MPR++ v0.2.6c open for alpha testing
Moderator: thunderchero
Re: MPR++ v0.2.6c open for alpha testing
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
Murph&Eomer
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
Murph&Eomer
- Flocke
- BORG Trouble Maker
- Posts: 3197
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: MPR++ v0.2.6c open for alpha testing
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
not sure
thanks for the feedback
- Flocke
- BORG Trouble Maker
- Posts: 3197
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: MPR++ v0.2.6c open for alpha testing
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
that issue for sure is not mpr++ related, not sure if there's a fix
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
that issue for sure is not mpr++ related, not sure if there's a fix
Re: MPR++ v0.2.6c open for alpha testing
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
Haleth
Play Udm3 Large irregular in single testing it in mp this evening
mfg
Haleth
- Flocke
- BORG Trouble Maker
- Posts: 3197
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: MPR++ v0.2.6c open for alpha testing
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
when there's a Crash.log in botf folder, please post the error message
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
when there's a Crash.log in botf folder, please post the error message
Re: MPR++ v0.2.6c open for alpha testing
if u have some time come ts ^^
Re: MPR++ v0.2.6c open for alpha testing
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
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
Re: MPR++ v0.2.6c open for alpha testing
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.
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.
- Flocke
- BORG Trouble Maker
- Posts: 3197
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: MPR++ v0.2.6c open for alpha testing
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++
to the issue Haleth reported, that seems to be fixed since he redownloaded and reinstalled the mod and mpr++
Re: MPR++ v0.2.6c open for alpha testing
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
ps: You guys have done impressive stuff in the last years
ps: You guys have done impressive stuff in the last years
Re: MPR++ v0.2.6c open for alpha testing
Thx getting on it right away
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
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
Re: MPR++ v0.2.6c open for alpha testing
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.
- Flocke
- BORG Trouble Maker
- Posts: 3197
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: MPR++ v0.2.6c open for alpha testing
thunderchero posted a solution to this over here: viewtopic.php?f=4&t=1093&start=472 it's an mpr++ udm issue onlyshadow18 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
coolTuvix wrote:this is the best BotF experience I have ever had!
hm, I put that on todo, hard resets are not niceTuvix 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.
but ofc you could first switch back to windowed mode
yeah, that's just one of many such strange issues with botf, not mpr++ relatedTuvix 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.
cheers