[PC and Console] Watch Dogs™

Thảo luận trong 'Tin tức - Giới thiệu - Thảo luận chung về game' bắt đầu bởi death_evil_91, 23/5/14.

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  1. coldby

    coldby Donkey Kong

    Tham gia ngày:
    13/10/07
    Bài viết:
    303
    Nơi ở:
    My room ,HN
    chú ý kĩ quanh viền của đồ vật như mép sàn và tường,tắt ao sẽ ko có viền tối ở các nơi giao nhau,làm đồ vật mất cảm giác nổi và chiều sâu.ko thấy khác thì cứ tắt
     
  2. victorhugo

    victorhugo Godslayer Κράτος Lão Làng GVN

    Tham gia ngày:
    7/7/05
    Bài viết:
    14,554
    Nơi ở:
    CLUB "Rung Đùi"
    Bác dùng Card AMD thì vào Catalyst control mà chỉnh, con Nvidia thì vào phần Graphic của nó mà chỉnh
     
  3. kratoshn

    kratoshn T.E.T.Я.I.S

    Tham gia ngày:
    13/11/07
    Bài viết:
    661
    Nơi ở:
    [=> C.O.G.C <=]
    Ở Nvidia control ko có mấy cái đó bạn à.
     
  4. kratoshn

    kratoshn T.E.T.Я.I.S

    Tham gia ngày:
    13/11/07
    Bài viết:
    661
    Nơi ở:
    [=> C.O.G.C <=]
    Mình dùng con GTX570, chạy medium thì ngon lành, dùng thử cái Sweetfx đẹp hơn chút nó drop cho còn 30FPS chơi ko nổi, backup lại rồi! Cái ý nặng phết đấy.
     
  5. victoryvn3

    victoryvn3 Fire in the hole! Lão Làng GVN

    Tham gia ngày:
    24/7/04
    Bài viết:
    2,870
    Nơi ở:
    Nhà má vợ
    Cái này vào game tối thui à, y như lời bạn kia nói, tối tối xanh xanh nữa rất khó nhìn

    Mã:
       /*-----------------------------------------------------------.   
      /                       Description                           /
      '------------------------------------------------------------/
    
    Game:Watch Dogs
    Author:Dirty Dan
    SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader.
    Description: 
    
    
     
    
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING  1            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING  0            // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_CA                 0            // [0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
    #define USE_EXPLOSION          0            // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_CARTOON            0            // [0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_LEVELS             0            // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
    #define USE_ADVANCED_CRT       0            // [0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #define USE_BLOOM              1            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR                1            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN           1            // [0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN          0            // [0 or 1] Filmgrain effect
    #define USE_TECHNICOLOR        0            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX                0            // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME         0            // [0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP            1            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
    #define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER             0            // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    #define USE_CUSTOM             0            // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD         0.08         // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS  98           // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
    
    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                          //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
    
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET   39           // [1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix            0.1          // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold     0.01         // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin  0.3          // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    
       /*-----------------------------------------------------------.
      /                       Chromatic aberration                  										/
      '-----------------------------------------------------------*/
    #define outfocus               0.016        // [0.00 to 1.000] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                     Explosion settings                      /
      '-----------------------------------------------------------*/
    #define Explosion_Radius       1.0          // [0.2 to 100.0] Amount of effect you want.
    
    
       /*-----------------------------------------------------------.
      /                      Cartoon settings                       /
      '-----------------------------------------------------------*/
    #define CartoonPower           4.0          // [0.1 to 10.0] Amount of effect you want.
    #define CartoonEdgeSlope       6.0          // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
    
    
       /*----------------------------------------------------------.
      /                       Levels settings                      /
      '----------------------------------------------------------*/
    
    #define Levels_black_point     16           // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
    #define Levels_white_point     235          // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
    
    //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
    
    
       /*----------------------------------------------------------.
      /                    Advanced CRT settings                   /
      '----------------------------------------------------------*/
    #define CRTAmount              1.00         // [0.00 to 1.00] Amount of CRT effect you want
    
    #define CRTResolution          1.0          // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
    #define CRTgamma               2.2          // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
    #define CRTmonitorgamma        2.4          // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness          1.2          // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
    #define CRTScanlineIntensity   2.0          // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
    #define CRTScanlineGaussian    1            // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
    
    #define CRTCurvature           1            // [[0 or 1] "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius     2.0          // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize          0.0100       // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance            2.00         // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX              0.00         // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
    #define CRTAngleY              -0.15        // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan            1.00         // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample          0            // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
    
    
       /*-----------------------------------------------------------.
      /                  Bloom settings                             /
      '-----------------------------------------------------------*/
    #define BloomThreshold         23.25        // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower             1.404        // [0.000 to 8.000] Strength of the bloom
    #define BloomWidth             0.0120       // [0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                  HDR settings                               /
      '-----------------------------------------------------------*/
    #define HDRPower               1.04         // [0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2                0.79         // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                  LumaSharpen settings                       /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength         0.75         // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp            0.073        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern                2            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias            2.4          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                             //I designed the pattern for offset_bias 1.0, but feel free to experiment.
    
    // -- Debug sharpening settings --
    #define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                  Gaussian Blur settings                     /
      '-----------------------------------------------------------*/
    #define GaussEffect            1            // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality           2            // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma             3            // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth       2            // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold         0.50         // [0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure          43.0         // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength          0.28         // [0.00 to 1.00] Amount of effect blended into the final image
    
    
       /*-----------------------------------------------------------.
      /                  Film grain settings                        /
      '-----------------------------------------------------------*/
    #define FilmGrainIntensity     0.6          // [0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure      20           // [0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize          6            // [0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
    
    
       /*-----------------------------------------------------------.
      /                  TECHNICOLOR settings                       /
      '-----------------------------------------------------------*/
    #define TechniAmount           0.46         // [0.00 to 1.00] 
    #define TechniPower            4.0          // [0.00 to 8.00] 
    #define redNegativeAmount      0.74         // [0.00 to 1.00] 
    #define greenNegativeAmount    0.83         // [0.00 to 1.00] 
    #define blueNegativeAmount     0.9          // [0.00 to 1.00] 
    
    
       /*-----------------------------------------------------------.
      /                  Cineon DPX settings                        /
      '-----------------------------------------------------------*/
    #define Red                    9.0          // [1.0 to 15.0] 
    #define Green                  9.0          // [1.0 to 15.0] 
    #define Blue                   9.0          // [1.0 to 15.0] 
    
    #define ColorGamma             1.0          // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation          1.0          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC                   0.33         // [0.60 to 0.20] 
    #define GreenC                 0.36         // [0.60 to 0.20] 
    #define BlueC                  0.35         // [0.60 to 0.20] 
    
    #define Blend                  0.23         // [0.00 to 1.00] How strong the effect should be
    
    
       /*-----------------------------------------------------------.
      /                  Monochrome settings                        /
      '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    
    
       /*-----------------------------------------------------------.
      /                  Lift Gamma Gain settings                   /
      '-----------------------------------------------------------*/
    #define RGB_Lift               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma              float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
       /*-----------------------------------------------------------.
      /                  Tonemap settings                           /
      '-----------------------------------------------------------*/
    #define Gamma                  0.98        // [0.000 to 2.000] Adjust midtones
    #define Exposure               0.00        // [-1.000 to 1.000] Adjust exposure
    #define Saturation             0.0       // [-1.000 to 1.000] Adjust saturation
    #define Bleach                 0.0          // [0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog                  0.0          // [0.000 to 1.000] How much of the color tint to remove
    #define FogColor               float3(0.0, 0.0, 0.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                  Vibrance settings                          /
      '-----------------------------------------------------------*/
    #define Vibrance               0.03         // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define Vibrance_RGB_balance   float3(1.14, 1.16, 1.17) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
    
    
       /*-----------------------------------------------------------.
      /                  Curves settings                            /
      '-----------------------------------------------------------*/
    #define Curves_mode            0            // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast        0.72         // [-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula         4           // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                                 //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                                 //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                                 //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                                 //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
    							 
    
       /*-----------------------------------------------------------.
      /                  Sepia settings                             /
      '-----------------------------------------------------------*/
    #define ColorTone              float3(1.0, 1.0, 1.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower              0.0          // [0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower             0.58         // [0.00 to 1.00] How much to tint the image
    
    
       /*-----------------------------------------------------------.
      /                  Vignette settings                          /
      '-----------------------------------------------------------*/
    #define VignetteType           1            // [1|2|3] 1 = Original, 2 = New, 3 = TV style
    #define VignetteRatio          1.00         // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius         1.00         // [-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount         -0.40        // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope          6            // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter         float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
    
    
       /*-----------------------------------------------------------.
      /                  Dither settings                            /
      '-----------------------------------------------------------*/
    #define dither_method          1            // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
    
    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                  Border settings                            /
      '-----------------------------------------------------------*/
    #define border_width           float2(1,100) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
    #define border_color           float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
    
       /*-----------------------------------------------------------.
      /                  Splitscreen settings                       /
      '-----------------------------------------------------------*/
    #define splitscreen_mode       1            // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 
                                  // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
    
       /*-----------------------------------------------------------.
      /                  Key settings                               /
      '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
    
    
    // key_toggle_sweetfx = 145 
    // key_screenshot     = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 19 
    
    
       /*-----------------------------------------------------------.
      /                  Misc settings                              /
      '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
    
    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none
    
    Còn cái này cũng kiếm đc từ cái link trên của bro thấy cũng đc đc,



    ----Thân----
     
  6. hot_short

    hot_short Youtube Master Race

    Tham gia ngày:
    20/5/10
    Bài viết:
    99
    game này sao lúc nhắm bắn hay lúc trên xe thấy di chuyển chuột chậm thế nào ấy
     
  7. [R]ainy™

    [R]ainy™ Shop Game Bản Quyền Lão Làng GVN

    Tham gia ngày:
    11/4/08
    Bài viết:
    7,450
    Nơi ở:
    Đà Lạt Phố
    Sáng hơn chứ sao lại tối hơn dc nhỉ?, với lại mình làm gì có chỉnh tone màu mà nó ra xanh ta 8-> , vào game nó như hình mình chụp ko?
     
  8. victoryvn3

    victoryvn3 Fire in the hole! Lão Làng GVN

    Tham gia ngày:
    24/7/04
    Bài viết:
    2,870
    Nơi ở:
    Nhà má vợ
    Kô giống, nó tối lắm, tại k cho mở frap nên k biết dùng cái j để chụp đây



    ----Thân----
     
  9. panzertankhung

    panzertankhung Mega Man

    Tham gia ngày:
    12/1/07
    Bài viết:
    3,178
    lạ nhỉ, mình mới thử sweetfx của rainy thấy nó sáng hơn, màu đậm hơn chứ có tối gì đâu :2cool_sad:
     
  10. tandaica121

    tandaica121 Youtube Master Race

    Tham gia ngày:
    3/6/08
    Bài viết:
    71
    cho em hỏi em chép crack vào 2 thư mục watch dogs rồi mà vẫn bị như ri
    [​IMG]
     
  11. cau3_destiny

    cau3_destiny T.E.T.Я.I.S

    Tham gia ngày:
    2/4/09
    Bài viết:
    542
    Nơi ở:
    Zanarkand
    hihi càng chơi càng thích cái anh bạn này

    [​IMG]
     
    Chỉnh sửa cuối: 31/5/14
  12. tandaica121

    tandaica121 Youtube Master Race

    Tham gia ngày:
    3/6/08
    Bài viết:
    71
    có ai giúp em với,cho link down crack cái
     
  13. victoryvn3

    victoryvn3 Fire in the hole! Lão Làng GVN

    Tham gia ngày:
    24/7/04
    Bài viết:
    2,870
    Nơi ở:
    Nhà má vợ
    Link crack reloaded ở #1 đó bạn. chép vào WATCH_DOGS\bin



    ----thân----
     
  14. tandaica121

    tandaica121 Youtube Master Race

    Tham gia ngày:
    3/6/08
    Bài viết:
    71
    crack bên kactus không xài được bác ơi,có link khác không bác
     
  15. rainie2012

    rainie2012 T.E.T.Я.I.S Lão Làng GVN

    Tham gia ngày:
    4/10/13
    Bài viết:
    605
    cho em xin DLC các nhiệm vụ đc k ạ, ??? e có dlc quần áo rồi, mà tìm dlc nhiệm vụ ở đâu để tải k bik nữa
     
  16. panzertankhung

    panzertankhung Mega Man

    Tham gia ngày:
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    Bài viết:
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    bạn down cái hotfix trên torrent về cài update rồi chép crack cho nhanh
     
  17. tandaica121

    tandaica121 Youtube Master Race

    Tham gia ngày:
    3/6/08
    Bài viết:
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    cho em link cái bác ,thanks bác nhiều
     
  18. victoryvn3

    victoryvn3 Fire in the hole! Lão Làng GVN

    Tham gia ngày:
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    Nhà má vợ
  19. tandaica121

    tandaica121 Youtube Master Race

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  20. [R]ainy™

    [R]ainy™ Shop Game Bản Quyền Lão Làng GVN

    Tham gia ngày:
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    Nơi ở:
    Đà Lạt Phố
    Vào game xong bật FRAPS lại là dc đó, game sao thì mình chụp ra y vậy chứ sao lại khác dc :D, bạn vào cái link mình post có hình so sánh ON/ OFF đó, ko khác gì. Chắc do cái sweetFX nó chưa tương thích tốt với game 64 bit hay sao ấy, thấy nhiều ng bị lỗi tùm lum, 1 số cái ng xài dc thì mình lại ko, cái m xài dc thì ng khác lại bị lỗi.
     
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