The demo file is the most important thing for diagnosing demos or rendering issues, because they provide pretty much everything to try to reproduce the scene on a clean config. Here though it looks like the game skipped you over the lightmap baking phase and the LM manager only has the pre-baked interior LMs to work with. The demos you have are probably affected by the issue causing too many input packets to be recorded and causing an imbalance on playback. It's possible you may be able to get it to play by limiting the framerate or forcing vsync, but no guarantees there. Players not appearing where expected would depend on your interpolation settings; there's no data loss in the recordings produced in those versions, they've essentially just recorde too much data in one direction and expect more in the other.
I wouldn't worry about it too much, a bunch of demo fixes from a few weeks back are included for the next build and should result in these playing back normally.
Needed? Not technically, but they drastically reduce the time it takes to run scripts from file, particularly for a server with hundreds of scripts to run at startup. Without DSOs, everything has to be compiled every time you start.
With a faster script compiler, or a big overhaul to the script engine in general to improve its performance, maybe it'd make sense to phase them out, but as it stands having that cache saves the game having to lock up the main thread to repeat work, and that's generally a good thing.
Just played back: they're essentially recordings of your inputs and the packets received from the server, so playback is basically simulating a server connection. It shares so much with a standard connection that it'll wait to receive a response back from the server for a specific tagged packet, and that leads to the issue here when there's too many of one type, and things like the "ping" aren't going to be calculated correctly... which can result in latency ticks shooting the players off who knows where if they're not doing normal interpolation updates.
It means demos are pretty good for roughly observing what each interpolation setting does to enemy player movement, but, obviously not for these demos at the moment.
@fnatic i would try, a fresh install and no patch and play first, and see if all is working correctly, then patch and play and see and say. try before the all in one chocotaco pack. if the error returns after patching, or whenever, can deduce by the recreate steps. my guess is data corruption file.
Krash, I wonder if you can fix this problem with some of your future preview patch version. I recently found out that when I have very bad Internet connection troubles in a match, what that means is that the next match starts with my game being frozen. By that I mean that no key press does anything in-game. Mouse doesn't respond - moving nor clicking. Ctrl + Alt + Del works, though, as do, I believe, Alt-Tabbing out of the game. I can only see and hear things happening around me. Can't move. When that state happens, I can wait for my character to be killed. Then after a minute, I get put into observer mode. In there, left- and right-clicking my mouse works: I can cycle through game characters. Pressing spacebar works, too, to observe and unobserve. I can get back into the field (''the fray'') by left-clicking my mouse, but I'm still just frozen. I've had this problem for years. I've read that some others, too, have encountered it. Recently, I had very bad connection troubles and I ran into that frozen state about five or six times in a row. I don't know if there's any error log that I can post here the next time that happens. The game doesn't really crash; just everything becomes unresponsive. I guess I can start recording demos, in case that helps. :)
I'd need more specifics on what exactly you're experiencing, ideally with demos and video recording if you can reproduce it, and whether you're using third-party client scripts. For example, you'll need to clarify whether everything else around you seems normal, whether you can see a player walk up to you, whether you can see your own player get pushed around by a vehicle or an explosion, whether you can open the CC, whether you can watch players through the CC, whether you can use voice commands (and specifically whether animations like waving play on your player), whether any keys appear to take actions (switching to third-person, opening the inventory hud, etc), whether the sky is moving, whether there are any errors in your console.
If the gameplay on the server appears to be progressing normally, it's conceivable that a control set switch could take place out of order... once, maybe, if it's unable to get packets through for a prolonged period. If that were the case it should reset normally when going observer and respawning, though. The server can tell your client it needs to use a particular input set, and whether your control object is allowed to move, but your client is ultimately responsible for following through with those instructions – and that's where scripts could interfere.
If things are not progressing normally, e.g. you see other players frozen in place or jumping back and forth in place (or projectiles appearing without a player nearby), you may have invalid clientside interpolation settings.
I don't use powershell often, but if I'm not mistaken you'd want to use the [System.Diagnostics.ProcessPriorityClass]::High enum rather than 'High' when setting the priority. If you intend this to re-apply the change to the process whenever ispawn restarts it, I suppose you may want to add an outer loop to your script to block and wait for the process to exit and run everything again; as it is it looks like you're just applying your change to the first Tribes2 to start.
Can't really recommend setting the affinity on the whole process unless necessary for your system (like reserving the other cores for something else). The main thread already sets its own affinity at runtime, which was needed to achieve stable performance on some older systems I'd tested, although I meant to make this more configurable. The other threads... don't really benefit, and setting global affinity for the process may have a detremental effect. A very minor one on servers, obviously, but there is some networking overhead and work like client handshakes that's being done in the background.
Thanks for the response, I feel leaving it alone as to affinity is best knowing you've already sorted that. I guess I can just set pri in the ispawn string.
If you set the game or at least the loop to run on the first enumerated core (0) I think that is always going to be a full core, at least in windows, dunno about linux. You have done well to not run an avx enhanced app on a e or ht core - the problem with an e, ht, or "logical" core in relation to your epic update is they may not have their own avx functions, maybe not even sse for all I know.
So, for best performance, run on a full core to ensure the game has the chance to use avx calls without cache thrashing to a core that does speak avx/sse or simply going without avx/sse. Also setting affinity to that one core keeps the cache on that same die so there's no cache thrashing going on, unlike when an app is presented to all cores. Cache thrashing no bueno for fps games or latency overall.
I've noticed an issue that popped up for me recently on the Miles audio with sounds not playing consistently, such as flag events (no noise when capped) or hit/kill registers. So far it seems most common with busy scenarios (i.e. a clustered fight/grab/cap around a stand). Would you have any thoughts on what to look into here? I do have one recorded event where I can see a flag tossed to a HOF on the stand, there is sound for the flag pickup but not for the cap.
I'd need demos and timestamps to reproduce it to say if there's anything unsual, but the game's standard Miles setup has only ever allowed a maximum of 16 audio sources (plus the music track) to play concurrently – sorted by volume and culling the lowest if exceeding that count. It should be pretty rare outside of very busy scenarios, but since the sounds you're mentioning are usually only started once, in a single frame, if they're lower volume than 16 sounds already playing, they'll just never play. If they do play, and they're drowned out by other sounds in the next frame, they may be stopped and culled.
This will also be affected by the volumes you have set for each channel, so things like effects and voices are going to fight for priority, and lowering one can allow the others to have a little more wiggle room to work with.
Looping audio is obviously more forgiving, because after other sounds stop or are culled, those can just start right back up.
running any scripts, that might be the cause? i seem to have noticed an issue same as this, though just presumed it was my scripts causing the issue or just me
Hmm. My master, effects, and voice volumes were set to similar levels. Perhaps theres some deprioritization of flags in that. Would flag events be binned under master volume or effects volume?
How do you display the timestamp in demo editor again? I have made a video of the recording when it occurs to confirm I'm not crazy but would have to watch back through to get the game time.
Flag event notifications will generally fall under the voice binds volume channel, since they're sent as chat messages (as are the little hit pings in Classic). It's technically possible for scripts to capture those chat messages and play those sounds or custom replacements with a different profile/channel, but I'm not familiar with any that do it.
With the default setup, the volume on those sounds will always be 1.0 * $pref::Audio::radioVolume (the voice bind volume slider), while 3D sounds happening around you will within their minDistance radius be at the full effects slider volume, then fall off outside of that. So basically you always have your own jetpack, footsteps/landing, weapon audio, etc, taking up maybe 3-5 slots (at full effects slider volume, since you're always within the min distance), then potentially sounds from players very close to you, explosions with a little more distance... It can definitely fill up if there's a lot of activity in the same spot.
If you set voice bind slider is slightly higher than the effects slider, it should generally always play those sounds, while if it's slightly lower, it'll give priority to 3D sounds close to you. If they're equal, it'll be a bit of a toss-up.
If you hit tab when playing a demo it should show the little playback speed/progress hud
Looks like another case of the particle effects being set for deletion after already being deleted, and there's a call there that should've been re-routed to the safer checked version. I'll double check it's being applied correctly if it wasn't in the previous versions.
The direction this crash hit it when the ghosting was being reset, I might end up just writing a new reset sequence in place to ensure it only even attempts the object deletion once, but ideally all those delete calls should be stopping at the point where this shouldn't be a problem regardless.
It's a little more complicated than it sounds just because of how interacting with existing cloak/fade transitions has to be done, and extra precautions in where/when it's handled need to be taken to ensure there's no way you could end up with vehicles out in the field being transparent/invisible; mounting/piloting vehicles is conceptually a little looser than direct control of your player object. It's not overcomplicated of course, since the basic logic was already written for player objects, just one of those things that'd be much simpler with a new renderer than jury rigging functionality that wasn't expected to be used that way.
Comments
The demo file is the most important thing for diagnosing demos or rendering issues, because they provide pretty much everything to try to reproduce the scene on a clean config. Here though it looks like the game skipped you over the lightmap baking phase and the LM manager only has the pre-baked interior LMs to work with. The demos you have are probably affected by the issue causing too many input packets to be recorded and causing an imbalance on playback. It's possible you may be able to get it to play by limiting the framerate or forcing vsync, but no guarantees there. Players not appearing where expected would depend on your interpolation settings; there's no data loss in the recordings produced in those versions, they've essentially just recorde too much data in one direction and expect more in the other.
I wouldn't worry about it too much, a bunch of demo fixes from a few weeks back are included for the next build and should result in these playing back normally.
Needed? Not technically, but they drastically reduce the time it takes to run scripts from file, particularly for a server with hundreds of scripts to run at startup. Without DSOs, everything has to be compiled every time you start.
With a faster script compiler, or a big overhaul to the script engine in general to improve its performance, maybe it'd make sense to phase them out, but as it stands having that cache saves the game having to lock up the main thread to repeat work, and that's generally a good thing.
It'd be really useful to know what's unique about your config
Awesome, thank you.
Do interpolation settings affect how demos are recorded? Or just played back?
Just played back: they're essentially recordings of your inputs and the packets received from the server, so playback is basically simulating a server connection. It shares so much with a standard connection that it'll wait to receive a response back from the server for a specific tagged packet, and that leads to the issue here when there's too many of one type, and things like the "ping" aren't going to be calculated correctly... which can result in latency ticks shooting the players off who knows where if they're not doing normal interpolation updates.
It means demos are pretty good for roughly observing what each interpolation setting does to enemy player movement, but, obviously not for these demos at the moment.
@fnatic i would try, a fresh install and no patch and play first, and see if all is working correctly, then patch and play and see and say. try before the all in one chocotaco pack. if the error returns after patching, or whenever, can deduce by the recreate steps. my guess is data corruption file.
Krash, I wonder if you can fix this problem with some of your future preview patch version. I recently found out that when I have very bad Internet connection troubles in a match, what that means is that the next match starts with my game being frozen. By that I mean that no key press does anything in-game. Mouse doesn't respond - moving nor clicking. Ctrl + Alt + Del works, though, as do, I believe, Alt-Tabbing out of the game. I can only see and hear things happening around me. Can't move. When that state happens, I can wait for my character to be killed. Then after a minute, I get put into observer mode. In there, left- and right-clicking my mouse works: I can cycle through game characters. Pressing spacebar works, too, to observe and unobserve. I can get back into the field (''the fray'') by left-clicking my mouse, but I'm still just frozen. I've had this problem for years. I've read that some others, too, have encountered it. Recently, I had very bad connection troubles and I ran into that frozen state about five or six times in a row. I don't know if there's any error log that I can post here the next time that happens. The game doesn't really crash; just everything becomes unresponsive. I guess I can start recording demos, in case that helps. :)
Krash any inuput on why this seems to not be prioritising or affinitising as expected?
"@echo off
REM #######################################################
REM Tribes2 Classic dedicated server loader with adaptive PowerShell tuning
REM This batch file MUST be run from the GameData directory
REM #######################################################
REM --- Clean out old compiled script files ---
del .C:\Servers\T2\GameData\Classic\scripts\*.dso 1> nul 2>&1
del .C:\Servers\T2\GameData\Classic\scripts\autoexec\*.dso 1> nul 2>&1
del .C:\Servers\T2\GameData\Classic\scripts\packs\*.dso 1> nul 2>&1
del .C:\Servers\T2\GameData\Classic\scripts\turrets\*.dso 1> nul 2>&1
del .C:\Servers\T2\GameData\Classic\scripts\vehicles\*.dso 1> nul 2>&1
del .C:\Servers\T2\GameData\Classic\scripts\weapons\*.dso 1> nul 2>&1
REM --- Launch InfiniteSpawn with Tribes2 ---
start C:\Servers\T2\GameData\ispawn.exe 28000 Tribes2.exe -dedicated -mod Classic
REM --- Call PowerShell to adjust Tribes2 process after uptime threshold ---
powershell -NoProfile -ExecutionPolicy Bypass -Command ^
"$threshold = 60; ^
do { Start-Sleep -Seconds 5; $p = Get-Process Tribes2 -ErrorAction SilentlyContinue } ^
while (-not $p -or ((Get-Date) - $p.StartTime).TotalSeconds -lt $threshold); ^
$p.PriorityClass = 'High'; $p.ProcessorAffinity = 1; ^
Write-Host ('[{0}] Tribes2 priority=High, affinity=CPU0 applied' -f (Get-Date))"
exit"
I'd need more specifics on what exactly you're experiencing, ideally with demos and video recording if you can reproduce it, and whether you're using third-party client scripts. For example, you'll need to clarify whether everything else around you seems normal, whether you can see a player walk up to you, whether you can see your own player get pushed around by a vehicle or an explosion, whether you can open the CC, whether you can watch players through the CC, whether you can use voice commands (and specifically whether animations like waving play on your player), whether any keys appear to take actions (switching to third-person, opening the inventory hud, etc), whether the sky is moving, whether there are any errors in your console.
If the gameplay on the server appears to be progressing normally, it's conceivable that a control set switch could take place out of order... once, maybe, if it's unable to get packets through for a prolonged period. If that were the case it should reset normally when going observer and respawning, though. The server can tell your client it needs to use a particular input set, and whether your control object is allowed to move, but your client is ultimately responsible for following through with those instructions – and that's where scripts could interfere.
If things are not progressing normally, e.g. you see other players frozen in place or jumping back and forth in place (or projectiles appearing without a player nearby), you may have invalid clientside interpolation settings.
I don't use powershell often, but if I'm not mistaken you'd want to use the
[System.Diagnostics.ProcessPriorityClass]::Highenum rather than 'High' when setting the priority. If you intend this to re-apply the change to the process whenever ispawn restarts it, I suppose you may want to add an outer loop to your script to block and wait for the process to exit and run everything again; as it is it looks like you're just applying your change to the first Tribes2 to start.Can't really recommend setting the affinity on the whole process unless necessary for your system (like reserving the other cores for something else). The main thread already sets its own affinity at runtime, which was needed to achieve stable performance on some older systems I'd tested, although I meant to make this more configurable. The other threads... don't really benefit, and setting global affinity for the process may have a detremental effect. A very minor one on servers, obviously, but there is some networking overhead and work like client handshakes that's being done in the background.
Thanks for the response, I feel leaving it alone as to affinity is best knowing you've already sorted that. I guess I can just set pri in the ispawn string.
If you set the game or at least the loop to run on the first enumerated core (0) I think that is always going to be a full core, at least in windows, dunno about linux. You have done well to not run an avx enhanced app on a e or ht core - the problem with an e, ht, or "logical" core in relation to your epic update is they may not have their own avx functions, maybe not even sse for all I know.
So, for best performance, run on a full core to ensure the game has the chance to use avx calls without cache thrashing to a core that does speak avx/sse or simply going without avx/sse. Also setting affinity to that one core keeps the cache on that same die so there's no cache thrashing going on, unlike when an app is presented to all cores. Cache thrashing no bueno for fps games or latency overall.
I did note that after your update the game ran on the first core any time I cared to look, but took that to be happy coincidence, not by design. LOl.
They really get their nerd on here about avx and sse;
c++ - Does AVX/AVX2 "exists" on each core? - Stack Overflow
Hi Krash,
I've noticed an issue that popped up for me recently on the Miles audio with sounds not playing consistently, such as flag events (no noise when capped) or hit/kill registers. So far it seems most common with busy scenarios (i.e. a clustered fight/grab/cap around a stand). Would you have any thoughts on what to look into here? I do have one recorded event where I can see a flag tossed to a HOF on the stand, there is sound for the flag pickup but not for the cap.
Thank you.
I'd need demos and timestamps to reproduce it to say if there's anything unsual, but the game's standard Miles setup has only ever allowed a maximum of 16 audio sources (plus the music track) to play concurrently – sorted by volume and culling the lowest if exceeding that count. It should be pretty rare outside of very busy scenarios, but since the sounds you're mentioning are usually only started once, in a single frame, if they're lower volume than 16 sounds already playing, they'll just never play. If they do play, and they're drowned out by other sounds in the next frame, they may be stopped and culled.
This will also be affected by the volumes you have set for each channel, so things like effects and voices are going to fight for priority, and lowering one can allow the others to have a little more wiggle room to work with.
Looping audio is obviously more forgiving, because after other sounds stop or are culled, those can just start right back up.
running any scripts, that might be the cause? i seem to have noticed an issue same as this, though just presumed it was my scripts causing the issue or just me
Hmm. My master, effects, and voice volumes were set to similar levels. Perhaps theres some deprioritization of flags in that. Would flag events be binned under master volume or effects volume?
How do you display the timestamp in demo editor again? I have made a video of the recording when it occurs to confirm I'm not crazy but would have to watch back through to get the game time.
Thanks
Flag event notifications will generally fall under the voice binds volume channel, since they're sent as chat messages (as are the little hit pings in Classic). It's technically possible for scripts to capture those chat messages and play those sounds or custom replacements with a different profile/channel, but I'm not familiar with any that do it.
With the default setup, the volume on those sounds will always be
1.0 * $pref::Audio::radioVolume(the voice bind volume slider), while 3D sounds happening around you will within their minDistance radius be at the full effects slider volume, then fall off outside of that. So basically you always have your own jetpack, footsteps/landing, weapon audio, etc, taking up maybe 3-5 slots (at full effects slider volume, since you're always within the min distance), then potentially sounds from players very close to you, explosions with a little more distance... It can definitely fill up if there's a lot of activity in the same spot.If you set voice bind slider is slightly higher than the effects slider, it should generally always play those sounds, while if it's slightly lower, it'll give priority to 3D sounds close to you. If they're equal, it'll be a bit of a toss-up.
If you hit tab when playing a demo it should show the little playback speed/progress hud
That fixed it! Would not have guessed voice bind volume being too low would break flag noises, but here we are. Thank you Krash!
Happened awhile ago, Nov. 21, just now getting around to uploading it
Looks like another case of the particle effects being set for deletion after already being deleted, and there's a call there that should've been re-routed to the safer checked version. I'll double check it's being applied correctly if it wasn't in the previous versions.
The direction this crash hit it when the ghosting was being reset, I might end up just writing a new reset sequence in place to ensure it only even attempts the object deletion once, but ideally all those delete calls should be stopping at the point where this shouldn't be a problem regardless.
I really haven't had an issue with the QoL patch, that was the first issue I had in a long time, thanks for even working on T2!
Hey Krash, what would your thoughts be on making vehicle dashboards transparent in 1st person view?
It's a little more complicated than it sounds just because of how interacting with existing cloak/fade transitions has to be done, and extra precautions in where/when it's handled need to be taken to ensure there's no way you could end up with vehicles out in the field being transparent/invisible; mounting/piloting vehicles is conceptually a little looser than direct control of your player object. It's not overcomplicated of course, since the basic logic was already written for player objects, just one of those things that'd be much simpler with a new renderer than jury rigging functionality that wasn't expected to be used that way.
Got one for your perusal Krash;
"---- UNHANDLED EXCEPTION - 2025-12-25 12:51:02 -----
Access Violation (0xc0000005) in module C:\Servers\T2\GameData\Tribes2.exe at 0x004a88cb: mov edi, dword ptr ds:[ecx]
Dedicated: 1
Wine: 0
Debug: 0
Access violation at 000005b1. The memory could not be read.
Context:
EDI: 0x443f39db ESI: 0x06eb6000 EAX: 0x05c48000
EBX: 0x04ed25e0 ECX: 0x000005b1 EDX: 0x42755e4f
EIP: 0x004a88cb EBP: 0x0019f4bc SegCs: 0x00000023
EFlags: 0x00210207 ESP: 0x0019f3d8 SegSs: 0x0000002b
Bytes at CS:EIP:
8b 39 ff 57 0c 8b 10 89 53 24 8b 70 04 89 73 28
Modules:
0x00400000 - 0x00a4a000: Tribes2.exe (3DC05B85)
0x77540000 - 0x776ff000: ntdll.dll (20848390)
0x75df0000 - 0x75ee0000: KERNEL32.DLL (E2C5F719)
0x75040000 - 0x75306000: KERNELBASE.dll (832E17C6)
0x76590000 - 0x7660f000: ADVAPI32.dll (3AA00E59)
0x77210000 - 0x772d7000: msvcrt.dll (A2F7A643)
0x75a20000 - 0x75aa3000: sechost.dll (B1DDB62E)
0x764d0000 - 0x7658c000: RPCRT4.dll (359DF76B)
0x75ef0000 - 0x75f13000: GDI32.dll (36BB356F)
0x75fc0000 - 0x75fda000: win32u.dll (2D194189)
0x76cc0000 - 0x76dab000: gdi32full.dll (EFCCE7EB)
0x75f20000 - 0x75fa5000: msvcp_win.dll (E1D4E4EE)
0x75470000 - 0x75580000: ucrtbase.dll (AFB62D66)
0x76300000 - 0x764cb000: USER32.dll (4A6BFE75)
0x74800000 - 0x74824000: MSVFW32.dll (4E0A8156)
0x747e0000 - 0x747fc000: AVIFIL32.dll (161BC776)
0x76690000 - 0x76cbc000: SHELL32.dll (1F3246A5)
0x772e0000 - 0x773d9000: wintypes.dll (6BFB9D9D)
0x75700000 - 0x75992000: combase.dll (18322A01)
0x740b0000 - 0x740e3000: WINMM.dll (679A2B1D)
0x74220000 - 0x74228000: WSOCK32.dll (6360D21A)
0x759b0000 - 0x75a11000: WS2_32.dll (EF92B177)
0x740f0000 - 0x74181000: COMCTL32.dll (3B0C1648)
0x74760000 - 0x747d6000: mss32.dll (688E8087)
0x75310000 - 0x75463000: ole32.dll (3ECDB122)
0x74740000 - 0x7475a000: MSACM32.dll (FA58749C)
0x72d10000 - 0x7319c000: IFC22.dll (68D10E77)
0x759a0000 - 0x759a6000: PSAPI.DLL (F6E2FF76)
0x724a0000 - 0x727a5000: libcurl.dll (6877450C)
0x755f0000 - 0x756f9000: CRYPT32.dll (03EC6408)
0x72b20000 - 0x72d00000: dbghelp.dll (F01688A5)
0x760c0000 - 0x760c7000: Normaliz.dll (1DA310F1)
0x75b50000 - 0x75bee000: OLEAUT32.dll (33FCE6C2)
0x76620000 - 0x76682000: wldap32.dll (71E2B273)
0x72800000 - 0x72a05000: SDL3.dll (68754385)
0x72a10000 - 0x72a2c000: bcrypt.dll (BCE630A5)
0x76db0000 - 0x77203000: SETUPAPI.dll (4E189ECC)
0x760d0000 - 0x760f5000: IMM32.dll (7C408C20)
0x737f0000 - 0x73817000: IPHLPAPI.DLL (CBE421FC)
0x72490000 - 0x7249a000: Secur32.dll (0398ABE5)
0x74650000 - 0x74658000: VERSION.dll (EF5E2440)
0x74250000 - 0x7425a000: CRYPTBASE.DLL (7958EF0C)
0x745f0000 - 0x7461b000: SSPICLI.DLL (C6F0B533)
0x727b0000 - 0x727f3000: cfgmgr32.DLL (2D2227C2)
0x73f30000 - 0x73f85000: powrprof.dll (C931C2FD)
0x73ce0000 - 0x73cee000: UMPDC.dll (186D7555)
0x74190000 - 0x74211000: uxtheme.dll (3CFB2DCB)
0x73930000 - 0x73984000: mswsock.dll (9FAA7CFB)
0x76280000 - 0x762f4000: bcryptprimitives.dll (5517BEDC)
0x75fb0000 - 0x75fb7000: NSI.dll (AED9C491)
0x72470000 - 0x72488000: dhcpcsvc6.DLL (F17E15E9)
0x72450000 - 0x7246c000: dhcpcsvc.DLL (1F09AD3A)
0x73820000 - 0x73902000: DNSAPI.dll (5EB5B5DD)
0x75c00000 - 0x75d1a000: MSCTF.dll (FA79CBA2)
0x61e40000 - 0x61e4a000: t2dll.dll (49CD7099)
0x74410000 - 0x74425000: kernel.appcore.dll (D7BD9015)
0x73710000 - 0x73718000: rasadhlp.dll (9A232058)
0x73720000 - 0x73782000: fwpuclnt.dll (33DD30E0)
0x72430000 - 0x7243e000: MSASN1.dll (A4EF4AFE)
Stack:
0x0019f3d8: 05c48000 42788a00 00763cb0 00763cb0 ......xB.<v..<v.
0x0019f3e8: 0313b510 068a8e3c 0019f41c 004a027e ....<.......~.J.
0x0019f3f8: 443ed9db c3ef04bc 42755e4f 72dc0611 ..>D....O^uB...r
0x0019f408: 06b7d380 00000010 0019f444 05c48000 ........D.......
0x0019f418: 0019f401 004856e2 0019f438 06b7d380 .....VH.8.......
0x0019f428: 443f39db c3ef04bc 42755e4f 443e79db .9?D....O^uB.y>D
0x0019f438: c3ef04bc 42755e4f 443f0ba3 c3ef04bc ....O^uB..?D....
0x0019f448: 42755e4f 0019f474 0019f46c 00441ed7 O^uBt...l.....D.
0x0019f458: 443f0ba3 c3e9e782 4278054c 0647bf80 ..?D....L.xB..G.
0x0019f468: 04ed25e0 0647c580 0019f4a4 43600580 .%....G.......`C
0x0019f478: 428c0b9b 40f8054c 0019f498 0019f49f ...BL..@........
0x0019f488: c38c037f 43600580 428c0b9b 40f8054c ......`C...BL..@
0x0019f498: 0647bf80 004896d9 00763cb0 0019f4b0 ..G...H..<v.....
0x0019f4a8: 00000000 05c48000 00000000 04ed25e0 .............%..
0x0019f4b8: 0647c580 0019f52c 00487da5 0647c580 ..G.,....}H...G.
0x0019f4c8: 06a74b7c 04ed25e0 443ede00 c3ea4200 |K...%....>D.B..
0x0019f4d8: 42766b01 443f3910 c3e98ca8 04b2558c .kvB.9?D.....U..
0x0019f4e8: 0055b210 3f23d70b 05c5cbe0 04eca000 ..U...#?........
0x0019f4f8: 00000000 0019f51c 00427c33 05c5cbe0 ........3|B.....
0x0019f508: 06cae000 0075e0ec 04eca000 0049a260 ......u.....`.I.
0x0019f518: 04eca000 0019f538 06cae000 0647bf80 ....8.........G.
0x0019f528: 04ed25e0 0019f544 00487f57 0647c580 .%..D...W.H...G.
0x0019f538: 0647bf80 04eca000 00000000 0019f6e0 ..G.............
0x0019f548: 00473bdd 04ed283c 04ed24c8 00840201 .;G.<(...$......
0x0019f558: 000000d8 4403a419 037f037f 17eec576 .......D....v...
0x0019f568: 40807483 0019f584 00002b40 00002b40 .t.@....@+..@+..
0x0019f578: 004856e2 0019f594 40a35e96 43600580 .VH......^.@..`C
0x0019f588: 428c0b9b 00000000 04eca000 04ed283c ...B........<(..
0x0019f598: 0019f5f8 4403a419 00488b67 4424363c .......Dg.H.<6$D
0x0019f5a8: 423ecc9c 42d23d4e 006f77c3 00000fc1 ..>BN=.B.wo.....
0x0019f5b8: 442b9dbe 42083265 42a8aee0 068a0c00 ..+De2.B...B....
0x0019f5c8: 00000000 04eca000 06c67720 00000fc1 ........ w......
0x0019f5d8: 442b9dbe 42083265 42a8aee0 00000032 ..+De2.B...B2...
0x0019f5e8: 04eca000 06c67720 00000000 0019f6dc .... w..........
0x0019f5f8: 0047addd 000e90f0 0019f66c 0019f670 ..G.....l...p...
0x0019f608: 00780194 0019f624 0051e5ce 00000001 ..x.$.....Q.....
0x0019f618: 07821600 0782171c 04000009 0019f6a4 ................
0x0019f628: 005d91c3 005d9401 050e7e94 050e7400 ..]...]..~...t..
0x0019f638: 00000000 050e7e94 b8abdf69 40803ab0 .....~..i....:.@
0x0019f648: 43b07de2 42509610 42509610 c4150e86 .}.C..PB..PB....
0x0019f658: 43b14e86 00000001 00000008 069b2200 .N.C........."..
0x0019f668: c4150e86 00000fc1 442b9dbe 42083265 ..........+De2.B
0x0019f678: 42a8aee0 bf800000 c416ae66 43affdb2 ...B....f......C
0x0019f688: 424c0000 c4148e66 43b07db2 42720000 ..LBf....}.C..rB
0x0019f698: 00000000 0019f7fe 0079cacc 04eca000 ..........y.....
0x0019f6a8: 006f77c3 0079c534 bf4b7a3e c126559a .wo.4.y.>zK..U&.
0x0019f6b8: bd4262a0 bf472000 c1272c60 be86b180 .bB.. G.`,'.....
0x0019f6c8: c16109de 40a35e96 06cae000 06cae000 ..a..^.@........
0x0019f6d8: 007600fc 04eca000 0019f700 0046e1c9 ..v...........F.
0x0019f6e8: 06cae000 04eca000 00000009 06cae000 ................
0x0019f6f8: 06cae000 04eca000 0019f8d0 004751eb .............QG.
0x0019f708: 06cae000 3ff0a312 c407c5f4 442a9cac .......?......*D
0x0019f718: d83b8244 3f923815 2877a61c 3ff38a19 D.;..8.?..w(...?
0x0019f728: 00000000 00000000 3f800000 44352276 ...........?v"5D
0x0019f738: c402bfed d6fc748f 3f800000 c402b670 .....t.....?p...
0x0019f748: 3f7ffffe 40000000 80000000 3f800000 ...?...@.......?
0x0019f758: 00000000 00000000 c41542a0 00000000 .........B......
0x0019f768: 3f800000 00000000 43b0e620 00000000 ...?.... ..C....
0x0019f778: 00000000 3f800000 4250aa71 00000000 .......?q.PB....
0x0019f788: 00000000 00000000 3f800000 3f800000 ...........?...?
0x0019f798: c4157d34 43b06fef 424fbbe2 c4150815 4}...o.C..OB....
0x0019f7a8: 43b15a2c 425b10d7 b9800000 bc090000 ,Z.C..[B........
0x0019f7b8: 0019f7d8 0000000b 3f800000 00000000 ...........?....
0x0019f7c8: 00000000 00000000 00000000 3f800000 ...............?
0x0019f7d8: 00000000 00000000 00000000 00000000 ................
0x0019f7e8: 3f800000 00000000 00000000 00000000 ...?............
0x0019f7f8: 00000000 3f800000 06e93080 0043950c .......?.0....C.
0x0019f808: 0079cad4 00000001 050e7400 0019f8d4 ..y......t......
0x0019f818: 005d2419 06e93080 00000000 0079c208 .$]..0........y.
0x0019f828: 0079b2c8 00000000 050e7400 3f67ff58 ..y......t..X.g?
0x0019f838: 00000000 00000000 00000338 00000000 ........8.......
0x0019f848: 3f800000 00000000 007b3358 008415d4 ...?....X3{.....
0x0019f858: 00000000 00000000 00000000 00000000 ................
0x0019f868: 00000000 bf8904ec 0079cad4 0079cad4 ..........y...y.
0x0019f878: 0079cad4 00000001 06d5ec00 0019f8d4 ..y.............
0x0019f888: 005e8493 00000000 00000000 00000000 ..^.............
0x0019f898: 00000000 00000000 00000000 00000000 ................
0x0019f8a8: 00000000 00000000 00000000 00000000 ................
0x0019f8b8: 0061d524 00000000 00000000 0075e29c $.a...........u.
0x0019f8c8: 00000001 06cae000 0019fb84 006027cd .............'`.
0x0019f8d8: 0019fb70 0019fb74 04eca000 06cae000 p...t...........
0x0019f8e8: 009e5ec0 0079dfac 00000000 ffffffff .^....y.........
0x0019f8f8: ffffffff 00000000 00000000 00000300 ................
0x0019f908: 00000000 00000000 00000000 00000400 ................
0x0019f918: 00000000 00000000 00000000 00000000 ................
0x0019f928: 00000000 00000100 ffffffff 00000000 ................
0x0019f938: 0019f938 0019f938 00000000 3f000000 8...8..........?
0x0019f948: 3f000000 3f000000 3f800000 3f000000 ...?...?...?...?
0x0019f958: 3f000000 3f000000 3f800000 00000000 ...?...?...?....
0x0019f968: 06f75c00 3f000000 3f000000 3f000000 .\.....?...?...?
0x0019f978: 3f800000 00000000 00000023 00000000 ...?....#.......
0x0019f988: 3f800000 00000000 00000000 00000000 ...?............
0x0019f998: 00000000 3f800000 00000000 00000000 .......?........
0x0019f9a8: 00000000 00000000 3f800000 00000000 ...........?....
0x0019f9b8: 00000000 00000000 00000000 3f800000 ...............?
0x0019f9c8: 3f800000 00000000 00000000 00000000 ...?............
0x0019f9d8: 00000000 3f800000 00000000 00000000 .......?........
0x0019f9e8: 00000000 00000000 3f800000 00000000 ...........?....
0x0019f9f8: 00000000 00000000 00000000 3f800000 ...............?
0x0019fa08: 3f800000 3f800000 3f800000 00000000 ...?...?...?....
0x0019fa18: 00000000 00000000 00000000 00000000 ................
0x0019fa28: 00000000 00000000 00000000 00000000 ................
0x0019fa38: 00000000 00000000 00000000 00000000 ................
0x0019fa48: 00000000 00000000 00000000 3f800000 ...............?
0x0019fa58: 00000000 00000000 00000000 00000000 ................
0x0019fa68: 3f800000 00000000 00000000 00000000 ...?............
0x0019fa78: 00000000 3f800000 00000000 00000000 .......?........
0x0019fa88: 00000000 00000000 3f800000 3f800000 ...........?...?
0x0019fa98: 00000000 00000000 00000000 00000000 ................
0x0019faa8: 3f800000 00000000 00000000 00000000 ...?............
0x0019fab8: 00000000 3f800000 00000000 00000000 .......?........
0x0019fac8: 00000000 00000000 3f800000 00000000 ...........?....
0x0019fad8: 00000000 00000000 00000000 00000000 ................
0x0019fae8: 00000000 00000000 00000000 00000000 ................
0x0019faf8: 00000000 00000000 00000000 ffffffff ................
0x0019fb08: ffffffff ffffffff ffffffff 00000000 ................
0x0019fb18: 00000000 00000000 ffffffff 00000000 ................
0x0019fb28: be14969f 00000000 00000000 00000000 ................
0x0019fb38: 0079db88 00000000 050e5c00 06e1c200 ..y......\......
0x0019fb48: 00000000 0019fb60 00000001 00000000 ....`...........
0x0019fb58: 00000000 ffffffff 00008664 0019014c ........d...L...
0x0019fb68: 00000000 00000000 04ed2478 00000001 ........x$......
0x0019fb78: 00000000 0d6bc0e0 009e5ec0 0019fba8 ......k..^......
0x0019fb88: 006023b6 00000002 0d6bc0e1 0000aa01 .#`.......k.....
0x0019fb98: 0000037f 00000000 00000022 00000000 ........".......
0x0019fba8: 0019fbb4 005bbbe1 00000022 0019fc20 ......[."... ...
0x0019fbb8: 72d701d4 00000022 00000000 009e9670 ...r".......p...
0x0019fbc8: 00799afc 0019fc40 814e3169 0019fc4c ..y.@...i1N.L...
0x0019fbd8: 775a2270 ffffffff 0019fbfc 0019fbf8 p"Zw............
0x0019fbe8: 75e085f0 00000004 030282c0 0000014c ...u........L...
0x0019fbf8: acdb8664 0a08c169 acdbf3c4 00bbab98 d...i...........
0x0019fc08: 00376276 0006135b 00000000 00000000 vb7.[...........
0x0019fc18: 7ffe8000 546c6148 0019fc34 00403d65 ....HalT4...e=@.
0x0019fc28: 0019fc68 009e9670 00799afc 0019fc4c h...p.....y.L...
0x0019fc38: 00403e84 0019fc68 00000000 7284b980 .>@.h..........r
0x0019fc48: 03028200 0019fc80 72d6f36c 0019fc68 ........l..rh...
0x0019fc58: 00000004 00000004 030282c0 00053bc9 .............;..
0x0019fc68: 00080003 00000022 56d183d5 00000698 ...."......V....
0x0019fc78: 00000004 0a08c6c1 0019fd34 005c43d9 ........4....C\.
0x0019fc88: 009e9670 75f0f070 00c0a9a8 75ef0000 p...p..u.......u
0x0019fc98: 76d00980 7758050b 775804fc 814e3661 ...v..Xw..Xwa6N.
0x0019fca8: 030282d4 030282c0 00000004 0019fd00 ................
0x0019fcb8: 00c0a9a8 76d00980 75ef5bca 0019fce4 .......v.[.u....
0x0019fcc8: 77583374 0019ffcc 775c1b70 f6321145 t3Xw....p.\wE.2.
0x0019fcd8: fffffffe 0019fcfc 75ef45d8 75ef0000 .........E.u...u
0x0019fce8: 75efd4ac 00000000 75276880 75f0f070 ...u.....h'up..u
0x0019fcf8: 00000000 0019fd28 75ef5833 75efd4ac ....(...3X.u...u
0x0019fd08: 75f0f070 1d5def06 0019fd28 75ef4c45 p..u..].(...EL.u
0x0019fd18: 86010a29 00000100 00000100 0049414e )...........NAI.
0x0019fd28: 030282d4 030282c0 00799afc 0019fd48 ..........y.H...
0x0019fd38: 0056164f 00000004 030282c0 00000004 O.V.............
0x0019fd48: 0019fdd0 72d71789 00000004 030282c0 .......r........
0x0019fd58: 731812a0 72d6fc40 00000080 00000000 ...s@..r........
0x0019fd68: 00000040 00000000 72ee6e28 731812a0 @.......(n.r...s
0x0019fd78: 00000000 030086c0 00c07e4c 030282c0 ........L~......
0x0019fd88: 00000008 00000010 00000000 00000000 ................
0x0019fd98: 00000007 0019fdcc 00c07e44 00c154f8 ........D~...T..
0x0019fda8: 72dc0773 72ee4980 00000008 00000007 s..r.I.r........
0x0019fdb8: 030086c0 0055b294 030086c0 00c07e44 ......U.....D~..
0x0019fdc8: 00000007 0a08c721 0019ff04 0056188b ....!.........V.
0x0019fdd8: 00000004 030282c0 000000a7 00000000 ................
0x0019fde8: 0019fdf0 00000004 00000010 030282c0 ................
0x0019fdf8: 535c3a43 65767265 545c7372 61475c32 C:\Servers\T2\Ga
0x0019fe08: 6144656d 545c6174 65626972 652e3273 meData\Tribes2.e
0x0019fe18: 00006578 775d0bb7 00000023 00c00000 xe....]w#.......
0x0019fe28: 00c062f0 00000006 00000030 00000000 .b......0.......
0x0019fe38: 00000040 00000002 00000000 00000023 @...........#...
0x0019fe48: 0019fef8 00c062f0 00000023 00000000 .....b..#.......
0x0019fe58: 00000000 00000022 775cdd63 0019fe84 ...."...c.\w....
0x0019fe68: 775a5c91 776768c0 00c25d58 00000022 .\Zw.hgwX].."...
0x0019fe78: 0019feb8 00c0684a 00000044 0019fed8 ....Jh..D.......
0x0019fe88: 775a5b3e 00c25d58 00000022 0019feb8 >[ZwX]..".......
0x0019fe98: 00c0684a 775a5b67 814e3465 00000000 Jh..g[Zwe4N.....
0x0019fea8: 00c15c20 00c062f0 00000000 00000000 \...b..........
0x0019feb8: 00000022 00c062f0 0019fea0 007c99a4 "....b........|.
0x0019fec8: 0019ffcc 775c1b70 f6322ed5 fffffffe ....p.\w..2.....
0x0019fed8: 0019ff10 75e543f3 0019fef8 00c06360 .....C.u....`c..
0x0019fee8: 00000001 006fde60 006fde60 00c07e34 ....`.o.`.o.4~..
0x0019fef8: 006fde60 006fde60 00c07e34 0019ff74 `.o.`.o.4~..t...
0x0019ff08: 006fdf2f 00400000 00000000 00c07e34 /.o...@.....4~..
0x0019ff18: 0000000a ffffffff ffffffff 0019ff74 ............t...
0x0019ff28: 00000000 00000044 00c3faf8 00c3fbe0 ....D...........
0x0019ff38: 00c25d58 00000000 00000000 00000000 X]..............
0x0019ff48: 00000000 00000000 00000000 00000000 ................
0x0019ff58: 00000000 00000000 00000000 ffffffff ................
0x0019ff68: ffffffff ffffffff 00288000 0019ff84 ..........(.....
0x0019ff78: 75e05d49 00288000 75e05d30 0019ffdc I].u..(.0].u....
0x0019ff88: 775ad5db 00288000 814e3561 00000000 ..Zw..(.a5N.....
0x0019ff98: 00000000 00288000 c0000005 7528bd50 ......(.....P.(u
0x0019ffa8: 2db8930a 6e24c28b 00000000 00000000 ...-..$n........
0x0019ffb8: 0019ede4 58902e5a 00000000 0019ff90 ....Z..X........
0x0019ffc8: 0019ede4 0019ffe4 775c1b70 f6322f8d ........p.\w./2.
0x0019ffd8: 00000000 0019ffec 775ad561 ffffffff ........a.Zw....
0x0019ffe8: 775f44b5 00000000 00000000 006fde60 .D_w........`.o.
0x0019fff8: 00288000 00000000 ..(.....
Backtrace:
0x004a88cb: Tribes2.exe
0x00487da5: Tribes2.exe
0x00487f57: Tribes2.exe
0x00473bdd: Tribes2.exe
0x0046e1c9: Tribes2.exe
0x004751eb: Tribes2.exe
0x006027cd: Tribes2.exe
0x006023b6: Tribes2.exe
0x005bbbe1: Tribes2.exe
0x72d701d4: IFC22.dll
0x00403d65: Tribes2.exe
0x00403e84: Tribes2.exe
0x72d6f36c: IFC22.dll
0x005c43d9: Tribes2.exe
0x0056164f: Tribes2.exe
0x72d71789: IFC22.dll
0x0056188b: Tribes2.exe
0x006fdf2f: Tribes2.exe
0x75e05d49: KERNEL32.DLL
0x775ad5db: ntdll.dll
0x775ad561: ntdll.dll
"