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Empty buffers, "detected target change, someone else is screwing with our functions" #2
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Did you get any solution? I am planning to use this code for image sequence and depth map sequence extraction. Please let me know. |
It actually seems to work for me now, but I'm not sure what actually caused the problem. Make sure that there's nothing else accessing the DirectX buffers or window information, no steam overlay or borderless gaming, remote desktop or anything alike. I run it in window mode with 800x600 resolution. It would be nice if the authors could comment on this though. This work could be really helpful for other researchers if one would just know how to use it correctly. I also don't know yet how to display the buffers correctly |
Thanks for the quick reply :) |
Thank you @dominikandreas for helping me building this project. |
Can anyone please help me in running this repository by answering my above question. Thank you. |
Hi @muaz-git, I wanted to collect RGBD dataset using this repo. Since I found two very great virtual dataset available online, I left this idea. If you still want to use this repo, then I suggest personally mail the authors for providing the documentation. Sorry I cant help you more. |
Hello! I'm the author of this code. The messages in the log are simply warnings that your graphics drivers are messing with Direct3d's vtables. Can you upload a crashdump (or minidump). To do this simply set the registry values detailed here: https://msdn.microsoft.com/en-us/library/windows/desktop/bb787181(v=vs.85).aspx |
Also: targets is a tempate variable where I store pointers to the original functions. This comparison checks if the vtable has been modified. Us replacing the functions does not modify the vtable because we modify the beginning of the function itself. Also can you send over some system information. Espicially what graphics card and drivers you have installed. |
I suspect that you aare running into the depth format issues that we've seen on some hardware. Nvidia cards tend to have the depth in a 64bit format (32F depth and 8UI stencil, with 24 unused). I suspect that this is a driver optimization. I have a modified version of the code working on intel cards (with a more standard 24D8S format), but I'd like to know if you are having similar problems. A full dump would actually be great, but bandwidth is a thing and a full dump will be quite large. |
Thank you @rmalav15 and @barcharcraz for your replies. I tried to generate both mini and full dumps. Normally, when I run the game it keeps generating the same log Here is my PC specs. I am trying to understand these dumps, but it seems like I am not able to understand them easily, it would be great if you could help me out. Thank you. |
that log message is just letting you know that your driver is indeed modifying the virtual tables. It should not break anything. I'll take a look at those dumps and get back to you |
@i manage to get color.raw, stencil.raw and depth.raw files out upon pressing 'L' but when I view them with Photoshop they look like an old UHF TV with the antenna unplugged. I'm guessing something is wrong. Any pointers? |
@IanKirwan did you receive any errors mentioned above before or did this repo. worked for out of the box? |
Hi muaz-git,
I had some errors initially (I have not had GTA crash so far) but that was all due to referencing dlls and
putting things in the right folders. E.g. the deps folder had to be copied
to the src folder i.e src/deps before the build would work. You also have
to add the right paths to the cmake configuration for eigen etc (but solved
that by looking at the errors in cmake). The code then built albeit with
some fairly benign looking warnings. I'll post up my steps a little later
if you think it will help?
…On Thu, Aug 3, 2017 at 6:33 PM, muaz-git ***@***.***> wrote:
@IanKirwan <https://github.com/iankirwan> did you receive any errors
mentioned above before or did this repo. worked for out of the box?
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@IanKirwan, thank you for your detailed response. And yes it would be great if you could please post those steps in detail, for me and for others who plan to use this repo in future. |
Did you try the new code I would uploaded yesterday, it should fix some
issues with certain gpus
…On Thu, Aug 3, 2017 at 6:25 PM muaz-git ***@***.***> wrote:
@IanKirwan <https://github.com/iankirwan>, thank you for your detailed
response. And yes it would be great if you could please post those steps in
detail, for me and for others who plan to use this repo in future.
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muaz-git These were my build steps |
This is great! Would you be willing to creat a pull request?
…On Fri, Aug 4, 2017 at 8:01 AM IanKirwan ***@***.***> wrote:
@muaz-git <https://github.com/muaz-git> These were my build steps
*GTAVisionExport (native) build steps*
#====================================
Note: there may be some unessesary steps that could be removed from this
procedure at some point, but this is what I did. Also I have a tendency
write Linux style paths. All paths (except URLs) should be Windows style.
My set-up:
GTX770, Windows 10 64bit, Visual Studio 2017 (community edition), cmake
3.9.0, GTAV version 1.0.231.0
Needed tools and libraries
AsiLoader and ScriptHookV :
http://www.dev-c.com/files/ScriptHookV_1.0.1103.2.zip
cmake : https://cmake.org/download/
Eigen3 : http://bitbucket.org/eigen/eigen/get/3.3.4.zip
Build steps
1. git clone https://github.com/umautobots/GTAVisionExport (*latest!*
as of today)
2. Extract Eigen3 somwhere convenient (Your GTAVisionExport folder is
as good as any).
3. Extract ScriptHookV archive and drop the files in 'bin' into your
GTAV exe folder.
4. Run cmake (cmake-gui) from your Windows start menu.
5. Hit 'Browse Source' and select your GTAVisionExport/native folder.
6. Hit 'configure' (first time around it will fail but dont worry).
7. Choose project generator 'Visual Studio 15 2017 Win64' and keep the
option 'use default native compilers'
8. After the fail dialog, modify the EIGEN3_INCLUDE_DIR to point to
your Eigen3 folder.
9. Run 'configure' followed by 'generate'.
10. cmake should now have generated the Visual Studio solution into
GTAVisionExport/build.
11. Open 'GTANativePlugin.sln' in Visual Studio.
12. Select 'release' from the 'Solution Configurations' drop down.
13. Edit GTAVisionNative project properties/configuration
propeties/c/c++/additional include dirs in VS to add the
GTAVisionExport/src folder (this allows VS to find MinHook.h)
14. Edit GTAVisionNative project properties/configuration
propeties/linker/addition dependencies to add
'....\deps\libMinHook.x64.lib' (without the quotes)
15. Press F6 to build the solution. it should now succeed and the
products should be in 'GTAVisionExport\native\build\src\Release'
16. Copy GTAVisionNative.asi & GTAVisionNative.lib to your GTAV exe
folder.
17. Run GTAV.
18. Get to a place where you want to grab frames and press 'l'
(lowercase 'L') to grab a frame. GTAVisionExport should now create
color.raw, stencil.raw and depth.raw files in your GTAV exe folder.
HTH
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Would be happy to if I knew how. I'm a bit of a git virgin. Feel free to copy it and do it otherwise. I'll have a go at creating a pull request in the mean time. |
OK, have created a pull request (I think) with new file GTAVisionExport/native/README.md for the build steps. I think it's in your hands from here? |
@barcharcraz I have changed my Eigen3 from 3.3.4 to 3.3.1 as you specified if conan.txt and, though I don't know if it's related, it looks like my raw files might contain something useful now (though still barely intelligible to the eye). What do I need to process these files (create training data, annotations etc)? Does the managed code do this? I see some bounding box stuff in the code so I'm inclined to think so but c# is not my langauge. |
@barcharcraz Hopefully you will have noticed the pull request. I can't merge it as i don't have sufficient permissions so it's in your hands. Cheers |
@barcharcraz yes I tried it. The issue persist unfortunately. |
I merged said pull request. Can you try using a debug build of the library? Hopefully that will make the error easier to see (or fix it which is always annoying)... |
I found some time to debug why the buffers are not extracted using recent Nvidia cards (10xx series in my case). The reason is that apparently By the way the library works fine on my Surface Book with dedicated GPU (something like a GTX 960m I believe, a customized version by Microsoft and the drivers may be different) Another note: Buffer extraction works if I just disable the size checks of |
Did someone solve this issue? |
The message "detected target change..." itself is not an issue, but expected behavior as I understand. If something doesn't work for you, place some logs in the code to see where it fails. It may well be the size check, so you could try disabling that and see if it helps. |
Ok, my question wasn't exact! The game crashes as soon as I press "L" and creates an empty depth.raw file. @muaz-git could you solve the issue with the crash? |
Update: |
@Cuky88 as far as I understood, |
Hi,
for some reason I'm not able to get the depth and stencil buffers. I'm not sure if this is connected, but the log often shows the message "detected target change, someone else is screwing with our functions".
The returned buffer size by the exported functions is often -1 and if it isn't, the buffer is just filled with 0s (except for the color buffer, that usually works fine).
Could you explain what the error message means and what the reason of this may be?
Thanks!
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