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Trigger Happy

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About Trigger Happy

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  1. Trigger Happy

    Pst! 1.92beta is out!

    A minor glitch in the in-game-browser. For missions reporting the time left, this is overwritten by the mod information, e.g 15 min lef (the last 't' have also been cut off) RES;fdfmod all written on one single row making it a bit hard to read. This was with different 1.92 servers in the 1.92 client. //TH
  2. Trigger Happy

    Opf crashes to desktop ..

    I've also recently been experiencing crashes, most often in 3rd person view when in a tank. In my case it's definitely a problem with the Creative Soundblaster Live! Value drivers. Wouldn't you know? The Windows XP crash dump revealed that the problem was caused by ctaud2k.sys, version 5.12.1.252 (the latest one for Live! Value cards): DRIVER_IRQL_NOT_LESS_OR_EQUAL. I'd better revert back to an older version, or disable HW sound, me think... //TH PS. Using Goeth's excellent sound pack by the way.
  3. Trigger Happy

    Mod folders and online play?

    Jems wrote: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Detects and loads all the addons you put in folders that have a command line entry<span id='postcolor'> I assume they are only recorded/referenced at startup, and later loaded on request if needed by a map, or? I have some 444MB of addons in a single directory, but haven't been able to split them up properly without getting sporadic error messages on certain maps about missing addons. Â Despite the fact that other addons in the same mod-directory have been successfully loaded (available in mission editor). Can't say having them all in a single folder has affected anything, still I have only 384 MB of RAM. -- TH
  4. Trigger Happy

    How to require client 1.90 on server?

    As soon as we have a 1.91 server this issue is no more(?), due to the new typeOf command introduced in 1.91.
  5. Trigger Happy

    New nvidia drivers (41.09)

    30.82, nothing is as stable as this version. Works well with all games, especially OFP. I've reverted back to this version, seeing too many crashes in OFP when ALT-TABing with later Detonator versions. -- Happy (Windows XP Pro, DirectX 9, good old GeForce 256) PS. Links 2001(full)/2003(demo) is one game which *only* works with the 30.82 drivers for me. Takes approximately ONE MINUTE to render a scene if I enable 3D hardware support with the 4x.xx Detonator drivers, a few secs with the 30.82 drivers.
  6. I'm running Windows XP with DirectX 9 and have three USB game controllers connected: * Logitech Wingman Extreme 3D (preferred one in OFP) * Saitek X6-34U * Microsoft Sidewinder Force Feedback Wheel OFP v1.91 only reads from the wheel, but if I disconnect the wheel my favorite controller works OK. In contrast, Combat Flight Simulator 2 works properly with all three controllers plugged in. (All three controllers also work properly from within the Control Panel -> Game Controllers -> Properties though. As a sidenote IL2-Sturmovik seems to have the same problem as OFP. ) Microsoft says in  "troubleshooting" that you can change the assignment of the primary controller, but on Windows XP this is not possible, where you can only indicate which controller to use with "old" games. To me this seems like an application/OFP problem, but I guess I have to live with it (USB ports on the back of the box of course ) /Happy PS. This was discussed back in 2001, but the issues were not resolved it seems: * Oldie 1 * Oldie 2
  7. Trigger Happy

    Connection lost...

    Just to confirm others experiences. I'm connected through ADSL, using the v1.91 beta, with Zone Alarm firewall on Windows XP Pro. My ping to the "IM SWEC" server is usually around 10 ms. I get "loosing connection" from time to time, but the ALT-Tab IE trick has worked fine since v1.90 at least, but also had me killed a number of times... /Happy
  8. Trigger Happy

    Fade, id numbers...

    Well Harnu, just to be a little bit picky, but Mister Frag gave the correct answer to the first (technically incorrect) question. You gave the answer to the question it was meant to be... Cheers, Happy
  9. Trigger Happy

    Patch 1.91 beta/final feedback

    I've experienced no problems with DirectX 9 release candidate 0. On Windows XP this is. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Will not run with DirectX 9.0 beta or DirectX 8.1, says DirectX 8.0 is required! <span id='postcolor'>
  10. Trigger Happy

    Fraghaus server

    VON.
  11. Trigger Happy

    Creating client (not...)

    A really long shot...this is probably not your problem. If you've "accidentally" installed the Microsoft DirectPlay8.2 patch, the default MP port 2234 will not work any more. That's why it has changed to 2302 (in Resistance) in later days... /Happy PS. The patch is available at http://www.p3int.com/downloads_NWO.asp, but DON'T GET IT if you know what I mean.
  12. Trigger Happy

    Direct play

    Well, this must be a bug in 1.75 Resistance dedicated server. Two 1.75 servers do currently show up with Implementation:DirectPlay. I get "Connection Failed" for both of them. There were never any problems connecting to the server from the in-game-browser when the implementation was set to Sockets. /Happy PS. It also works fine with the IP address in the hosts file.
  13. Trigger Happy

    Hosts file

    Also, the number of player slots might show up different. The in-game-browser shows two different numbers to me (example from FragHaus): * x/64 players (or x/100 on another occasion) if IP address is read from hosts.txt; * x/30 players if checking available "Internet" games. It can be somewhat misleading to get "maximum number of players reached" although spots seem to be available in the in-game-browser. => Can it be that the server's maximum configured number of players is read in one case, and the map's number of players in the other case? /Happy
  14. Trigger Happy

    The v-80

    OK, the V-80 is a prototype. I love it... but would a prototype be used in a conflict situation? Isn't the definition of a prototype that it's used to test ideas etc, and probably only a handful of them are built? Has there actually been any prototypes used in "real war situations" except for some things the Germans put out in WW2? The V-missiles comes to mind. But maybe there were too many of them built so it was no longer a prototype. I'll bet you correct me if I'm wrong... /Happy
  15. Trigger Happy

    What happened

    This is with v1.75 client and different v1.75 servers using the socket implementation. My client is running Windows 98, with the latest updates. I've also experienced the ghost problem, from the client side. There is no indication that you have lost contact with the server, and become a ghost from the server's point of view. => As I client I notice it because it's not possible to enter new vehicles. And maybe that noone is chatting... The #userlist returns all users, with pings. If you "disconnect" and try connecting again to the same server you get a popup just saying "connection failed". /Trigger Happy
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