Scarface patch for windows vista




















Play the Game! Apply the official Scarface v1. Extract the File Archive to the game directory - Overwriting existing files! EXE file with the one from the File Archive. Game or Patch Questions? Visit FileForums. I'm on board but can't seem to install a previous version of direct x. I'm stuck on 10 and when I try to install 9 from the link above it says it can't because there is a newer version already installed. My problem is exactly the same where none of the wall or characters are rendering.

Search In. Scarface the world is yours and vista? Share More sharing options Followers 0. Recommended Posts. Posted December 24, Link to comment Share on other sites More sharing options Phemo Posted December 24, Quick Shot Posted December 24, Posted February 17, Steven P. Founder Posted February 18, Step one to figuring out such issues is of course attaching a debugger. Having a minimal d3d9. That said, this issue could really be anything.

I theoretized that this issue relates to vertex buffers not updating properly. If this is true, then it could mean that the issue is a classic race condition — which also would explain why it looks different every time. Conceptually, it also makes sense — game could be loading models on multiple threads, setting up D3D resources concurrently and I imagine that failing to do so in a thread safe manner could result in artifacts looking like that.

That theory is trivial to confirm or debunk via a DX9 wrapper. If they are done from multiple threads, it could be a possible culprit. The application discards all memory within the locked region. For vertex and index buffers, the entire buffer will be discarded. This option is only valid when the resource is created with dynamic usage. It is possible to lock only a part of the buffer, so I can imagine somebody not realizing that locking a part of the buffer with discard flag would throw it away entirely.

Analyzing the code further though, I was not fully convinced that after discarding game always fills the entire buffer. So what if we assume the flag is added there wrongly and remove it? It works! If the game used this flag, but also expected the buffer to retain its old contents, then the flag was misused. What about PIX and dgVoodoo? The latter is a wrapper, so I can imagine it not emulating the behaviour of the discard flag.



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