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Posts
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Everything posted by Kubik
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crashdata.mdmp please
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Many players does not even know we have a forum. Forum is not available on phones as an application. Yea few better features, but mostly the fact that people are there. If you have few millions of dollars to spare we can discuss the possibility. As far as I know we have only 1 forum. We did not not have the money for that back then (and we do not have them now), so saying that people was supposed to not communicate with each other, or at best communicate much less seems really weird.
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π€can someone create an community map, where this will be easy to reproduce, and in deal case reproduce repeatedly?
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Also did you check Community maps "Wall Defence", "Christmas Defense", "Survive", "Tower Defence 2", "CircleTD"?
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You mean regression in the hardware right? As a developer do you think there is anything we can do about it? π€ Do you have any replay for the lags? The client is still the same, it did not change in over 10 years. π€Can I ask why you decided to use 10+ years old GPU, and how did you found which is the best one that still supports all the features used by BF? Or are you confusing newer with more Tera Flops with more powerful? Because 4090 is for sure not more powerful than cards from the era. Something needed to be removed to fit all the RT crap in there, and not all of the old features are emulated on the GPU, some of them are emulated on the CPU, because GPU manufacturers expect most of the old game to not require them that much to slow the CPU too much. And one more aspect did you play on same resolution back then? What "new graphics/features" do you have in mind?
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Crash after 12 Player Map Passage To Darkness (Hovering over User)
Kubik replied to bergerb's topic in Client-Sided
If you think 27MB is a lot... π -
Crash after 12 Player Map Passage To Darkness (Hovering over User)
Kubik replied to bergerb's topic in Client-Sided
unfortunately the log is not useful π in telling what did happen, only that it most probably was an LUA call. Today there should be a patch to which I pushed small feature that will log LUA calls. To enable that you will need to set in config: `debug`.`lua`.`trace_lua_calls` to true. If you do not know how to do that you can just send me whole config, I will edit it and send it back. You can find the config at this path: "Documents\BattleForge\config.json" -
I do not think there is many people that would dislike that, but I also think there is no technical possibility to do that, and that it could make the game unplayable (performance wise) π
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Game isn't running properly on Windows 11. Server Side issue
Kubik replied to chickennoodler's topic in Technical Support
Game runs same as it did run before... so the issue is for sure on your side. It is always funny when people say that they can play games X, or Y, which require significantly less resources to run, and claim, that because they can play those, they should be able to play also BattleForge and on MAX settings π€£ -
https://machow2.com/run-32-bit-apps-mac/#32_Bit_Games_Apps_on_M1_Macs
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Can you please elaborate on I tried to use same 2 cards, because on test server everyone have all cards fully upgraded, you can also test there.
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At least one less possible problem, but I have no clue why it is not allowed to read that file π
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Same exception `Could not open file for read (//mac/home/documents/battleforge/randommap/generatedmap/script1/_generatedmap.lua)` On windows first usual suspect is OneDrive, and second (newer one) some stupid security defaults sometimes allowing writes, but preventing reads. Also in the title you wrote Windows 11, but I did not yet hear about "normal" Windows installation not using "C:" as an default drive, so is it x86 compatible mac. or the new arm based one?
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this is not the log from crashing on ocean map.
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Unexpected or constant crash? If you havenβt restarted your game, send us your latest log in the report-a-bug or technical-support channel with a description of your problem. The log file we need is _log_proxy_latest.log. Restarted your game already? No worries, just send the previous log, which is _log_proxy_0.log. If your game closed without any error message, then please send us your crashdata.mdmp aswell. Not sure where to find the logs? Here's where:
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Game crashes when loading into rPVE since update
Kubik replied to Botticelli's topic in Technical Support
If your PC does not shut down, why you call it same problem? -
Game crashes when loading into rPVE since update
Kubik replied to Botticelli's topic in Technical Support
If it is same problem, than same as above. -
Added validator as an optional URL argument, so you can try the above validator by clicking this link: https://jakub.bandola.cz/wa/replay_info/?validator={"rules":[["rPvE 1p",{"Map":{"map":"RPvEOnePlayer"}}],["Difficulty 5",{"Difficulty":{"difficulty":5}}],["No Eruptions",{"ActionCount":{"filter":{"PlayCard":{"card":"Eruption"}},"count":{"start":0,"end":0}}}]]}
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here is my example version: https://jakub.bandola.cz/wa/replay_info/. Feel free to download it, and try it.
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My "app" would not be anything fancy either π just simple UI for https://gitlab.com/skylords-reborn/rust-libraries/-/blob/main/replay_info/src/lib.rs, which would be just an example on how to use it π
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8 bytes each would mean they overlap quite a lot with map file name, so no way they would be 162/153 in my example. oh you mean 8 bits, not bytes... well these 16 bits are seed. "Cant get Gold" appears for opening the chest.
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I start preparing something like this (as downloadable open source application), is it worth finishing? few bugs: - "DifficultyID:" is not filled for rPvE - "GroupCount:", "DifficultyID2:", "Playtime2:", "PlayModeID2:", "PMVPlayerID2:", "ActionBlock:", "Unknow3:", "Unknow4:", "MatrixCount:", "TeamCount:" seems useless and confusing - What even is "Unknow3:", and "Unknow4:"? I was not able to find matching values in the file - "GameVersion:" should be 4 bytes earlier, and these 4 bytes should be "Client files version" (if you would like to match terminology used by the team) - "WinningTeam:" shows loosing team for me - "MapID:" using actual map name instead of ID seems like an good idea. - π€ generating "not existing actions like "Build orb" seems weird - What is action "Cant get Gold"? - Renaming surrender to "Leave game" seems weird, because I do not need to leave the game yet - showing "players" like "pl_Enemy1", "pl_EnemySpawned", "pl_Player1", "pl_Player2", "pl_Player4" seems confusing, because it shows no actions for them, so maybe filter out players without actions out? or maybe better, list only human players? - movie_deck.pmv This replay causes error 520 which is not shown to the user, but the page is just reloaded after some time. I hope the "bug"/"suggestion"/"question" list isn't too long π