Krash · Neptune Sleeps
- person Krash
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The game's vsync option in principle should participate with FreeSync since it's entirely on the driver to decide when to start the thread going again, and it requests a sync mode that isn't supposed to block if it falls below the display rate... but... yeah, OpenGL doesn't give much control over how the presentation is…
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The CrossOver crash is an issue with a shader not loading, or more specifically, at some point it had to have reported successful compilation, but some required locations for uniforms weren't returned by opengl. It should've aborted before this point, but there wasn't really a fallback that far in to the process after…
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Because reticle changes are only done with this one function, the only debugging you should really need is modifying it to print the inputs to the console and testing changes to those reticleHud.setBitmap commands. You could enable trace(1); on the client briefly before the weapon switch, but there tends to be a lot of…
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Can you share what it looks like? Gamma isn't really a simple brightness control, but the high end should be producing midtones that've been brightened so much they look a little washed out. The range afforded by the slider is effectively gamma 1.48 through 3.26, with the standard neutral 2.2 baseline at the dead center of…
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If you made modifications to the static entries in clientCmdSetWeaponsHudActive and didn't see them when you pulled out that gun, it might not be using the script you're looking at. Try running compile or exec on the script in your client console manually; if you're just making changes and restarting the game, it's super…
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The load order being after disc is only important for the example because the datablocks as shown inherit from Disc/DiscImage parents and re-use DiscAmmo. Since you already have your own complete versions of these named datablocks, for your own $WeaponsHudData entries to be added in the same way as shown, you only need to…
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No change would indicate your driver for some reason fails to compile the adjusted gamma shader variant, but the difference is about 3 lines, and nothing fancy, so that's odd. It shouldn't be "very" dark in any case, though. Without this shader variant, it should continue to use the default you'd get with it set at dead…
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The change you mentioned in the hud file is client-side (meaning if you did make it work, it may only work if the client has the same file changes), as are changes to things like OptionsDlg and ControlDefaults. You can however modify clientCmdSetWeaponsHudActive for debugging purposes, for example by echoing the %slot,…
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What do you mean? You won't see the result in the menu, but the gamma slider sets a value hooked directly into the scene post-processing
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It's a very standard Windows application and should run with most platform translation solutions, the trouble is just with these niche cases where it's not starting, if nobody experiencing issues is providing enough debug details to point to the issue, I can't guarantee a fix... just make a reasonable guess and maybe never…
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As long as you don't need things like custom models, keeping your mod server-side shouldn't be a problem. Custom maps do need any new interiors or custom terrains downloaded if you need them, but many maps just reuse existing assets. Reticles are changed with the setWeaponsHudActive clientCmd (RPC messages sent to clients…
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Not in a reliable way that'd present well to a remote client for use as a recoil effect, or at least not a sane one that comes to mind, but I might remember something later when I have the code in front of me. One thing I do recall putting in a mod many years ago was a harmless explosion/shockwave to "juice" up the shot a…
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Demos are essentially network packet and input logs, so it's normally only possible to play them back on a version of the game with a compatible parser for the protocol and structure of the recording. It'd in principle be possible to build a system to convert the format to the version used in the 25034 update, but I'm not…
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The poor performance on a new architecture isn't surprising; even in the best case on a native x86 Windows system with a high end modern GPU, the original renderer is limited by per-frame work on the CPU and the graphics driver's implementation of OpenGL and emulating the fixed-function pipeline of hardware from back in…
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While I wouldn't say they're always the cleanest, almost every mod that isn't distributed in dso form should have an example of how a weapon being added/modified can work. Some of them do handle things like the inventory listing differently, but it's all the same in principle. Grab that mega pack of mod content and have a…
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There's a minor issue with how the events are being read back in demos, but it should be resolved in the next patch release. Example recordings are always appreciated for testing, if you can upload it.
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There was no confusion about how it works.
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If you had asked, you'd have learned that the community features are already implemented, and the new services API is not compatible. If that weren't the case, you'd have been advised against approaches you've taken and a minefield of issues. If you want to contribute, do something creative, make new mods, maps, skins, or…
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I do not advise continuing on this path, and would urge against asking people to install those scripts.
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That'll largely be specific to your system config, but you'll likely hit a performance ceiling with Zink due to limited implementation support of the legacy OpenGL1 fixed-function pipeline.
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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),…