Krash · Neptune Sleeps

  • Krash
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  • Why are you starting the game twice? What happens the first time? Would you happen to have a log, dump, error address, or some way to reproduce the issue? The game never attempts to alter anything that would affect your system-wide connectivity, and wouldn't have access to do so anyways on a modern system -- unless you're…
  • Did a bit of testing over lunch and confirmed that it was indeed DPI scaling at fault in that case; where the game is requesting quite a large window, the one it's being given is actually substantially smaller than the selected (and assumed) resolution. I wrote a little patch (see attachment) which you can extract in your…
  • Ahhh, yeah, come to think of it, this is almost certainly the case if yours looks similar to the shot I posted. It completely slipped my mind that I'd had to disable it due to similar issues on other applications, but the scaling factor absolutely would cause issues with how the game determines the canvas size... and…
  • Hmm... The only thing similar to what you're describing that I've seen was the first time I tried playing in 4K on an early Win10 beta build (see attached to compare to your issue); at the time there were no official GPU vendor driver packages released, and the Microsoft-provided one had a few quirks with OpenGL. Can't say…
  • The game natively supports widescreen resolutions (although if you're going for something like 4K you'll find the GUI components a bit small), and you should be able to select any standard resolution that the display driver reports your monitor supporting via the in-game options menu. Some people do also use scripts to…
  • I expect they figured servers using it would be cycling through missions regularly; if not it wouldn't appear to be working from the outside. For the Classic auto-restart to actively shut down, you could open up GameData/classic/scripts/server.cs, find function AutoRestart(), and add the following block before its other…
  • The option is there to allow multiple server configurations to be run out of the same directory, and it does normally work; I've used it myself a number of times over the years. It's possible for a mod to ignore the variable and only use the explicit standard path, which might be the case here, but it was never common to…
  • The file location defined by the "-serverprefs" argument needs to be relative to your mod path; in this case, you'll want to use: "-serverprefs prefs/ServerPrefs_Seige.cs"
  • This can occur if the server's public address changes from what it was when the server started, such as if the host's router was reset and received a new dynamic IP. Restarting the server should resolve it. If it happens regularly, having the server automatically restart at intervals would avoid this (as well as a few…
  • A machine with those specs shouldn't have any trouble running the game -- it's possible you may be running in D3D mode, which tends to be pretty slow. If possible, I would go into your video options in-game and set it to use the OpenGL renderer. If you don't see the option, you will want to open prefs/clientPrefs.cs in…
    in Slow Tribes Comment by Krash August 2018
  • 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