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danpaul88

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Everything posted by danpaul88

  1. Hadn't thought of that, although it could be argued holding onto the flare for that long is less useful than a failed attempt which then allows a new flare to spawn - plus if you're lurking as a spy doing nothing for 15 minutes waiting for the perfect opportunity to plant a flare your team is effectively a player down in the field for a long time. Just my 2 cents, it's a long time since I've played so maybe I'm just out of touch.
  2. Random thought - flares have a time limit to be used, if you hold onto it for too long (6,7 minutes? That's enough time to rush and die or plant) it just disappears from your inventory and a new one will spawn. Won't stop people literally sitting on top of the spawn point the whole game but they're easy to report to a mod that way because it's obvious who is stood there waiting
  3. I'm not sure why the APB team are still using msvc 2013 in the first place, I thought it wasn't needed anymore... Might need to check up on that. In the meantime, the error you're seeing is that Microsoft's visual c runtime (msvc) isn't installing correctly - we just run the installer that Microsoft provide so I'm not sure why that would fail. Can you send me the errors.txt file from my documents/w3d hub/launcher so we can see what the Microsoft installer reported as an error (if anything)
  4. If you find the folder, before deleting it could you upload whichever file it's failing on so I can try and pin down what causes this error?
  5. Vsync means a frame won't be rendered until the monitor is ready to display it, which means that if the monitor refreshes every 10ms and it takes 11ms to render a new frame then you'll only see a new frame on screen every 20ms. If you're seeing 30 FPS then your system is probably not quite capable of hitting 60 fps so it ends up halving the frame rate since each new frame is slightly too late for the next refresh and then waits for the refresh after that one In practice you'll see exactly what you'd see with vsync disabled but it'll avoid rendering more often than it can sync with the monitor.
  6. It would be nice if I could get hold of one of these files that's causing problems sometime so I can try to figure out what causes this to fail...
  7. Yeah, that's usually because you had a file that hadn't been thru the mix file tool in the previous version. If you did a repair in the launcher it would always repair that file as corrupt. I could still have fixed the old versions manifest ?
  8. @jerad validation issues are usually due to not running the tool to standardise the mix files to 5.x standard. If you poke me sometime I'll add that into the maybe patch generator to avoid this sort of thing. Also, FYI, if you see this sort of thing I can usually fix broken patches with a manifest edit if you let me know ?
  9. I think we still have an archive of all the original uploaded mods from the old forum, I'm not sure if there were any plans to review them for compatibility and load them onto the downloads area though. Ideally we'd upload them using the generic w3dhub admin account and add the credit to it, to avoid it being tagged as uploaded by a particular user.
  10. If we find out where it is in the registry I can add a toggle in the launcher settings panel
  11. Make sure the launcher itself isn't running whilst the update is installing. You can click retry once you've closed any other instances of the launcher
  12. This looks like an issue with unzipping the downloaded package, although it's curious that it shows zero bytes downloaded if that's the case. What language settings do you have on your system? That error suggests the dotnet runtime wasn't able to determine an appropriate system codepage, which may be caused by mismatch regional settings (e.g. different keyboard language Vs system language)
  13. I think he's saying he turned it on and now can't turn it back off because he can't get into the in-game options where that setting lives because of the black screen issue
  14. I'm planning to add options to move the downloads folder etc but I've not had time to do it yet
  15. Currently the launcher downloads packages to the c drive before unzipping them so if that's full that could be a problem too
  16. This issue should be fixed in launcher update 0.8.1, which was released today
  17. Thanks for reporting this issue, I've logged it on the launcher issue tracker as issue 53 and will investigate it as soon as possible
  18. This should be fixed in version 0.7.5 and newer
  19. [blurb]Hot on the heels of version 0.7.5, version 0.8 of the launcher brings you the first functioning version of the chat lobby! This has been a long requested feature and I hope everyone finds it useful.[/blurb] Hot on the heels of version 0.7.5, version 0.8 of the launcher brings you the first functioning version of the chat lobby! This has been a long requested feature and I hope everyone finds it useful. Additional changes include; Tweak how URLs are launched to try and fix issue with Chrome crashing (#50) Login dialog now focuses the nickname field when opened (#49) Please report any issues on the Launcher Issues Tracker or here in the forums
  20. Created an issue to track this: https://gitlab.com/w3dhub/w3dhub-launcher-net/issues/50
  21. [blurb]The issue tracker for the launcher is now available to the public. This allows you to report bugs, suggest new features or improvements or just have a look at what's on our roadmap for the launcher. You can also vote for issues to let us know which features you want the most![/blurb] The issue tracker for the launcher is now available to the public. This allows you to report bugs, suggest new features or improvements or just have a look at what's on our roadmap for the launcher. You can also vote for issues to let us know which features you want the most! You can access the issues list at https://gitlab.com/w3dhub/w3dhub-launcher-net/issues Note that you will need a gitlab account to report issues, but you can also login with Google Auth, Twitter Auth and GitHub accounts so most users won't even need to create a completely new (unless you want to). If you report a new issue you can sign up for email notifications when we reply to your issue and once we've fixed it. You can also subscribe to existing issues by clicking the "Subscribe" button in Notifications section of the toolbar on the right (when you are signed in)
  22. Has APB got rid of tt.dll et. al or is he missing a load of dll files from that folder? Have you checked your anti virus isn't swiping files away and quarantining them for some reason?
  23. @neijwiert can you run chrome normally? All the launcher does is pass the URL to Windows and let's it choose your default browser to open the link - it doesn't choose chrome specifically. I use Firefox as my default browser and it works OK with that. Does anyone else have similar issues with chrome? @kevinlancaster I'll make a note of that and look into it. As for the bug tracker, the games each have a bug tracker in the help and support section of the forum
  24. [blurb]A new version of the launcher is now available! Read the changelog on the full post.[/blurb] A new version of the launcher is now available. Changes include; Login state will no longer show 'Login Failed' if a login session expired from a previous run of the launcher Added support for resuming a package download from a previous installation attempt UI performance tweaks to the game installer dialog Reduced network usage when loading news article images by deduplicating and caching image requests Fix rare crash when a news image was loaded on the wrong thread Added setting to configure the render distance in ECW Improved installer with better support for self update installs. Will now re-run the launcher after an auto-update with the installer Stopped packing dlls inside the executable to improve future maintainability As always please report any issues here on the forums
  25. Oil Derricks etc don't use actual building controllers and are purely controlled by the scripts we've written around them. In theory we could go in this direction for core buildings too and stop using the building controllers, but that's not the only thing preventing more than 2 teams. Only team 0 or team 1 can win a match for instance... ? Also the scoreboard won't show the team score for other teams and barely copes with showing the players on the extra teams (if you put people on them manually). A lot of the server tooling is based on 2 teams too. In theory all of these things *could* be fixed and expanded to support more teams... But we simply don't have enough people and those we do have don't have enough time to do everything.
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