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danpaul88

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Everything posted by danpaul88

  1. It's worth pointing out that 700mb is almost the size of the stock always.dat so I think whichever server you were joining was filling in the entire always.dat from it's ttfs. You might want to let the server owner know so they can fix that - it's not what ttfs is meant for.
  2. I will look into this once I'm home from work - my understanding is that the IA client is meant to have removed all non essential files as they've been replaced by IAs own models, maps, sound effects etc. This should render it unable to join a traditional Renegade server. You didn't indicate whether, after downloading the map, the client was successful in actually joining the server? It's possible ttfs has advanced to the point where it can effectively bootstrap an entire copy of Renegade from an empty shell, which would raise some interesting questions for those server owners in that case as they'd effectively be supplying downloads of most of the game content. Worth investigating.
  3. Firstly, let me to clarify this - the IA client downloaded by our launcher is *not* a complete Renegade client and cannot join Renegade servers. This was and remains an explicit precondition to our hosting of the downloadable client via our launcher. Until such a time as EA chooses to release Renegade as freeware we will not change this policy. In relation to the wider topic, it may help to consider that I am actively looking into supporting users joining stock Renegade servers using our launcher and their own installation of Renegade. Thisis tricky for the launcher as a lot of code was written with the expectation that it can install any game you don't already have on your behalf, so I'm in the process of adding interfaces which allow it to check whether these features are supported for a given application and adjust the UI appropriately when they are not. Thus your Renegade servers will also get the 'best of both worlds', as you put it. I also plan to provide an alternative presence reporter which can be used in place of GSA, allowing server owners to stop opening the GSA firewall port and reduce the amount of traffic hitting them asking for player counts etc. This will be an optional alternative. It would be great if you could work with us on this to provide the best experience for all players. I'm happy to answer any questions you have about how our infrastructure works and, as always, I remind everyone that feature requests, bug reports etc are always welcome via our public issue tracker - https://gitlab.com/w3dhub/w3dhub-launcher-net/issues
  4. The launcher uses secure.w3dhub.com, not www. Also editing hosts files leaves you vulnerable to future IP address changes since it won't pick up new address from the DNS
  5. You should also try typing ipconfig /flushdns into the command prompt
  6. Please post the error and diagnostic log files from documents/w3dhub/launcher
  7. Can you share a screen shot of the problem? Is this on the website or the launcher or somewhere else?
  8. It's possible the forum image resizing code is outputting it as jpg - perhaps it deliberately doesn't allow alpha in profile images
  9. Make sure to save it as PNG because jpg doesn't support alpha channels
  10. The launcher queries Windows for all the supported resolutions for your monitor and lets you pick from those - it's not got a built in list. So if whatever size you want isn't listed that's because Windows doesn't think your monitors support that size
  11. I still go back and play the original theme hospital now and then. EA gave it away for free on origin a few years ago with a dosbox wrapper. I can't think of any other game I've gone back to over and over again over such a long period...
  12. I'm currently looking forward to; Two Point Hospital X4 Foundations
  13. Just noted earlier that you said it didn't work well in some cases, wasn't sure if it was being actively developed to fix those issues or not?
  14. I can have a look at a bot plugin for rotating maps randomly and based on rules if you like - I've got some good ideas for how it could work ?
  15. I think we should look at ways to integrate this with / into the launcher going forwards so people don't need half a dozen things installed. Will look into it when I'm home in a few weeks, amongst other things. If this is written in c# we could possibly reuse bits of it ?
  16. Is there any info under the stack trace heading in the error log?
  17. Vis also fails hard when proxied assets change since all the precalculated stuff is now based on the older assets
  18. Your best option might be to grab d3dx8_42 (without renaming) from the scripts 3.x release package... But I'm not sure anywhere is still hosting a version that old. @jonwil might know where to find it or have an archive...
  19. IIRC there was a shim version of d3dx9_43.dll which hooked some calls to inject new logic and forwarded other stuff to the system wide variant of the dll - not sure if WINE can support that... I might be wrong though, that's going back a long time now...
  20. I'd still like to know your regional / language settings as that might be related
  21. This has been a bug since 2001... At a guess I'd say clients aren't getting an update to tell them to change the emitter states or something. It's always been broken, hence why my damage animation script is used a lot in AR stuff because afaik it doesn't suffer from this problem
  22. Ah ok. Thanks for uploading it anyway ?
  23. Thanks for uploading that @ganein14 . Is that definitely the 'broken' copy of the file though, from before you fixed it? Reason I ask is that a binary compare against a known 'good' copy shows it is identical to the original, which suggests it downloaded successfully, thus should have installed correctly... If that is the 'broken' file then it suggests the problem isn't a corrupted file (which explain why the launcher doesn't delete it and redownload it), so that blows my original theory out the water...
  24. I'd love to get my hands on a copy of that 'broken' always2 so I can find out why it breaks... As for Linux, the launcher uses .net 4.6 and wpf. Typically it's the wpf bit that falls over on Linux because it's not been ported to wine. I am starting to move some of the underlying libraries over to net standard (which does support Linux) which might give us the option in future of a command line Linux client (I don't see much prospect of porting the GUI any time soon) but there's just not much demand for Linux support in the community so it's very much on the back burner right now. I know Omar got the launcher working on Linux at one point and even contributed a few code tweaks to help improve the support but I'm not sure if he's around at the moment
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