Krash · Neptune Sleeps

  • Krash
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  • Might be a bit of a tricky one to track down, but it's probably still out there somewhere. Pretty sure the only copy I personally have saved is a later version, from when it had to be downloaded for the clientside mech models.
  • ? Goon Haven was a Classic server
  • Hmm, guess the embed's getting squished in there... will have to check that later.
  • No signatures for now. Maybe later, but they're a bit of a hassle to deal with, and add an insecure/mixed content warning to the page every time they include images linked from insecure sites.
  • The attachment date would be fairly easy to display, download counts possibly a little less -- right now this system simply isn't currently tracking new views in the database (the old counts are still backed up), but I believe it does still do some …
  • The old forum was unfortunately a few years past its best before date, so it was up to the point where it wouldn't really have been a good idea to keep running anymore. Now, having put a few weekends into getting everything exported and converted to…
  • You gotta hit the "Show personal skins" toggle under the "Game" tab in your options. It's technically possible for servers to override your selection and force team skins only, so you won't necessarily see your custom skins in e…
  • The game is built around the concept of mods, and the vast majority of common gameplay mods are serverside: i.e. you, the client, don't need to download them. Map packs however are often required downloads because the game doesn't have a way to tra…
  • Which plugin are you using? The best one to use with Photoshop these days is SuperPNG: https://www.fnordware.com/superpng/ You'll want to make sure when opening a skin to select "Alpha appears as a separate channel"
  • ai.drop() is in principle the correct call in that it runs a set of cleanup routines specific to AI tasks, and I wouldn't recommend using ai.delete() directly because it won't actually trigger the expected client disconnection cleanup process; you'l…
  • You don't want an old version of the patch. You want this thread: https://www.tribesnext.com/forum/index.php/topic,2095.0.html
  • The error others in this thread were hitting was caused by an issue with the game's handling of connection errors; if changing the renderer helps you, it'll be something unrelated. From your description -- assuming you're crashing on completing loa…
  • I was under the impression that most people playing on modern 64-bit systems today found running it on WINE to be plenty stable and easy to set up -- and I didn't find it particularly crashy when I was doing the same on my laptop with a fairly recen…
  • You shouldn't be setting the server address anywhere yourself if you're behind a NAT (particularly not using $Host::BindAddress, which is intended for systems with multiple network interfaces to restrict binding) -- the address the master server and…
  • If they're both being automatically allocated addresses from the same nat device's DHCP server, and you haven't explicitly configured it otherwise, they should both be in the same range, and a different router wouldn't change much other than potenti…
  • An unreasonable IP challenge source error is a client-initiated abort that indicates the address the server thinks you're connecting from a different address than your client says it is -- which could generally happen on joining LAN servers if eithe…
  • The client's crashing on the first join attempt? Have you tried connecting from both the external and internal network addresses of the server? In certain configurations one or the other won't work, but usually you won't get a crash unless disconn…
  • Once master.tribesnext.com receives a heartbeat, it sends a T2 info ping back to the server on the specified host port and expects a response in a reasonable timeframe. If it doesn't get the response it'll report back with this error. If you type …
  • Offhand, this sounds like the effect you'd experience if you're using an abnormally low bitrate or sample rate in your audio settings (it'll be particularly prevalent if you switch the game to use 8-bit sound) — ideally, for it to sound *as intended…
  • Ah, good to hear it's working. Figured it might be something like that since they've dropped the ball on support for some older cards over the past few years, but wasn't sure where the driver sweet spot might be for that one.
  • Hmm, odd. That was a common hardware setup a few years ago, and shouldn't have an issue running the game at a very respectable framerate — with the possible exception of forcing high anti-aliasing settings. Are you using the drivers from the nvidia…
  • The first thing you should try when setting up a server is running it on its own (i.e. clearing DSOs and running a "Tribes2.exe -dedicated -mod Devastation" shortcut) and making sure that loads up; if it crashes, there should be an unhandl…
  • A Windows component (or another service on your computer) is using rundll to execute some operation based on the configuration of your particular system; it is neither directly caused by nor requested by the game. Unless you can check specifically …
  • While an interesting idea, it's unfortunately not that simple: we can't release the game on a commercial platform without obtaining the publishing rights from Hi-Rez, and even then we need the full source code and/or (nominally paid) months to rever…
  • Why are you starting the game twice? What happens the first time? Would you happen to have a log, dump, error address, or some way to reproduce the issue? The game never attempts to alter anything that would affect your system-wide connectivity, …
  • Did a bit of testing over lunch and confirmed that it was indeed DPI scaling at fault in that case; where the game is requesting quite a large window, the one it's being given is actually substantially smaller than the selected (and assumed) resolut…
  • (Quote) Ahhh, yeah, come to think of it, this is almost certainly the case if yours looks similar to the shot I posted. It completely slipped my mind that I'd had to disable it due to similar issues on other applications, but the scaling factor ab…
  • Hmm... The only thing similar to what you're describing that I've seen was the first time I tried playing in 4K on an early Win10 beta build (see attached to compare to your issue); at the time there were no official GPU vendor driver packages relea…
  • The game natively supports widescreen resolutions (although if you're going for something like 4K you'll find the GUI components a bit small), and you should be able to select any standard resolution that the display driver reports your monitor supp…
  • I expect they figured servers using it would be cycling through missions regularly; if not it wouldn't appear to be working from the outside. For the Classic auto-restart to actively shut down, you could open up GameData/classic/scripts/server.cs, f…