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Old Feb 15, 2012, 08:16 PM // 20:16   #41
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Quote:
Originally Posted by ROTA View Post
Thank you for the information. I need always the log file. For that you can either compile uMod for your own with logging mode enabled or download a version with enabled logging mode. But as you said it is a minor problem. I already have one big problem left to solve. Fortunately it does not affect Guild Wars

But I want to aim forward to DirectX10 (GW2) thus I won't solve minor bugs.
It's a very minor bug or display issue; the original texture only displays for a split second before replacement. I downloaded version 1.35 with logging, and the logs are attached deleted.

Heh, the logs made Guru choke, hard. "The message you have entered is too long(~243,000 characters). Please shorten your message to 7,000 characters."

Last edited by MisterB; Feb 15, 2012 at 09:00 PM // 21:00..
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Old Mar 13, 2012, 02:52 PM // 14:52   #42
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Quote:
Originally Posted by ROTA View Post
uMod can inject GW using a hook. You have to start uMod, activate hook through the menu and you need to add GW once to the list. Each time GW is started (no matter how it is started) GW is also injected by uMod. But this don't work under WinXP.

If GW freezes it would be nice if you could send me the log file (for that you need to download the version with logging mode enabled or compile it again with LOG_MESSAGE=1)
I tried uMod today and it worked better than TexMod, faster load and no flashes. Big thanks for making this program. But I have issues with GW multilauch similiar to the other poster before. I added both copies of GW(one is from d:\guild wars, the other e:\guild wars) to uMod menu. The GWML will start first fine and uMod working, then it will stuck if I try to start the second copy. Any idea how I can get both to work? Btw, using win7hp 64bit, with GWML 0.6 64bit.

p.s. One more issue: uMod won't release memory usage after game close. Norton warned me uMod high memory usage, then I found uMod using 1.2G memory, each time I started gw.exe, uMod will use more memory and won't release it after I close gw.exe. I have to go back to TexMod for now until the issues are solved.

Last edited by forever; Mar 13, 2012 at 03:22 PM // 15:22..
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Old Mar 13, 2012, 08:12 PM // 20:12   #43
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Originally Posted by forever View Post
I tried uMod today and it worked better than TexMod, faster load and no flashes. Big thanks for making this program. But I have issues with GW multilauch similiar to the other poster before. I added both copies of GW(one is from d:\guild wars, the other e:\guild wars) to uMod menu. The GWML will start first fine and uMod working, then it will stuck if I try to start the second copy. Any idea how I can get both to work? Btw, using win7hp 64bit, with GWML 0.6 64bit.
I am sorry, I don't have time to investigate this issue. For me it is more important to aim for DirectX10.

Quote:
Originally Posted by forever View Post
p.s. One more issue: uMod won't release memory usage after game close. Norton warned me uMod high memory usage, then I found uMod using 1.2G memory, each time I started gw.exe, uMod will use more memory and won't release it after I close gw.exe. I have to go back to TexMod for now until the issues are solved.
This is an urgent bug for me. I found a huge memory leak when closing a game. I hope this issue is fixed now. I uploaded a new version a minute ago. Btw this has also French and Italian support.

Best ROTA
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Old Mar 21, 2012, 06:48 PM // 18:48   #44
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How do you start GW with a mod loaded automatically

Also, the picture(s) on the wiki page is deleted
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Old Mar 21, 2012, 07:50 PM // 19:50   #45
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Originally Posted by Krits View Post
How do you start GW with a mod loaded automatically

Also, the picture(s) on the wiki page is deleted
dammed. google code does not offer web space by itself, that's why I used the first picture hoster I found...

You start uMod and afterwards GW (by using one of the two methods working with GW, hook or starting GW through uMod). Now you load all you mods you like to use and go to "save template". After you have saved it, you can choose "Set templates as default" to set the current template as the default template for the current game (namely GW). The next time GW is started uMod will load the template and all the mods automatically.
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Old Mar 21, 2012, 11:53 PM // 23:53   #46
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Thanks for the quick reply, is there a way to make it such that, if you start a GW client, it will automatically open uMod as well and load the mods into GW as well

In your post, it seems I will need umod already opened before just starting GW with the mod loaded

I apologize if my questions are too stupid, just started using uMod and I'm getting used to it

Last edited by Krits; Mar 21, 2012 at 11:58 PM // 23:58..
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Old Mar 22, 2012, 06:57 PM // 18:57   #47
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uMod must be running before GW starts. There is no way around it. But if you are using Win 7 and activate the global hook, you can do the following trick. Create a bat-file (simple textfile, e.g. named "start_gw_and_umod.bat") and there you start uMod, wait some seconds and start GW. This bat file you can execute (e.g. double click).
The bat file should look like (I did not test and even don't use bat-files at all ):

d:/path_to_umod/umod.exe
timeout /T 3 /NOBREAK
d:/pat_to_GW/gw.exe
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Old Mar 23, 2012, 02:50 AM // 02:50   #48
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Quote:
Originally Posted by ROTA View Post
uMod must be running before GW starts. There is no way around it. But if you are using Win 7 and activate the global hook, you can do the following trick. Create a bat-file (simple textfile, e.g. named "start_gw_and_umod.bat") and there you start uMod, wait some seconds and start GW. This bat file you can execute (e.g. double click).
The bat file should look like (I did not test and even don't use bat-files at all ):

d:/path_to_umod/umod.exe
timeout /T 3 /NOBREAK
d:/pat_to_GW/gw.exe
thanks very much, works perfectly as I wanted it now :>. Your code didn't exactly work, but after quick google, made it work. If anyone else needs a cleaner code:

Code:
start "" "C:\Users\User\Desktop\GW Stuff\texmod\uMod_v1_r44\uMod\uMod.exe"
PING 127.0.0.1 -n 3 >nul
start "" "C:\Program Files (x86)\Guild Wars\Gw.exe"
My path is different, so you will have to substitute yours

Last edited by Krits; Mar 23, 2012 at 02:53 AM // 02:53..
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Old Mar 23, 2012, 06:19 PM // 18:19   #49
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I am unable to get umod working at all with any of the three methods.
Windows 7 x64.

I load umod let it load gw (which it does) then the window in umod shows the mod window for ~2 seconds before going blank with no modding options available.
If i click the open texture/package button while it is there for those 2 seconds then i get the "Choose a file" window open but the umod window still goes blank behind it. If i pick a .tpf file to load and click open then i get a "Umod has stopped working" and the the programme crashes.
This happens if i use any of the 3 options to load gw with umod.
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Old Mar 23, 2012, 07:13 PM // 19:13   #50
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uMod cancel the connection to the game (and thus close the window) if an error occurs on reading on the pipe. This should normally happens only in the moment, the game close the pipe. I changed this part of code a little bit and uploaded the code in the branch. But I don't think it is solved. Because an error in the pipe is never a good status for sending data (e.g. textures) through.

If you click the open texture button, the open function starts. After you have selected a file and click on open, uMod start to update the window and also send data to the game through the pipe. If the window and the pipe was closed in the meantime uMod will crash!

I should add a simple condition if the window is already existing...

Sorry, I can't help you at the moment.
Maybe you can send me the log file (you need to download a logging version or compile it with logging mode enabled). Maybe the log file can give me more information.
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Old Mar 24, 2012, 05:05 PM // 17:05   #51
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Contents of log when global hook used:

HI R25: 0000000
InitInstance: 268435456
uMod_FileHandler(void): 43601824
uMod_FileHandler(void): 43601836
uMod_TextureServer(void): 43600736
Detour: Direct3DCreate9
Detour: Direct3DCreate9Ex
OpenPipe: Out
OpenPipe: In
OpenPipe: Done
MainLoop: begin
MainLoop: started
MainLoop: run
uMod_Direct3DCreate9: original 43601856, uMod 268440592
uMod_IDirect3D9::uMod_IDirect3D9( 56166368, 43600736): 43595856
uMod_Direct3DCreate9: original 43595880, uMod 268440592
uMod_IDirect3D9::uMod_IDirect3D9( 94133728, 43600736): 43595904
uMod_IDirect3D9::~uMod_IDirect3D9(): 43595904
uMod_Direct3DCreate9Ex: original 43595832, uMod 268440976
uMod_IDirect3D9Ex::uMod_IDirect3D9Ex( 94133728, 43600736): 43595904
uMod_IDirect3D9::~uMod_IDirect3D9(): 43595856
ClosePipe:
~uMod_TextureServer(void): 43600736
~uMod_FileHandler(void): 43601836
~uMod_FileHandler(void): 43601824
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Old Mar 26, 2012, 12:16 PM // 12:16   #52
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I am sorry to tell you, that I didn't find a bug.

GW closes everything before it is started completely. There was no device created. -> Something must go wrong in the early stage of initialization.

Two problems I already know, but I don't think they affect you.
1) long file and directory name: Do you have very long directory-name length? I mean the path to Guild Wars, is it longer than 260 characters?
2) The Microsoft release function returns zero after the call of the last release. Somehow it is stated on their web-page, that this is not be true for each case. Well if so, I have problem^^
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Old Jun 25, 2012, 12:12 AM // 00:12   #53
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sorry for necroing a thread but,

i get this error whenever i load mods with umod for guildwars

ERROR

Could not send to game.
Could not write in pipe.

it only happened today and during the last few weeks i was using it have had no problems.. can anyone tell me whats wrong? and how i can fix it?
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Old Jun 25, 2012, 06:12 PM // 18:12   #54
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uMod sends the texture and all the options through a pipe to the game.

This error message is raised, if uMod could not write all of the data into the pipe or the write action failed at all. That means that the pipe is in an incorrect state or uMod wrote more data into the pipe, than there is buffer or the other side did not read sufficiently to empty the buffer.

Their are many possibilities:
- A bug in the code and you have encountered the right order of mods and other options to trigger the bug.
- Problems with pipes on windows.
- ...

Sorry, at the moment I can't help you further. But I will keep my eyes open on that issue.
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Old Jun 25, 2012, 11:46 PM // 23:46   #55
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understood, thankyou for your reply im enjoying Umod very much so far ~
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Old Aug 03, 2012, 06:55 PM // 18:55   #56
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Is there a way to get uMod to work with this, without a bunch of reloading of the .tpf files and stuff.. or is there a multiclient that works fully with uMod?
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Old Aug 05, 2012, 11:30 AM // 11:30   #57
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There is one case, a user had problems with uMod and GW-Multi-Launch. The second GW crashed. This should stand somewhere in this thread?!?

But if it works fine for you, uMod should open as many tab-windows as GW instances were started. Simply set up all mods in one tab, save the settings into a template and now load this template in all other tabs.

You can also give the new uMod V2 Alpha a try. It comes with a better handling, e.g. you can simply drag&drop all mods at once from the explorer into uMod. You can activate and deactivate single texture inside a mod and new mods can also contain groups and subgroups of textures. There is also an automatic save of you settings when closing the game. But don't forget to enable the tpf-support, if you are using tpf-mods (right click in the bottom window). Otherwise the tpf-mods are not working

Last edited by ROTA; Aug 05, 2012 at 11:35 AM // 11:35..
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Old Aug 05, 2012, 05:47 PM // 17:47   #58
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Well, what happens for me is GW Multi Launch freezes after I launch one client via uMod, then try to launch a different one via Multi Launch. Do I need to enable the global hook and run both clients via Multilaunch?
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Old Aug 05, 2012, 06:35 PM // 18:35   #59
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I did not test GW Multi Launch so far, so I can only guess. I think the best way it should work is: add the gw.exe to the list of games and add also each copied version of gw to this list. Activate the global hook. Afterwards start all gw instances through GW Multi Launch.

Unfortunately GW might not work with the global hook under Win XP. That means that GW is injected by uMod (a new tab is opend), but this happens to late and uMod is not able to modify something in GW. In uMod2 is now a text control with information about DirectX devices, which are created by the game and detoured by uMod2. If no such information is present, uMod could not detour the devices and therefore is not able to modify something.
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