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Dghelneshi

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Posts posted by Dghelneshi

  1. Okay so I feel like I've seen this crash before. It's very bizarre since all it tries to do is create/rewrite the commands.txt file in the documents folder but somehow it can't open the file and crashes. From the dates of the files in the screenshot I can see it was able to open engine.cfg in the same folder just fine. I have absolutely no idea why this would happen. You could try deleting commands.txt and see whether that helps.

    In case that does not work, I've put in a check so it shouldn't crash anymore when this fails, but I can't guarantee that it won't crash somewhere else later from a similar error because I simply have no idea why this would fail and I'm not very keen on trying to find all the places where we access any files in the engine to try and safeguard them. I don't think I'm allowed to distribute the fix to you individually and you'll have to wait for a new APB patch to be released if deleting the file doesn't help.

  2. So, this is a bit annoying because the game doesn't even get to its crash reporter to produce a memory dump for us to analyze, which leaves us with basically no information whatsoever. You're going to have to tell Windows to automatically generate crash dumps when this game crashes. The process is documented here: https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps

    I have made two reg files for you to automate this process (enabling/disabling the crash dumps). disable game exe crash dumps.regenable game exe crash dumps.reg

    After enabling the crash dumps and trying to run the game you should be able to see a .dmp file appear in the folder %LOCALAPPDATA%\CrashDumps (just paste this into your explorer address bar or manually navigate to C:\Users\<yourusername>\AppData\Local\CrashDumps). If you could upload that file (or a zipped version, it compresses really well), we can at least try to figure out what is going on.

  3. 13 minutes ago, Einstein said:

    I am speculating of course, but it could be because 5.x games are (broadly speaking) a very "uncommon" piece of executable code, and they probably don't yet have a definition for it. Whereas 4.x and older versions bear much closer resemblance to the original 2002 Renegade exe, which I would expect them to have analyzed and "cleared" by now.

    AVG is known to have flagged literal "Hello World!" programs as viruses. If your executable is not signed by a big company and whitelisted it's pure luck whether you get blocked or not.

  4. Betting on anti-virus here too. AVG and Avast (same company) are known to flag our game for whatever reason and shut it down immediately without any notification. Unfortunately we can't really do much about that on our end.

  5. 16 minutes ago, Einstein said:

    Ahh I see.

    Max, I just realized that we dont know what version of Windows you are running.

    APB requires Windows 7 with service pack 1, or Windows 8/8.1 or Windows 10 in order to run at all. Reborn and IA and all others will still run on older operating systems however.

    What version are you using?

    DxDiag shows Win7 SP1. Hardware is very old but barely above minimum target for 5.0 so it should run.

  6. 6 hours ago, Einstein said:

    If D told you to install a TLS update, then I recommend that, as D is a programmer and likely knows much more about what could be wrong than I do.

    This was for the error in the launcher log. The entire thread has been a bit confusing. I said "if the launcher still does not work", then try that update. Since the launcher clearly works, there is no issue here.

    I'm still betting on anti-virus.

  7. 1 hour ago, Threve said:

    Have you tried running it as Admin and/or compadability mode by chance?

    The launcher already runs as admin (since we haven't been able to decouple the install process yet and it's almost impossible to launch a process with lower privileges from one with higher privileges). Compatibility mode is not necessary. I'm betting on anti-virus blocking it for whatever reason (particularly AVG seems to dislike our game).

  8. Are you trying to connect to the APB server from a Renegade client? APB hasn't been playable from Renegade in a long time. It is a standalone mod on a version of the engine that is incompatible with the original. You need to install APB from our launcher to play APB.

  9. Sorry, I somehow missed this thread.

    1. The error log is from the W3D Launcher and it says it can't establish a secure connection. If the launcher still does not work, please update your Windows.
    https://support.microsoft.com/en-us/topic/update-to-enable-tls-1-1-and-tls-1-2-as-default-secure-protocols-in-winhttp-in-windows-c4bd73d2-31d7-761e-0178-11268bb10392

    2. The crash dump is from Interim Apex, not APB. Unfortunately the dump doesn't seem to contain any useful information. Does this happen consistently?

  10. It might be the game running out of memory, but I'm not entirely sure.

    Does this crash occur regularly? Can it be reproduced? Otherwise I'm not sure we can do anything since the code shouldn't be able to crash in this particular way as far as I can tell. Unfortunately it's difficult to tell which information in the crash dump is real and which is bogus.

  11. Small note: We now also have basic support for XInput gamepads (e.g. Xbox controllers), mostly intended for people recording videos and possibly for airplanes. Left/right stick axes are hard coded to move and look (because the binding system doesn't really support axes like that), everything else can be bound to actions in the controls menu. Note that "jump/crouch" are turned into analog "up/down" for flying units, so using the triggers here is very beneficial for smooth video recording even if it's unusual for actual gameplay. Airplanes are still a little bit awkward, ideally we'd need separate keybinds per unit type (including axes), but that would require a major rewrite of the input system and menus.

  12. 2 hours ago, Veyrdite said:

    I'm trying to read up on supersampling; but I'm a bit confused.  Some sources refer to it as a generic category of AA methods that MSAA sits into (where MSAA usually uses a square grid)

    There are literally dozens of different anti-aliasing methods, though most of the newer and cheaper ones operate in screen space after the image is already rendered, which is not the case for SSAA and MSAA.

    SSAA is the first and easiest to understand since it essentially renders the game at a higher resolution (multiple "samples" per output pixel) and scales it back down to the output resolution similar to how you would scale an image in Photoshop. This eliminates aliasing across the entire image, but is obviously very expensive.

    MSAA optimizes this method by first testing how many different triangles are intersecting those sample points within each pixel and then only computing the shading for at most one sample per individual triangle. This effectively limits MSAA to the edges of geometry, which is the place where most aliasing happens (especially in old games; unfortunately, during the last 15 years or so shader aliasing became a major problem as well). Foliage, chain-link fences, grates, etc. are usually made using alpha-test textures, which means the geometry edge is not where the visible part of the object ends since it's just a transparent texture on a much larger surface. Thus MSAA by itself will not help with the aliasing here, but there are ways to manually make use of the texture alpha to explicitly tell the MSAA implementation "hey I want this pixel multi-sampled" (this is called "Alpha-To-Coverage").

    Both SSAA and MSAA can use different patterns for the extra samples per pixel. A regular grid is the easiest to implement in hardware, but if the geometry edges align with the pattern (i.e. nearly horizontal or vertical lines), there will still be visible aliasing. Thus many different variants were introduced like rotated grids or semi-random distributions. MSAA can additionally vary the amount of samples used for testing how many triangles intersect this pixel (coverage samples) and for computing the actual shading (color samples) as the former are very cheap in terms of performance compared to the latter and can improve the results by weighting the color samples more accurately (examples of this are called CSAA [Nvidia] and EQAA [AMD]).

    2 hours ago, Veyrdite said:

    others suggest it's a more spacial interpolation/filtering thing (ie filtering of textures on planes inclined to the camera).

    I'm not sure, but that sounds to me like you're reading about the generic theory of image resampling (how to scale an image from one resolution to another), which happens to be the last part of the SSAA/MSAA process. Surprisingly, downscaling is an incredibly difficult problem even though you have all the information available. It's almost impossible to tell which information is or is not "important" to preserve during this process so that the end result neither looks excessively blurry nor has additional artifacts that weren't in the original (e.g. aliasing, ringing). Regular SSAA and MSAA as implemented in the hardware will by default just use a simple average of the samples within each pixel ("box filter"), but some other variants have been introduced over the years as well.

  13. 14 hours ago, KevinLancaster said:

    When trying to run Metro in Single Player, the game freezes and crashes after the team selection screen.

    Could you upload the crash dump? You can find it by clicking on "User Data Folder" in the APB tab on the launcher, inside there should be a "debug" folder. Upload the newest file only.

    14 hours ago, Raap said:

    stuff

    New HW seems decent so far, but we'll have to wait for more games with higher player counts. Low player counts make it very difficult to judge things since you might miss a cruiser going across the map and it will kill all your stuff before you can react, especially without Engineers.

    Unless I'm forgetting something we currently only have one map with both MiGs and Cruisers and then one other map for each unit seperately, which is a bit sad since we really want to show off those new units.

  14. Spoiler

     

    The one and only true AW tag!

    Screenshot_224.thumb.jpg.43eb8f2dd3e4fa077c8a680895fe00bd.jpg

    First people trying MiGs on the public server

    Screenshot_225.thumb.jpg.8aebf6c2f3cd253b2acf612cf7dd1847.jpg

    Praise the Shovel!

    Screenshot_228.thumb.jpg.925601d1de6c0cdf5f78ea30457e85bc.jpg

    Sadface Engineer

    Screenshot_158.thumb.jpg.39dd8bfbf8501eec541a38ec77523ee1.jpg

    I somehow managed to convince the other team that I'm a spy by stealing their radar jammer from an actual spy.

    Screenshot_197.thumb.jpg.13e9b7fc374f36fcaf60e7600a2c1de8.jpg

     

     

  15. After this fix, performance should be universally better than before 3.0.

    If your performance is worse than expected, check whether you have Anti-Aliasing on, particularly if you're on an integrated GPU ("MSAA Mode" in the launcher game settings or  Options -> Configuration -> Performance -> Expert  in the ingame menu). That option did nothing before 3.0, so you might have enabled it at some point without noticing.

  16. From what I could find the problem with using BC7 for modern games is not just encoding speed for the large amount of textures, but mostly the sheer install size. With digital distribution, open world games, mobile games, etc. on the rise, this is a major concern (also in terms of loading speed, not everyone has 50GB of free space on an SSD yet, nevermind consoles!). Up until recently many engines also were designed with PS3 and Xbox 360 in mind, which do not have BC7 support, so all of this may be changing as we speak, there can be a surprising amount of inertia in certain parts of game tech.

    Most of your textures will be RGB with no alpha though, where the size delta to BC7 would just be too large. If you have very high res texture sources (which we usually don't, but AAA games do) and apply compression to your game files (which we don't do yet, but it's on the TODO list), you will get much higher quality out of your texture by just using BC1 at twice the resolution (4x uncompressed size) instead of BC7 (so 2x compressed size). You'd still have 2x the VRAM cost, but since BC7 has much higher information density, the disk size difference after using zip compression shrinks to something like 1.35x, so that might be worth it overall and the improvement in fidelity is enormous from the resolution (just did this on one texture for testing, size difference may vary depending on content).

    With the "clustered DXT" of Crunch and its commercial successor Basis there is a lot of additional work being done to make texture data even more compressible so that install sizes can be smaller even if VRAM usage stays the same (though quality suffers slightly). Quite a lot of games (including the Unity engine) have adopted these advanced modes of Crunch into their pipeline and since Crunch doesn't do BC7 this is another hurdle towards its adoption, though once Basis is more established this might change since it does have support (it's not free though).

    Edit: One good application for BC7 might be UI textures where quality and sharpness is very important, alpha is commonly used and BC3 often fails miserably. Many use uncompressed textures here.

    Note: Added a small note about mipmaps to the OP (below the ranking).

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