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Suche Hilfe D3D9.dll
Discussion on Suche Hilfe D3D9.dll within the C/C++ forum part of the Coders Den category.
07/13/2020, 03:30
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#1
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Suche Hilfe D3D9.dll
Hallöchen Liebe Community.
Ich habe ein Problem und zwar geht es um eine modifizierte D3D9.dll. Das Problem ist ein Kollege hatte Sie per Voodoo soweit ich weiß, Modifiziert das war vor 3 Jahren das Problem. was ich jetzt habe ist das sich das Watermark nicht nachträglich über Voodoo removen lässt. und deshalb wollte Fragen ob sich jemand damit beschäftigen möchte wäre echt Lieb da Ich das Game wieder Zocken möchte weil die aktuelle D3D9.dll für Windows 10 echt Schrott ist für die Engine für das Game.
 Bild: 
Mfg Irelia<3
PS: Würde mich Freuen.
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07/14/2020, 00:24
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#2
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elite*gold: 0
Join Date: Apr 2011
Posts: 363
Received Thanks: 167
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Quote:
Originally Posted by Irelia<3
Hallöchen Liebe Community.
Ich habe ein Problem und zwar geht es um eine modifizierte D3D9.dll. Das Problem ist ein Kollege hatte Sie per Voodoo soweit ich weiß, Modifiziert das war vor 3 Jahren das Problem. was ich jetzt habe ist das sich das Watermark nicht nachträglich über Voodoo removen lässt. und deshalb wollte Fragen ob sich jemand damit beschäftigen möchte wäre echt Lieb da Ich das Game wieder Zocken möchte weil die aktuelle D3D9.dll für Windows 10 echt Schrott ist für die Engine für das Game.

Bild: 
Mfg Irelia<3
PS: Würde mich Freuen.
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Option 1 [Requires install]
Download lastversion of dgVoodo:
Open dgVoodooCpl.exe, go to directx tab and make sure your config folder points to roaming one, uncheck dgVoodoo Watermark, hit apply and done.
Copy MS/x86/D3D9.dll to your game folder if it is 32bits otherwise the one in x64 folder.
Option 2 [No install]
Copy paste this and save to a file named dgVoodoo.conf
Code:
;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================
Version = 0x263
;--------------------------------------------------------------------------
[General]
; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
OutputAPI = bestavailable
Adapters = all
FullScreenOutput = default
FullScreenMode = true
ScalingMode = unspecified
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false
Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = false
KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = false
;--------------------------------------------------------------------------
[GeneralExt]
; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
; (8, 16, 32)
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
; DisplayROI: Display region of interest
; If scaling is done by the dgVoodoo then you can define a subrect of the
; output image, coming from a wrapped API, to be displayed. The defined subrect
; is mapped to the display output according to the current scaling mode
; It can be useful for applications rendering a widescreen subimage into a 4:3
; resolution; in this case you can scale up that subimage to (nearly) fill the
; whole screen on a widescreen monitor.
; DisplayROI empty value means the whole image.
; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
; Examples: DisplayROI = 16_9, pos:centered
; DisplayROI = (320|200), pos:(10|10)
; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
; you can choose which filter is to be used for resampling the output image
; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; "borderless" - forces the app window not have any border
; "alwaysontop" - forces the app window into the top-most band
; "fullscreensize" - forces the app window to be full screen size with image scaling inside
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.
; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
; (like movie playback through the ancient Windows Multimedia AVI player library)
; rendered through GDI - experimental feature, for the time being it's implemented
; only for DX emulation
DesktopResolution =
DesktopBitDepth =
DeframerSize = 1
ImageScaleFactor = 1
DisplayROI =
Resampling = bilinear
FreeMouse = false
WindowedAttributes =
Environment =
EnableGDIHooking = false
;--------------------------------------------------------------------------
[Glide]
; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
; TMUFiltering: "appdriven", "pointsampled", "bilinear"
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "%d x"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
VideoCard = voodoo_2
OnboardRAM = 8
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
TMUFiltering = appdriven
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven
EnableGlideGammaRamp = true
ForceVerticalSync = true
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = true
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false
;--------------------------------------------------------------------------
[GlideExt]
; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
;--------------------------------------------------------------------------
[DirectX]
; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra"
; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)
DisableAndPassThru = false
VideoCard = internal3D
VRAM = 256
Filtering = appdriven
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven
AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true
BilinearBlitStretch = true
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false
;--------------------------------------------------------------------------
[DirectXExt]
; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
; You can define what type of driver version and vendor id's the wrapper should report to
; the application; Some games rely on that information so it can be useful for them
; Can be defined only for SVGA and Internal3D card types; the others have their own wired
; information
; VendorID, DeviceID, SubsystemID, RevisionID:
; Can be defined only for SVGA and Internal3D card types
; You can overwrite these properties even if a non-default AdapterIDType is defined;
; say, you defined an nvidia id type but would like to refine the vendor id
; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"
; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"
; DitheringEffect: "pure32bit", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"
; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
; Can be defined only for SVGA and Internal3D card types
; Valid values are 256 (default), 512 or 1024
; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)
; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended
; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled
; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
; the DirectX device; can be useful for games that don't expect rendering window changes
; during initialization and crash
; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
; If false then each change is instantly presented (debug-like mode)
AdapterIDType =
VendorID =
DeviceID =
SubsystemID =
RevisionID =
DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven
MaxVSConstRegisters = 256
MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true
DeferredScreenModeSwitch = false
PrimarySurfaceBatchedUpdate = false
;--------------------------------------------------------------------------
[Debug]
; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)
Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0
LogToFile = false
Copy this file to %appdata%/dgVoodoo folder if not exist then create one and paste the file inside
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