MPR++ v0.2.6c open for alpha testing

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

Post by RSE_Chris »

Hello Flocke, hope you're well!

May I also request the mpr link too? I've been advised this is a must-have! :)

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

Post by Flocke »

Hey Chris! Nice to see you guys back playing BotF again. :D

I am doing fine. I even started to find some more time again with my latest job. But no promises.
One sad thing I recently found is that the Ogre3D engine I used with mpr++ is almost dead. The most members left, the engine is split to two incompatible versions for several years by now, and even the released binary samples come with countless visual bugs and crashes.
Nowerdays ppl seem to either use Unity3D, Unreal Engine 4 or Godot. While Unity is based on C# and has limiting access making it a bad choise to port, Godot is just like Ogre3D basically a one man show and has a few shortcomings as well making it not look like the ideal choise to me either.
Leaves Unreal I watched some tutorials on, but that beast is so huge it'll gonna be massive work to integrate.
So for now mpr++ stays on hold.

Anyhow, I wish you guys some great fun and hope the game keeps stable enough!
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

Thanks for the link, Flocke!

I'm glad you're doing well. That's a shame about the situation with the game engine, but the work you've done in keeping BOTF alive is very much appreciated! I had a quick try in single player and the changes look like a vast improvement in battle. I'll be giving it a go in MP tonight. :)
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Re: MPR++ v0.2.6c open for alpha testing

Post by Peelster1 »

Flocke, could you also give me the link? I'm trying to get into RSE_Dissy's game tonight.
Thanks!
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

Hi Peelster1, sent you the link. But I really have no objection when you guys simply pass on the message when you want to get a game going.
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

Evening, Flocke!

Some feedback regarding a potential bug.

Whenever Cards are played, if I go to the production screen to re-allocate population (from research to energy, for example), the game crashes to desktop every time. It only happens when using Cards, and has happened with me 4 times in a row (until another race was chosen), and has happened previously in a game where Kimino was playing as Cards.

I have tried this on vanilla, and UDM / UDML and the result is the same, which has led me to think it might be a bug with mpr. Have you experienced this?

Apart from that, mpr is fantastic and a great piece of work!
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

what is crash log?

it sounds like increased gui is missing an image
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

thunderchero wrote: Fri May 15, 2020 3:08 pm what is crash log?

it sounds like increased gui is missing an image
You'll have to forgive my illiteracy in these matters, TC - how do I find the crash log?
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

RSE_Chris wrote: Fri May 15, 2020 4:30 pm
thunderchero wrote: Fri May 15, 2020 3:08 pm what is crash log?

it sounds like increased gui is missing an image
You'll have to forgive my illiteracy in these matters, TC - how do I find the crash log?
you should be able to find it in install path named crash.log
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

I've just tried two more MP games using Cards. First turn crashed when using sliders. Then I tried another game, skipped the first turn, then as soon as I adjusted the sliders for the second turn, it crashed again.

I checked the crash log and it is not recording it. Could it be to do with the type of crash? It's more a 'kick' from the game - it just quickly shuts down and puts me back to desktop with no errors appearing.
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

so I can see if I can duplicate issue
I am guessing UDM was it large or normal version?
what resolution 1024 x 768?
was anything edited?
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

Cheers TC.

Both UDM and UDML, plus Vanilla, with max resolution (1388 I think?), MPR, and nothing else edited.
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

I can confirm same issue, but I am even having a lot of not responding during game load up. I will only get into game maybe 1 out of 5 attempts

this issue is only on 1366 and looks to be present on all mods and vanilla

800 x 600, 1024 x 768 and 1920 x 1080 works with no issues

no orge crash errors, no botf crash logs.

windows event log shows this when crash in production screen

Faulting application name: trek.exe, version: 0.0.0.0, time stamp: 0x37965563
Faulting module name: ntdll.dll, version: 10.0.18362.815, time stamp: 0x2995af02
Exception code: 0xc0000005
Fault offset: 0x000400a8
Faulting process id: 0xc50
Faulting application start time: 0x01d62b963a98b0c0
Faulting application path: C:\botf\UDM\trek.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: a7e75732-e023-4ed7-8641-0075eec39bf5
Faulting package full name:
Faulting package-relative application ID:

note: Fault offset: 0x000400a8 is production screen subroutine.

only thing I can think of is my video/monitor no longer supports 1366 x 768 even though I am playing in windowed mode and MPR++ is not sure what to do.

maybe Flocke can make some suggestions on ini settings to try.
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Re: MPR++ v0.2.6c open for alpha testing

Post by RSE_Chris »

Thanks for recreating it, TC.

I wasn't aware there was a 1920 x 1080 res. If the game works with that res, I may as well install that as I'm using a high res screen. Is it ok to install it over the current game installtions? Or does the whole lot need reinstalling?
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

you would need to uninstall MPR++ and udm reinstall. the 1920 x 1080 is a generic gui btw (no fancy borders)

note; if you use beta installer for UDM all M\P must also install beta.
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