Krash · Neptune Sleeps
- person Krash
- alternate_email fhccbsuppoeg@gert@trvorfaibesnext.com
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Comments
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The global offsets of markers would be in the navHud rendering, e.g. navHud.playerEyeZOffset for the vertical offset of IFFs over a player.
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You can try it with setEchoFileLoads(1); on to see if the filename it's trying to open a FileStream for is as expected, or memPatch("40AE4B", "8B5D0885DB74799090909090"); for the sake of curiosity just to see if what's sent to the readWAV call is somehow empty. For the alxGetWaveLen calls specifically, it should actually…
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Crashes at 0x40ae83 would indicate that the resource manager was unable to open a file stream to read, preceding any processing of the file or use in the audio driver integrations. There's not really any new code run at this stage, it's simply failing in preparing to read; this crash should only happen if a file in the…
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The low latency setting can reduce GPU churn in pure OpenGL mode, but it's largely dependant on display sync estimates that aren't always available, and it might need to be hidden in the future unless some vendor-specific features can be tied in to stabilize it. Its original implementation was for the DXGI interop…
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This demo isn't an issue with interpolation, exactly, rather that interior has some janky collision geometry, and unfortunately a small piece of updated physics code, while much faster to run, is a little less forgiving of the box hitting tiny ledges. Lacking more frequent movement input packets from the client (and likely…
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The client aborting at this phase of the handshake without further retries and without a timeout or error would generally indicate that the payload size in the server's response was too small to contain a challenge, or too big to have been encrypted with a standard account public key. Both of these would suggest the…
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Open your console(~) and note what it says when you see this. A successful connection to the server will show roughly as follows: Joining Server IP:111.222.333.444:28000 Challenge Request: 1 Got challenge response Sent connect request... 1 Connection accepted - id # protocol 52 ServerConnection If you also see the text…
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You're going to need to be more specific, this isn't an issue that's been reported before. Hanging where? What are you seeing?
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There haven't been any recent changes to the scalable text rendering, and there aren't any special actions that take place to change how text rendering works under the triggers you described except that when the canvas changes content it can sometimes release unused fonts and load/reload new ones from disk. Would need more…
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The short version is that because the collision test needs to solve both for terrain and for interior brushes where objects may hit an edge (think the acute angled corner of a slanted roof) at speed rather than the flat part of a surface plane, it was generalized to detect the most likely collision case for a given…
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There's a hotfix on the first post since I know that terrain issue is probably annoying, and it'll be a little bit longer before I can finish testing some pieces I wanted to add. This one should include the following: Remove Mssdx7sh.m3d and Mssdx7sl.m3d (legacy provider causing issues leaving buffers open on failed load)…
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If you've got the game installed in more than one spot, it's possible you might've patched a different install than was run by the shortcut you ran here. The more recent build had a bit more detail added to the crashlog file that would identify the version, and the memory management changes that should generally limit the…
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Which build did you last install? This is a debris object that'd already been deleted running the removal code again on receipt of a packet from the server, and changes a few versions back should've prevented this.
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There isn't, since the only time the UI scale is changed by the game, it'll be represented after the onUpdateRenderTargets callback runs (following creation of new buffers or resizing of existing buffers), and UI scale changes alone are nominally always done by client scripts calling setUIScale Any script that needs to use…
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Looks like that's the same beacon hud crash you had previously; the fix I described (preventing rendering beacons when your control object is not a player) was added to last week's build.
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Yeah, that's all scriptable stuff that the patch generally shouldn't touch, so it could be your config. A modded server might send a limited set of commands to change the reticle and what's displayed, but your client scripts decide how to interpret it. Try to record a demo if you can reproduce it, because if it's the…
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For the audio source issue try deleting Mssdx7sh.m3d and Mssdx7sl.m3d from GameData for the Miles stream routing issue – these are Miles 3D provider backends for DirectSound3D 7 software modes with high/low HRTF, and they don't show up in the menu on most systems, but it seems when the game tests them it might be leaving…
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enableHybridTerrain moves the bulk of the terrain rendering work from the CPU to the GPU. The original renderer generates all of the terrain geometry you see on screen on the CPU dynamically every single frame, and the textures you'd see were all software blended and cached in memory, combining each material and the…
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Oh, that's mipmap generation on dozens of baked terrain sector tiles being generated and selected all in the same frame. It'll be removed in the next build, it wasn't meant to be left on, I was tuning the detail scaling while writing the new terrain renderer. If you have a modern gpu you can try enableHybridTerrain(1); for…
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Miles crashed trying to do sample rate conversion on a wave file – possibly a file with incorrect headers, but I've played every sound included with the game without seeing a problem. A wave format with 32-bit samples could cause this, or just a corrupt/partial file on disk. Interestingly though this part of the Miles…
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There's a minor update available on the first post with a small set of fixes. If I have time before the weekend there might be a feature update by then, but it might end up being next week. The current build should have the following: Fix "0" not being interpreted as a wildcard IP address when adding bans Fix kicked/banned…
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I do suspect the Wine version you have has some unresolved issues with its uxtheme.dll implementation, and an update might be best if possible. In theory I can prevent certain code from running under earlier Wine versions, but since windowing isn't exclusively my code and I don't have somewhere to reproduce the error, it'd…
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Jumping is how you deal with the friction, gravity is what gives you speed. Hit the slopes on the downhill and use your jets to maintain momentum and get air going up for your next drop. You'll want to be playing Classic or a similarly tuned mod if you gotta go fast.
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A server or any server? This can mean one of a couple different things: The handshake was immediately rejected by the server because the certificate payload was either too big or too small The server was unable to parse out some piece of your account certificate (username, guid, exponent, modulus, signature) The signature…
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Hard to say without knowing more about specifically where it stops working. The composition with a separate render buffer for scaling/anti-aliasing the gameplay is already active in the screen you're showing, it's just cleared black. The in-game rendering still largely relies on the oldschool fixed-function rendering…
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I'd have to dig in more to know for sure, but what I think happened here is that the new shaders might've reported success on compilation, but for whatever reason the driver didn't correctly return some critical location info... which would be pretty strange. I might need to add a safety fallback to double check these…
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That's interesting. This is a check when rendering hud beacons to see whether a controlled player object is piloting a vehicle... in this case, the crash didn't occur because data on a deleted object was accessed (player objects obviously aren't deleted immediately on death, even when they're blown to bits), rather, I…
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Yeah, this patch doesn't make any changes to Tribes2.exe, but the new window does use the title "TribesNEXT", which is why I wondered – it would be very easy for them to parse the title. Anyways, I've tried changing the window title to "Tribes 2" for the new test build in the first post. Other changes merged in here are: A…
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Whoops, you're right – SetThreadDescription wasn't added until Win10/Server2016. That should be loading dynamically for only the systems that have it... I'll fix that for the next build. Can't promise I've 100% crossed out every case like this for supporting older systems, but I'm certain there's nothing in it that can't…
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You're going to want to update to the hotfix version in the first post, it looks like you most likely ran out of address space due to the memory leak on sound file loading in the previous build (being a 32 bit program, there's only a few gigabytes to work with even if you've got tons of memory).