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eezstreet

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Posts posted by eezstreet

  1. wait, so its not like modifying the SP code, cuz u have a whole new core? im not good with coding, but in lamens, is it like that? kind of working around the no SP code, by creating a whole new Sp engine? or more like adding coding to the existing engine? sorry im code n00b

    In layman's terms, you're replacing bits and pieces of the core with code that you've written yourself. Usually whole functions, etc.

  2. So I thought I would give the mod another shot as i didn't really give it a chance the first time. When I download the zip from the hub it crashes when it tries to connect, when I try the launcher, it crashes on the installer. Any suggestions as to how to actually make it work?

    The download servers are still under a high level of stress. We're working diligently to get them move over to a JKHub setup which will be more stable.

  3. Release dates are always a bitch. I would sympaphise, if it wasn't for fact that after all your mess with the launch, the game crashes on start up, and I still can't try it out xD

    It should be considerably more stable after the end of the week. Much, much more stable. There was a lot of chaos. After we get the next major revision out the door, it should be stable.

    dunno why but after clientupdate patch i cant play. :P

    Should now be fixed.

  4. As per the news post on this site, I regret to be the bearer of such an ill-fated release. I'd like to apologize for the dozens (if not hundreds) of people that were displaced by JKG's release fiasco. Allow me to explain.

     

    See, we were always developing the mod, but skimped out a little when it came down to the nitty gritty. As a result of a lack of foresight and stress testing measures performed by our staff, TerranGaming was forced to be shut down whenever the floodgates of people came. To make matters worse, the ZIP version of our mod still has yet to become available on Moddb.

     

    In hindsight, we probably also should not have had to force our server issues on Cael. We only did so because it was delaying the mod further. The main reason we were delayed was because Kimsufi (our dedicated server provider) refused to give service to our mod team due to nationality (team leader is Swedish, they only accept US, Canada, UK and Ireland).

     

    In short, it was a mess. Things were further exacerbated by the fact that trying to move the launcher packages in one quick go caused a bit of chaos in the system, but I am working on controlling that. Let the records show however that I do know PHP, just very little of it. ;)

     

    Hopefully you can see past the launch issues and will play with us some more in the future.

    ...that came out bad.

     

    Today I was inspired by a man who told me, "They will not care if it takes forever, or if [the release] is marred by issues. It is the goal and what you make of yourself that matters."

  5. Hasn't this been known for years and years though? =P

    http://forum.ultra-u....php?f=22&t=311

     

    But aye, useful info, sadly I still see it being used by server hosts.. tehehe.

    Not really. There's /still/ threads on the MB2 forums (lol @@BobaFett..too right) which recommend adding com_hunkmegs to your standard server config..when it doesn't even do anything. Also, the only reason I bring this up is to quell any sort of rumor that this cvar does anything (had it referenced in a recent thread so I figured I might as well throw this out there)

  6. 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.

  7. ...Com_Hunkmegs doesn't actually do anything.

     

    That's right, this little red herring of a cvar doesn't actually do anything, despite what others may have told you. It's a myth. Myself and others have determined up and down that by searching the engine, com_hunkmegs doesn't actually have any sort of effect on the game whatsoever. The cvar is initialized, but never used nor called nor needed.

    Caelum, therfiles, Raz0r and 2 others like this
  8. 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 ( :P )). 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.

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