Krash · Neptune Sleeps

  • Krash
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  • Alt+E is the binding, I think Ctrl+E was too close to bindings you'd actually be using while playing (Ctrl+W, Ctrl+F, etc), so would've been disruptive if you accidentally hit it. I'm not sure if the guide you're following mentions this, but certain editor actions can cause crashes if performed while the game is running;…
  • If it doesn't make sense for your configuration, such as if you're running a headless server with simple restart on close scripts, it's perfectly fine to suppress the message box, I'd just recommend disabling the call rather than kicking a leg out. The default configuration of that message box suspends all threads of the…
    in Server Fails Comment by Krash May 5
  • Not of the initial exception, but it's likely that causes further issues inside the exception handler, yes. 0x7DC7FC gets filled with a pointer to the imported MessageBoxA symbol, and writing 90 in that location would cause the game to attempt to call that pointer with one byte changed to another offset, which would result…
    in Server Fails Comment by Krash May 2
  • Hmm, unfortunately that one's not something that'll likely lead to any answers/fixes, as that offset puts you smack in the middle of the exception handler itself, specifically in building the message for the error popup dialog. Could be hitting something that corrupted the stack, but it's anyone's guess where...
    in Server Fails Comment by Krash May 1
  • Changing attributes of armor datablocks (or vehicles) is one of the first places people typically dip their toes when first trying modding, so almost every mod you look at should have examples to show how it's done to varying degrees. Classic will probably be the most subtle, mainly making tweaks to the "feel" of the…
  • Thank you for keeping track, but just for sanity, could you confirm that address is correct? If it is exactly as written, it's outside the fixed range of code in the game executable − which could mean another dynamic module is loaded in that space, or a pointer error resulted in it jumping there by mistake, but it'd be…
  • So... Yes and no. I can't manage that existing system nor update its expired certificate, that's running on Thyth's private home server. An entirely separate system including tribe tag support and a rewritten connection handshake protocol is, however, one of the many T2 projects I've put considerable development time into,…
  • I think you'd find that maxogc used an old php4/5 library called GameQ, which I remember looking over briefly when I put together an earlier version of the current master list around 20 years ago. I personally found it a little iffy at the time, and I'm not sure it still works on modern php, but it might... Someone…
  • That's an interesting one; the 0x624C0A crash occurred while a particle emitter updating its bounding box (recalculating the size after adding new particles), and it ended up with a corrupted particle list somehow. Did this occur immediately at load, the first time an emitter would have been active? The particle engine…
  • Your game is crashing while connected to a server? Could you note down or screenshot the address listed in the crash message for me?
  • 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…
  • The fun way is finding them in the game install 😉 For preservation purposes you might look in the library on archive.org
  • 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…
    in Server Fails Comment by Krash March 26
  • 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…
    in Server Fails Comment by Krash March 25
  • 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…
  • 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
  • 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,…
  • 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:…
  • 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…
  • 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: //…
  • 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…
  • 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…
  • 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.
  • 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
  • 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…
  • 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.
  • 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…
  • 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,…
  • 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…
  • 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…