Krash · Neptune Sleeps
- person Krash
- alternate_email fhccbegsupport@gevorf@tribesarkg.pbnext.cozm
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Comments
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At the same address? This was caused by debris being removed from the scene trying to release one of its particle emitters, but I suspect the debris had already been deleted and freed already, probably in the same tick. There were a few targetted fixes for things like explosions that had similar crashes, but if it might…
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This cutoff is basically just the navhud stepping through all the general player targets the server has told the client they should be aware of, and deciding whether or not it's in a spot where the icon would be seen if it tries to render it. In the base game that check would roughly line up with the horizontal edges of…
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Mathematically those narrow FOVs you're setting aren't technically more narrow than the their equivalents in the standard unpatched game, and this is what I meant when I said the latest update does change the standard projection a smidge; like changing the lens on a camera. The previous version tried match the behaviour…
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It'd be possible to put something like Opus in, but I hadn't really given it much consideration because I figured most people prefer to use Discord. On the OpenAL sound driver integration, I did give the microphone input better recording quality (using SDL3's audio device subsystem, so technically not itself using OpenAL…
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Yeah, since the game predates modern approaches and reads the map for this effect from a channel that'd show up as transparency in most viewers, the workflow can be a little tricky to work with. If you're not saving the alpha/transparency at all, it'll probably work fine, you just won't see the effect.
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Weird how? Just guessing based on your description it sounds like your alpha channel (used for the emap shiny/metalness effect) might be saved incorrectly. Are you using the SuperPNG photoshop plugin to export, or some other editor? The error is probably the tournament client vl2, you can safely remove that
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I've done a little experimenting with extending the hardcoded limit to the IFF display, and I do feel the sensor manager would keep it pretty fair: as I described, you'll only see friendly target IFFs in the extended view, except when an enemy is already detected either by you or another teammate actually looking in their…
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For safety, you could also either cancel the scheduled debrief if it's pending when serverCmdMissionStartPhase3Done is received, or abort in the function doing the sending if %client.isReady == true I had seen the plasma disappear in certain conditions before, could've been a back-face culling issue, but hadn't seen it…
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The screens you're referring to are controlled by remote command messages through the script engine, and the messages are guaranteed to be received in order, so your mod has scripts telling the client to show that screen after they've loaded in... or else is just sending the MsgLoadInfoDone message way too late and the…
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First glance looks like a problem loading Miles up with an audio buffer. I'll have a closer look later, it's preventable if that's the cause... if you're able to, switching to OpenAL in the sound driver menu might be a workaround.
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Because 0x6f7c6a is inside a very generic memcpy function at 0x6f7c40, the full contents of the crashlog are the minimum info I'd need to try to manually reverse engineer the cause of the crash (I mean, ideally more would've been better, and I should've included module addresses, but I understand privacy concerns and left…
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Stats isn't something I'm working on
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I've updated the first post with a build that slightly adjusts the calculation so the projection matrix doesn't get pulled out further than expected on ultrawide aspect ratios if you crank the FOV slider. This does change the standard projection a smidge, but should be a little more stable across all aspect ratios,…
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Yeah, that wouldn't work without the old Ruby authentication being active and logged in to your account. Stripping the ipv4 check out of that function with the native auth version would look like: function clientCmdt2csri_decryptChallenge() { %challenge = strlwr($encryptedchallenge); for (%i = 0; %i < strlen(%challenge);…
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Yeah, that UE address is for memcpy attempting to copy memory to/from an invalid location, but without the context information in the crashlog or some idea what you did to cause it, it's effectively meaningless except to say this particular error would probably be more common in loading corrupt PNG textures than anywhere…
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The FOV is one that I feel may initially seem like an opinionated change because everyone has played with increased FOVs set in scripts to work around the fact that the original calculations are made around the expectation of the screen most likely being in a 4:3 aspect ratio, but... other than not being immediately…
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Some things are definitely going to be imperfect; this combines pieces various earlier "rough draft" projects from the past 15+ years, so I haven't triple checked some of the older code like that international keyboard mapping. Rewriting large parts of a game engine without making a new build of the engine is kind of a…
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I've updated the link in the original post to a build that should fully match up to the original key/scancode mapping for international layouts, and also eliminated a tiny bit of overhead in keyboard inputs. There are a few additional rarer keys accepted now (e.g. F16-F24), but because everything still has to map into the…
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Yeah, my bad, turns out I missed a range used by other keyboard layouts when I first wrote that implementation. I tried it with the Finnish keyboard layout installed on mine tonight and see what you were getting. I'll have a look at getting it all working properly, it needed some optimization anyways, but if you can send…
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On a desktop with a high end card, I would leave texture compression off, but if memory is tight (or on an iGPU with shared memory), either fast/nicest would help shave off a little. Vertex lighting should be off, it was more of a compatibility setting for hardware back in the day – the game's lighting is baked into a…
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The crash log will be written to GameData (beside the exe) if it exists, but it doesn't sound like it's crashing. I assume it's a black screen and not no window at all? I might've accidentally left the DXGI option enabled by default on Windows; it's supposed to automatically disable if it fails to start, but if it's…
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In theory you should be fine without the VPN unless it there's traffic that trips it again, but it's really supposed to let communication with the master server go through regardless... I'll have to double check the rules setup at some point
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Miscellaneous Server Notes This patch applies fixes and extensions to the original ban system; if you have the earlier TN script variable based bans in your banlist.cs, you’re going to want to back them up or convert them to the BanList::addAbsolute format, or they’ll be emptied out. Bans stored in other ban managers…
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There are no countries blocked, only hosts/networks with repeated evidence of abuse or spamming, and the majority of these aren't prevented from accessing services entirely, they're just presented with a challenge on the main website. It's been running for many years, so some of these rules may be outdated and could be…
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I could have another look through old drives later, it's entirely possible I might have a copy somewhere I never bothered to organize, but I found the one map for now: Had I had the foresight, I might've tried harder to actively back up more of what people put up on other sites, but it never seemed like a priority at the…
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Ok, so I haven't thought about this one for years, but the error you received there is the game attempting to process a queued up network event that doesn't exist - the current list was corrupted somehow, possibly because the event was deleted early or invalid data was inserted. Are the two devices on the same network,…
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I'd need the memory addresses from unhandled exceptions to be able to diagnose or write fixes – without them it's mostly guesswork from context clues. I assume you have the IRC fix you have was the general fix I'd done for WinSock DNS lookup failures, which is probably the most common crash since some old scripts attempt…
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As a general rule, I wouldn't advise distributing a full installation of the game for a mod. Granted, as an option it can be convenient for a total conversion, but people looking for mods or joining servers typically already have the game installed with their own configurations, and where they just need the client files, a…
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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;…
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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…