts folder in modloader where the skygfx.asi file is and left the widescreen fix d3d8.dll as it is.

 

Result: game crashes at start, can't even go to the main menu. :(

Edited by Nicky_T

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George Costanza

i mean scripts folder in root vice city folder.
Why would you even put asi mods in modloader, it's gives almost no (if zero) advatage over having em in scripts folder in vc root folder.

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Nicky_T
Posted (edited)
37 minutes ago, George Costanza said:

i mean scripts folder in root vice city folder.
Why would you even put asi mods in modloader, it's gives almost no (if zero) advatage over having em in scripts folder in vc root folder.

Well, I did that too, moved the SkyGFX files to the scripts folder in the VC directory, tried having the rwd3d9 both in the script and in the directory, same thing happens, game crash at start. :(

11 minutes ago, Nicky_T said:

Well, I did that too, moved the SkyGFX files to the scripts folder in the VC directory, tried having the rwd3d9 both in the script and in the directory, same thing happens, game crash at start. :(

Okay, so I started tweaking with the vc.exe compatibility, as it was previously set to Windows XP and changed it to Windows 7 and that at least started the intro movies, but the game crashes still after I skip them. It wouldn't even get to the into movies before I changed the compatibility mode, so I'm thinking now it might have something to do with the game exe... maybe?!?!

 

I'm running on Windows 10.

Edited by Nicky_T

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Nicky_T

Ok, here's the latest update. I decided to move all other mods I had in modloader, leaving only the !0th Anniversary CS Characters, widescreen fix and XBOX Cars and, voila, it actually ran!!!

 

So my thinking is that the MOD must be clashing with one or more of the other mods making the game crash.

 

That is to be discovered. :)

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Junior_Djjr

Mobile pipeline with Load Whole Map apparently causes crash (I think is after some few minutes, idk and I didn't tested)

Game version: GTA SA 1.0 US
Unhandled exception at 0x6D868953 in skygfx.asi (+0x18953): 0xC0000005: Access violation reading location 0x00000004.
Register dump:
EAX: 0x00000000 EBX: 0x00000000 ECX: 0x0000001C EDX: 0x00000001 
EDI: 0x00000000 ESI: 0x8237C520 EBP: 0x0177F124 EIP: 0x6D868953 
ESP: 0x0177EFE8 EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002B 
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

Stack dump:
0x0177EFE8: 19C4ED30 12A52000 19B76C24 00000001 00000006 00000005
0x0177F000: 00000005 00000000 12A52018 00000000 3F800000 12A52058
0x0177F018: 00000000 00000001 00D6BE64 3F7FFC47 BC263513 00000000
0x0177F030: 00000000 3C263513 3F7FFC47 80000000 00000000 80000000
0x0177F048: 80000000 3F7FFF4A 00000000 C4B476E2 44A79F04 C1567F14
0x0177F060: 00180000 44B7446A C4A2449C 416DE0DF 6D4EDD6A 008E24D0
0x0177F078: 17F9F900 3E93A3C7 3F7FFCFB BC263588 00000000 44B62811
0x0177F090: 3C263588 3F7FFCFB 00000000 C4A5C85E 00000000 00000000
0x0177F0A8: 3F80005B 41567FAC 00000000 00000000 00000000 3F800000
0x0177F0C0: BE506B16 3F43375D 30CA0D21 C19C09C9 BE4086D4 BD4D8BFF
base: 0x01580000 top: 0x0177EFE8 bottom: 0x01780000

Backtrace (may be wrong):
=>0x6D868953 GetConfig+0xacd3 in skygfx.asi (+0x18953) (0x0177F124) 
0x6D8679DA GetConfig+0x9d5a in skygfx.asi (+0x179da) (0x0177F13C) 
0x00757877 in gta_sa.exe (+0x357877) (0x0177F16C) 
0x00805769 in gta_sa.exe (+0x405769) (0x0177F180) 
0x6D85944A in skygfx.asi (+0x944a) (0x0177F19C) 
0x00734097 in gta_sa.exe (+0x334097) (0x0177F1A4) 
0x0073331B in gta_sa.exe (+0x33331b) (0x0177F1BC) 
0x00749B4B in gta_sa.exe (+0x349b4b) (0x0177F1D8) 
0x005343A1 in gta_sa.exe (+0x1343a1) (0x01B5BE64)

I know that Load Whole Map mod is experimental, but it is also a stress test, so there may be some real problem here. The guy told that when using the ps2 pipeline apparently the problem was solved.

Not only one person, but 3 guys reported crash during gameplay with this new version, but I don't have more information at the moment. The old version works, downgraded and worked, so it's not their game problem.

And the new version didn't work on SAMP (yes, I know this is a meme, I'm just reporting and asking if anyone has an additional solution, like some ini setting that make it incompatible).

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The Hero

There has been quite an intrusive change for the mobile env map. I almost expected it to cause crashes when used with other mods. If it's too big of a problem I guess I could introduce an option to disable the mobile vehicle stuff.

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Nicky_T
On 1/2/2019 at 12:38 AM, Nicky_T said:

Ok, here's the latest update. I decided to move all other mods I had in modloader, leaving only the !0th Anniversary CS Characters, widescreen fix and XBOX Cars and, voila, it actually ran!!!

 

So my thinking is that the MOD must be clashing with one or more of the other mods making the game crash.

 

That is to be discovered. :)

Got it, loadsc.asi provided vrom VCLF.

 

By the way, why aren't there any real time reflections on cars in VC? Is it how the MOD was set or there are specific settings to edit in the .ini file?
 

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The Hero

Try Neo or LCS/VCS

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Nicky_T
Posted (edited)
3 minutes ago, The Hero said:

Try Neo or LCS/VCS

How? I do set the neo value to 1 in the.ini file but nothin changes.

Edited by Nicky_T

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xXKenBlockXx
Posted (edited)

Since I've never posted in this thread I'll say thank you for this mod. I'm just getting back into SA after being away for years and this was one of the first mods I downloaded. Now I've been back in the game for a while and I'll say this is definitely top 5 SA mods of all time. So useful.

 

On 1/1/2019 at 7:08 PM, Junior_Djjr said:

Not only one person, but 3 guys reported crash during gameplay with this new version, but I don't have more information at the moment. The old version works, downgraded and worked, so it's not their game problem.

I wasn't going to say anything but yeah I've been getting crashes with the new version even without the mobile vehicle reflections whereas 3.7 worked fine.

 

On 1/2/2019 at 6:37 PM, Nicky_T said:

How? I do set the neo value to 1 in the.ini file but nothin changes.

carPipe=1 for neo carPipe=2 for lcs/vcs

Edited by xXKenBlockXx

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kkjj

Is there anyway to decrease the brightness on Vehicles at night for neo reflection in SA?

It looks so weird at night.

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The Hero
Posted (edited)

For those who are having crashes: does this happen with SkyGFX alone or is it the combination with other mods that makes it crash?

In fact, to debug SkyGFX easier I uploaded a debug .dll. Together with a minidump it should be very easy to find crashes in skygfx this way.

You can find the latest version here: http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/ just remove "_debug" from the name and run as usual, should work.

 

kkjj: neo reflections sure are a bit weird. I don't want to change them too much from the original xbox code, but if you think there's a problem that's not on Xbox, please elaborate. Of course in the case of SA there is nothing to compare to exactly :/

Edited by The Hero

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xXKenBlockXx
Posted (edited)
5 hours ago, The Hero said:

For those who are having crashes: does this happen with SkyGFX alone or is it the combination with other mods that makes it crash?

In fact, to debug SkyGFX easier I uploaded a debug .dll. Together with a minidump it should be very easy to find crashes in skygfx this way.

You can find the latest version here: http://gta.rockstarvision.com/skygfx/SkyGfx_SA_latest/ just remove "_debug" from the name and run as usual, should work.

I should have specified. My crashes were with a modded build. I did not test an unmodded build. I tested 4.0a on two modded builds. One heavily modded build (100+ mods but very stable) and one with only ~9 popular optimized stable mods (Silent Patch, Project 2DFX, Widescreen Fix, Widescreen HOR+, Rosa Project, etc.). I attempted process of elimination on the lighter build but I didn't finish.

 

I'll definitely do more testing now but I need more clarification on the debug build. I've been trying all morning to figure it out before posting but I do not understand.

  • I tried to load with DLL Loader but I cannot get DLL Loader to load dlls. Tried 32 bit and 64 bit versions.
  • Does the debug version require debug menu?
  • I renamed skygfx_debug.dll to skygfx.asi and put in modloader skygfx folder and it runs like normal skygfx but I'm not clear on what the debug version does? Is there a menu or something in game? If so what is the key to access it?
  • When you say "Together with a minidump it should be very easy to find crashes in skygfx this way" what do you mean minidump? Is this minidump a separate mod? Is this minidump a log that is created after the debug asi is loaded? Are you referring to modloader.log? There is no file like minidump.log in my directory.

If we figure this out I will definitely do more testing.

Edited by xXKenBlockXx

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The Hero

The debug dll is almost the same as the release one, it's just gonna be more helpful when there is a crash in skygfx.

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xXKenBlockXx
27 minutes ago, The Hero said:

The debug dll is almost the same as the release one, it's just gonna be more helpful when there is a crash in skygfx.

Ahh okay.

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ChengizVlad09
Posted (edited)

Don't know, maybe my eyes deceive me, but is there some kind of color filter or color correction at play in PS2 version?

 

0lQci03.jpg

 

I mean I have the "Colour Overlay " enabled in SkyGFX ini and I can't see this 'orangish' effect? Color overlay is definitely present and difference is obvious when it's off, but during this mission in particular and no matter the in-game time, I just can't seem to spot this 'effect'. Maybe it has something to do with YCbCr section? Any thoughts?

Edited by ChengizVlad09

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The Hero

Maybe the screenshot was taken at another time or it's an artifact of the video capture. PS2 should have no extra colour filter.

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ChengizVlad09
Posted (edited)

Thanks for the clarification, @The Hero as always! I'd say it could be an artifact related to recording, rather than in-game period of time, 'cause I've tried various day/night cycles and I couldn't spot it.

 

Edit:On the other thought, let me check that, I think I saw this phenomenon during some certain periods, but it doesn't matter, it could be that my mind is playing tricks on me, anyways, thanks! :)

Edited by ChengizVlad09

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kkjj

@The Hero

Neo reflection at night

 

https://m.imgur.com/ou5s9nD

https://m.imgur.com/yRNK7or

As you can see the car is weirdly bright at night.

But at day time the reflection is not weird

https://m.imgur.com/QluE3Sj

https://m.imgur.com/PjFMh1g

And yes, I'm using Silent Patch with Directional Sun lights enabled, but disabling it doesn't remove that brightness.

 

 

 

 

 

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santosvagos

This is my first time installing this mod . Open the folder and see 3 .ini  files . Do i have to install all 3 or just one of them ??

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The Hero

kkjj: the directional light is always full white for some reason. This is the case in III and VC and I ported it like that to SA. On the one hand I want to do a mostly exact port of the original code, on the other hand it has to look good of course. It's not always easy deciding what should be done. The whole tweaking table is a bit of a kludge as well. Maybe some more tweaking (the code and the table) is in order, ugh.

 

santosvagos: you can just install them all and cycle through them with F10 at runtime.

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kkjj
Posted (edited)

@The Hero

I think looking should be considered.

If you can please make it possible.

You can add option like ‘brightess of car at night'.

Edited by kkjj

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thalilmythos

Sooo droplets, just got.. dropped?

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Wolf_Gamer

zUUbhWX.png

how do I leave the graph based on someone help me?

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FriedSpats
Posted (edited)

@Wolf_Gamer What Graph Based are you talkin about?

Edited by FriedSpats

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