Krash · Neptune Sleeps
- person Krash
- alternate_email fhcsupcbeporg@gt@tevoribrfaesnext.com
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Comments
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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).
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Yeah, I wrote the install path detection script for the old patch back in 2008/2009, but it basically defaults to C:\Dynamix\Tribes2\GameData\ and then goes through a handful of options to detect if it can find the actual install: it'll read 4 or 5 registry keys that the old installer would add, the path the patcher is in,…
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Would need more information to go on; unless you mean the rendering is frozen, which wouldn't show 1st/3rd switch, what you're describing is generally the behaviour of a server not sending you packets, or you being unable to process the packets you receive, which I could easily cause to happen on my own server…
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There's a new build that's mostly just the hotfix for that memory leak and a few minor tweaks under the hood, like the AVX code nominally only being used if AVX support is detected. I do have something more interesting that I wanted to finish up and merge in before pushing another build, but a memory leak is worth fixing…
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No, servers don't play sounds. There shouldn't be any sounds missed; the mixer is set up to play 4 times as many samples simultaneously without having to cull lower priority audio. The quietness you're describing may be because the volume slider applies a logarithmic scale to the gain so you have more perceptible control…
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Ahh, this is looking like the actual cause was a memory leak loading the audio data up into Miles – it's just straight up slowly running out of allocation space. There was a custom Dynamix extension for loading audio which kept the buffer in the same place it's processed in memory, and when reimplementing the processing to…
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Not being able to test a config myself just means someone else needs to be willing to test and report back as much detail as they can. Might be hard to pin down without debugging Wine, but an error in uxtheme.dll would occur while SDL3 is setting up the window style, which does use relatively recent DWM mechanisms, but…
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I can't do anything about any crash reports that don't have the error address and the crashlog. There is a new build in the first post though that includes limited protection against the game trying to write data on objects that have already been removed, which in theory could happen when a SimGroup is removed on the…
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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.