Need For Speed Undercover Problem Solution By V.rar.rar

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Delores Boisclair

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Jul 18, 2024, 8:56:36 AM7/18/24
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The way DxWnd behaves is it boots the game into the menu in 640x480 windowed mode. When you start a race event, the game will override DxWnd and swap back to fullscreen. If you finish or exit the race, it will be in 640x480 fullscreen.

need for speed undercover problem solution by v.rar.rar


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Like NFSU1, it requires dll injection. Launches with no Aero window border, plus the output will actually stretch itself to cover the missing border space. The result is an extremely crunched and pixelated image (think resizing an image in MS Paint). Using [Lock win style] under Window tab will prevent the game from enlarging to make up for the missing border space. Using [Fix Window Frame Style] will bring back the Aero window border, but the game is black.

This game is very puzzling! The reason of the problem seems that the game is filled with all sort of protection and diagnostic tricks, so every time it switches the screen resolution it destroys the hooked calls set by DxWnd.
As an example of a further evidence, if you configure the game for FPS indication, you'll see that this works just for a brief instant and soon gets broken.
One trick to avoid the problem seems to set the game rsolution according to the DxWnd window size, so that the game doesn't commute resolution and keeps staying windowed. But it definitely requires further investigations.

Update: I've got the trick! the trouble is entirely caused by the unsupported API Direct3DShaderValidatorCreate9: neutralizing it makes the game run perfectly windowed. Get ready for a next DxWnd release soon!

I will. From your description, it seemed that part of the problems were shared with NFSU1, so I hope IT is the solution as well. But there seems to be more, so I'm going to handle it. Just give me some time to retrieve **hem!** NFSU2 and I'll see what I can do.
Right now, I'm waiting to return home from the weekend trip to reverse all fixes to the last source release in my home PC (what a mistake not to bring an updated copy with you.... and I also missed uploading v2.02.20 source code on sourceforce!!!) so hopefully tonight there will be a v.02.21 release for you (and everybody else as well) to test.
And, to be honest, I saw that NFSU1 executable is somehow hook-protected: it has an incomplete PE import table that would make it impossible for DxWnd to work. So, I think everybody knows we've had some little help from the Myth team... isn't it? ;)

Ach! Very sadly, I must confess that something went wrong: last tests showed that the fix wasn't fixing at all.... All I could find are a couple of temporary tricks:
1) to avoid the game going fullscreen, prevent it to change resolution: one way is setting the window size the same size as the supposed screen resolution (i.e. 800 x 600)
2) in NFSU2, to avoid the nasty scaling, set the window "Modal Style" flag, that eliminates the borders. The reason of the scaling, in effect, is that the game tend to occupy the whole window area including borders, and this scales the graphic to something bigger than expected.

Somehow late, I got to a partial result: all problems with N4SU games come from the fact that, for some obscure reason, once the d3d methods are hooked, the link gets broken and the hook disappear. Then, the game stays windowed until the next reset method, where the hooking logic is not in place anymore and the game returns back to its original fullscreen behaviour.
Why this happens is really obscure, and more than that, it's not clear the reason why if I insert a debugging d3d9 dll in the middle, the thing doesn't happen any more.
But, while I'm trying to understand why, this debugging dll proved to be a quite good workaround: if you copy it on the game install folder, aside with speed.exe or speed2.exe,
magically DxWnd works again!

So, if you want to try, download this file, copy it on the game install folder and let me know if it fixes the return-to-fullscreen problem. Just be sure to NEVER overwrite the original d3d9.dll file in the system folders.

NFS Underground 1
The d3d9.dll prevented the game from reverting back to fullscreen, but it has an unintended crop problem. The borders are still acting like 800x600, instead of being dependent on the game resolution chosen.

I'm not sure about that: the fact is that the return to fullscreen problem happens whenever the game thinks it needs to change screen resolution, so this may happen in both games, but depending on the chosen resolution. I bet that if you go to the game screen settings and change the screen resolution, the problem could happen in NFSU2 as well. I nany case, the clearest sympthom about the broken hook is that the PFS indicator works no more (it works because there's a hook in the Present D3DDevice method to count for screen refreshes and show the counter every second) and that dosen't work in any of the two games.

So, now I tracking two major problems:
1) the window borders that disappear - that seems caused by a inner D3D logic that changes the window style, so in theory it could be managed at the message loop level
2) the broken hook: likely, there's an unmanaged way to duplicate an object handle: the proxy d3d9.dll code shows that this proxy always return the handle of the same single object, and that could do the trick.

Finally, one good news. I found a way to preserve the window border: since it seems that d3d hates the borders and keeps destroying them, I had to apply a small trick: I don't create the d3d surface on the bordered main window, but I create a modal child window inside with no borders. The trick works, the appearence is exactly what you would expect, but of course you can't do resize. But this is inevitable: reading d3d docs, you'll see that changes in the Vievport require a Reset and a fully rebuild of all graphic objects, a thing that requires time and can be done just at the application level and not automatically by a hooker. This is one of the big and nasty differences with OpenGL, where this is perfewctly possible, by the way.
Since it's not that big deal, I'll release this feature as soon as there will be anything more interesting to add.

If you wish to try it, this is an unfinished beta of what should be in the next release. The frame trick needs activation of the "Window" / "Fix Window Frame in D3D" flag. Also, to enable hooking, you should check the "Main" / "Hook enabled" flag.
I bet there is some side effect in my frame trick....

The game image does not line up with the window. It appears to be shifted down by a lot and to the right a little bit. As you can see, there are empty black spaces at the top and left. As a result, the image is cut off at the right and bottom.

I think I saw the same effect you are describing once I set my desktop in aero mode. While in standard mode, the trick worked pretty well. Is it the same thing for you? You cound try to disable aero desktop and repeat the test.

The centering option isn't implemented yet. It's something I'm working about right now, but it'll take a few days. The challenging thing will be the combination of desktop working area and preserve asect ratio, so that the game will occupy almost the whole screen, leaving the status bar visible and being centered in widescreen monitors.

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It kinda funny when people start complaining and arguing that they have state of the art computer which could run Crysis at maximum setting and GRID at ultra setting but suffer performance choppiness when they played Need For Speed Undercover.

Undercover actually use Prostreet 3D engine which undergone major tweaks here and there to produce stunning graphics quality. To be honest, I pretty impress with overall NFS Undercover graphics quality, fluidity and gameplay. I am using Core 2 Duo (2 cores) and ATI Radeon 4850 and 2 GB of RAMs (Vista). But, why most of the forumers keep complaining that their NFS Undercover really sux big time?

The real culprit is paul.dll crack files. When I replace this crack paul.dll over my original paul.dll, immediately my NFS Undercover become seriously hideos game. Overwrite back the cracked paul.dll with original paul.dll, everything return to normal.

I do not promote any kind of piracy. But, I assume that anyone who bought the original games deserve to make a backup copy for their own personal use (I did). I am not willing to abuse my original collector game disc by any means. So, for this reason, here is the proper fix for your backup copy (or ahem ahem copy) of NFS Undercover.

one other thing you can do, if u r runnin nvidia is til get ntune, and set video preference to high performance and turn off all other AA, vsync, blah blah blah features. you will get the lowest detail and a much smoother gameplay.

mine still works like shit even with the patch but ea is working on a patch for the xbox360, ps3 and pc versions so i hope it will be released soon so the performance issues will be solved.
its a great game but with problems

Certain game is highly optimized for nVidia card (more texture than shadder) and vice versa. So do with Intel or AMD processor. However, please note than NFS Undercover is poorly ported game. No doubt about that. If it run on Intel CD2 at 2.6 GHz, ATI Radeon 4850 and SoundBlaster X-Fi at 30-35 FPS @ Highest settting, no doubt that it will run poorly on lower end machine.

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