Krash · Neptune Sleeps
- person Krash
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I've updated the first post with a build that slightly adjusts the calculation so the projection matrix doesn't get pulled out further than expected on ultrawide aspect ratios if you crank the FOV slider. This does change the standard projection a smidge, but should be a little more stable across all aspect ratios,…
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Yeah, that wouldn't work without the old Ruby authentication being active and logged in to your account. Stripping the ipv4 check out of that function with the native auth version would look like: function clientCmdt2csri_decryptChallenge() { %challenge = strlwr($encryptedchallenge); for (%i = 0; %i < strlen(%challenge);…
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Yeah, that UE address is for memcpy attempting to copy memory to/from an invalid location, but without the context information in the crashlog or some idea what you did to cause it, it's effectively meaningless except to say this particular error would probably be more common in loading corrupt PNG textures than anywhere…
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The FOV is one that I feel may initially seem like an opinionated change because everyone has played with increased FOVs set in scripts to work around the fact that the original calculations are made around the expectation of the screen most likely being in a 4:3 aspect ratio, but... other than not being immediately…
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Some things are definitely going to be imperfect; this combines pieces various earlier "rough draft" projects from the past 15+ years, so I haven't triple checked some of the older code like that international keyboard mapping. Rewriting large parts of a game engine without making a new build of the engine is kind of a…
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I've updated the link in the original post to a build that should fully match up to the original key/scancode mapping for international layouts, and also eliminated a tiny bit of overhead in keyboard inputs. There are a few additional rarer keys accepted now (e.g. F16-F24), but because everything still has to map into the…
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Yeah, my bad, turns out I missed a range used by other keyboard layouts when I first wrote that implementation. I tried it with the Finnish keyboard layout installed on mine tonight and see what you were getting. I'll have a look at getting it all working properly, it needed some optimization anyways, but if you can send…
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On a desktop with a high end card, I would leave texture compression off, but if memory is tight (or on an iGPU with shared memory), either fast/nicest would help shave off a little. Vertex lighting should be off, it was more of a compatibility setting for hardware back in the day – the game's lighting is baked into a…
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The crash log will be written to GameData (beside the exe) if it exists, but it doesn't sound like it's crashing. I assume it's a black screen and not no window at all? I might've accidentally left the DXGI option enabled by default on Windows; it's supposed to automatically disable if it fails to start, but if it's…
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In theory you should be fine without the VPN unless it there's traffic that trips it again, but it's really supposed to let communication with the master server go through regardless... I'll have to double check the rules setup at some point
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Miscellaneous Server Notes This patch applies fixes and extensions to the original ban system; if you have the earlier TN script variable based bans in your banlist.cs, you’re going to want to back them up or convert them to the BanList::addAbsolute format, or they’ll be emptied out. Bans stored in other ban managers…
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There are no countries blocked, only hosts/networks with repeated evidence of abuse or spamming, and the majority of these aren't prevented from accessing services entirely, they're just presented with a challenge on the main website. It's been running for many years, so some of these rules may be outdated and could be…
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I could have another look through old drives later, it's entirely possible I might have a copy somewhere I never bothered to organize, but I found the one map for now: Had I had the foresight, I might've tried harder to actively back up more of what people put up on other sites, but it never seemed like a priority at the…
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Ok, so I haven't thought about this one for years, but the error you received there is the game attempting to process a queued up network event that doesn't exist - the current list was corrupted somehow, possibly because the event was deleted early or invalid data was inserted. Are the two devices on the same network,…
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I'd need the memory addresses from unhandled exceptions to be able to diagnose or write fixes – without them it's mostly guesswork from context clues. I assume you have the IRC fix you have was the general fix I'd done for WinSock DNS lookup failures, which is probably the most common crash since some old scripts attempt…
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As a general rule, I wouldn't advise distributing a full installation of the game for a mod. Granted, as an option it can be convenient for a total conversion, but people looking for mods or joining servers typically already have the game installed with their own configurations, and where they just need the client files, a…
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Alt+E is the binding, I think Ctrl+E was too close to bindings you'd actually be using while playing (Ctrl+W, Ctrl+F, etc), so would've been disruptive if you accidentally hit it. I'm not sure if the guide you're following mentions this, but certain editor actions can cause crashes if performed while the game is running;…
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If it doesn't make sense for your configuration, such as if you're running a headless server with simple restart on close scripts, it's perfectly fine to suppress the message box, I'd just recommend disabling the call rather than kicking a leg out. The default configuration of that message box suspends all threads of the…
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Not of the initial exception, but it's likely that causes further issues inside the exception handler, yes. 0x7DC7FC gets filled with a pointer to the imported MessageBoxA symbol, and writing 90 in that location would cause the game to attempt to call that pointer with one byte changed to another offset, which would result…
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Hmm, unfortunately that one's not something that'll likely lead to any answers/fixes, as that offset puts you smack in the middle of the exception handler itself, specifically in building the message for the error popup dialog. Could be hitting something that corrupted the stack, but it's anyone's guess where...
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Changing attributes of armor datablocks (or vehicles) is one of the first places people typically dip their toes when first trying modding, so almost every mod you look at should have examples to show how it's done to varying degrees. Classic will probably be the most subtle, mainly making tweaks to the "feel" of the…
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Thank you for keeping track, but just for sanity, could you confirm that address is correct? If it is exactly as written, it's outside the fixed range of code in the game executable − which could mean another dynamic module is loaded in that space, or a pointer error resulted in it jumping there by mistake, but it'd be…
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So... Yes and no. I can't manage that existing system nor update its expired certificate, that's running on Thyth's private home server. An entirely separate system including tribe tag support and a rewritten connection handshake protocol is, however, one of the many T2 projects I've put considerable development time into,…
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I think you'd find that maxogc used an old php4/5 library called GameQ, which I remember looking over briefly when I put together an earlier version of the current master list around 20 years ago. I personally found it a little iffy at the time, and I'm not sure it still works on modern php, but it might... Someone…
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That's an interesting one; the 0x624C0A crash occurred while a particle emitter updating its bounding box (recalculating the size after adding new particles), and it ended up with a corrupted particle list somehow. Did this occur immediately at load, the first time an emitter would have been active? The particle engine…
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Your game is crashing while connected to a server? Could you note down or screenshot the address listed in the crash message for me?
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Have you looked on Slingscripts? https://www.chaingunned.org/sling/ I'm not familiar with too many of the specific scripts available since I don't generally use them myself, but I can confirm that all the things you're looking for are possible and could point out how to achieve them if you can't find something that exists…
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The fun way is finding them in the game install 😉 For preservation purposes you might look in the library on archive.org
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It's possible they're related, because the AI systems would need to access data such as objectives on map loads, and because it means the person who wrote the scripts wasn't too worried about playing it safe using isObject checks, but as a general rule the script engine's very forgiving about missing objects in most…
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These two memory offsets indicate string formatting errors with inaccessible data. It'd be difficult to narrow it down further without the stack, but it's almost certainly going to be a script lexer issue; there's an outside chance something is causing a buffer overflow, but most likely a script is trying to process an…