Krash · Neptune Sleeps
- person Krash
- alternate_email support@gevorf@tribesarkg.pbnext.com
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Comments
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Assuming you already have the low latency setting disabled, that might be a hard one to pinpoint. The patched game doesn't use system uptime counters or other mechanisms that'd normally persist state between sessions, so something that continues to cause performance degradation after restarting the game could be specific…
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Yeah the forcefields are rendering before the grid in the transparency sort order, and aren't properly resetting the viewport after they do. Easily slipped by a quick early optimization pass since the conditions to see it are a few transparent object types observed together in a specific order through a portal. Quirks of…
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I'd want to see a demo or interior/map where this can be reproduced. The mission area border rendering doesn't touch the projection, and should be inheriting the same matrix applied to the rest of the exterior zone objects, so something rendering prior to the grid may not be restoring the state correctly.
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I neglected to mention, but for dts shapes, particularly since you mentioned mounting images, you should look for Cowboy's old dtsview script, which provides a gui to preview the shapes and basic animations. It won't always work perfectly when dealing with things like transparencies or animation sequences that are handled…
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Heyyyy! Nice! Haha, would that life didn't get so busy, that hobby work on fixing up the game could be further along. I'll probably at the very least permanently restore the browser/tags for the public this summer so long term the game's available more or less fully functional as you guys designed. Definitely gonna be…
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This wouldn't be a general 26200 issue nor related to drivers or any crash that's ever been reported. There's very limited possibility for initialization to abort at this stage, as it primarily consists of verifying that the correct Tribes2.exe build number is readable at the expected address, warming up the new memory…
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1: You can query the resource manager's file list through script using findFirstFile(pattern), findNextFile(pattern) and getFileCount(pattern). In the patched version, you can use multiple * wildcards, and multiple ? single unknown character matches, but in the standard version it's best to just use a single wildcard, i.e.…
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Unfortunately it doesn't contain the root cause: the location it stopped at is internal to the exception handler, meaning it was already dealing with a relatively normal crash and had to abort for some reason prior to finishing gathering all the diagnostic data. This could be because some of the code running immediately…
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Crashing without generating a crashlog would typically indicate either the process being terminated due to a driver error/reset or stack corruption (less likely without some particularly outfield mempatches). Possibly when exceeding memory limits in certain cases since there's poor handling for failed allocations, but…
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The framerate limit option should really never be set equal to or less than your refresh rate. Ideally in most cases it should be double or more, but the options were there for testing power saving for people who don't want to use vsync. The limiter controls the CPU frame limit (the "FPS" you'll see in script displays),…
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First make sure you don't have the "low latency" option enabled unless you're also using the DXGI/DirectX interop option. OpenGL on its own doesn't have a great way to pull exact display timing, so the feature is deprecated there because despite trying to match up with the sync, it's pretty much the luck of the draw…
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You'd need to attach a demo to diagnose an issue with a demo, but you're likely hitting an old bug where the sequence of recorded packets in one direction could end up overflowing and breaking the reproduced simulation. This ultimately resulted in the tracking of ghosted object IDs between the "server" and playback client…
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Well, yes and no... networked payloads are expected to be packed in certain patterns, a specific number of bits for each point of data such as ghost mapping ids, where there are limits to sizes of data due to the hardcoded packing arrangement; it's not just a simple case of increasing table/allocation sizes and changing…
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Map decorations like trees, though static, are currently subject to the standard networked ghostable objects limit of 1024. This is shared by all objects (projectiles, players, vehicles, etc) the server needs to be able to reference when communicating with the client, but for static objects the lookup is only really used…
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You're going to have to provide more details to find what's unique about your system/setup, what OS you're running, what patch version and optionally scripts you have installed, what your settings are, and where exactly you're encountering the issue... plus more detailed symptoms of what you're encountering, e.g. by "play"…
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Disconnections (as in, the client/server agree to stop sending packets to eachother, as opposed to timing out) are always initiated by one party or the other, and without knowing which side sent the initial disconnect packet, or whether anything was reported in the client's console or the conection error dialog box, it's…
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Not in particular, unless you're regularly seeing it go higher; there aren't a whole lot of operations the server needs to perform that're regularly going to churn large amounts of memory, and for rare cases where the usage will peak higher than what is reserved, it'll generally get there gradually enough that the new…
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This was addressed at... some point in the fall. Not sure why you'd want to cap in the described scenario. You really shouldn't be sending large text buffers while datablocks are being transmitted, though.
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Would that the legal situation were simpler, I'd love to spend some time doing a proper full updated rebuild of the engine, but without license to distribute the game files to new platforms, and because there is a risk of a lawsuit if I even appeared to be commercializing something I don't have the rights to by raising…
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This was written with AI, yeah? Are you familiar enough with programming languages to address the syntax errors as they come up when the game's compiler reports an error? Have you started comparing with scripts included in existing mods to see what stands out as being done differently in the engine? You'll understand if…
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The tick update packet sent when the server state changes is only able to send as much data as fits in a single packet. Typically, this means prioritizing players, projectiles, and vehicles directly in your field of view. Keeping the things you can see or are a threat to you updated as often as possible. Vehicles need far…
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On patched servers, the game state ticks at stable fixed 32ms increments, and there is always one packet per tick delivered to all clients. This never changes. There's some variation to the timing of when the packet for that tick will go out, because it happens after all processing occurs; after parsing input packets,…
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Stutter while moving the observer camera at boosted packet rates? Hmm... yes, I suppose that should've been expected: the thing that would normally tend to happen if a server sends additional packets in the same tick period is that certain synchronization data would be sent again, so if they're recieved more than a few…
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I think I might've fallen asleep before hitting send on a private message reply over the weekend, but anyway, that's cool that they're back up. I don't recommend any approach for distribution using an external application for clients to use though. Most people these days (rightly) don't trust random executables,…
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You'll need to provide more context as to what you were doing and expecting, and will need to attach the CRASHLOG.TXT from your install's GameData directory. At a glance this crash it's attempting to process event packets still coming in for a closed/deleted server connection, which shouldn't be a repeatable case unless…
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That's good, although replacing files to address that error wasn't necessary: the version of the patch linked doesn't use Ruby, so the files you'll have put in are no longer being used.
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You're going to want to install the more recent preview patch from this thread: https://www.tribesnext.com/forum/discussion/4430/preview-qol-fixes-update/p1 There should be a more polished build ready soon, but even as it is, it'll give you some much-needed improvements.
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Yeah, like I mentioned, it's not related to the patch, rather the servers you've tested are likely running a mod with an introduced task threshold specific to player objects. If you can look in your own serverTasks.cs and find function serverCmdSendTaskToClient where you'll see the line %targetName =…
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No, any rate limiting in task creation would be entirely at the server host's discretion; the remote commands you're sending flow through the script engine, and their handlers are fully moddable. If the mod the server is running is set up to only allow a client to create a task every X seconds, that's not something that…
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This crash is essentially a bot trying to access an invalid navigation graph node. It's possible this could've occurred at a point where the navgraph generation had failed to build indoor/outdoor transitions, or in theory something as simple as the bots still being active when mission objects were cleared out (although…