Krash · Neptune Sleeps
- person Krash
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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…
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559CE2 is a WinSock DNS lookup failure, typically occurring when a script attempts connections to a domain that no longer exists, or a subdomain for which the record has been deleted from the nameserver. It can also occur if these connections are attempted without a connection to the internet. There'll be a permanent fix…
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If you're able to see the memory addresses on unhandled exceptions for any crashes you're getting, please keep track of them and send them my way whenever possible
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There's only one (public) account server, and the system was designed to allow you to continue to play on the odd occasion it has to go offline for maintenance once or twice a year. Your account keypair is a locally generated, locally stored credential; you normally only contact the account server on creating an account,…
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Most of the old Construction maps are available here: https://www.the-construct.net/downloads/tribes2/maps/ The full set of what's listed there should be in this rar: https://www.the-construct.net/downloads/tribes2/mappack.rar If you just want the flatland variations they're available in this vl2:…
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Flatdash is serverside; it uses the Slapdash terrain, so no download is required. There's nothing on that server that should cause an exception at all, least of all a DNS lookup error (which would have to be something running on your end, but is the single issue specifically resolved by the script above). Are you sure it…
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The current version of the game by default stores the masked password in a registry key that has been made read-only under recent versions of Windows, in an area that bypasses automatic registry virtualization compatibility. A temporary fix is to open console_start.cs in GameData/ and add the following lines at the top: //…
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You need to install the script in base/scripts/autoexec/ and you need to be running a TribesNEXT patched install of the game. If you're getting the same crash, the patch in that script either isn't being applied, or the connection that crashes is running and completing the lookup before the patch can be applied — which…
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559CE2 is a WinSock DNS lookup failure, typically occurring when a domain no longer exists or a record was deleted from the nameserver. This will be common with a lot of older mods simply because they attempt to connect to servers that aren't up anymore (in the case of TWM2, I believe Phantom had a stats/profile system of…
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Can't speak to the specifics of anything that might be included in this pack, but if you let me know the memory address listed on your unhandled exception, I can tell you why it crashed, and if there's a quick fix.
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Admittedly I didn't closely follow every project @Phantom139 worked on, and there were a few CCM type variants, but might you be thinking of Total Warfare Mod? Looks like he put it up on github here: https://github.com/PhantomGamesDevelopment/TWM2
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Hmm, that's very strange... I mean, in theory this could occur if there's a error in key generation (or, conceivably, having a blank username or attempting to use a TAB character in the username, which shouldn't be possible through the UI), but I don't think I've heard any reports of it consistently failing through…
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This error indicates that the account key submitted to the auth server for signing was corrupt or otherwise in an incorrect format − make sure you're not for some reason using an older version of the patch.
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It's hard to say without knowing the timing/details whether there may be a legitimate reason for reconnecting that you may want to avoid discouraging − if you're using custom maps, for example, they may be trying to figure out how to install them, or it's possible they may be getting disconnections such as the common CRC…
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Unfortunately, yes, that particular service can be subject to a bit of intermittent downtime due to maintenance or environmental conditions once or twice a year, but the system was designed so that it's only ever contacted when signing newly created accounts or redownloading your certificate backup. Once you've registered,…
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Malware being the cause of this is incredibly unlikely in any case, and effectively impossible in yours (running through CrossOver/Wine) − most commonly the cause of this would be some service on your system or your network blocking or manipulating tcp/http traffic, but if it were being blocked you'd also expect to see the…
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Sooo, the thing to know about mixing dinput mouse control and Windows DPI scaling is that there's an issue with how Microsoft is handling adjusting mouse data for different screen DPIs on unaware apps in their DirectInput code for this older interface. The mouse movement the game is receiving comes in the wrong format, and…
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The authentication server is only necessary for signing your key on registration - so if you can't connect to it and you already have an account, you can just copy private.store and public.store from your existing installation's GameData folder to the same place on the new computer to log in.
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Are you getting errors in the console when you compile/exec the version of the script you modified in place? It's possible you have a syntax error somewhere, which will be reported in the console with the affected line when it attempts to compile. If the original version continues to load instead, you may also have a…
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It's currently online.
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The people who hosted the old IRC server apparently recently deleted the DNS record pointing to the server, so the game might be hitting an error due to incorrect built-in handling of failed DNS lookups. There's going to need to be a new build/installer soon, but in the meantime you can add $IRCClient::state =…
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Hmm, that's odd... there was a server move last week, it's possible the upload went to the old server in the intermediate period before the DNS changed.
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I wouldn't recommend replacing those dlls with anything sourced elsewhere. The root cause of this is either your system's SysWOW64\msvcrt.dll library somehow being the wrong version or missing/corrupt, or some part of your configuration causing it to load from elsewhere... Open regedit and navigate to…
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If you're having this specific problem, it would cause issues only with x86 (32-bit) applications loading libraries from SysWOW64, but it would cause the same problem with program that has that symbol somewhere down their dependency chain. Unless you often play old games, you simply might not have run any 32-bit apps in…
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No data is sent to the account server until the final signing step, it will have just been offline or something blocked the connection if it failed on the first step. But yeah, you can always use credentials from another install to login -- and on an older machine this will have saved you from sitting through a lengthy key…
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It's not dead, no. While unfortunately the account registration server does occasionally go offline for a day or two, it has now been running more than twice as many years as the original Sierra hosted services ever did after Dynamix closed, and the system is designed so that if you have your account logged in locally you…
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Nothing particularly low level, but you can add setLogMode(1); and setEchoFileLoads(true); to the top of console_start and it could give some indication of the last place it reaches, however because this is strictly a log of console output it won't provide any useful information if it's not actually progressing past…