[SA] Crash depois de algum tempo com o SkyGfx
Enviado: 01 Fev 2022, 21:20
depois de poucos minutos jogando o jogo dá crash. instalei o crashinfo para obter mais dados sobre e descobri que o causador é o SkyGfx, que esta causando algum problema. o relatório do crash está logo abaixo:
E logo abaixo está a configuração dele:
Eu possuo instalado o IMFX, não sei se causa bugs com os dois instalados juntos. enfim, se alguem puder me ajudar agradeço
Código: Selecionar tudo
GTA SA 1.0.0.0 US
Unhandled exception at 0x007FDE84 in gta_sa.exe (+0x3fde84): 0xC0000005: Access violation reading location 0xFFCCCD1C.
Register dump:
EAX: 0x007FDE70 EBX: 0xFFCCCCCC ECX: 0x696562B8 EDX: 0x00000000
EDI: 0x00000014 ESI: 0x00000000 EBP: 0x0177F2E0 EIP: 0x007FDE84
ESP: 0x0177F1E4 EFL: 0x00010286 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0177F1E4: 47A9AAC8 105FEFF8 698582FC FFCCCCCC 00000000 3F7C0E88
0x0177F1FC: 105FEFA0 34C23438 FF92C2E7 00000006 00000005 00000005
0x0177F214: 058F7BA8 058EC494 00000000 00000001 00000000 105FEFB8
0x0177F22C: 00000014 3EB0FCAE BF6FFF95 3D247FE5 00000000 3F70378B
0x0177F244: 3EB0BF0D BC962178 0E379624 3B59637B 3D344E63 3F7FC01E
0x0177F25C: 40800000 44B98212 4452DC54 C2463C9F 00000000 4382FE3C
0x0177F274: C4D0D82B 412AD014 3F333333 41200000 3F52B2AE 00000000
0x0177F28C: 3F4CCCCD 3F800000 00000000 00000000 3EB0FCAC BF6FFF91
0x0177F2A4: 3D247FE3 438BDA1E 3F703789 3EB0BF0A BC962175 C4D29474
0x0177F2BC: 3B59637E 3D344E60 3F7FC01C 40EEB601 00000000 00000000
base: 0x01580000 top: 0x0177F1E4 bottom: 0x01780000
Backtrace (may be wrong):
=>0x007FDE84 _RwD3D9SetTexture+0x14 in gta_sa.exe (+0x3fde84) (0x0177F2E0)
0x69859423 GetConfig+0xaba3 in skygfx.asi (+0x19423) (0x0177F2F8)
0x00757877 _D3D9AtomicAllInOneNode+0x287 in gta_sa.exe (+0x357877) (0x0177F328)
0x00805769 _RxPipelineExecute+0x59 in gta_sa.exe (+0x405769) (0x0177F33C)
0x6984998A in skygfx.asi (+0x998a) (0x0177F360)
0x0073331B _ZN18CVisibilityPlugins23RenderVehicleHiDetailCBEP8RpAtomic+0xdb in gta_sa.exe (+0x33331b) (0x0177F378)
0x00749B4B _Z13RpClumpRenderP7RpClump+0x2b in gta_sa.exe (+0x349b4b) (0x0177F394)
0x005343A1 _ZN7CEntity6RenderEv+0x91 in gta_sa.exe (+0x1343a1) (0x019CC734)
0x00740061 _ZN7CWeapon14FireInstantHitEP7CEntityP7CVectorS3_S1_S3_S3_bb+0x551 in gta_sa.exe (+0x340061) (0x019CC738)
0x006F0070 _ZN11CWaterLevel11RenderWaterEv+0xa20 in gta_sa.exe (+0x2f0070) (0x019CC73C)
0x00720064 _ZN7CEntity16IsEntityOccludedEv+0x584 in gta_sa.exe (+0x320064) (0x019CC740)
0x0063006F CTaskComplexDie::CTaskComplexDie+0x2f in gta_sa.exe (+0x23006f) (0x019CC744)
0x0065006B sub_64FC10+0x45b in gta_sa.exe (+0x25006b) (0x019CC748)
0x00730074 D3DTextureBuffer::Resize+0x54 in gta_sa.exe (+0x330074) (0x019CC74C)
0x0310CEC0 in unknown (+0x310cec0) (0x019CC750)
0x019CC730 in unknown (+0x19cc730) (0x019CC754)
0x0311CEC1 in unknown (+0x311cec1) (0x019CC758)
0x8800233F in unknown (+0x8800233f) (0x019CC75C)
0x019CCC60 in unknown (+0x19ccc60) (0x019CC760)E logo abaixo está a configuração dele:
Código: Selecionar tudo
[SkyGfx]
; Mobile-like/custom configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super shitty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=0
dualPass=1
;; Render Pipelines
buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "Xbox"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=1 ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Env ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=512 ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0 ; Leeds reflection intensity multiplier
neoShininessMult=1.0 ; Neo reflection intensity multiplier
neoSpecularityMult=1.0 ; Neo specular light intensity multiplier
envShininessMult=1.0 ; Env reflection intensity multiplier
envSpecularityMult=1.0 ; Env specular light intensity multiplier
envPower=10.0 ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.7 ; Env fresnel strength
sunGlare=0 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=1 ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=0 ; Enable dynamic ped shadows
stencilShadows=0 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=Mobile ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
radiosity=Shader ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=1 ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=1 ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=0 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1 ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
coronaZtest=1 ; sets z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0 ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)
;; Modify final colors in YCbCr space
; YCbCrCorrection=0 ; turns this on or off (default 0)
; lumaScale=0.8588 ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627 ; this is added to Y (default 0.0627)
; CbScale=1.22 ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0 ; (default 0.0)
; CrScale=1.22 ; (default 1.22)
; CrOffset=0.0 ; (default 0.0)
;;;;;
;;;;; Advanced fine tuning
;;;;;
; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
; explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128 ; Set to 255 to get Silent's dual pass effect (default 128)
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PS2 ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PS2 ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
; radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)Eu possuo instalado o IMFX, não sei se causa bugs com os dois instalados juntos. enfim, se alguem puder me ajudar agradeço