Inyri Posted September 13, 2012 Posted September 13, 2012 The Geth Trooper is now released! https://jkhub.org/files/file/1296-geth-trooper/ Please feel free to discuss the release. I appreciate all feedback as well as suggestions or bug fixes for the next version. Currently LOD support is planned for v2. To review the progress during the build of this mod please feel free to take a look at the WIP thread.
Silverfang Posted September 13, 2012 Posted September 13, 2012 Seeing all these Raptr siggys is making me want to put mine up, just to crush you people with my 5000+ hours of game time xD Looks great though, definitely downloading. I'll look forward to LoD support
Apollo Posted September 13, 2012 Posted September 13, 2012 I appreciate all feedback as well as suggestions or bug fixes for the next version. Currently LOD support is planned for v2. Version 2?
CaptainChar Posted September 13, 2012 Posted September 13, 2012 All in favour for geth to replace the stormtroopers as Commander Inyri suggested earlier?I would say the Geth is dam accurate (currently playing ME3 so im able to compare exactly how you did it)the sounds I was taken back, I didnt expect the geth to sound authentic as well, keep making more mass effect stuff Inyri, I maybe persueded to do a mass effect map soon >.> i have some ideas on the table after 36 geth, and earth rendored in real time, my FPS dropped:Note, the Death Egg Hanger isnt complete, but provided a nice spawning area. PC specs:Intel i7 870 quad core at 2.9ghz4 gigs 1333mhz ramNvidia (zotac brand) Geforce 430 GT 1gig.100 gig HDD satawindows Xp 32-bit Garyn Dakari, Cloud Senatu and Inyri like this
Garyn Dakari Posted September 15, 2012 Posted September 15, 2012 All in favour for geth to replace the stormtroopers as Commander Inyri suggested earlier? Yeah, but only problem with that is that her M-8 Rifle isn't SP compatible :/ At least not for me, anyway. Always crashes the game shortly after the gun is fired with a ran out of ghoul transform space error.
Inyri Posted September 15, 2012 Author Posted September 15, 2012 Hm, haven't gotten that error myself with the M8. I wish the community had done more research in the past few years to determine what causes that error and why (and why some people get it and some don't).
Inyri Posted September 15, 2012 Author Posted September 15, 2012 Yep. I'll eventually release another update for it, but it's already on JKHub. https://jkhub.org/files/file/94-m-8-avenger-assault-rifle/
eezstreet Posted September 16, 2012 Posted September 16, 2012 (edited) The exact error is "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer.", and it comes with a handy little suggestion as to how to fix the problem. Unfortunately, Raven copy-pasta'd that text, so it's actually not as friendly as it might come off to be. IDA says this exact text is called in two different functions (base address + 0x004D94B0 / 0x004D9980 / jasp.exe ... get cracking @@Scooper ( )). To make matters worse, they stored the memory storage in bytes (and then multiply by 20 for some reason) in the code. I managed to do a backtrace and found out that the game makes a call to Z_Malloc with an approximate size of 132096 bytes. (Z_Malloc has a different declaration in jasp.exe than in jamp.exe/Q3, more on this in a moment) It can be found in sub_439F00 at [base address +] 0x0043A083 and 0x0043A09F (PUSH instruction and MOV instruction, respectively) Z_Malloc in jasp.exe works like a modified version of Z_TagMalloc with the exception that it has an added third arg which changes the method that it uses to allocate memory in the game (???). The declaration can therefore be made to look like this: void __cdecl *Z_Malloc(int size, int tag, qboolean useModifiedMethod); tl;dr / non-coder version: It can be modified by possibly hijacking 4 bytes in jasp.exe, but could trigger the CD key check (unless done via a proxy DLL).For temporary solutions: try disabling cg_g2marksonallmodels and see if that does anything.Why they decided to name an engine cvar with cg_ in front of it is pretty retarded in all actuality. EDIT: So just for shits and giggles I decided to do a backtrace of the function in MP as well. The reason why this doesn't happen in MP is because they literally doubled the size to allocate for memory between SP and MP..just another example of how things are so badly synced between SP and MP.Also note, 0x004D94B0 / 0x004D9980 can cause infinite recursion / stack overflow under certain circumstances. Beware. Edited September 16, 2012 by eezstreet
Garyn Dakari Posted September 16, 2012 Posted September 16, 2012 I'm not sure what you mean by hijacking 4 bytes, but I tried the cg_g2marksonallmodels "0" thing, but it didn't help. I also tried a suggested solution someone posted on LucasForums, which is putting seta com_hunkmegs "128" into an autoexec.cfg file, and I tried that(As well as variants with higher numbers, such as 512 and 1024), but it also didn't work.
eezstreet Posted September 16, 2012 Posted September 16, 2012 com_hunkmegs doesn't actually do anything. It's a useless cvar in the game.Also, I'm not surprised by the cg_g2marksonallmodels thing. As far as hijacking 4 bytes, it's just a matter of rewriting two instructions in the code via proxy DLL. I'll have to do some tests to confirm that this is where things are actually causing the issues, but I find it retarded (there I said it) that they allocated a different amount of memory in SP than in MP.
minilogoguy18 Posted September 16, 2012 Posted September 16, 2012 You tried just simply reducing the amount of loaded .glm models in base? Never had this error before but I also have very few custom player models in my base.
Inyri Posted September 16, 2012 Author Posted September 16, 2012 Haha I have one custom player model in my base folder - my own. And don't worry, @@eezstreet, I find a lot of things Raven did/didn't do to be retarded.
CaptainChar Posted September 17, 2012 Posted September 17, 2012 which rifle was causing the issue, the ME3 rifle hasnt had any issues for me, and this is with the geth present, and my goldeneye stuff, so what is the max GLM that JA can handle before going awol?
Inyri Posted December 23, 2012 Author Posted December 23, 2012 Random bump. This is what the geth looks like when it's rendered (albeit by a total amateur, lol). CrimsonStrife likes this
AshuraDX Posted December 23, 2012 Posted December 23, 2012 oh nice !looks normal mapped in some places , is it O.o ?
CrimsonStrife Posted December 25, 2012 Posted December 25, 2012 Random bump. This is what the geth looks like when it's rendered (albeit by a total amateur, lol). Yay for my advice Inyri likes this
CaptainChar Posted December 25, 2012 Posted December 25, 2012 isnt that the model from the actual game?
Inyri Posted December 25, 2012 Author Posted December 25, 2012 No it's not, it's the one I made. Myself. Without porting a god damn thing haha.
CaptainChar Posted December 25, 2012 Posted December 25, 2012 I never looked hard enough on the xbox to see the geth I just shoot stuff that moves, it usualyl keeps me alive >.>
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now