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DarkBASIC Professional Discussion / Notice for people who recieve "d3d9x_24.dll" error on 5.8 upgrade AFTER installing the DX9c update

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David R
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Posted: 5th Apr 2005 22:38
Hi. I've heard a couple of people complaining about this problem even AFTER installing the DirectX 9.0c 2005 update.

The problem is that these silly people (that includes me too) are double-clicking on the MSI package instead of the SETUP.exe file:

I used the MSI package, and it installed the update, but one file it does not copy, is ironically the d3d9x_24.dll. Double click on the DXSETUP.exe (even if you have run the MSI package) and it shall finalize the install for you by copying d3d9x_24.dll. Voila!

[Worked on mine at least]

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Duffer
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Posted: 6th Apr 2005 04:08
worked for me too - took me a while to realise I had to install that specific direct x 9.0c (link on u5.8 final release thread,,,)
Narf The Mouse
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Posted: 6th Apr 2005 14:13
The .exe installer seems perfectly convinced that 9.0c is installed correctly and doesn't fix the problem. Would that MSI you refer to be 'mdxredist.msi'?

Would it be legal for someone to find 'd3d9x_24.dll' on their computer and send it to me, along with a path to where to put it?

Cheese!
Gen
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Posted: 6th Apr 2005 15:35
I found that out also. I began to PO that 5.8 wasn't working... I redownloaded DX and seen the setup.exe.

Soon to come... Dark IDE, New IDE for DarkBASIC Pro!
David R
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Posted: 6th Apr 2005 20:53
By the MSI package I mean "Feb2005_MDX_x86.MSI"

@Narf the mouse: Yeah, it would be legal, but It wouldn't work.

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Mentor
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Posted: 7th Apr 2005 04:13
UMMM
Quote: "Yeah, it would be legal, but It wouldn't work"


I just found and downloaded the required dll from a site on the net (quicker than downloading a whole DX setup package) and dropped it into the windows folder (XP home) and that worked for me???

well...?...nobody told me that it wouldn`t work ...and it did...so...errr...yeah!

Mentor.

hey! you is in my part of the world

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David R
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Posted: 7th Apr 2005 05:08
Well I didn't actually know if that would/wouldn't work, but usually Windows has to register all the DLL's etc., so I just assumed it wouldn't . If it works: good.

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Neofish
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Posted: 7th Apr 2005 06:05
Quote: "but usually Windows has to register all the DLL's etc., so I just assumed it wouldn't"

nope

Mentor I downloaded it from Apollo some guy rared it and uploaded it

Narf The Mouse
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Posted: 7th Apr 2005 07:26
Could you post a link, please? Yahoo and google don't seem to want to search for files. Thanks.

Cheese!
Narf The Mouse
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Posted: 7th Apr 2005 08:55 Edited at: 7th Apr 2005 10:13
Or I could just download from the specific link in the 5.8 update thread...

Brain...Where's my brain?

Cheese!
Gen
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Posted: 7th Apr 2005 14:08 Edited at: 7th Apr 2005 14:10


Make sure its setup.exe you run. The other setup file seems to miss d3d9x_24.dll

Soon to come... Dark IDE, New IDE for DarkBASIC Pro!
VRMan3D
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Posted: 7th Apr 2005 18:43

This is still kind of a bug. The users who run our DB programs shouldn't have to download this specific directx runtime. This is the SDK runtime which includes debugging info and special .dlls and is meant just for developers. DBPro 5.8 needs to be fixed not to use this. It should be made to work fine with the directx redist that you download from http://www.microsoft.com/directx ....

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IBOL
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Posted: 8th Apr 2005 15:02
Quote: "This is still kind of a bug. The users who run our DB programs shouldn't have to download this specific directx runtime. This is the SDK runtime which includes debugging info and special .dlls and is meant just for developers. DBPro 5.8 needs to be fixed not to use this. It should be made to work fine with the directx redist that you download from http://www.microsoft.com/directx ...."


that is the absolute truth.
this just follows the same old TGC pattern of
"fix a bug, create a bug"
bob

Neofish
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Posted: 8th Apr 2005 15:04
It's a feature!


http://dbgamezone.com/pulse / http://neofish.dbspot.com
DONT CLICK THE INTERNAL LINKS, THEY DONT WORK
David R
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Posted: 8th Apr 2005 21:04
Well, its a pretty crappy feature then.

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Mike Johnson
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Posted: 8th Apr 2005 22:08
MS have released a new version of the SDK which requires a new runtime but they haven't updated their site to allow users to download the latest runtime - instead it references an older version of DX 9.0c which is odd considering they have released a new SDK. Maybe they are just slow in updating their site but whichever way you look at it is it not a bug. It is just unfortunate that right now the main links on their site are using an older version and perhaps it also causes confusion with there being several DX 9.0c runtimes around from different dates.
IceBird
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Posted: 9th Apr 2005 04:33
Quote: "MS have released a new version of the SDK which requires a new runtime but they haven't updated their site to allow users to download the latest runtime - instead it references an older version of DX 9.0c which is odd considering they have released a new SDK. Maybe they are just slow in updating their site but whichever way you look at it is it not a bug. It is just unfortunate that right now the main links on their site are using an older version and perhaps it also causes confusion with there being several DX 9.0c runtimes around from different dates. "


But the NEW direct sdk release does not inlucde the 'd3d9x_24.dll' file, the new directx sdk includes the 'd3d9x_25.dll'.
And Dark Basic Pro uses the 'd3d9x_24.dll'..

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David R
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Posted: 9th Apr 2005 05:05
Oh, so now your blaming Micro$oft for this? With the man-power they have, I doubt that

Quote: "
...they are just slow in updating their site but whichever way you look at it is it not a bug.
"


Sure. In actual fact, DBP is dependant on out-dated SDK components that aren't even part of the new release (as IceBird said).

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Try
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Posted: 9th Apr 2005 05:10
@Mike:
Oh , are you kidding!
I'm donwloading the new update(April) and it's 96% downloaded

Is that old! this is the file and it's link that I'm downloading now!

http://download.microsoft.com/download/a/6/1/a6153887-2fe7-4dab-88c4-4da642909b9e/directx_9c_Apr05sdk_redist.exe
Chenak
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Posted: 9th Apr 2005 06:13
imo dbp just shouldnt be dependant on those sdk dlls... apparently this dll is reducing the final compiled exe size, but whats the use in that if no one can run the thing if they dont have this special sdk update which isnt consistant as it gets updated. I prefer large exe sizes and better compatibility personally
IceBird
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Posted: 9th Apr 2005 08:35
Oh man Please give us people a decent update just for once!

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The 1nteger
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Posted: 9th Apr 2005 21:41
Regarding dates, their seems to be 3/4 versions plus doing the rounds

Here's the list in order of release with their links, look for the 'date published' hope this helps in some way or other , all nice and confusing , which is the following

DirectX 9.0 SDK Update - (April 2005)
Date Published: 3/30/2005
http://www.microsoft.com/downloads/details.aspx?FamilyID=afc15f29-d7c9-4cf7-a8d5-8ab81f14ae1b&displaylang=en

DirectX 9.0c Redistributable for Software Developers (March 2005)
Date Published: 3/30/2005
http://www.microsoft.com/downloads/details.aspx?FamilyID=402111C4-6478-46C1-BBD9-1BF9FCCE52F4&displaylang=en

DirectX 9.0c Redistributable for Software Developers (February 2005)
(NOTE: This is the one linked on the 5.8 update page.)
http://www.microsoft.com/downloads/details.aspx?FamilyID=03c30962-4b78-4e59-8c70-32998dceffe5&displaylang=en

DirectX 9.0 SDK Update - (February 2005)
Date Published: 2/9/2005
http://www.microsoft.com/downloads/details.aspx?FamilyID=77960733-06e9-47ba-914a-844575031b81&displaylang=en

DirectX 9.0c End-User Runtime (August 2004)
Date Published: 8/4/2004
http://www.microsoft.com/downloads/details.aspx?FamilyID=0a9b6820-bfbb-4799-9908-d418cdeac197&displaylang=en&Hash=HBYSSL4

What the flippin' heck are microsoft doing , i'm still not sure which i'm suppose to dload anymore

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Unjust1
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Posted: 9th Apr 2005 22:57
So does the April(2005) SDK work or not? I need it since I deleted my library files and all of my December SDK to install the Feb(2005) redist for DBPro. Without the .lib files I can't use D3D in Dev-C++ anymore.
Kentaree
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Posted: 9th Apr 2005 23:20
Damn, I'm getting sick of some people here. You need 1 goddamn extra file, in exchange for a sh*tload of bug fixes, and all hell breaks loose. Granted, maybe TGC could include the file with the update, as some people seem to have got it to work that way, but Christ, try coding in straight DirectX and C++, and you'd be delighted you only need a single file.

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VRMan3D
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Posted: 9th Apr 2005 23:52
BTW, everybody keeps calling the missing file d3d9x_24.dll when in actuality I believe it is called d3dx9_24.dll. Just thought I'd clarify that if you were having trouble finding it.

I've decided for now to just include that file in my screensaver's installation package and put it in customers' windows directory myself (legal? ). That seems to work for me to get it running on all my systems without requiring them to download an additional 20+megs.

I should have a new one up on the site today if anyone wants to try it out... (screensaver written in DBPro, front end screensaver interface written in PureBasic).

Peace,
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Narf The Mouse
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Posted: 10th Apr 2005 02:37
Kentaree's got a point. We do have it easy here.

Cheese!

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Cookie
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Posted: 10th Apr 2005 03:17
A point he may have but a point the rest of us have got one also.

We shouldn't have to be downloading the Directx SDK (any version) just in order to get bug fixes working in DBPro - since they are, after all, bug fixes, why do we really, really need to have the absolute latest version of directx anyway? Every feature I'm aware of that's touched with a DBPro bug fix has been a possible feature in directx for AGES.
For instance, the only reason I wanted 5.8 is 'cos of finally getting support for all the direct vertex access funcs - but they've been around even in DBPro (hacked versions) for ages too. What in heaven's name is it with the patches that they always need some latest directx widget?
This also means that if we redistribute our programs, the receiving users also have to have the latest directx bits, which many standard users don't. And the need for the directxSDK in the latest 5.8 patch means that it may even be a while before those bits are available for normal users, never mind actually present on their PCs!
Juso
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Posted: 10th Apr 2005 05:33
I found d3dx9_24.dll here:

http://clootie.narod.ru/delphi/DX92/Clootie_DX92_dlls.zip

and copyed it to windows/system and all DBPRo-progs work again!
David R
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Posted: 10th Apr 2005 06:01 Edited at: 10th Apr 2005 06:02
Quote: "....in exchange for a sh*tload of bug fixes....."

Sorry to be argumentative here, but the point of DB is that you DONT have to go through the pain of C & C++. But if DBP is full of annoying bugs, then its not doing service we payed for then is it? Loads of Bug-Fixes? I got 21 'External Exception' faults on my first launch of the 5.8 update. I'm not impressed in any way.

Quote: " I'm getting sick of some people here"


Leave then. We not holding you here.

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Posted: 10th Apr 2005 07:34 Edited at: 10th Apr 2005 07:45
Quote: " I got 21 'External Exception' faults on my first launch of the 5.8 update. I'm not impressed in any way."

I've had 0 errors and all works fine... Are you using '98 ?

Quote: "why do we really, really need to have the absolute latest version of directx anyway"

Because it fixes bugs in DirectX and adds features, ready for DirectX 10 next year (assuming Longhorn is released then).

D3DX Updates
The following new features were added to D3DX:

UVAtlas API - These new API's (see UVAtlas Functions) automatically generate a unique UV texture mapping for an arbitrary mesh, maximizing texture space usage and minimizing texture undersampling (stretch). See Using UVAtlas.
Reduced effects memory footprint - A new flag (D3DXFX_NOT_CLONEABLE) has been added to allow users to specify that an effect will never need to be cloned by the effect system. Using this flag can notably reduce the memory footprint for an effect.
Precomputed Radiance Transfer (PRT)
Passing in a NULL parameter for sample locations in the ComputeVolumeSamples API's (see ID3DXPRTEngine) will result in transfer matrices being computed at each vertex in the mesh.
Improvements have been made to increase the physical accuracy of radiance transfer simulations.
Documentation Updates
Setup documentation - The DXSetup documentation has been updated to explain the redist naming scheme and how you can customize the redist to reduce your installation size. See Installing DirectX with DirectSetup.

DXUT Updates
Based on customer feedback, the following is a list of major differences and improvements to the DXUT framework:

Callback functions now pass a void* pUserContext that allows the callback functions to receive context from the application.
The framework's GUI is now separate and optional from the core framework.
The framework now allows applications to reject device changes via LPDXUTCALLBACKMODIFYDEVICESETTINGS which returns a bool.
Passing 0 as the width and height to DXUTCreateDevice now creates a backbuffer of the same size as the client window.
DXUTGetExitCode now returns 11 if the last device was a D3DDEVTYPE_REF device type.
For more information about all of these features, see DXUT Improvements in the DirectX 9.0 April 2005 SDK.

Technical Article Updates
The DirectX developer Frequenty Asked Questions (FAQs) page has been added to the documentation. See DirectX 9.0 Frequently Asked Questions.
A new technical article about the Windows XP Media Center Edition 2005 has been added. See Introduction to the 10-Foot Experience for Windows Game Developers.
Tool Updates
Enhancements to the PIX performance analysis tool include:

You can now open full-stream capture PIXRun files, and render frames from them within PIX, the same way you can with single-frame capture PIXRun files (see Analyzing PIX Data).
You can save rendered frames to an image file from within PIX.
You can adjust the scaling of the Y-axis of the event timeline to see data graphed more clearly (see TimeLine Scaling).
Enhancements to the DirectX Extensions for DCC applications include:

The DirectX Extensions for Discreet 3ds max plug-in has been added to support exporting data to the DirectX X-File format (.x).
DirectX Component Status
Microsoft DirectPlay is deprecated, and Microsoft strongly recommends against using it to develop new applications. Game developers should instead use enhanced core Microsoft Windows networking technologies.
Microsoft DirectInput, Microsoft DirectMusic, Microsoft DirectShow, and Microsoft DirectSound will maintain their current status until new technology in these areas is made available.

Note When the Microsoft DirectX SDK has been installed, the DirectMusic and DirectPlay documentation can be found at the following location:
(SDK Root)DocumentationDirectX9

Documentation for these DirectX components is also available on the MSDN Library:

DirectMusic
DirectPlay
DirectShow
Use of Microsoft DirectDraw is no longer recommended. With the release of DirectX 9.0, all two-dimensional (2-D) functionality is contained within Microsoft Direct3D and its associated helper functions in D3DX. However, the DirectDraw documentation is still available and can be viewed at the MSDN Library Archive at DirectDraw .

Quote: " the receiving users also have to have the latest directx bits"

Which should be no real problem, especially if they play modern games.

Apparently future SDK will change the version number - so next time it'll be d3dx9_26.dll - from Gamedev :

Quote: "welcome to the fun and games of Microsoft's new system for D3DX....

With the February update they moved D3DX from a static .LIB to a dynamic .DLL - February was d3dx9_24.dll, April was d3dx9_25.dll, June will be d3dx9_26.dll (presumably).

I've stuck with December update, and watching the discussions on DXDev - looks like a complete and utter mess handed down by top level Microsoft management .

I think you can get the file by re-running the DX9 installer, failing that, you might need to get an older version of the SDK installed. There are various legal issues about people distributing the file on its own, so you probably won't find it easily"


So, TGC have a choice - stick with one SDK until the next version of DX and have people moan about lacking all the latest goodies, or use the very latest SDK and have people moaning 'cos they dont want to update their DX files...

Kentaree
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Posted: 10th Apr 2005 07:47
Quote: "Leave then. We not holding you here."


True, but that'd mean I'd have to miss some of the idiots in these forums getting made fools of .

My point was that nothing here can happen without people complaining, and while I've made my own complaints, I think the attitute in this thread is a bit over the top, especially after a much-needed bug week.

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VRMan3D
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Posted: 10th Apr 2005 08:51
Hmmm
Quote: "True, but that'd mean I'd have to miss some of the idiots in these forums getting made fools of My point was that nothing here can happen without people complaining, and while I've made my own complaints, I think the attitute in this thread is a bit over the top, especially after a much-needed bug week.
"


Yeah we should all just shuddup and keep our problems to ourselves and not mention any bugs we find or concerns we have. Sorry about that lol.

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Posted: 10th Apr 2005 08:52
Only if they are valid.

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Cookie
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Posted: 10th Apr 2005 18:29
Mr Bouncy Brick,
I totally understand your point that there will always be complaints if DBPro doesn't support the absolute latest Directx toys.
- But we do still seem to be waiting for decent, really solid support for some of the most time-worn and basic ones. I can't see any features in the directx list you post above that I really, really want myself. But we do really, really want the bugs out of DBPro!
To give just one example in the Bug Reports area of this website, I and another have posted about 5.8's problem with collision from .x files exported by 3DCanvas, - when this was not a problem ever before. This is slightly more critical to our code than the ability to use $%^%*~^* Precomputed Radiance Transfer (PRT)!

"Which should be no real problem, especially if they play modern games."

- What if they don't? What if I just want to write a simple 3d engine with directx features that've been around for yonks, to support a game written for play/interactivity rather than eye-candy?
Richard Davey
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Posted: 10th Apr 2005 20:22
Lee will build a version of 5.8 that uses the old bloated DX DLLs and an advanced version which uses the more recent, more stable, less bugs version of DirectX for those that want it. As you will have noticed 5.8 isn't on the DBPro web site yet because we've been discussing this internally. We've been talking to Microsoft about their release plan for the most recent DX release to the "public" at large, a big company they may be, but no-one there seems to know anything yet, the enquiry has been escalated and we're still awaiting a reply.

Quote: "We shouldn't have to be downloading the Directx SDK (any version) just in order to get bug fixes working in DBPro"


You don't have to download the SDK at all. It's a developers redistribution package, not a debug build chunk of the SDK as some people seem to mistakenly believe. It's the file you're supposed to bundle with your installer exe if you've built your game using the latest DX release. That is how everyone else has to do it until MS put out what we can only guess may be DX 9.0d. On the other hand it's entirely possibly they'll never release a new DX9 build and the newer versions of DX that they are releasing are for developers to gear up ready for DX10. Time will tell, until then we'll have to release two strands of each upgrade, simple as that.

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David R
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Posted: 11th Apr 2005 02:50
Quote: "I'd have to miss some of the idiots in these forums getting made fools of .

My point was that nothing here can happen without people complaining, and while I've made my own complaints, I think the attitute in this thread is a bit over the top, especially after a much-needed bug week.
"


a) I'm not an idiot

b) I'm not complaining. The only reason I started this thread, is because I had the same problem, and I mananged to fix it. I wanted to share my experience and solution with other people

C)Yeah, it has got a B i t over-the-top

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xtom
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Posted: 11th Apr 2005 03:48
Having two different versions might mean different users with different bugs. It could complex issues and be a nightmare reporting bugs and getting them fixed unless the differences are minor. Who knows how long before microsoft get their act together with a complete new version of directx. If it's only one file I guess it's not too big a deal to include it in the installers of any games we make or have it downloadable for users who need it. But that's provided it can be distributed freely by us. Oh well see what happens, for now I will carry on with the current or new version 5.8 and by the time I would have a game ready to release the whole directx thing should be sorted out.
David R
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Posted: 13th Apr 2005 22:13 Edited at: 13th Apr 2005 22:14
Probably gonna get a huge flame of 'No!'s here, but could we sticky this thread? I've seen about 4/5 people in last 10 mins who are poting bug reports associated to the d3dx9_24.dll (which is obviously not a bug) Anyone? (There may already be a thread explaining this, but In not entirely sure)

[url=www.lightningstudios.co.uk][/url]
Chenak
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Posted: 13th Apr 2005 22:22
The final public release version doesnt need that dll
David R
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Posted: 13th Apr 2005 22:31
Yeah, but its still useful to have...

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David R
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Posted: 19th Apr 2005 22:37
Any1?

[url=www.lightningstudios.co.uk][/url]
David R
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Posted: 27th Apr 2005 05:43


[url=www.lightningstudios.co.uk][/url]
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Posted: 27th Apr 2005 06:38
No real point in stickying it.

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the_winch
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Posted: 27th Apr 2005 08:33
The problem doesn't exist with the offical 5.8 release so what is the point in contiually bumping this thread?

If the thread hasn't recieved a reply by someone else in two weeks and you don't have an outstanding question it is time to let the thread die.

If everyone kept bumping their own threads as you do the forum would be useless.

Quote: "this is not a quote"
David R
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Location: 3.14
Posted: 27th Apr 2005 22:20
(Not intentionally bumping up the thread here, but) Sorry about the bumping thing. I was in an odd mood (odd-er than usual at least)

The next mod who views this thread can have the pleasure of removing it

Its served its purpose. My work here is done *Dissapears*

[url=www.lightningstudios.co.uk][/url]
The Samurai
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Location: San Angelo, Tx
Posted: 30th Apr 2005 07:32
http://questboxgames.antdizzle.com/d3dx9_24.zip

-Celsius Zero

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