#4060864 - 01/07/15 08:13 PM
Ankor's D3D9 Self Shadowing Mod and v2.04
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Joined: Oct 2011
Posts: 191
Russkly
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I posted this in a thread in the FAQ & Reference forum, but perhaps it's more appropriate here:
Probably a stupid question, but I have v2.04, and I noticed whilst installing some of Panama Red's excellent new mods that in JSGME I have an entry for "D3D8 Self Shadowing Mod 20140325".
Is this correct? I thought that Ankor's mod was now an integral part of WOFF v2.00.
If I move this mod from "Activated" to "Available" in JSGME I get a .dll Runtime error whilst a mission is loading (using DX9 Shaders in Workshops; Default Shaders works fine whatever).
If I move the mod back to "Activated" the game runs fine.
All other mods are deactivated in JSGME at the moment whilst I try to resolve this issue.
DX9 is updated as per Pol's detailed instructions.
I considered re-installing everything, but the link to download WOFF v1.0 in my confirmation email from Avangate is dead, and I can't find an activation code anywhere. And yes, I had already deleted the downloads before Pol's warning!
Doh!
Sorry if I'm wasting people's time with this...
Edit: Not sure if this post should have a "Modded Install" prefix or not, since it's about a mod that is now part of the official version, and other mods are disabled in JSGME.Apologies if I've got this wrong.
Last edited by Russkly; 01/07/15 08:30 PM. Reason: Just read Pol's posting guidelines
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#4060893 - 01/07/15 09:35 PM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: Russkly]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
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Thx Pol.
Wilco.
Not sure how that happened, because I simply installed 2.0 over 1.26 leaving Ankor's mod in JSGME. Perhaps I should have disabled it in JSGME before installing v2.0? Way beyond my understanding.
Oh well, reinstall it is then.
Always a good idea to deactivate your JSGME mods before any upgrade to the sim! It is very simple to do and easy to re-establish. Best Regards;
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4060902 - 01/07/15 09:46 PM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: Russkly]
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Joined: Oct 2011
Posts: 191
Russkly
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Member
Joined: Oct 2011
Posts: 191
Vienna, Austria
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I hope the v2.00 link is still active at least. Nope, dead too! Just a month old. How long are they live for?!!
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#4061012 - 01/08/15 07:40 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: RamblingSid]
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Joined: Oct 2011
Posts: 191
Russkly
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Vienna, Austria
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Hi Russkly,
I made exactly the same error with the same results.
I did not have to do a complete reinstall though.
I selected a previous version of WOFF 1.26, deselected the mods (in my case via JGSME) reinstalled 2.0 and patch, all was well and it only took 10 mins or so.
Assuming of course that you have ver 2.0 in your downloads file somewhere.
Hth
RS Thx for replying, Sid. I do still have the v2.00 download, but nothing before that, so I can't re-install any iteration of v1.00. R
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#4061021 - 01/08/15 09:27 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: Russkly]
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Joined: Mar 2003
Posts: 8,148
Polovski
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Thx Pol.
Wilco.
Not sure how that happened, because I simply installed 2.0 over 1.26 leaving Ankor's mod in JSGME. Perhaps I should have disabled it in JSGME before installing v2.0? Way beyond my understanding.
Oh well, reinstall it is then.
Out of interest why do the Avangate links die? I think this is the only game I have where I'm asked to back up downloads and then pay (albeit a nominal fee) to get the software again. I understand that Avangate charge you, but this is a new one on me.
Perhaps it would be useful to advise customers to back up their downloads in the help notes on the Buy Now page of your website?
I'm guessing the links for the skins pack and the Fokker Scourge add ons will also have expired, so will I neede to donate for these too? I hope the v2.00 link is still active at least. If you have mods installed, then upgrade all bets are off, we only support WOFF, and upgrading or patching with no mods installed. We cannot possibly work out how each mod changes the game and how to support all that. Yes JSGME probably kept an old version of it, and when you ran it again put it back - who knows we don't work it out no time to support mods too. The links die as they are just a delivery system. i.e. you have around 10-14 days to get the file down and a number of retries. Avangate do offer download insurance but they charge for that too. We state to make backups in 1) the forum here Sticky Post, 2) in the FAQ (linked from Help and Downloads page) and in your install in Documentation folder, and 3) On the website Buy Now Page. However I'll consider putting it in more places If your link is under 6 months old we get it done for free the first time. Like anything you buy you should look after it.
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#4061023 - 01/08/15 09:37 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: Russkly]
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Joined: Mar 2009
Posts: 7,532
DukeIronHand
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If I am understanding the OP correctly your problem is quite minor. You installed 2.04 with Ankor's original Dx9 shader mod activated in JGSME thereby overwriting the old shaders with the new good ones. When 2.04 first came out the official instructions were you did not have to remove Ankor's old mod because 2.04 would over write it.
Therefore when you now deactivate the "old" shader mod via JGSME you are ACTUALLY removing the new shaders since the old ones were overwritten upon 2.0; install. Since there was nothing to back-up originally when you deactivate it you have nothing. I would say just reactivate the "old mod" (actually the new shaders now) and you should be fine - or just copy them direct back into your WOFF install.
EDIT: upon further thought I think my premise above is incorrect. If I deactivate a mod via JGSME is does not copy them back to the mod folder it just deletes them or replaces the old old files that were saved I think. That's what I get for posting with only one cup of coffee under my belt!
Last edited by DukeIronHand; 01/08/15 10:06 AM.
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#4061048 - 01/08/15 11:19 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: DukeIronHand]
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Joined: Oct 2011
Posts: 191
Russkly
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Joined: Oct 2011
Posts: 191
Vienna, Austria
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If I am understanding the OP correctly your problem is quite minor. You installed 2.04 with Ankor's original Dx9 shader mod activated in JGSME thereby overwriting the old shaders with the new good ones. When 2.04 first came out the official instructions were you did not have to remove Ankor's old mod because 2.04 would over write it.
Therefore when you now deactivate the "old" shader mod via JGSME you are ACTUALLY removing the new shaders since the old ones were overwritten upon 2.0; install. Since there was nothing to back-up originally when you deactivate it you have nothing. I would say just reactivate the "old mod" (actually the new shaders now) and you should be fine - or just copy them direct back into your WOFF install.
EDIT: upon further thought I think my premise above is incorrect. If I deactivate a mod via JGSME is does not copy them back to the mod folder it just deletes them or replaces the old old files that were saved I think. That's what I get for posting with only one cup of coffee under my belt! You speak sense! So, you reckon that the 'new' shader files were actually put into the "Mods" folder that JSGME creates, and that, even though the mod is called "D3D8 Self Shadowing Mod 20140325", it is actually the new v2.00 shaders? Either way, the game works fine with the mod "Activated" in JSGME (although some of the cloud shadows on the ground have straight edges). Thanks for your help, Duke, but I'm going to do a fresh install anyway, since I forgot that ArisFuser's clouds mod was also in there but not via JSGME, so I'd like a vanilla copy of WOFF v2.04 with any mods applied only via JSGME.
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#4061050 - 01/08/15 11:20 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: DukeIronHand]
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Joined: Oct 2011
Posts: 191
Russkly
Member
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Member
Joined: Oct 2011
Posts: 191
Vienna, Austria
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EDIT: upon further thought I think my premise above is incorrect. If I deactivate a mod via JGSME is does not copy them back to the mod folder it just deletes them or replaces the old old files that were saved I think. That's what I get for posting with only one cup of coffee under my belt! Ah ha! Oh well, you understand how it works better than I anyway. Not that that's very difficult.
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#4061373 - 01/09/15 12:14 AM
Re: Ankor's D3D9 Self Shadowing Mod and v2.04
[Re: Russkly]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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EDIT: upon further thought I think my premise above is incorrect. If I deactivate a mod via JGSME is does not copy them back to the mod folder it just deletes them or replaces the old old files that were saved I think. That's what I get for posting with only one cup of coffee under my belt! Ah ha! Oh well, you understand how it works better than I anyway. Not that that's very difficult. It replaces the old files that were saved!
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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