MPR++ v0.2.6c open for alpha testing

MPR++; support/discussion/questions

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

Post by Haleth »

Ufff

Where should i start

Works perfect !!!! A few crashs but nothing special but it looks great and brings the fun of a fight back to this game. Now testing the udml version in a longtime game. like to see a gigantic fleet whit the new engine.

Great work and thanks for all the hours that where spend on think

Small (old) problem

The game crash when i try to scrap in some systems the Foodstructurs (5 planets) playing Romulans no fight befor or after

seems strange


Problemereignisname: APPCRASH
Anwendungsname: trek.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 37965563
Fehlermodulname: AcLayers.DLL
Fehlermodulversion: 6.1.7601.17514
Fehlermodulzeitstempel: 4ce7b700
Ausnahmecode: c0000005
Ausnahmeoffset: 00010be9
Betriebsystemversion: 6.1.7601.2.1.0.768.3
Gebietsschema-ID: 1031
Zusatzinformation 1: 0e8f
Zusatzinformation 2: 0e8f4ab34a516571be2a24bc41444764
Zusatzinformation 3: 0118
Zusatzinformation 4: 01187bc55dae279c4260df20027dafc2

mfg

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

Post by Flocke »

hmn, not seen this error before, but it could be related to the windows message processing that for now is processed along all the botf calculation and so can be delayed
not sure

thanks for the feedback :)
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Re: MPR++ v0.2.6c open for alpha testing

Post by Haleth »

sry but i have to remaind u

viewtopic.php?f=21&t=418&view=previous

mfg

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

Post by Flocke »

do you get exact same error message? when did it occure? is it udml? did you play single player or multi player?
there are some ntdll crashes by botf itself not related to mpr++
however large map seems to cause ntdll crashes with mpr++ more frequently

it's not easy to track such crashes :?

I don't remember scrapping buildings crashes the game, but usually I never scrap buildings :roll:
that issue for sure is not mpr++ related, not sure if there's a fix
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Re: MPR++ v0.2.6c open for alpha testing

Post by Haleth »

The crashes did not appaire befor installing i clean my systems und scrap the buildings i dont use like the food buildings that are not longer needed. so yesterday whitout mpr++ it worked. its the hole structure screen in 1 of 3 trys it crashs every time the same crashlog

Play Udm3 Large irregular in single testing it in mp this evening

mfg

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

Post by Flocke »

when it's reproducable, please provide the savegame and instructions
not sure what's wrong to scrapping buildings, but I hardly believe that is caused by mpr++
it might be some issue with the savegame :roll:

when there's a Crash.log in botf folder, please post the error message
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Re: MPR++ v0.2.6c open for alpha testing

Post by Haleth »

if u have some time come ts ^^
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Re: MPR++ v0.2.6c open for alpha testing

Post by Haleth »

whitout

Problemereignisname: APPCRASH
Anwendungsname: trek.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 37965563
Fehlermodulname: libstdc++-6.dll
Fehlermodulversion: 0.0.0.0
Fehlermodulzeitstempel: 4f773dbe
Ausnahmecode: 40000015
Ausnahmeoffset: 0001d5f0
Betriebsystemversion: 6.1.7601.2.1.0.768.3
Gebietsschema-ID: 1031
Zusatzinformation 1: f5fc
Zusatzinformation 2: f5fc3ae592fc1823738b1a71105857e4
Zusatzinformation 3: 9882
Zusatzinformation 4: 98826417af761c21017dd6cbe7932f6c
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

Just a curiosity: Got a ghost effect on MPR++;

The original model was of TC's Titan and i mapped that over the Galaxyx in MPR++ mappings file.
Since, i duplicated the Galaxy model in the ship list and used that one to be maped over MPR++ GalaxyX model and it is fine now.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

that is cause you enabled both MPR rendering and replacement 3D rendering, and further did not replace hob to reduce computation

to the issue Haleth reported, that seems to be fixed since he redownloaded and reinstalled the mod and mpr++
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Re: MPR++ v0.2.6c open for alpha testing

Post by shadow18 »

Hey guy, reading this Forum for years now and i m very excited to see this new MPR version, woud be a pleasure to test it :D


ps: You guys have done impressive stuff in the last years
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

glad to hear so, sent you a message :D
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Re: MPR++ v0.2.6c open for alpha testing

Post by shadow18 »

Thx getting on it right away :P

Edit : Playt a few Rounds, so far so stable ;) one question, is it intendet that if you are cloakt the enemy uncloakt ships are right inside your fromation at the beginning of combat ? Playing UDML
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Re: MPR++ v0.2.6c open for alpha testing

Post by Tuvix »

I've played over 300 turns of 1024 UDM now on Windows 8 x64. I have experienced no slowdown in combat; this is the best BotF experience I have ever had! The only graphics glitch that I've had is that persistent phaser bug that has already been discussed. The game has hung three time when exiting; I play in fullscreen and exit the game in fullscreen. Not a big problem however Windows 8 task manager seems to forget its set to "Always on top", requiring a hard reset to end the hang. One other thing I noticed, and I doubt this is related to MPR, the Dominion conquered the Klingons, then around 100 turns later when I conquered Qo'nos I noticed Class 9 Halls of Learning. No one on the map was close to that level of tech. I know BotF has always handled buildings on acquired systems in a peculiar way.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

shadow18 wrote:Edit : Playt a few Rounds, so far so stable ;) one question, is it intendet that if you are cloakt the enemy uncloakt ships are right inside your fromation at the beginning of combat ? Playing UDML
thunderchero posted a solution to this over here: viewtopic.php?f=4&t=1093&start=472 it's an mpr++ udm issue only ;)
Tuvix wrote:this is the best BotF experience I have ever had!
cool :D
Tuvix wrote:The game has hung three time when exiting; I play in fullscreen and exit the game in fullscreen. Not a big problem however Windows 8 task manager seems to forget its set to "Always on top", requiring a hard reset to end the hang.
hm, I put that on todo, hard resets are not nice
but ofc you could first switch back to windowed mode
Tuvix wrote:One other thing I noticed, and I doubt this is related to MPR, the Dominion conquered the Klingons, then around 100 turns later when I conquered Qo'nos I noticed Class 9 Halls of Learning. No one on the map was close to that level of tech. I know BotF has always handled buildings on acquired systems in a peculiar way.
yeah, that's just one of many such strange issues with botf, not mpr++ related

cheers
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