Alien Shooter 3 Free Download Full Version For Pc

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Jun 26, 2024, 8:30:33 AM6/26/24
to turmocorho

Ok, I'll download the steam demo versions, hoping they have the same problems.
That will require staying home for a while, so I can't say when I'll do it, hopefully soon enough.
Stay tuned ...

Alien Shooter
Demo installed, the problem here is that the exe is obfuscated (that is encoded in such a way to make it impossible to retrieve the pointers to the library calls) . In this situation, usually the "Hook / Hot patch (obfuscated IAT)" flag allows you to hook a limited number of system calls and, with some luck, that is enough for making the windowizing process to work.
But with this game the cursor movement must be detected in some peculiar way, in effect despite the successful hook to GetCursorPos (the system call that most programs use to determine the cursor position) the log I took doesn't show any reference to this operation.
Now, with an obfuscated game it is very difficult to guess what's going on whith unhooked syscalls, I'm downloading some older (and hopefully NOT obfuscated) game version to try to study it a little better.

Alien Shooter 3 Free Download Full Version For Pc


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update
GOG game release is not obfuscated, so it is a good case study. In effect, this one has the same cursor problems than the Steam release. To fix the cursor position is necessary to set the "Input / set WM_NCHITTEST" flag, but sadly the same trick doesn't work on the Steam release.
I've got to understand why ....

update
Ok, fixed, you have to set also other Input flags. The attached export file makes Alien Shooter Steam demo run in window with fixed mouse control and 1:1 scaling ratio. Unfortunately, if you set a custom window size, the game doesn't scale the rendered frames. Another mystery to solve.

This is the export for "Alien Shooter 2 Reloaded demo Steam release" (one must be very specific, since there are tons of different versions of this game available!). It works more or less with the same features and tricks as the former episode (still obfuscated, no rendering resize, need for WM_NCHITTEST mouse processing) plus the need to hook D3D9.
No traces here of the FreeLibrary errors and crashes, I hope that the new setting will fix things for you as well, but in case just tell me.
Now I think I'm going (to relax and ...) to mind the resizing problem: it is very curious that a D3D game would show such a behaviour. It sounds quite interesting. In the meanwhile, please mind that aliens won't bother us earthly creatures!
GHO

Surface stretching seems an unexpected nightmare. The first episode of Alien Shooter (but I guess the other won't be much different...) uses some d3d methods quite difficult to manage: GetBackBuffer and CopyRects, and in a way that is currently unsupported by DxWnd. For instance, GetBackBuffer is supported under some simplified conditions, but the game doesn't match this possibility.
This is becoming a quite interesting case!
In the meanwhile, furtunately the game let yo pick 3 different resolutions (640x480, 800x600 and 1024x768) so that even with 0,0 window size you can pick 3 different working sizes.

Work with Alien Shooter 1 (and probably also 2, where it works ...) is now finished.
There were some problems in the handling of some D3D8 methods (an interface that was not used for long time, so that there are relatively few games using it), but after some initial difficulty I succeeded into managing all problems.
Using the attached patch and configuration now you can stretch the game window at will, and also select a 16bpp video mode. I immagine that the latter will be of little interest for anyone (16bpp was supposed to be a "lighter" mode for weak processors, but nowaday the difference would be minimal, and widely compensated by the greater emulation effort needed by DxWnd!), but it is quite interesting for me to provide a more general and powerful emulation engine.
About Alien Shooter 2 would you mind grabbing some more logs and sending them to me? It is important to gram logs in equal conditions, so you should run Alien Shooter 2: Reloaded Steam demo using the same log settings shown in the attached picture (actually, OpenGL an SDL trace are not needed, but I was too lazy to take another picture ...).

Ok, here we go.
Alien Shooter 1 works perfectly with "Alien Shooter and Expansions.dxw" !
Alien Shooter 2 works fine with "Alien Shooter and Expansions.dxw" ...but in fullscreen xD
I'll post 2 logs: with "Alien Shooter and Expansions.dxw" and with "Alien Shooter 2 Reloaded (Steam demo).dxw" settings. Both on Alien Shooter 2: Reloaded Steam Demo.

The mouse control would require to set the "Hook / Hot patch" flag and then the two input flags "correct mouse position" and "Fix WM_NCHITTEST", but if you don't set any of these three flags the cursor is misplaced only of the window titlebar and border width, so it is still good enough to control.
But I think your problems with AS2 are different and depend on your environment, since I never saw a log trace like yours. In attach an exported file to adapt to your pc and to produce some logs.

I tried to run AS2 with Alien Shooter 2 Reloaded (GameTop).dxw, but game still crashing.
So, I installed demo from Sigma site on another pc and get the same result. Both PC runs with russian system locale, so I changed it to english, but still nothing. I made some logs with Alien Shooter 2 Reloaded (GameTop).dxw, here they are.

At first glance, the log don't show anything too evident, apart the fact that I'm doing some redundant operation (the following block of operations is repeated all the time, bu also in the successful condition

Where DIEmWin should be the death window you talked about. Right befoe we have SystemParametersInfoW: Action=3 where 3 is SPI_GETACCESSTIMEOUT. I wonder if the Crash could be caused by a slow game startup. In that case setting the input flag "Add message pump (Win7 comp.)" could help, though I'm not so sure.
Another possibility is that the culprit is the "Reset" operation (a little before) and you could try the "Direct3D / Suppress D3D8/9 Reset" flag.
I'll keep reading your logs.

the D3D9::Reset operation, after the indented lines, should have printed either "SUCCESS!" or "SKIPPED!" according to the " Suppress D3D8/9 Reset" flag. I see that in my source code for the Reset wrapper there are other operations before the "SKIPPED!" log, so there must be the place where the crash occurs.
In attach a new release of dxwnd.dll that skips ALL operations in case of " Suppress D3D8/9 Reset" flag set, hopefully this one could bypass the problem. Keep the " Suppress D3D8/9 Reset" checked, try again and let me know ...
P.s. be aware that suppressing the Reset operation may break some resolution change operation.

Still crashing. But now there is "SKIPPED!" line in log)
I noticed that there is no dbghelp.dll in AS2 folder, so I tried to copy dbghelp.dll from windows/system32 and one from internet. However that doesnt help either. Also I noticed that dbhelp.dll never mentioned in successful (and not successful) launched demo log, probablly something wrong here.

I think dbghelp is a symptom, not the cause: it is loaded when a crash occurs to provide informations.
Now the crash seems moved one step further, during GetDirect3D(9), but I fear this is only a time difference. That could explain why the demo (lighter, so quicker to start) doesn't fail and the full game crashes. I'm trying to look for a way to configure the maximum delay to a higher value, but in the meanwhile you could make a few experiments trying to speed up the game a little. Things you may try:

.
In any case, I just baked this new dxwnd.dll release that bypasses the GetDirect3D() method returning information already cached in memory. On my pc this fix is still working, maybe it could skip some offending logic for your pc.

I start to think that the crash should be in some program location different from the calls ruled by DxWnd, but this won't make the hunt any easier.
One (desperate) attempt: I see that your pc has a complex video device configuration:

It is possible that this interferes with the probram logic? One easy test would be to check the "Video / Hide multi-monitor config".
If that doesn't work, I need to locate the faulty instruction. That should be an address shown in the error popup window, or there should be an error log somewhere, something looking like a 8 digit hexadecimal address like this one: 0x0488AF45 (this is just fake, of course). If you can find that one, you should post it together with the actual executable that generated the error (even slight differences in the exe fail make this number meaningless).
As a last resort, you may download OllyDBG, run the game in a debugging session and take note of the address where the fault occurs. If you have to do that, I can give you more detailed instructions.
Further hint: try enabling hooking for directinput8 and directsound, just in case we have the sheer luck to catch a fault in there.

Ok, we have some news here:
Firstly I tried to set "Video / Hide multi-monitor config" flag, but nothing new happen, I was looking for logs somewhere but wasnt able to locate any, no error popups also. Next I tried to set "directinput8 and directsound" flags, but nothing new happen as well. While thinking about video device I decided to install AS2 full on another PC with integrated video card - result was the same, but I will attach logs.
After that I downloaded OllyDBG, and there start problems. AS2 refused to start from OllyDBG with Steam Error "Application load error T:0000065432", probably this is some kind of steam DRM or something. Anyway I wasnt able to retrieve any new info from Olly. Because it was Steam error, not game one, I decided to download GOG version and try OllyDBG. But before that I tried to use DxWnd on GoG Full version - and you know? It worked perfectly! I just launched AS2 full gog version in window and everything was fine! But OllyDBG cant help there too since there is no troubles. Probably there some conflict with steam on launch?

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