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Forum: Tiberian Technologies Forum
 Topic: TT manual install?
TT manual install? [message #491605] Thu, 16 June 2016 14:21
Serenity  is currently offline Serenity  
Messages: 56
Registered: September 2003
Location: Washington DC
Recruit

From: *washdc.fios.verizon.net
Hello...I am playing on a macbook...unfortunately I am too duttaduh on getting TT installed since I cannot run/install [.exe] files, I am using Portingkit and its crashing when I try and make a custom wrapper guess that part of it is busted, I was lucky to figure out how to get Renegade to even to work...but YAY me I did it!
But Sad I can't join most servers that are listed in xwis yet due to needing TT I suppose... is there a manual install someplace?
 Topic: Scripts.dll progress update
Scripts.dll progress update [message #491363] Tue, 15 December 2015 03:39
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
The following changes have been made since scripts 4.2 Update 3 was released:
Further changes to Jerad's scripts
Add new update command to PackageEditor. This does the same thing as the convert command and then installs the resulting package (same thing as the install command)
Fix a crash if certain ini files are missing
Add a setting to "global settings-general" in LE that lets you change the Visceroid preset name (this goes with the VisceroidEnable keyword in the tt.ini/per-map tt.ini)
Fix a typo in JFW_Create_Destroy_Object_On_Custom_Bone
New script JFW_Set_HUD_Help_Text_Zone

I will be releasing scripts 4.2 Update 4 soon, there is one more issue I need to fix where the resource manager is loading packages in a different order on the server and on the client which is breaking things if there are multiple packages with the same file in them but different contents but once that issue is fixed I can release Update 4.

I cant give you an ETA on this (since I dont know how long its going to take to get hold of the needed testcase for the bug in question or how long its going to take to squash that bug) although if possible I will try to have it out in the next few days or so (before I go away on xmas holidays)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Going away for xmas
Going away for xmas [message #491352] Thu, 10 December 2015 22:33
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
Just a heads up to everyone that I will be going away for xmas. I will be leaving on the 20th and returning on the 26th.
I should hopefully be able to push a "4.2 update 4" release before I go. Just need information from dblaney on whether a fix works or not and also I need to make sure there is nothing else left that needs doing...


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Tiberian Technologies Releases TT Scripts 4.2 Update 3
Tiberian Technologies Releases TT Scripts 4.2 Update 3 [message #491313] Sun, 15 November 2015 05:50
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
http://www.tiberiantechnologies.org/files/tt.prlogo.png

Scripts 4.2 Update 3 is now available.
Relevant changes made since scripts 4.2 Update 2 are:

  • Updates to Jerad's scripts
  • Make packageeditor download command work properly again
  • Fix some crashes in the resource manager download code
  • New engine call Force_Position_Update_Player which is exactly like Force_Position_Update but per-player
  • Fix an issue with aircraft not strafing properly
  • Add BuildingGameObj::Find_Closest_Poly to scripts


Players already running TT should automatically receive this update when launching the game. If for some reason you don't, or need to install for the first time, visit the download page. Server owners will need to update appropriately depending on what they're running. (Dragonade should work fine with Update 3)
Server-side code authors who need to update their code can get the new source code from the download page. Mod authors can also get the latest tools archive (including all the latest bug fixes) from the download page.

Thanks to all the testers, coders, and players that still support us and Renegade after all this time and to all those who helped make 4.2 possible.
http://www.tiberiantechnologies.org
http://www.tiberiantechnologies.org/wiki
http://www.renegadeforums.com/index.php?t=thread&frm_id=52


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Scripts.dll progress update
Scripts.dll progress update [message #491129] Thu, 17 September 2015 16:12
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
Here is a list of relavent changes (i.e. things that Renegade players will actually care about) that will be in "scripts 4.2 update 1":
Add a fix so that the UseExtraPTPages, CostMultiplier and BuildTimeDelay settings in the per-map tt.ini files will be correctly set if you load a map with a per-map tt.ini file that has one of these keywords then load a map that doesn't have a per-map tt.ini file.
Add a fix so that the damage meshes (i.e. smoke/fire/etc on vehicles) get updated properly when certain repair scripts are used to repair the vehicle
Add support for a per-map keys.cfg file named keys_map.cfg. The contents of this file should be the same as keys.cfg. When the map starts, any key entries in this file not already present in the master keys.cfg file are added to the master keys.cfg file. Also a message box is displayed to let people know that "hey, new keys have been added, go to the 'extended options' screen and see if you need to change the physical key assigned to the new logical keys so they dont conflict with your existing setting". Thanks to Jerad Grey for writing this code.
Fix an issue where if you have a weapon definition with a ClipSize and MaxInventoryRounds both > 0 and you grant that weapon (via a powerup, via a soldier/vehicle, whatever) with a rounds value of -1 (to make it have infinite ammo) the client wasn't being sent the correct ammo values in certain cases (meaning that the client and server get out of sync in terms of the amount of ammo that the weapon has)
Further improvements to Jerads various weapon reload syncing changes (means less instances where client and server disagree on exactly how many bullets a given weapon actually has due to reloads getting out of sync)
Fix various crash bugs
Fixed vehicles being delivered invisible when the Airstrip is killed
Fixed harvesters not having any AI if the vehicle factory is killed when they're being produced
New collision group types (WhiteDragon/Jerad can explain what these are and why they have been added)
Bump the cap for the static and dynamic LOD levels

The rest of the changes are mostly new scripts or changes to existing scripts.

[Updated on: Thu, 17 September 2015 16:13]


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Scripts.dll progress update
Scripts.dll progress update [message #490879] Wed, 22 July 2015 04:38
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
A new build of 4.2 (to be known as "4.2 update 1") is currently being worked on.

The changes since the release of 4.2 are:
1.Fix an issue where if you have a weapon definition with a ClipSize and MaxInventoryRounds both > 0 and you grant that weapon (via a powerup, via a soldier/vehicle, whatever) with a rounds value of -1 (to make it have infinite ammo) the client wasn't being sent the correct ammo values in certain cases (meaning that the client and server get out of sync in terms of the amount of ammo that the weapon has)
2.Add support for a per-map keys.cfg file named keys_map.cfg. The contents of this file should be the same as keys.cfg. When the map starts, any key entries in this file not already present in the master keys.cfg file are added to the master keys.cfg file. Also a message box is displayed to let people know that "hey, new keys have been added, go to the 'extended options' screen and see if you need to change the physical key assigned to the new logical keys so they dont conflict with your existing setting". Thanks to Jerad Grey for writing this code.
3.Add a fix so that the damage meshes (i.e. smoke/fire/etc on vehicles) get updated properly when certain repair scripts are used to repair the vehicle
4.Add a fix so that the UseExtraPTPages, CostMultiplier and BuildTimeDelay settings in the per-map tt.ini files will be correctly set if you load a map with a per-map tt.ini file that has one of these keywords then load a map that doesn't have a per-map tt.ini file.
5.Add a new engine call Stop_Timer which is the opposite of Commands->Start_Timer in that it will stop any timers on the passed in object that have the passed in timer number. The Timer_Expired event will not fire when this engine call is used.
6.Various improvements and additions to Jerad's scripts including a new JMG_Utility_AI_Vehicle which Jerad says is useful for AI vehicles (how you use it is something Jerad will have to explain)
7.Add a new Is_Unsquishable call to SoldierGameObj and a new Is_Unsquishable engine call
8.New scripts JFW_Jetpack_Timer_No_Fly, JFW_Limited_Jetpack_Timer_No_Fly, JFW_SoldierFactory_Disable, JFW_Sabotage_Beacon_2 and JFW_Object_Spawn_At_Bone.

I cant give a release date for this yet because we need to test it and make sure the new things work properly before we go live but we are hoping to have it out sooner rather than later.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Add option to packageeditor to convert back to mix.
Add option to packageeditor to convert back to mix. [message #490546] Wed, 11 March 2015 13:09
dblaney1  is currently offline dblaney1  
Messages: 210
Registered: March 2014
Location: United States
Recruit
From: *nwrknj.fios.verizon.net
Can the option in package manager be added to convert a package back to a mix. I have an old ttfs backup with a lot of maps that I no longer have the mix files for and it would be useful to be able to make these back into mixes.
 Topic: Duplicate stock scripts?
Duplicate stock scripts? [message #490177] Mon, 29 December 2014 09:05
Neijwiert  is currently offline Neijwiert  
Messages: 69
Registered: October 2009
Recruit
From: *dynamic.upc.nl
For reasons I was looping trough the ScriptableGameObj list from GameObjManager (Parsing the BaseGameObj to a ScriptableGameObj) and then iterating over all their scripts. I have found that some objects contain duplicate stock scripts. I don't know if this was intended, the following presets at level load had duplicate scripts:

pct_zone_gdi - scripts: M00_PCT_Pokable_DAK twice.
pct_zone_nod - scripts: M00_PCT_Pokable_DAK twice.
mp_GDI_Advanced_Gaurd_Tower - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_GDI_War_Factory - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_GDI_Refinery - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_GDI_Power_Plant - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_GDI_Barracks - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_Hand_of_Nod - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_Nod_Airstrip - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_Nod_Power_Plant - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
mp_Nod_Refinery - scripts: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK twice.
Nod_Turret_MP - scripts: M00_Disable_Transition

I'm 100% they are duplicates, becouse I've checked their script ID's and they differ (so I'm not iterating over the scripts wrong).
This is in the stock map C&C_Hourglass.mix (No changes to the map whatsoever in LE).
The only running plugin is my own plugin and I'm not changing anything at all. In the OnLoadLevel event I go straight to iterating over the objects (reading only).
I do not know if this happens in other maps aswell, haven't checked yet.
I'm running the latest scripts on both server and client as of writing this topic (not the 4.2 private beta).

EDIT:
Also no custom objects file or any other files are modded. Only the plugin is loaded trough SSGM.

EDIT #2:
I have now tested this on C&C_City_Flying.mix and the same thing happens. Though I did not check if it were the exact same presets, since it's a long list of debug messages I have to go trough.

[Updated on: Mon, 29 December 2014 09:09]

 Topic: Important notice to users of the TT package system
Important notice to users of the TT package system [message #489606] Sun, 19 October 2014 15:04
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *tpgi.com.au
If you are using an FTP client to transfer your package data to a server to later feed through the TT package system and downloader, make sure you upload the files in explicit "binary" mode rather than allowing the FTP client to upload text files in "text" mode.

There have been a few problems where files uploaded in "text" mode have their line endings changed which breaks the package system/downloader.

How you do this depends on the specific FTP client.

[Updated on: Sun, 19 October 2014 15:04]


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Vehicle Turret Facing
Vehicle Turret Facing [message #488167] Mon, 30 June 2014 19:32
Jerad Gray  is currently offline Jerad Gray  
Messages: 3682
Registered: July 2006
Location: USA
General (3 Stars)
From: *midco.net
The facing of Vehicle Turrets hasn't worked correctly since scripts 2.9.2, I reported this a long time ago and if I remember correctly the issue was caused by an aim fix or something like that. The main issue with this is as it is now vehicle turrets always rotate to face Vector3(0.0,0.0,0.0) when not occupied by a player or controlled by an AI, which makes cinematics look dumb, and it makes it look like empty vehicles are aiming at things.
The original implementation was for them to aim the direction of the vehicle when not occupied or controlled.
index.php?t=getfile&id=14971&private=0
Incorrect turret facing shows its face in this cinematic.
index.php?t=getfile&id=14973&private=0
Med Tank driving to the nod base with turret facing 0.0,0.0,0.0 because it has no current targets.

[Updated on: Tue, 01 July 2014 11:30]


Head Level editor and coder of ECW/Rp2.
#2142::COOL#
http://i175.photobucket.com/albums/w125/Blaze558/NewBannerRp2Forum.jpg
 Topic: End Game Results displayed until a player joins then rejoins a server
End Game Results displayed until a player joins then rejoins a server [message #487712] Wed, 28 May 2014 06:06
Jerad Gray  is currently offline Jerad Gray  
Messages: 3682
Registered: July 2006
Location: USA
General (3 Stars)
From: *mfs.uswest.net
Sometimes when you join a server you will be presented with an end game results screen that won't go away, you have to quit and rejoin the server.


This is an old bug that I used to see all the time on ECW, its caused by the round ending (via timer or coded event) and there being no players in game. For some reason if the round ends with no players in game the next time a player joins they are presented with the results screen (perhaps the goal was it to be a feature but beings the only thing the player can do is quit and rejoin before they can actually play its more of an inconvenience than anything).

[Updated on: Wed, 28 May 2014 06:07]


Head Level editor and coder of ECW/Rp2.
#2142::COOL#
http://i175.photobucket.com/albums/w125/Blaze558/NewBannerRp2Forum.jpg
 Topic: Quick brenbot question.
Quick brenbot question. [message #487513] Mon, 05 May 2014 15:50
OuTSMoKE  is currently offline OuTSMoKE  
Messages: 52
Registered: April 2009
Location: Chicago, IL
Recruit

From: *hsd1.il.comcast.net
Where in the brensource is this line located:

[5:20pm] <&KamServ> [CONNECTIONREFUSED] Refused connection from CADETE20(188.251.33.206)(1f68f948895042082b4355d20449e025)(0.0)(0): The Tiberian Technologies community patch is required to play on this server. You can download it at http://www.tiberiantechnologies.org/.


Edit: Nevermind, it looks like it's in the DA source plugin for brenbot, which is why i couldn't find it in source. xD

[Updated on: Mon, 05 May 2014 17:52]


http://i237.photobucket.com/albums/ff42/BTNHBoardOuTSMoKE/CNCSig2.jpg
Kambot NewMaps 4.1 Marathon Server Owner


 Topic: Renegade protocol handler support
Renegade protocol handler support [message #487038] Sun, 06 April 2014 02:16
iRANian  is currently offline iRANian  
Messages: 4113
Registered: April 2011
General (4 Stars)
From: *cm-8.dynamic.ziggo.nl
A friend of mine is thinking about writing an online server list browser for his GSA master server clone. It would be nice to be able to join a server by clicking a link on the web page.

Would it be possible to add a renegade:// protocol handler for direct connecting? Apparently all that's needed is a registry key which registers the protocol to a program and sends the URL string as command-line argument to it. A proxy program is needed to parse the protocl string and convert it to a direct connect line and for launching the game.

[Updated on: Sun, 06 April 2014 02:17]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Scripts 4.1 final changelog
Scripts 4.1 final changelog [message #486343] Thu, 20 February 2014 18:07
jonwil  is currently offline jonwil  
Messages: 3410
Registered: February 2003
General (3 Stars)

From: *lnse2.woo.bigpond.net.au
Here is the current list of changes made since scripts 4.1RC3:
Fix so that some fields added to (or mistakes fixed in) "Explosions" and "C&C Mode Settings" actually showed up in LE.
Add a warning to the netcode such that if 2 objects have the same network ID, it will warn you about it.
Fix a typo causing "Insufficient Funds" to play instead of the nuclear strike warning for GDI.
Fix a crash caused if an invalid URL is passed to the SSURL console command.
Anti-cheat improvements (details not included for obvious reasons)
Fix the disappearing cargo plane (and other glitches caused by the same root cause)
Fix a few memory leaks
Fix an issue with pathfinding causing the harvester to get stuck (was affecting a test map I had from Tiberian Sun Reborn and a test map from Zunnie, both are fixed now)
Fix a crash affecting any scripts that called Create_Logical_Sound (was affecting various co-op maps)
Fix SSGM weapon drop code to not drop weapons when you switch characters.
Fix a glitch that was causing bogus values in certain parts of the damage code (if you shoot a harvester with an APC on a server running SSGM, it was printing a "harvester repairing" message, it wont do that now)
Remove non-existent readme files from the scripts project (all this info should be going into the documentation going forward)
Fix some issues with image controls on dialogs (was causing a crash in the vehicle management dialog)
Fix some issues with ini load code (was causing bogus "hint:" messages to appear on the loadscreen that shouldn't have been appearing)
Fix so that per-map use of the spawn character settings via temp presets wont get overridden if GDISpawnChar and NodSpawnChar are not present in ssgm.ini (if they are set in ssgm.ini they will obviously override whatever is set in the presets)
Fix wwconfig popping up every time you start the game
Replaced dp88_veterancyPromotionHealthArmourIncrease with dp88_RegenerateHitpoints, a much more flexible generic script which includes optional support for the veterancy level logic
Replace in-game bug tracker (that never got any useful reports) with a message directing people to the forums
Move DefinitionMgrClass to shared.dll so that mods like Dragonade can use it
Fix that should solve the "my controls aren't being saved/loaded properly" issue
Fix for missing scroll bars on drop down lists


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 Topic: Another crash
Another crash [message #481854] Sun, 09 June 2013 05:39
iRANian  is currently offline iRANian  
Messages: 4113
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Crashed after rejoining a C&C_Mesa game, just jumped out of the Hand of Nod window.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: TT Serial + Origin version of Ren
TT Serial + Origin version of Ren [message #480714] Sat, 11 May 2013 14:52
Jerad Gray  is currently offline Jerad Gray  
Messages: 3682
Registered: July 2006
Location: USA
General (3 Stars)
From: *midco.net
It seems if you own an origin copy of renegade that the serial provided isn't liked by tt's installer, any plans on looking into this?

Edit:
Never mind, I expected it to enable the next button when you entered a serial that it was okay with, but apparently it does the check when you click close.

My bad, sorry.

[Updated on: Sat, 11 May 2013 14:54]


Head Level editor and coder of ECW/Rp2.
#2142::COOL#
http://i175.photobucket.com/albums/w125/Blaze558/NewBannerRp2Forum.jpg
 Topic: Strings error - cross loading from another mix
Strings error - cross loading from another mix [message #480650] Sun, 05 May 2013 13:22
Mauler  
Messages: 432
Registered: May 2003
Location: Alberta, Canada
Commander

From: *ed.shawcable.net
Me and zunnie where messing around with westwood maps, and we came across a error with strings loading another string file from another mix... which i don't think was intended..

I have included the map mix that caused the issue and some screens of the error and after removing the map from my data folder

loading of a strings file from another conflicting mix
http://mauler.ultraaow.com/Mauler-bin/images_modding/strings_error_01.jpg
http://mauler.ultraaow.com/Mauler-bin/images_modding/strings_error_02.jpg

Removal of the mix file "Coop_detention_center.mix" everything comes back to normal.. I'm thinking it might of been the name of the mix itself... But i'm not sure Smile
http://mauler.ultraaow.com/Mauler-bin/images_modding/string_fixed_01.jpg


Mix that was causing the error
http://mauler.ultraaow.com/Mauler-bin/Files/Coop_Detention_Center.rar

[Updated on: Sun, 05 May 2013 17:02]

 Topic: Crash dump
Crash dump [message #479798] Tue, 12 March 2013 09:48
Lazy5686  is currently offline Lazy5686  
Messages: 254
Registered: November 2007
Recruit
From: *pppoe-dynamic.High-Speed.ns.bellaliant.net
I have no memory of this happening, perhaps when I was exiting?

Also, for some reason the forums are being a pain when I try to upload anything.

http://www.mediafire.com/?87u5wk834hu1aue

EDIT: Here's a new one. Happened while I was loading a map that I've been messing with in LevelEdit. Might have something to do with it.

http://www.mediafire.com/?31totyth1q7mucc

[Updated on: Wed, 27 March 2013 15:47]


The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
http://i.imgur.com/7RiVG.jpg
 Topic: Crashdumps
Crashdumps [message #479503] Sun, 24 February 2013 13:15
BillieJoe67  is currently offline BillieJoe67  
Messages: 35
Registered: March 2012
Recruit
From: *range86-131.btcentralplus.com
It seems as though renegade crashes if you have the new fullscreen chatlog window open when a game finishes and you click exit from the endgame screen.

In the zip are two crash dumps, the older one created when this happened on mpf, and the newer one from my own server to check it wasn't some freak crash.

Demonstrating the steps;
http://www.youtube.com/watch?v=883ZIZw8sNk

 Topic: PT lag
PT lag [message #479261] Tue, 12 February 2013 14:46
robbyke  is currently offline robbyke  
Messages: 348
Registered: September 2010
Location: Belgium
Recruit

From: *access.telenet.be
Whenever i open the PT in RC2, the game seems to lag

it actually just moves really slow and you can clearly see the refresh ratio of the screen


if you select with number the game stil responds fine though just the visual updating goes wrong somewhere i think


Owner of kambot TT server

kambot.freeforums.org
 Topic: Problem with the TT installer
Problem with the TT installer [message #478045] Fri, 14 December 2012 15:32
Soadfan1  is currently offline Soadfan1  
Messages: 14
Registered: December 2009
Recruit
From: *range86-166.btcentralplus.com
Thought I'd make a separate topic about this seeing as people may overlook the post in my other topic.

I'm getting a problem. When I click on the TT installer the directory seems right but the 'next' button is greyed out and I cant click on it. Any ideas?

It says it needs
125.5 mb space and there is 1.5 GB. Any chance something could be wrong with the figures?

Edit - Might have just sorted it out. Seemed I needed to re browse the folders even though it was already at the right destination. Thanks anyway guys.

[Updated on: Fri, 14 December 2012 15:40]

 Topic: delete plz
delete plz [message #472429] Tue, 31 July 2012 01:14
C4Smoke  is currently offline C4Smoke  
Messages: 233
Registered: October 2011
Recruit
From: *slkc.qwest.net
.

[Updated on: Tue, 31 July 2012 01:40]

 Topic: delete plz
delete plz [message #472428] Tue, 31 July 2012 01:12
C4Smoke  is currently offline C4Smoke  
Messages: 233
Registered: October 2011
Recruit
From: *slkc.qwest.net
.

[Updated on: Tue, 31 July 2012 01:18]

 Topic: server crashed the other day.
server crashed the other day. [message #472084] Sun, 22 July 2012 09:45
Distrbd21  is currently offline Distrbd21  
Messages: 743
Registered: September 2008
Colonel

From: *bcstcmta01.clsttx.tl.dh.suddenlink.net
just gonna link to the other post that I made.

http://www.renegadeforums.com/index.php?t=msg&th=39684&start=0&rid=2 4219


Live Your Life Not Some one Else's.| Sharing Is Caring

http://dsgaming.us/distrbd21/Distrbd21%20siggy.png

Cookie Jar

Suicide
 Topic: Game Freeze
Game Freeze [message #470544] Mon, 02 July 2012 11:27
Troll King  is currently offline Troll King  
Messages: 56
Registered: June 2012
Location: Netherlands
Recruit
From: *upc-h.chello.nl
When I was loading my map (C&C_Field.mix) and I entered 'gameover' in my FDS. It loaded the map fine and my FDS worked without any problems. But my Client froze up and gave me Gameplay Pending. No Crashdump becouse I didn't crash and I had to force quit renegade trough task manager.


Also Known As: Neijwiert
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