Krash · Neptune Sleeps

  • Krash
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  • Yeah, that's pretty odd... I suppose it's possible there's a bug with that old NSIS build that causes it to crash without warning on your specific setup. If you want to install it manually, it should for the most part be as simple as opening the exe as an archive (e.g. with 7zip or WinRAR) and extracting the included files…
  • No changes occur whatsoever? console_start.cs.bak isn't even created? There's nothing in the installer itself that should allow it to close on its own without showing an error message (requiring user input to exit), and this stage in particular performs only very basic file-system operations. Unless an outside process…
  • There have been a few people who've put some info together in the past, though I'm not sure what'd still be around to find. They do differ in each game and each mod (e.g. projectiles in classic tend to move faster or do more damage than those in base), but their values are fully exposed in script form; there'd be nothing…
  • The mod, or a script, is appending that to your $Host::GameName/$ServerName variable for whatever reason. Couldn't really say why without seeing the script or knowing the author's intent, but I'd figure they'd put in a setting to disable it somewhere... if it can't be found, you should be able to just reset it with…
  • If I had to guess, I'd imagine it's some buffer/compression artifact connected to the rate the audio driver is updated, but I haven't looked into it at all. I had noticed it occurring regularly on my laptop a few years back, but rarely if ever encountered the same issue on my desktop. You might try dropping IndirectSound…
  • The OP didn't mention when the error was encountered or the error code, meaning it could've been any of the usual culprits; yours gave the code and a timeline similar to what some WINE users had previously encountered, which suggested it could be heartbeat-related... but yeah, it's not related to the patch, which could've…
  • If that's the case, you'll want to check your network configuration; again, this specific error only occurs if there is an unexpected failure during a name lookup. If you have multiple NICs, you might need to explicitly specify $Host::BindAddress to get it on the right adapter, but outside of that it'll only be attempting…
  • 00559CE2 specifically refers to a procedure handling asynchronous responses to a DNS lookup through the WinSock library; on Wine, my guess would be that for whatever reason it's not able to connect to a nameserver defined by the system, or it's getting an invalid response somewhere along the line. In principle you could…
  • They run classic mod, but the client is identical unless you're hosting a server. The default shortcut added by the standard Tribes 2 installer used a patcher service that has been out of service for years, so we replaced the executable it links to with one that simply passes arguments to Tribes2.exe; this works fine for…
  • Come to think of it, I just realised you must be running the SierraUp.exe launcher, which is just trying to run the proper exe, and is presumably unable to for whatever reason. Something you could do to test this is either create a new shortcut to "Tribes2.exe -online" (you can just copy your offline shortcut to do this…
  • It shouldn't be closing without error -- the game has an exception handler which just happens to handle very few exceptions, so virtually any time the game crashes of its own accord you should see an "Unhandled Exception" window with a reference to a memory address. There aren't many things on initial startup that could…
  • The function takes a key name and password as input; you should be able to gather these from the arguments passed to the game shortcut (refer to console_start.cs in the GameData directory). As long as everything has loaded in, running that function with your details at the end of the script execution should allow you to…
  • I didn't include support for these parameters when bypassing the original login system, both because the TN authentication flow functions significantly differently, and because at the time I didn't expect anyone would use them. If you really wanted to, you could add it into the loginScreens.cs script included in the vl2…
  • Hi-Rez owns the rights to the franchise -- full stop. While they do distribute the games on one of their own websites as freeware, and do link to our patch to enable online support, it's ultimately their property to do with what they will; without being granted license we have no right to publish it on a distribution…
  • I think that 2.5 exporter was set up for SS/T1 models, so might lack changes made to the format for T2, such as how animation sequences are handled. Would be interesting if it still gets the job done though.
  • Pretty sure that one will have been built with the Max 3.1 SDK, and the models were made in 3.1, but it's been well over a decade since I had it working, so not sure which I had... It did have a readme with the source back in the day. Might be some insight in there. I do remember a couple of us on IRC were testing the…
  • Should still be Sfphinx running it, but not sure if he has checked in recently... Could probably try getting in touch through sfphinx @ tribaloutpost, or finding his account on here. Aside from that, hmm. Maybe try this: http://www.tribesnext.com/forum/index.php?topic=3551.0 Looks like the dropbox link has a 4GB pack of…
  • If you haven't already, you'll need to go into your router's configuration and forward your server port (28000/UDP) to the LAN address of your host machine. Without doing so, any attempted requests made to the server simply never make their way to the host. You can google port forwarding with your model of router if you're…
  • The only real advantage you can get from Tribal IDE is the debugger/telnet support to connect to a server for testing live changes to your scripts, but there's not really anything you can't do already. The editor is also pretty ancient (written in object pascal, if I remember correctly), and was notorious for poor handling…
  • http://xfer1.the-construct.net/tribes2/etc/si_tribes2_modtools.rar
  • No, TribesNext was not affected by this incident in any way; it's on this list because the author included any domain using Cloudflare's nameservers. While we did briefly use their CDN service on the site to mitigate the heavy load at release, it hasn't been active for several years.
  • This error only occurs when your game executable has for some reason been corrupted; try again with a clean install using the online distributed version and it should be fine. If you had previously installed from an original 2001 release CD and attempted to apply the patch without updating the game to version 25034, it's…
  • Yep, you only need to run that update if you installed from the original 2001 CD release. Version 25034 was the final re-release update, which is pre-included on the post-2002 bestseller discs, as well as in the free tribes2gsi.exe installer we distribute and recommend.
  • If you're referring to the tutorial missions, I made sure to include the tab to play them in the "online" mode since they were rarely seen otherwise. There are only a handful, but they should work fine, and they've always been the full extent of the built-in single-player element, since it's a multiplayer game to the core.…
  • An exception that occurs after displaying an error about your IP address is generally caused by an inability to determine your address with the listing server (or a configuration on the individual game server, depending on the specific message). Generally this is caused by either software blocking your connection, or part…
  • Any server added to the list has successfully responded to an information query identical to those made by players, using either the IP address automatically detected by the master server (reflected in the "Address" header in the response), or that which is explicitly bound by specifying $Host::BindAddress in your server…
  • Just a bit of clarification there, the franchise has never been in the hands of Activision/Blizzard, though it was for the bulk of its life the property of Vivendi, which later became the principle owner of that company. I believe the history went something closer to this:* Dynamix was purchased by Sierra in 1990, which at…
  • If you still have the old installation directory available, or have an installation on another machine, you can copy the old "public.store" and "private.store" files into your new "GameData" directory. Otherwise, you'll need to either borrow existing downloaded credentials from someone with a spare account, or wait for the…
  • It's unlikely you'd find anything automated to do this, but given the game uses DirectInput, I wouldn't imagine the scale differs all that much from other games that don't enforce useless things like smoothing...
  • If you're using the text input field for the username, you're attempting to download credentials from the account server. This would be the only case where you'd see an error regarding the username, and the success of such an attempt would require the account server to be fully operational. Locally stored accounts are…