Krash · Neptune Sleeps
- person Krash
- alternate_email fhccsuppbeg@ort@gevotribrfaresnekg.pxt.cbzom
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Miles crashed trying to do sample rate conversion on a wave file – possibly a file with incorrect headers, but I've played every sound included with the game without seeing a problem. A wave format with 32-bit samples could cause this, or just a corrupt/partial file on disk. Interestingly though this part of the Miles…
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There's a minor update available on the first post with a small set of fixes. If I have time before the weekend there might be a feature update by then, but it might end up being next week. The current build should have the following: Fix "0" not being interpreted as a wildcard IP address when adding bans Fix kicked/banned…
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I do suspect the Wine version you have has some unresolved issues with its uxtheme.dll implementation, and an update might be best if possible. In theory I can prevent certain code from running under earlier Wine versions, but since windowing isn't exclusively my code and I don't have somewhere to reproduce the error, it'd…
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Jumping is how you deal with the friction, gravity is what gives you speed. Hit the slopes on the downhill and use your jets to maintain momentum and get air going up for your next drop. You'll want to be playing Classic or a similarly tuned mod if you gotta go fast.
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A server or any server? This can mean one of a couple different things: The handshake was immediately rejected by the server because the certificate payload was either too big or too small The server was unable to parse out some piece of your account certificate (username, guid, exponent, modulus, signature) The signature…
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Hard to say without knowing more about specifically where it stops working. The composition with a separate render buffer for scaling/anti-aliasing the gameplay is already active in the screen you're showing, it's just cleared black. The in-game rendering still largely relies on the oldschool fixed-function rendering…
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I'd have to dig in more to know for sure, but what I think happened here is that the new shaders might've reported success on compilation, but for whatever reason the driver didn't correctly return some critical location info... which would be pretty strange. I might need to add a safety fallback to double check these…
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That's interesting. This is a check when rendering hud beacons to see whether a controlled player object is piloting a vehicle... in this case, the crash didn't occur because data on a deleted object was accessed (player objects obviously aren't deleted immediately on death, even when they're blown to bits), rather, I…
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Yeah, this patch doesn't make any changes to Tribes2.exe, but the new window does use the title "TribesNEXT", which is why I wondered – it would be very easy for them to parse the title. Anyways, I've tried changing the window title to "Tribes 2" for the new test build in the first post. Other changes merged in here are: A…
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Whoops, you're right – SetThreadDescription wasn't added until Win10/Server2016. That should be loading dynamically for only the systems that have it... I'll fix that for the next build. Can't promise I've 100% crossed out every case like this for supporting older systems, but I'm certain there's nothing in it that can't…
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You're going to want to update to the hotfix version in the first post, it looks like you most likely ran out of address space due to the memory leak on sound file loading in the previous build (being a 32 bit program, there's only a few gigabytes to work with even if you've got tons of memory).
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Yeah, I wrote the install path detection script for the old patch back in 2008/2009, but it basically defaults to C:\Dynamix\Tribes2\GameData\ and then goes through a handful of options to detect if it can find the actual install: it'll read 4 or 5 registry keys that the old installer would add, the path the patcher is in,…
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Would need more information to go on; unless you mean the rendering is frozen, which wouldn't show 1st/3rd switch, what you're describing is generally the behaviour of a server not sending you packets, or you being unable to process the packets you receive, which I could easily cause to happen on my own server…
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There's a new build that's mostly just the hotfix for that memory leak and a few minor tweaks under the hood, like the AVX code nominally only being used if AVX support is detected. I do have something more interesting that I wanted to finish up and merge in before pushing another build, but a memory leak is worth fixing…
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No, servers don't play sounds. There shouldn't be any sounds missed; the mixer is set up to play 4 times as many samples simultaneously without having to cull lower priority audio. The quietness you're describing may be because the volume slider applies a logarithmic scale to the gain so you have more perceptible control…
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Ahh, this is looking like the actual cause was a memory leak loading the audio data up into Miles – it's just straight up slowly running out of allocation space. There was a custom Dynamix extension for loading audio which kept the buffer in the same place it's processed in memory, and when reimplementing the processing to…
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Not being able to test a config myself just means someone else needs to be willing to test and report back as much detail as they can. Might be hard to pin down without debugging Wine, but an error in uxtheme.dll would occur while SDL3 is setting up the window style, which does use relatively recent DWM mechanisms, but…
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I can't do anything about any crash reports that don't have the error address and the crashlog. There is a new build in the first post though that includes limited protection against the game trying to write data on objects that have already been removed, which in theory could happen when a SimGroup is removed on the…
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At the same address? This was caused by debris being removed from the scene trying to release one of its particle emitters, but I suspect the debris had already been deleted and freed already, probably in the same tick. There were a few targetted fixes for things like explosions that had similar crashes, but if it might…
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This cutoff is basically just the navhud stepping through all the general player targets the server has told the client they should be aware of, and deciding whether or not it's in a spot where the icon would be seen if it tries to render it. In the base game that check would roughly line up with the horizontal edges of…
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Mathematically those narrow FOVs you're setting aren't technically more narrow than the their equivalents in the standard unpatched game, and this is what I meant when I said the latest update does change the standard projection a smidge; like changing the lens on a camera. The previous version tried match the behaviour…
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It'd be possible to put something like Opus in, but I hadn't really given it much consideration because I figured most people prefer to use Discord. On the OpenAL sound driver integration, I did give the microphone input better recording quality (using SDL3's audio device subsystem, so technically not itself using OpenAL…
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Yeah, since the game predates modern approaches and reads the map for this effect from a channel that'd show up as transparency in most viewers, the workflow can be a little tricky to work with. If you're not saving the alpha/transparency at all, it'll probably work fine, you just won't see the effect.
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Weird how? Just guessing based on your description it sounds like your alpha channel (used for the emap shiny/metalness effect) might be saved incorrectly. Are you using the SuperPNG photoshop plugin to export, or some other editor? The error is probably the tournament client vl2, you can safely remove that
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I've done a little experimenting with extending the hardcoded limit to the IFF display, and I do feel the sensor manager would keep it pretty fair: as I described, you'll only see friendly target IFFs in the extended view, except when an enemy is already detected either by you or another teammate actually looking in their…
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For safety, you could also either cancel the scheduled debrief if it's pending when serverCmdMissionStartPhase3Done is received, or abort in the function doing the sending if %client.isReady == true I had seen the plasma disappear in certain conditions before, could've been a back-face culling issue, but hadn't seen it…
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The screens you're referring to are controlled by remote command messages through the script engine, and the messages are guaranteed to be received in order, so your mod has scripts telling the client to show that screen after they've loaded in... or else is just sending the MsgLoadInfoDone message way too late and the…
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First glance looks like a problem loading Miles up with an audio buffer. I'll have a closer look later, it's preventable if that's the cause... if you're able to, switching to OpenAL in the sound driver menu might be a workaround.
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Because 0x6f7c6a is inside a very generic memcpy function at 0x6f7c40, the full contents of the crashlog are the minimum info I'd need to try to manually reverse engineer the cause of the crash (I mean, ideally more would've been better, and I should've included module addresses, but I understand privacy concerns and left…
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Stats isn't something I'm working on