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 41 
 on: December 20, 2017, 01:01:02 pm 
Started by earnolmartin - Last post by earnolmartin
I've encountered some stability issues playing Tribes Vengeance single player on my AMD Ryzen 8 core machine.  My guess is that my new computer is just too fast for this old game.  

After consulting expert and savior jackfuste from wide screen gaming forum (WSGF), the fix for the below crash:

Quote
1.0.1(63446)

Crash Time: 12/11/17 17:19:22

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3394 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 980 (8843)

TV Build Number: 63446

PlayerCharacterController SP-Coliseum-Fuel.PlayerCharacterController0 (Function Gameplay.PlayerCharacterController.PlayerCalcView:00D0) Runaway loop detected (over 1000000 iterations)

History: FFrame::Serialize <- UObject::ProcessEvent [Function Gameplay.PlayerCharacterController.PlayerCalcView() on PlayerCharacterController SP-Coliseum-Fuel.PlayerCharacterController0] <- UInteraction::execWorldToScreen <- Process_Native_Func <- UObject::CallFunction [SCRIPT='Engine.Interaction.WorldToScreen' OBJ='HUDInteraction1'] <- UObject::CallFunction [SCRIPT='Gameplay.PlayerCharacterController.WorldToScreen' OBJ='PlayerCharacterController0'] <- UObject::CallFunction [SCRIPT='Gameplay.PlayerCharacterController.calculateScreenPosition' OBJ='PlayerCharacterController0'] <- UObject::CallFunction [SCRIPT='Gameplay.TribesHUDBase.AddHUDMarker' OBJ='TribesCharacterHUD0'] <- UObject::CallFunction [SCRIPT='Gameplay.TribesHUDBase.UpdateHUDSensorData' OBJ='TribesCharacterHUD0'] <- UObject::CallFunction [SCRIPT='TribesGui.TribesInGameHUD.UpdateHUDData' OBJ='TribesCharacterHUD0'] <- UObject::CallFunction [SCRIPT='TribesGui.TribesCharacterHUD.UpdateHUDData' OBJ='TribesCharacterHUD0'] <- UObject::CallFunction [SCRIPT='Gameplay.TribesHUDManager.UpdateHUDData' OBJ='TribesHUDManager1'] <- UObject::CallFunction [SCRIPT='Gameplay.PlayerCharacterController.PlayerTick' OBJ='PlayerCharacterController0'] <- UObject::ProcessEvent [Function Gameplay.PlayerCharacterController.CharacterMovement.PlayerTick() on PlayerCharacterController SP-Coliseum-Fuel.PlayerCharacterController0] <- APlayerController::Tick <- APlayerCharacterController::Tick <- TickActorObjects <- TickAllActors <- ULevel::Tick [(NetMode=0)] <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop


Is to add the following flag to your Tribes Vengeance shortcut:

Code:
 -norunaway

So, my full shortcut reads:

Code:
"D:\Games\Tribes Revengeance\Tribes Vengeance\Program\Bin\TV_CD_DVD.exe" -console -norunaway

Here's a screenshot:



You may also run into this additional problem if you had to use this fix.

 42 
 on: December 18, 2017, 08:17:15 pm 
Started by PalMz17 - Last post by carn solus
added you also

 43 
 on: August 13, 2017, 02:05:00 pm 
Started by PalMz17 - Last post by PalMz17
I wonder if someone know if it's possible to play War of The Ring over Hamachi. As mentioned above, we couldn't get it to work.

Tunngle might be the solution, but my router doesn't co-operate with Tunngle, sadly enough Sad
I'll report the results with this program next time.

add me on Steam: PalMz17 http://steamcommunity.com/profiles/76561198036528800/

 44 
 on: July 29, 2017, 11:28:10 am 
Started by PalMz17 - Last post by earnolmartin
I added you as a friend on steam. 

 45 
 on: July 20, 2017, 10:16:30 pm 
Started by PalMz17 - Last post by PalMz17
My auto-generated trainer is here! Thanks to Cheat Engine being user-friendly. Grin

Functions:

  • Set Resources to 99999 and/or freeze their values.
  • Set Maximum Pop Limit to 999 (this will work in Multiplayer if you do this simultaneously).
  • Set your current Pop Limit to 999.
  • Freeze the Slavemaster counter. This is for training more than 12 of those and get above 180 Pop Points as Evil faction (It may crash if you kill them all and still have the counter frozen).

This might only work for the 1.01.0011 patch with the widescreen hack.

You can click on the "About" button to get neccessary information.

Stay tuned for more stuff from me! Grin

 46 
 on: July 14, 2017, 09:24:47 pm 
Started by PalMz17 - Last post by PalMz17
Pretty much the same as Darkest Nether. But this one is Medium-sized (256x256 m), 4 times smaller area. I made this one due to five problems with larger maps:

  • Bigger chance of crash with massive armies.
  • Too long loading time, which can lead to time-out for all players, which will disconnect them.
  • A freeze-time everytime an AI bot makes a plan to attack someone (probably because of the huge navigation area).
  • Lower FPS.
  • It's a lagging pain to edit some stuff in World Editor, especially Passability, and long save-times.

This map has less features, but a way more chaotic path-system between the plateau islands, to make the islands feel more distant. Be warned, you will feel a chaotic closeness of your enemies when you're out on your adventures! Grin

Basic attributes:
  • 8 players
  • Deathmatch gamestyle
  • 4 pair of resources per player (32 pairs in total)
  • 5 bridges

There are probably resources on the map that doesn't work due to the tight placements of those...
Overview screenshot:
https://i.gyazo.com/e38d213af2eb1b12d77f5ce8b3267b7a.jpg

Stay tuned for more stuff from me! Smiley

 47 
 on: July 10, 2017, 10:49:00 am 
Started by PalMz17 - Last post by PalMz17
Sounds great! Grin There's no need to "refresh your skills" for this game. It's much more of a funny moment of the day Smiley

If I get to know what makes my own maps crash the game, it would be nice to play a match in one of my own maps!

Steam username is probably "palmz17", but you can follow this link instead to find my profile:  https://steamcommunity.com/profiles/76561198036528800

 48 
 on: July 10, 2017, 12:32:56 am 
Started by PalMz17 - Last post by earnolmartin
I'm down to play online with someone again too.  If I can ever get back into playing this game (Player Unknown's Battlegrounds eats up much of my time), I will definitely try this mod.

I was thinking about playing this game again just the other day...

What's your Steam username?  I'll add you.

 49 
 on: July 06, 2017, 04:47:43 pm 
Started by PalMz17 - Last post by PalMz17
Alright... since nobody wants to test my mod-in-progress. I'll release it as-is Tongue
This is an insane mod (as you can tell by reading its name) for War of The Ring. I wanted to make it crazy, with more powerful units, massive battles and such stuff. The "PalMz' Unit Counters Mod" is included.

Read the HELP-files, so you get to know what to do with this mod.

I strongly recommend using this mod on maps with plenty of extra resources.
You can play it in multiplayer in small maps. But if you are going for bigger maps, it is guaranteed to crash.
***SAVE YOUR GAME AS OFTEN AS YOU CAN!***
I have discovered the occurance of a bug that freezes the game when playing with AI bots. Every new match, there's always a chosen AI bot who will cause a game-freeze when you attack its base. Which means, you have to be lucky that your teammate bot is the "chosen one", or you won't be able to win the match.


I do not have any explanations for the small details I have changed, sorry!

Implemented trainable units:
  • Elf-warden (upgradeable)
  • Rohan Archer (upgradeable with fire arrows and maybe improved range)
  • Balrog (increased movement speed)
  • Giant Ent (increased movement speed)
  • Battering Ram (adjusted for multiplayer. AI bots are not allowed to train it, since they don't know how to use it correctly)
  • Almost all Good-side Heroes

Other major changes:
  • 250 population points limit (that's absolutely too much, since it is able to crash the game when playing with AI bots).
  • Heroes are more balanced (but still problematic).
  • Heroes gain more power for each level, in an accelerating way.
  • Heroes can easier gain experience. For example, through their spells and special attacks.
  • It's possible to gain fate with magical spells and poisons.
  • Troll Bonecleaver, Troll Stonehurler, Huorn, Bear, Balrog and Giant Ent can knockback several footmen to their backs on each hit (Bear also have an extra attack damage bonus against most infantry).
  • A more realistic unit-counters system, rather than just having rock-paper-scissors (for more information, take a look at my PalMz' - Unit-Counters Mod).
  • Armor upgrades up to +6 points from base value, giving more durable late-game fights.
  • Weak early-game units gets more power from both the second and third attack-and-armor upgrades.
  • Stronghold and Fortress of Mordor level-upgrades are a bit more costy in both time and resources.
  • All buildings have 25% more health, but there are a few units that have some extra bonus against buildings.
  • Huorn's "Tree Form" special ability stuns units for 5 seconds instead of 8, and is still healing itself for 8 secs.
  • Some Attack/Armor Upgrades series are only two instead of three, as this is the only way to implement new Upgrades and other stuff.
  • Elven Lightbearer's "Light of Lothlorien" spell is infinitely stackable. This makes Hard AI bots a true nightmare with those.
  • Multiple "Global Spells" casts is allowed, which means you can i.e. summon several Balrogs/Giant Ents at the same time.
  • Saleme and Gandalf can heal like Beorning does.
  • All poisons wears off in a linear speed, and therefore goes from doubled strength to zero.

I have also found a crazy method for making AI bots send massive forces, "Fate of Savage" mod. That works by implementing almost all the campaign characters and making them cost 1 fate point and build in only 10 seconds. You have to add a bunch of fate-boosting Place of Powers in an inaccessible corner of a map, only letting them to control those. It works well, actually! Modified versions of my own maps are included.




v0.2 Update:

  • Uruk-Hai Captain (Uruk-Hai Boss) now costs 2 fate instead of 1, and is slightly buffed with health and armor.
  • Troll Elder (Troll Bonecleaver Boss) now costs 2 fate instead of 1, and is majorly buffed with armor.
  • AI bots are able to send armies in sizes up to 36 units instead of 12.
  • For stability purposes, I disallowed some Fate of Savage units that AI bots never used. However, this might get fixed in future releases.

v0.3 Update:
  • Most important of all: Fate of Savage maps are now actually possible to win at Hard setting! Sorry for that nighmare Roll Eyes
  • Re-adjusted Upgrades for early-game units to buff them a tiny bit more, which attempts to flatten out units' different powers for late-game.
  • Re-adjusted Attack/Armor Upgrade costs to work as intended.
  • Re-adjusted Technology Level requirements for some Fate of Savage units and those two-series Upgrades.
  • Troll Elder have a little less armor this time. Tongue
  • Shelob now has much less attack and health.
  • Dwarf Axethrower's "Razor Edge" ability now hits three units in total and loses less damage per hit.
  • Saruman's "Invisible Force" spell now recharges in 30 seconds instead of 40(?).
  • Saruman's "Pestilience" spell now recharges in 40 seconds instead of 45 and have a radius of 9 instead of 6(?).
  • Elven Lightbearer is now able to heal 30 HP every 6 seconds. That's cute Tongue
  • It now costs 7 fate again to "Summon Balrog/Giant Ent". These giants are markably buffed anyway.
  • It now costs 4 fate again to "Summon Obelisk". Damage ratio is adjusted, 1/3 to unit and 2/3 to Obelisk structure.
  • Draelor is now an actual Hero. Level him up!
  • Giant ent is a bit slower, 20 % instead of 25 % faster than original speed.



I am also looking for buddies who want to play over Hamachi or Tunngle. I am not picky or evil, just comment here or PM me! Smiley

***It had to be splitted into two parts. The first part contains the main mod files, and the second part contains a few more Fate of Savage prepared maps***

 50 
 on: January 25, 2017, 01:16:46 am 
Started by Cbullet - Last post by earnolmartin
And if that doesn't work, PM me.

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