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Switching out of game via Windows key not working anymore since 1.9.0.0 #84

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Xan05 opened this issue Jul 14, 2018 · 6 comments
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@Xan05
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Xan05 commented Jul 14, 2018

I've been using this tool with UT2004 without any issues up to 1.8.0, but 1.9.0 broke switching out of the game, as it now crashes with an error message upon reentering the game. Win7 x64, GTX 1060 398.36.

@elishacloud
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I am running the GOG version of the game on Windows 10 and it seems to work fine. I am not getting any crashes when task switching. Which version of the game are you using?

Also can you try this version of d3d8to9: d3d8.zip

@Xan05
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Xan05 commented Jul 15, 2018

I'm using the DVD version. Same issue with the file you posted.

The error message:

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3410 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 1060 6GB (9836)

General protection fault!

History: SetViewport <- UD3DRenderDevice::Lock <- UViewport::Lock <- UWindowsViewport::Lock <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

@crosire
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crosire commented Jul 15, 2018

This sounds like pCurrentRenderTarget is destroyed when leaving the game and upon reentering d3d8to9 tries to access that in D3D8Device::SetViewport (since it is not nullptr) which crashes. We probably need to set pCurrentRenderTarget to nullptr in D3D8Device::Reset.

@CookiePLMonster
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We probably need to set pCurrentRenderTarget to nullptr in D3D8Device::Reset.

That sounds logical IMO.

crosire added a commit that referenced this issue Jul 15, 2018
@crosire
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crosire commented Jul 15, 2018

Try this: d3d8.zip.

@Xan05
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Xan05 commented Jul 15, 2018

Issue fixed with the new version.

@Xan05 Xan05 closed this as completed Jul 15, 2018
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