Dirt 5 Dump File Error

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Shawnna Franz

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Aug 4, 2024, 5:59:12 PM8/4/24
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Ihaven't opened the game in a few weeks, but now when I try to launch it, it gets stuck on a black screen. I'm not sure what's changed on my PC since the last time it worked. I was able to get an error code by opening a crash dump file at C:\Users\Username\Documents\Battlefield 2042\CrashDumps, which I've attached.

I have tried opening it in safe mode, a clean boot, both origin and ea app launchers, uninstalling and reinstalling the game,clean cache, dism, sfc scannow, rolling back my nvidia drivers, nothing has worked. I've tried everything I've found on previous threads with a similar error code/issue. Not sure what else to do. PC specs are attached. Installed Nvidia driver is 516.94.



Edit: Yes, also tried repairing the game/verifying game files in both origin and ea launchers.


That question got me thinking. I recently started using a PS5 DualSense controller so had that plugged into my PC. I disconnected it and the game opened, mid-black screen. This is insane. Hope it helps someone.


I updated several of my drivers with drivereasy. The game still won't open. Makes sense, because it was working with the original drivers a few weeks ago. Updating the drivers doesn't seem to address the error in the description of the dump.


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Ok, first problem superated, it was due to a bad usage of the CopyRects d3d8 method that in recent d3d8 releases doesn't like to be invoked for 0 rectangles counter.

It took no longer than half an hour of debugging & coding, but maybe someone should tell these guys?

-and-support/47493-methodcall-d3d8-lfb-write-copyrects-error-when-i.html

Now let's see the next ...


Here is the version with a fix that suppresses the error code in the GetFrontBuffer invocation.

Naturaly, this is a quick & dirty patch, that leaves the game running but doesn't show the pause panel.

To fix the problem entirely I will have to find a way to get the front buffer without calling that method, because I suspect it can't work in windowed mode.

So, don't complain if something is not in place yet! ;)


Uhm, I got a strange thing: the problem of the missing paused panel (see your fillscreen.png screenshot) seems caused by an error in the GetfrontBuffer method. I fixed it, but the result of this operation is then passed to a CopyRects method that has the other problem, so that the panel is not visible.

Since you don't have the CopyRects problem (are you using a patched game, perhaps?) I'd like you to try the attached dll and check whether you can see something similar to the fullscreen panel also in windowed mode. If you see anything weird (very possible!) please send also a screenshot.


No, thanks, it is pretty much the same also here, but I had no fullscreen mode to compare.

I'm puzzled. The "Fullscreen.png" screenshot was taken with or without DxWnd? It could be interesting to see (screenshot and logs!) what happens with DxWnd unchecking the "run in window" flag. I don't know if the culprit is the windowd mode only, or if DxWnd has some more responsibility ....


I take advantage of this thread to tell something also about Dirt Track racing the first episode:

I said that the game works perfectly with default opertions, but that holds only for software rendering.

I tried with the Direct 3D graphic driver and this way .... works if you keep making the game lose and gain focus! At every mode transition, the game hangs until you Alt-tab (or, better, Ctrl-Alt-Del) to make it lose focus and click again on the game window. Very strange! Does this happen to anyone else?


About DTR2, I think now I know faily well what happens: the game uses a call (seen through ollyDBG)

IDirect3DDevice8::CopyRects(lpd3dd, src, NULL, 0, dest, NULL)

that means "copy the whole source to destination". But this works only if the two surfaces are of the same type and same dimension. Since DxWnd has to change the video surface mode, the trick doesn't work whenever you want to copy from or to the front buffer (that is, the D3D8 equivalent for the primary surface).

So, some sort of conversion would be required.

So far, I can even successfully dump the content of the surfaces that should be copied, and the dump has exactly what is missing i the game. Now I just have to devise some strategy to handle the problem (and this is going t be the hard part!).


I'm talking by smartphone from new year's party, with productivity close to zero ....

neverthless, log showed the error while trying to copyrect between surfaces of type 22 (32 bit) and 33 (16 bit).

That is caused probably by virtualizing a 16 bit game to a 32 bit desktop, and could be handled by converting the surface elsewhere, but is there a way to convert the pixel format of d3d8 surfaces?


Good news for this game, but also possibly for many other D3D8 games: the problem is fixed.

First of all, let me say that the problem is really caused by the attempt to redirect a color depth from one value to another, from 16 to 32 bits in this specific case. The proof is the simplest possible solution for the problem, that is simply setting the game color depth to 32 bit (if you have Win10) or change the desktop color depth to 16 bits (for other OS).

But of course this could not be a viable solution in all possible cases, so I tried to develop a better one. A different solution is to adopt a surface conversion schema similar to the color emulation routines used for ddraw surfaces, and in effect I borrowed some ideas from there, like an optimization through a pre-rendered 16bit palette. The full story is written in the source code of last two routines in hd3d8.cpp (when it will be released as new version), but the result is pretty good, as you can see in the two "missing" screenshots rendered through this emulation and using the new leaked dll.

So far the code includes only the 32 to 16 bits case, but I'm going to complete and test it as soon as other D3D8 games will show similar troubles.

Enjoy this fine fisrt present of 2017.


@uncletnuc: The view shims window was coded very quickly and I made no checks whether the many function pointers I was using were available or not. This (untested) release should be a little better, if one essential function pointer is not retrieved, it should show a ""Unsupported Shim DB" message and avoid crashing. Would you mind making a very quick test?


In September 2020, workers in Brawley near the Mexico border began loading dump trucks with soil from the site of an old pesticide company. As an excavator carefully placed the Imperial County waste into the vehicles, a worker sprayed the pile with a hose, state records show. Another was on hand to watch for any sign of dust. The trucks then drove through a wash station that showered dirt off the wheels and collected the runoff water.


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In the past five years, California has disposed of more than 660,000 tons of contaminated soil in Arizona landfills and nearly a million tons at a Utah landfill, according to data in a state tracking system. That includes hazardous waste from the Mission Bay redevelopment in San Francisco, military base cleanups in San Diego and transportation authority projects in San Bernardino County.


A funny thing happens at that border. Soil contaminated with enough heavy metals like lead, or chemicals like DDT, that it would be regulated as a hazardous waste in California suddenly turns into little more than a pile of regular, old dirt. This alchemy (and no, nothing actually changes in the soil as it crosses the border) has to do with patchwork regulations and interstate commerce.


Congress enacted the Resource Conservation and Recovery Act in 1976. This federal law defines what counts as a hazardous waste nationwide and lays out how such waste needs to be handled. A separate law enacted around the same time governs disposal of chemicals such as PCBs. If a lab determines that a waste is hazardous under federal law, then it needs to be treated, stored or disposed of at a facility specially permitted to handle hazardous waste.

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