[Release] Lag Fix (Experimental)

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ReverseEngine
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A New Start wrote:Image

I still crash at Kabraxis while using the newest version :-|


Interesting, and without glide wrapper you tested ?
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A New Start
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ReverseEngine wrote:Interesting, and without glide wrapper you tested ?


yes :bounce:
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ReverseEngine
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A New Start wrote:
ReverseEngine wrote:Interesting, and without glide wrapper you tested ?


yes :bounce:


Look's like i need to improve it (it's not really a final version, just a stable one for now :mrgreen:) Graphicals hacking value is always long/annoying to find out where/how everything works, once i will find the real thing this would be completly working with shadows included (we want shadows back off course !).

For exemple i have spot an instruction where there is 3000 0xBB8 so it seem to be an array [3000] of element (it's also accessed by other things) lowering this to 100 i got all sprites dissapeared with only 1-2 brimstones while the projected shadows was still here (draw) haha, Raising that to 3001, after sprite overflow = crash, cause it's an array of [3001] and there is nothing at index 3001 !
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Heathen
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ReverseEngine wrote:
A New Start wrote:
ReverseEngine wrote:Interesting, and without glide wrapper you tested ?


yes :bounce:
For exemple i have spot an instruction where there is 3000 0xBB8 so it seem to be an array [3000] of element (it's also accessed by other things) lowering this to 100 i got all sprites dissapeared with only 1-2 brimstones while the projected shadows was still here (draw) haha, Raising that to 3001, after sprite overflow = crash, cause it's an array of [3001] and there is nothing at index 3001 !


Image
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GregMXL
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ReverseEngine
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Just a note, i will reverse engine later (kinda hard to find that shit), idk if whist got / found the way, but that array [3000] Is the one that "store" all graphics, there can be a Maximum of 3000 graphics rendered higher than that (exceeding the index) this start "flushing" / cleaning or whatever, and all dissapear,

The goal is to find out where this "Array" is being set (created) to then allocate more memory to then render more than 3000 elements ! with our pc's 2016 we can render 8-12,000 element easy peasy i guess lol.

That temporary fix that delete all shadows, spare some "index" let's say you have "1000+" free index, so you can render more while getting no sprite overflow, it's still possible to get them for now, until we find out where this array come from.
Edited by ReverseEngine 7 years.
linuxrs
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An error that keeps popping up for me after I click Save & Exit:

UNHANDLED EXCEPTION:
ACCESS_VIOLATION (c0000005)

Hope it helps.
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ReverseEngine
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linuxrs wrote:An error that keeps popping up for me after I click Save & Exit:

UNHANDLED EXCEPTION:
ACCESS_VIOLATION (c0000005)

Hope it helps.


Ok let me release a quick fix faster, i guess it's because i broken some code, i will use a permanent jump.

Edit: updated main post, try it and tell me if u still crash.
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Taem
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So, how exactly can one use this with d2se? You say to drop the dll into the MODS folder? I put the dll there, and in the actual MXLU folder in MODS, however I cannot tell if it's working or not. How does the dll auto inject itself without and .exe or without overwriting an existing dll?
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whist
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It does replace a dll, it's D2Client. D2SE has a specific "search" order when loading the game's dll files, and the first place where it looks is the current mod's directory. If it's not found, it searches in the associated core folder.