New ddraw.dll keeps crashing on Multiplayer -> Create game #158
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Goetterfleisch1337
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Hey bayaraa, hey guys,
i tried to install fullHDpackage(D2GL-MXL) with Widescreen and d2fps for medianXL. With D2GL-MXL dlls from 27/05/2023 it works very well but if i change them with the new D2GL.v1.3.3. from 13/01/2024 the game crashes on [Multiplayer] -> [Create Game]. ? If i switch to the old files it works very well, i was able to find out that the crashes only occur with the new ddraw.dll.
There are also (for me) some confusing instructions like:
"
Download desired version from Releases and extract into Diablo 2's installation folder.
D2 1.14d dropped software rendering. So don't put ddraw.dll into game folder.
"
Should i put it now in Game folder or not ?
In the Widescreen instructions with SGD2FreeRes i cant find the json? Any advices?
"
Add desired resolution to SGD2FreeResolution.json.
If SGD2FreeResolution.json is not exist run game once it will create one.
"
Finally i could see in the logs "[ERROR] SGD2FreeRes.dll not loaded." i only downloaded zip and extracted to game folder like in the instructions. Can anybody tell me in which folder or subfolders i should put these files? Same with d2fps: "[ERROR] d2fps.dll not loaded"
i Logged d2gl.log on creating game in multiplayer crash:
== D2GL v1.3.3 logging started. (2024/4/26) ==
[16:21:58][INFO] Renderer Api: Glide
[16:21:58][INFO] Diablo 2 LoD (English) version 1.13c detected.
[16:21:58][INFO] Windows version 10.0 (build: 19045) detected.
[16:21:58][INFO] Loading early DLLs.
[16:21:58][ERROR] d2fps.dll not loaded.
[16:21:58][ERROR] Offset: d2client.dll, 282193(0x00044E51), 0(0x00000000). Original bytes are not equal: 0x90909090 != 0x391D9034
[16:21:58][INFO] Game requested screen size: 640 x 480
[16:21:58][INFO] Window style switched to dark mode.
[16:21:58][INFO] Switched to fullscreen mode: 2560 x 1440
[16:21:59][INFO] OpenGL: 4.6 (NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 | NVIDIA Corporation)
[16:21:59][INFO] OpenGL: Shading Language: 4.6
[16:21:59][INFO] OpenGL: GL_MAX_TEXTURE_IMAGE_UNITS = 32
[16:21:59][INFO] OpenGL: GL_KHR_debug enabled!
[16:21:59][INFO] OpenGL: Independent blending available.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 4 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 6 (bound to GL_UNIFORM_BUFFER (2), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:21:59][ERROR] File (MPQ): "data\assets\atlases\eng.txt" could not opened!
[16:21:59][INFO] Loading late DLLs.
[16:21:59][ERROR] SGD2FreeRes.dll not loaded.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (3), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (4), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (5), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 4 (bound to GL_UNIFORM_BUFFER (0), usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:21:59][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 4 (bound to GL_UNIFORM_BUFFER (0), usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] Game requested screen size: 1024 x 768
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 5 (bound to GL_UNIFORM_BUFFER (1), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 3 (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 5 (bound to GL_UNIFORM_BUFFER (1), usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 5 (bound to GL_UNIFORM_BUFFER (1), usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] OpenGL: [131218 / Medium]: Api | Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Based on the usage hint and actual usage, buffer object 3 (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will be configured as STREAM.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 3 (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[16:22:01][INFO] OpenGL: [131185 / Notification]: Api | Buffer detailed info: Buffer object 3 (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
I appreciate any help.
Thank you and best regards
Goetterfl
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