Krash · Neptune Sleeps

  • Krash
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  • 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'll end up with an orphaned player, name tag, etc. In practice however…
  • 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 load of these maps -- my first guess (particularly if you have vertex lighting…
  • 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 recent WINE version a few years ago. Haven't used the Loki client enough to…
  • You shouldn't be setting the server address anywhere yourself if you're behind a NAT (particularly not using $Host::BindAddress, which is intended for systems with multiple network interfaces to restrict binding) -- the address the master server and anyone on the internet should use is that already assigned to your router…
  • If they're both being automatically allocated addresses from the same nat device's DHCP server, and you haven't explicitly configured it otherwise, they should both be in the same range, and a different router wouldn't change much other than potentially making it easier to see/control the assignments... Which addresses are…
  • An unreasonable IP challenge source error is a client-initiated abort that indicates the address the server thinks you're connecting from a different address than your client says it is -- which could generally happen on joining LAN servers if either a) the server's external address (if you're connecting to it) differs…
  • The client's crashing on the first join attempt? Have you tried connecting from both the external and internal network addresses of the server? In certain configurations one or the other won't work, but usually you won't get a crash unless disconnected multiple times in sequence. In most cases, the first attempt should…
  • Once master.tribesnext.com receives a heartbeat, it sends a T2 info ping back to the server on the specified host port and expects a response in a reasonable timeframe. If it doesn't get the response it'll report back with this error. If you type echo($IPv4::InetAddress); it'll show the address that the master server…
  • 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*, you'll want both the in-game settings and your audio device to be set to…
  • 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 site, or from Windows update, and what version does it say? If you try…
  • 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 unhandled exception message (even if all it shows is a memory address) that can help…
  • 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 what service it's running, any recommendations on potential system settings…
  • 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 reverse engineer it to a state where attempting to port it to a console would…
  • 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, and wouldn't have access to do so anyways on a modern system -- unless you're…
  • 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) resolution. I wrote a little patch (see attachment) which you can extract in your…
  • 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 absolutely would cause issues with how the game determines the canvas size... and…
  • 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 released, and the Microsoft-provided one had a few quirks with OpenGL. Can't say…
  • 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 supporting via the in-game options menu. Some people do also use scripts to…
  • 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, find function AutoRestart(), and add the following block before its other…
  • The option is there to allow multiple server configurations to be run out of the same directory, and it does normally work; I've used it myself a number of times over the years. It's possible for a mod to ignore the variable and only use the explicit standard path, which might be the case here, but it was never common to…
  • The file location defined by the "-serverprefs" argument needs to be relative to your mod path; in this case, you'll want to use: "-serverprefs prefs/ServerPrefs_Seige.cs"
  • This can occur if the server's public address changes from what it was when the server started, such as if the host's router was reset and received a new dynamic IP. Restarting the server should resolve it. If it happens regularly, having the server automatically restart at intervals would avoid this (as well as a few…
  • A machine with those specs shouldn't have any trouble running the game -- it's possible you may be running in D3D mode, which tends to be pretty slow. If possible, I would go into your video options in-game and set it to use the OpenGL renderer. If you don't see the option, you will want to open prefs/clientPrefs.cs in…
    in Slow Tribes Comment by Krash August 2018
  • Yeah, that's pretty odd... I suppose it's possible there's a bug with that old NSIS build that causes it to crash without warning on your specific setup. If you want to install it manually, it should for the most part be as simple as opening the exe as an archive (e.g. with 7zip or WinRAR) and extracting the included files…
  • No changes occur whatsoever? console_start.cs.bak isn't even created? There's nothing in the installer itself that should allow it to close on its own without showing an error message (requiring user input to exit), and this stage in particular performs only very basic file-system operations. Unless an outside process…
  • There have been a few people who've put some info together in the past, though I'm not sure what'd still be around to find. They do differ in each game and each mod (e.g. projectiles in classic tend to move faster or do more damage than those in base), but their values are fully exposed in script form; there'd be nothing…
  • The mod, or a script, is appending that to your $Host::GameName/$ServerName variable for whatever reason. Couldn't really say why without seeing the script or knowing the author's intent, but I'd figure they'd put in a setting to disable it somewhere... if it can't be found, you should be able to just reset it with…
  • If I had to guess, I'd imagine it's some buffer/compression artifact connected to the rate the audio driver is updated, but I haven't looked into it at all. I had noticed it occurring regularly on my laptop a few years back, but rarely if ever encountered the same issue on my desktop. You might try dropping IndirectSound…