Показано с 1 по 1 из 1

Тема: GeDoSaTo, кто юзал?

  1. #1
    Новобранец
    Регистрация
    06.08.2012
    Адрес
    Москва
    Сообщений
    44

    GeDoSaTo, кто юзал?

    Может кто юзал прогу эту? Чуваки, помогите! Буржуи не могут помочь, нигде не нашел решения. Запускаю этот гедосато, пишет Error loading gedosato.dll: Ссылка на объект не указывает на экземпляр объекта.... Запускаю от админа естессно, никаких антивирусов нет, защитник и брандмауэр выключен. Говорили, что из-за ошибки кодинга путей, типа фиксится, если в корень C:/ закидывать.... В какие только корни не кидал и как только не делал, все одно... http://i.imgur.com/tzb2VDT.png Че за фигня?

    Скрытый текст

    Модель монитора: LG Flatron W2243S, максимальное разрешение 1920х1080
    Проц: i5-2300
    Видяха: GeForce GTX 660

    Содержимое msinfo32:

    Скрытый текст



    Имя ОС Майкрософт Windows 8.1 Профессиональная
    Версия 6.3.9600 Сборка 9600
    Дополнительное описание ОС Недоступно
    Изготовитель ОС Microsoft Corporation
    Имя системы GHOST-PC
    Изготовитель System manufacturer
    Модель System Product Name
    Тип Компьютер на базе x64
    SKU системы SKU
    Процессор Intel(R) Core(TM) i5-2300 CPU @ 2.80GHz, 2801 МГц, ядер: 4, логических процессоров: 4
    Версия BIOS American Megatrends Inc. 4001, 20.04.2012
    Версия SMBIOS 2.6
    Версия встроенного контроллера 255.255
    Режим BIOS Устаревший
    Изготовитель основной платы ASUSTeK COMPUTER INC.
    Модель основной платы Недоступно
    Имя основной платы Основная плата
    Роль платформы Рабочий стол
    Состояние безопасной загрузки Не поддерживается
    Конфигурация PCR7 Привязка невозможна
    Папка Windows C:\WINDOWS
    Системная папка C:\WINDOWS\system32
    Устройство загрузки \Device\HarddiskVolume1
    Язык системы Россия
    Аппаратно-зависимый уровень (HAL) Версия = "6.3.9600.17196"
    Имя пользователя Ghost-PC\GHOST-PC\Rider
    Часовой пояс RTZ 2 (лето)
    Установленная оперативная память (RAM) 8,00 ГБ
    Полный объем физической памяти 7,97 ГБ
    Доступно физической памяти 5,35 ГБ
    Всего виртуальной памяти 9,22 ГБ
    Доступно виртуальной памяти 4,70 ГБ
    Размер файла подкачки 1,25 ГБ
    Файл подкачки C:\pagefile.sys
    Hyper-V — расширения режима мониторинга виртуальной машины Да
    Hyper-V — расширения для преобразования адресов второго уровня Да
    Hyper-V — виртуализация включена во встроенном ПО Да
    Hyper-V — предотвращение выполнения данных Да
    [свернуть]


    Содержимое gedosato.ini:

    Скрытый текст



    # Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
    # read them before changing anything!

    ## NOTE 1: you might want to set most of these settings in game-specific setting files
    # if a game has a profile the settings there overwrite the defaults specified here!

    ## NOTE 2: if you want your personal settings to persist across updates
    # put them into a user config file (created with the "U" button below)

    ########################################################################################
    # Graphics settings

    # The actual rendering resolutions you want to use,
    # and how many Hz you want the game to think they work at.
    # format: renderResolution [width]x[height]@[hz]
    renderResolution 1920x1080@60
    renderResolution 3200x1800@60
    renderResolution 3840x2160@60
    renderResolution 5120x2880@60
    renderResolution 7680x4320@60

    # The resolution you want to downsample *to*.
    # Should generally always be your output device pixel size and frequency.
    # Writing something not supported by the display here will probably cause a crash.
    # 0 = main monitor resolution
    presentWidth 0
    presentHeight 0
    presentHz 60

    # How many vertical traces to wait when presenting
    # -1 = unchanged
    # 0 = no vsync
    # 1 = standard vsync
    # 2 = half refresh rate (e.g. 30 on 60 Hz)
    # 3 = 1/3rd refresh rate, etc.
    presentInterval -1

    # The type of scaling you want to use.
    # bilinear: what GPUs generally do, cheap performance-wise
    # bicubic: higher quality, more expensive performance-wise
    # lanczos: higher quality and sharp, most expensive performance-wise
    # nearest: extremely cheap, generally ugly, but useful to upsample retro games
    scalingType bilinear

    # Whether to maintain the aspect ratio if different ratios between input and output
    # false = stretching
    # true = pillar/letterboxing
    maintainAspectRatio true

    ########################################################################################
    # Compatibility Settings

    # Forces the constant reporting of the downsampling resolution in all applicable
    # scenarios - a small selection of games needs this to show the DS resolutions
    forceAlwaysDownsamplingRes false

    # Emulate exact flipping behaviour
    # requires some extra performance/memory,
    # but may be important for some games to work
    emulateFlipBehaviour false

    # Restricts interception to only system dlls
    # might increase compatibility with 3rd-party injectors, but decrease stability
    interceptOnlySystemDlls false

    # Force disables Steam in-game overlay from getting loaded into the process
    # which caused some games to crash, even if it was disabled in Steam settings
    preventSteamOverlay false

    # Loads Steam overlay early
    loadSteamOverlayEarly true

    # Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
    loadD3DEarly false

    # Forces the present resolution to be set, regardless of what the game requests
    # usually only makes sense in conjunction with game-specific plugins
    # for games with resolution limits
    forcePresentRes false

    # For games which use strange methods to query resolutions,
    # injecting a new one might not work. In such cases, you can try replacing an
    # existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
    # 0 = override disabled
    overrideWidth 0
    overrideHeight 0

    # [GenericDepthPlugin] Zbuffer access compatibility flags (required for some reluctant games)
    # zbufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7)
    # zBufClearIndex : delays the bypass by x number of iterations (usually 1/2/3 is fine)
    zbufCompatibilityFlag 0
    zBufClearIndex 0

    # Override the plugin selection process to always select the given plugin
    # example: pluginOverride GenericDepthPlugin
    pluginOverride None

    # Delays the detouring operation until the first hook call (like the old default injection)
    # may fix startup crashes in some games (e.g. Alan Wake)
    delayDetouring false

    ########################################################################################
    # Windowing settings

    # Hides the mouse cursor, at all times
    # options: "true" (= hidden) and "false" (= unchanged)
    hideMouseCursor false

    # Forces borderless windowed fullscreen mode instead of fullscreen mode
    # options: "true" (= force borderless windowed FS) and "false" (= unchanged)
    forceBorderlessFullscreen false

    ########################################################################################
    # Image processing settings
    # Note: may or may not apply depending on the plugin used

    ## AA

    # AA toggle and quality setting
    # 0 = off (best performance, worst IQ)
    # 1 = low
    # 2 = medium
    # 3 = high
    # 4 = ultra (worst performance, best IQ)
    aaQuality 0

    # AA type
    # either "smaa" or "fxaa", depending on your preferences
    aaType fxaa

    ## SSAO

    # Determine the type of AO used
    # "VSSAO2" = Volumetric SSAO (default)
    # "SAO" = Scalable Ambient Obscurance (heavy)
    # "MSSAO" = Martinsh SSAO inspired by ArKano22 (light)
    ssaoType SAO

    # Enable and set the strength of the SSAO effect
    # (all 3 settings have the same performance impact!)
    # 0 = off
    # 1 = low
    # 2 = medium
    # 3 = high
    ssaoStrength 0

    # Set SSAO scale
    # 1 = high quality (default)
    # 2 = lower quality, lower impact on performance
    ssaoScale 1

    # Set SSAO Blur type
    # gaussian = soft, cheap
    # sharp = depth-dependent, more expensive
    ssaoBlurType gaussian

    ## DOF

    # Enable Depth of Field
    # false = off
    # true = on
    enableDoF false

    # Select the type of DOF effect
    # basic = basic pseudo-Bokeh DoF
    # bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
    dofType bokeh

    # Bokeh Depth of Field radius
    # default = 1.00
    # higher = more blurry (e.g. 1.1)
    # lower = less blurry (e.g. 0.9)
    # note: small changes make a large difference
    dofBaseRadius 1.05

    ## Post

    # Enable Postprocessing
    # false = off
    # true = on
    # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
    enablePostprocessing false

    # Postprocessing type
    # durante = basic postprocessing adapted from SweetFX (dark, local contrast)
    # asmodean = postprocessing by Asmodean (with tone mapping, softer)
    # For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
    postProcessingType durante

    ## Bloom

    # Enable HDR Bloom
    # false = off
    # true = on
    # For in-depth configuration, look in "assets/bloom.fx"
    enableBloom false

    ########################################################################################
    # Texture settings

    # Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
    # if you enable override at the same time, the overridden texture will be dumped
    enableTextureDumping false

    # Override game textures loaded using d3dx with those from
    # textures\[gamename]\override\[hash].(dds|png), if available
    enableTextureOverride false

    # Mark textures with their hash (for texture modders)
    # WARNING: extremely slow if a game loads many textures
    # (if you think a game crashed, it's probably still just loading textures)
    enableTextureMarking false

    ########################################################################################
    # Mouse settings
    # you may have to play around with these a bit to get mouse input working correctly
    # while downsampling in some games

    # Modify the mouse position reported by "GetCursorPos" when downsampling
    modifyGetCursorPos false

    # Modify the mouse position set by "SetCursorPos" when downsampling
    modifySetCursorPos false

    # Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
    interceptWindowProc false

    # Adjust the mouse position reported in peeked Windows messages when downsampling
    adjustMessagePt false

    # Adjust the reported client rect when downsampling
    modifyGetClientRect true

    # Adjust the reported window rect when downsampling
    modifyGetWindowRect true

    ########################################################################################
    # Internal settings

    # The amount of logging output for debugging purpose.
    # Should be set to 0 if everything works fine for performance reasons.
    logLevel 0

    # The maximum degree of parallelism for screenshot encoding
    # N = use up to N worker threads for screenshots
    # 0 = synchronous (no parallelism)
    # -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
    maxScreenshotParallelism 4
    [свернуть]


    [свернуть]
    Последний раз редактировалось GhostYo; 10.10.2014 в 18:00.

Информация о теме

Пользователи, просматривающие эту тему

Эту тему просматривают: 1 (пользователей: 0 , гостей: 1)

Ваши права

  • Вы не можете создавать новые темы
  • Вы не можете отвечать в темах
  • Вы не можете прикреплять вложения
  • Вы не можете редактировать свои сообщения
  •