MPR++ v0.2.6c open for alpha testing

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Flocke
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke » Sun May 17, 2020 10:04 am

If that weird bug is somehow rooted in mpr++, I guess there must be something special on one of the cardassian production screen textures.
You could try replace them by the ones of another race. But first check that it actually can't be reproduced without mpr++. From the error it doesn't crash in mpr++ but ntdll which might as well be caused by trek.exe itself. I don't think any of the mpr++ settings will make a difference here.

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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero » Sun May 17, 2020 3:13 pm

It looks to have been new video driver setting "tessellation mode" needs to be set to use application settings. no issues in labor screen after that was set.

and I did test without MPR++ and had no issues.

just strange it only effected 1366 x 768 MPR++

but still having issues starting game and closing game it just froze on me and had to sign out to avoid hard boot.

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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris » Mon May 18, 2020 1:45 pm

thunderchero wrote:
Sun May 17, 2020 3:13 pm
It looks to have been new video driver setting "tessellation mode" needs to be set to use application settings. no issues in labor screen after that was set.

and I did test without MPR++ and had no issues.

just strange it only effected 1366 x 768 MPR++

but still having issues starting game and closing game it just froze on me and had to sign out to avoid hard boot.
Is the 'tessellation mode' in the BOTF folder, or is it the actual GPU settings? I had a look in the BOTF folders but I don't seem to have the option, and I've checked the NVIDIA control panel and there's no option there either. :???:

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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero » Mon May 18, 2020 1:53 pm

mine was in the radeon panel not sure where it would be in Nvidia control panel but for BOTF all in general settings (advanced) should be set to "use application settings"

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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris » Mon May 18, 2020 2:07 pm

thunderchero wrote:
Mon May 18, 2020 1:53 pm
mine was in the radeon panel not sure where it would be in Nvidia control panel but for BOTF all in general settings (advanced) should be set to "use application settings"
Ah, I've gone to the programme settings for BOTF in the Nvidia panel and turned everything to off / use application settings, and still no luck.

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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero » Mon May 18, 2020 11:25 pm

I took another look at this and issue tonight and changing "tessellation mode" may have made it better, but issue is still present.

just to review issue,
1. happens on all 1366 x 768 versions with MPR++ installed only
2. only on cardassian labor screen
3. clicking any where in screen will cause crash to desktop, especially on increase industry button or repeated clicking anywhere
4. replaced background tga (no help)
5. all other tga's are shared though all resolutions
6. checked code for labor screen sub routine (they were an exact match to vanilla and all mods with and without mpr++)
7. same mpr++ script to edit trek.exe is used for all mods and all resolutions
8. ran redist Directx (no help)
9. attempted to run vcredist_x64.exe but unable to due to newer version installed
10. this must be a new issue or it would have been reported earlier

I have ran out of ideas to test....

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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero » Tue May 19, 2020 9:41 am

Well this morning I took the fed flabor.wdf and adapted it for cardassians and created a completely new clabor.wdf and it works

to fix issue download, unzip and add clabor.wdf to stbof.res with UE
clabor.zip
(631 Bytes) Downloaded 7 times
still it is strange how issue only effected MPR++ installed versions.

note this file also works on non mpr++ so it will be added to next release of All in One.

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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris » Tue May 19, 2020 1:35 pm

Great work TC!

What is UE? :???:

Edit: Just seen that it's Ultimate Editor. I'm not sure how to do that so I'll probably just play on a lower res until it's in the all in one.

Cheers for sorting the bug though!

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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero » Tue May 19, 2020 2:04 pm

RSE_Chris wrote:
Tue May 19, 2020 1:35 pm
Great work TC!

What is UE? :???:
ultimate editor
https://www.armadafleetcommand.com/get- ... file_id=71
here is tutorial on how to use it
https://www.armadafleetcommand.com/botf ... tor-basics

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Re: MPR++ v0.2.6c open for alpha testing

Post by Westmensch » Tue May 26, 2020 6:53 am

Now I really wanna try the mod, can I get a link please ?

BTW, has this mod ever been out of alpha ? I remember trying it years ago but it caused crashes in MP IIRC.

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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke » Tue May 26, 2020 3:44 pm

Hi Westmensch, sent you the link and no it's not been out of alpha and still has it's issues.

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Re: MPR++ v0.2.6c open for alpha testing

Post by Martok » Fri Jun 19, 2020 7:58 am

Well I'd swear I'd saved my MPR download from last time, but now I can't find it. (Argh.) May I have the link again please?
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke » Fri Jun 19, 2020 10:55 am

Martok wrote:
Fri Jun 19, 2020 7:58 am
Well I'd swear I'd saved my MPR download from last time, but now I can't find it. (Argh.) May I have the link again please?
No problems to that, sent you the link again. :smile:

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Re: MPR++ v0.2.6c open for alpha testing

Post by Martok » Fri Jun 19, 2020 3:31 pm

Thanks (again), Flocke! :D
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