Trigger Happy
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Everything posted by Trigger Happy
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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
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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.
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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
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As soon as we have a 1.91 server this issue is no more(?), due to the new typeOf command introduced in 1.91.
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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.
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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
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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
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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
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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'>
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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.
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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.
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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
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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
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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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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The primary known bug that I have relates to AI soldiers that you train at the barracks. Â For some reason some people may crash to desktop when one is created. Â I can't figure out why exactly, but it happens. <span id='postcolor'> I have experienced this with other maps also where you are able to "recruit" AI soldiers and deploy them. Haven't been able to figure it out either... /Trigger Happy
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The primary known bug that I have relates to AI soldiers that you train at the barracks. Â For some reason some people may crash to desktop when one is created. Â I can't figure out why exactly, but it happens. <span id='postcolor'> I have experienced this with other maps also where you are able to "recruit" AI soldiers and deploy them. Haven't been able to figure it out either... /Trigger Happy
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With 1.42 and 1.45 (have not yet seen enough of 1.46) I cannot figure out what is behind the points on the scoreboard. First, there are more important things than the individual (and team) score on the scoreboard. A Good Game is more than enough, but still, how does it work (or not)? Strange things seen so far: 1) The team score show up different on different clients. One player might see 115-76, another player 140-97, in the debriefing. 2) Kills not registered at all (might be dependent on the weapon used, that some hits are classified as 'indirect' or something), but sometimes a kill shown on the global channel still isn't accounted for at all on the scoreboard) 3) The ranking on the scoreboard, maybe there are more factors involved (e.g. if you catch the flag and bring it home) than the kills shown there? Or maybe some kills are not shown except for the points in the 'Total' column. Regards, TH PS. A sample scoreboard from 1.45 is shown below. Tertius and Gully Foyle must have done something extraordinary to be ranked 4th and 5th. At least from the statistics it seems I have done slightly better at 13th place.
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Thanks, also for the help with hosting, but I already had some webspace that I'd better start using. Placebo, that must have been one of the worst URLs I've ever posted. Â The snapshot /TH
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OFP license says (p.0.35 i "Field Manual"): YOU SHALL NOT: * ... * Reverse engineer, derive source code, modify, decompile, or create derivative work of the Program... ~~~~~ Hmmm, isn't this clear enough? Or maybe I'm just naive... As to  my understanding it seems that providing a config.cpp file and/or MODs (without a special license from Codemasters) is in violation of the license. Regards, TH
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NEW ARTILLERY with real GUN ! completely move/controlable !
Trigger Happy replied to Goetterfunke's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">yes, the A.I. spotter will be included in the new version perhaps you can tell me, how the spotter really says the correction of the shots does he say angle and distance , or just coordinates etc... <span id='postcolor'> The spotter has no idea of where the artillery peace(s) is/are located. The artillery peaces might just fire one or two rounds and then move to another location to avoid being located by the enemy. The spotter initially reports the coordinates, and further corrections might be relative to the first round fired, i.e. "right 200 m" or something like that. The coordinates are received by a group calculating the angle, elevation, and how much "gun powder" to use. This group then informs the artillery crew. The spotter then issues the "fire" command... -
Nothing new here but... You might have better luck hosting a game with GameSpy Arcade. It's biggest advantage is that it was included on the OFP disc so it probably has more users. I consider ASE more powerful, but it might appeal more to  "advanced" users to find THAT dedicated server. Nowadays, I don't use any of them because I've found my favourite game server. Â