MPR++ v0.2.6c open for alpha testing

MPR++; support/discussion/questions

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

Post by Brexten »

Hey Flocke,

just want to give you some feedback. Currently in the 335th turn
of my game running UDM :) So far no crashes and the game
running really smooth!
I really like the way the MPR renders the game in a great windowed mode!

I noticed the spawning bug which was mentioned before in this thread.
And I wondered if it might be possible to enable Anti-Aliasing?
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

thanks for the feedback :)
I'm sure TC will look at the texture issue, there's alot to improve on the ships and graphics in general
you can enable anti-aliasing but with some systems (specially onboard graphics) it crashed the game so is turned off by default.
to enable anti aliasing, in mpr++.ini add FSAA=4 to the display group or what ever value you like
check the mpr++_INI-Manual.txt ;)
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Re: MPR++ v0.2.6c open for alpha testing

Post by shadow18 »

Flocke wrote:thunderchero posted a solution to this over here: viewtopic.php?f=4&t=1093&start=472 it's an mpr++ udm issue only ;)
Nice, works well

One thing i Noticed is every time i close the game it crashes and i have tu terminate it via taskmanager, playing on win7 64bit
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

shadow18 wrote:One thing i Noticed is every time i close the game it crashes and i have tu terminate it via taskmanager, playing on win7 64bit
do you have an error message for this?
in system control -> management -> event log eventually?

what way do you close the game? ingame or by the window close button?
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

this is one I just got same hung on close.

The program trek.exe version 0.0.0.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Action Center control panel.
Process ID: 1d9c
Start Time: 01ce66d520bec872
Termination Time: 49
Application Path: C:\botf\UDM\trek.exe
Report Id: 6baf77ad-d2c9-11e2-be8a-003067964813
Faulting package full name:
Faulting package-relative application ID:

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

Post by shadow18 »

Flocke wrote:
shadow18 wrote:One thing i Noticed is every time i close the game it crashes and i have tu terminate it via taskmanager, playing on win7 64bit
do you have an error message for this?
in system control -> management -> event log eventually?

what way do you close the game? ingame or by the window close button?

Hmm no log that i can see but its every time, normaly i close the game with the quit button at the main menü ingame


Update: only happens if i have playd a game if i start the game and imidiatly close it the game dit not crash and close normaly

Update 2: Crash happens only if i have played at last ca. 10 Turns
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Re: MPR++ v0.2.6c open for alpha testing

Post by Tuvix »

My game now crashes after I end turn 392. I'm not sure if this has anything to do with mpr++. I've reloaded the game and always happens right after I press "Turn".
Error:

Faulting application name: trek.exe, version: 0.0.0.0, time stamp: 0x37965563
Faulting module name: trek.exe, version: 0.0.0.0, time stamp: 0x37965563
Exception code: 0xc0000005
Fault offset: 0x0000db4a
Faulting process id: 0x1834
Faulting application start time: 0x01ce672811491fa7
Faulting application path: C:\botf2\UDM\trek.exe
Faulting module path: C:\botf2\UDM\trek.exe
Report Id: 5bc06090-d31b-11e2-be97-0019860004c1
Faulting package full name:
Faulting package-relative application ID:

Information:

Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: trek.exe
P2: 0.0.0.0
P3: 37965563
P4: trek.exe
P5: 0.0.0.0
P6: 37965563
P7: c0000005
P8: 0000db4a
P9:
P10:

Attached files:

These files may be available here:
C:\Users\Jason\AppData\Local\Microsoft\Windows\WER\ReportQueue\AppCrash_trek.exe_e7f9e79b2922ebd813b9a34572ba5dff2ca532_334401ed

Analysis symbol:
Rechecking for solution: 0
Report Id: 5bc06090-d31b-11e2-be97-0019860004c1
Report Status: 100
Hashed bucket:
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Flocke
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

Tuvix wrote:I've reloaded the game and always happens right after I press "Turn".
then it's probably rather a corrupt save you have caused by a botf bug.
when you upload the save I might take a look some other day.
for now you can try to load and continue an earlier save and do different moves eventually :roll:

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

Post by Haleth »

So far absolutely brilliant

the phaser bug not appeared until now

Actually we play BOPL in MP it runs good some crashs but only normal Round 169

Some small problems whit UDML and BOPL sometimes it crash
(maybe fast klicking (anyone same expression?) )

We love the new autosave function but sometimes it interfere whit the normal autosave and the continue function and kick as back it happens not every time.
(maybe depending on how long the round is startet ??? (anyone same expression?) )

Must try the anti-aliasing need both the changes in mp or is it not relevant ?

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

Post by Flocke »

Haleth wrote:Must try the anti-aliasing need both the changes in mp or is it not relevant ?
that's graphics only, not relevant to mp ;)
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

I have noticed a slowdown of the mouse and graphics in the battles where i have fed TTs; the only ship that slows down the battles; had other battles with 300 ships in it and it was fine; so it must be that model.
Now i remember that when i first installed MPR++ the Fed TT ship was not showing; i must have changed it's hob name in my stbof.res. I just used my hob name and added it to the hob mapping file to match the Fed TT model of the MPR++. Now it shows fine; just the slowdown similar to the previous MPR++ version in battles with more ships.
You said previously (about the ghost Titan) that i "enabled both MPR rendering and replacement 3D rendering, and further did not replace hob to reduce computation"; it sounds this is the same problem; how can i easily get around it?

Otherwise just great looks; Thanks TC and Flocke!
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Re: MPR++ v0.2.6c open for alpha testing

Post by Haleth »

adi wrote:... enemies.
Also i think the initial battle distance is smaller with MPR++0.2.6 than in the original UDM3.0.1dc; with the same ship stats i have never been able to take down a starbase in the first round; barely scratch it because the ships were out of range. Now if i have enough firepower the starbase is destroyed in the first turn. Also in normal battles after the first round the front ships are around the enemies. I think i likes a little more distance better.
should be here i think

im not sure but its possible

the distance seems to be smaller is it really (fightingstats)

Flocke ?

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

Post by thunderchero »

Haleth wrote:Flocke ?
no ask thunderchero, :grin:

yes it is a closer distance in mpr++ install (UDM only).

This was done due to the change in model scale. I tried to use cannon scale for ships (starbases smaller than cannon due to rendering space)

all ship scale in trek.exe (phaser slots) was set to 100%

the following changes were only made to UDM

version UDM dc (non mpr++) ship to ship intial distance is 900.0

version UDM dc (with mpr++) ship to ship intial distance is 450.0

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

Post by Flocke »

adi wrote:You said previously (about the ghost Titan) that i "enabled both MPR rendering and replacement 3D rendering, and further did not replace hob to reduce computation"; it sounds this is the same problem; how can i easily get around it?
yep, I think most simple will be to use corresponding hob TC used to replace in stbof.res when you installed mpr++
to do them yourself you still need a program like creator with flt file support to create phaser slots and such or remove faces from old mesh
with a future update I plan to skip responsible rendbead code so hobs need no editing, but that needs some more analysis first
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

So you mean shuffle the hobs in my stbof.res so the names match what MPR++ expects according to the original hobmappings html file? Yep, i think i can do that now that i removed a couple of models.
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