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Number Six

City Council
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Posts posted by Number Six

  1. Looks like it's failing to rename launchercli.exe in place after an update. The download is successfully, it just can't install it. I know we've had some AV false positives on that file (Bitdefender is the one I remember). A little weird since it does nothing except run the main launcher with a console window attached, but for whatever reason they don't like that.

     

    Any way to check and see if there are any recent applications blocked?

  2. Are you able to run the 64-bit client through Tequila?

     

    There is an issue that it's not remembering the 'No' choice if you tell it not to install the runtime -- that will be fixed soon. But the detection method is so simple and common I'm not really seeing how it could possibly fail. Maybe if antivirus or something decided to block crtcheck.exe.

  3. Do you have a crash directory? The "launcher starts to install but just disappears" issue I've seen so far involves a crash when the main UI starts. It's in the middle of the image resampling code*, which is a little baffling, but all I have to go on right now are some stack traces pulled from manually posted reports so it's difficult to pin down why. Haven't gotten a memory dump since it happens before the crash handler is downloaded and installed.

     

    It might be possible to get a dump by manually copying crashhandler.exe to the bin/win64 (or bin/win32) directories from an existing game install.

  4. 1 hour ago, WanderingAries said:

    The launcher has a control for each game type where you Choose to auto-update or not. Now, that won't mean that you won't get forced to do so once you try to launch the game, but it's a choice.

    In addition to the per-profile setting in the options window, there's also a -noselfupdate command line flag that suppresses the launcher's mechanism for updating itself.

     

    It's really intended for temporary use for troubleshooting or extreme cases like a broken launcher update or an OS patch that causes a newer version to not work. Since it also disables updates of the bootstrap config, using it long term could leave you with a broken launcher or inability to update the game if/when new features are added to the package format. But if you're paranoid and want to make absolutely sure it doesn't reach out for updates, it's there.

     

    Addendum: I'm not sure that checkbox will do exactly what @CrudeVileTerror is asking, since it disables the automatic update, but still checks to see if a newer package is available. The traffic is minimal though; it uses an HTTP HEAD with Last-Modified set, so it's just a 304 response with no content if there isn't a new version. Not like Tequila where it downloads the whole manifest xml every time.

    • Thanks 1
  5. 7 hours ago, Replacement said:

    Can we get a way to check a server for update without restarting client?

     

    I understand this occurs automatically every hour or so, and I understand I may be in a vast minority for wanting this behavior.  I play in the beta environments more than the Live environment these days, and tend to be trying to log in as soon as I see forum notification of patch notes.  Would be nice to just have an Update option in the dot menu, alongside Verify, Settings, and Uninstall.

    This can probably be added to the drop-down menu easily enough. The only catch is that I may have to bypass some internal logic. There's a hardcoded 5-minute lockout timer on checking for updates that the UI doesn't have access to. It's a failsafe to make sure that some unforeseen circumstance or programming error can't cause it to get stuck in an update loop.

  6. On 11/4/2020 at 4:50 PM, PeregrineFalcon said:

    Can you please make the icons larger, or at least adjust to screen size?

     

    I have a 33 inch monitor and an ancient set of eyes that are going bad. The little icons that represent the servers are tiny. I'm not asking them to be changed to being the size of a quarter or anything, but right now they're roughly the size of a pin-head on my screen.

    They should adjust to the screen size, at least to the size that Windows itself is set to scale for. What is the scaling in your display properties?

  7. 5 hours ago, Bopper said:

    2) Does the same auto-hit mechanic problem still exist with the incorporation of the new Activation Effect Group (the new capability added to allow auto-hit effects in powers that otherwise use hit-checks). This hasn't been tested...at least not much. So it has yet to be seen if old procs would only trigger from the hit-roll effects and bypass the Activation Effect Group's auto-hit nature.

    The answer to that one is 'no'. Activation effects are completely separate from normal power effects. They aren't "auto-hit" in the traditional sense -- instead they don't use hit roll mechanics at all. They:

    1. Are always applied when the power activates, regardless if it hit anything or not.
    2. Apply only to the caster. Target specification in child AttribMods is meaningless because the target is always the caster.
    3. Apply only once regardless of how many targets are (or aren't) hit.
    4. Do not trigger procs. They don't even check because these effects are applied separately outside of the main targeting loop.
    • Thanks 2
  8. Which folders are you looking for? All AE stuff should go under architect in the new layout. PlayerCreatedSouvenierClues.txt should go directly under architect (I believe the installer tries to do this already). The subdirs are all listed in the deep dive post unless I missed one.

  9. 5 hours ago, GM Tahquitz said:

    We do not have an ETA when the Beta test is going to be finished.  Like most things in homebrew/volunteer development, it's 'ready when it's ready.'

    We've semi-officially moved into a "soft launch" phase. You'll notice that the Homecoming Launcher is now linked from the install guide rather than Tequila, but we haven't made a lot of noise about it just yet.

     

    There's two outstanding issues that need to be fixed. One of them involves migration of files from Tequila: it needs to ignore certain files from the old Paragon Chat map pack that a few people have lying around and can cause game crashes, but that only applies people installing it for the first time and doing the migration. The other is a bizarre crash on startup that a small number of people are getting and is related to, oddly enough, resizing the images used by the UI.

     

    If you're not affected by either of those, it's safe to go ahead and consider it "released".

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  10. 16 hours ago, Replacement said:

    You uh... Sure this didn't leak into a live build?

    I have one character (energy/dev blaster) who keeps randomly flyposing while flying, and I can't figure out how to repro reliably.

    Positive. It was only on a single developer's machine and was never committed or sent to a test server, since the double animation made it look very glitchy.

  11. It's something I looked at a while back and even had a proof of concept demo (sorta, keep reading), but isn't really feasible without some serious animation work.

     

    The main problem is that there are not existing animations for transitioning from the flying ready state directly to the fly poses, only from the "flying forward" pose to them. So when moving forward it has to make your character go into the standard fly pose and then immediately shift to the chosen one. That gets really clunky and bad looking once you start moving around and changing directions a lot.

    • Like 5
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  12. @srmalloy It's actually kind of backwards from that. Fold space and the LRT accolade came first during development, which led to a general revamp of the various teleportation powers, which led to discussions of "I guess we should finally fix enterbasefrompasscode now that the recharges on P2W/day job powers are getting reduced", which led to the creation of the base portal power* since it's something I had wanted to do whenever the command was patched. Somewhere in the middle of all that, we got some additional information about things related to the systemwide improvements to input validation in the travel/portal UI that made the whole thing more urgent.

     

    That all happened in maybe the very last week before it went to open beta. So the design you're seeing today is definitely subject to change and may not be the final design.

     

    * which let to several engine updates to support that, but that's a whole other rabbit hole

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  13. 1 minute ago, ShardWarrior said:

    Yes, I am aware.  However, if there is no simple way to store multiple base pass codes easily instead of needing to cut-paste codes into the portal again, this is a non-starter. 

    The existing macros will work if you're standing next to a base portal (including the new summonable mini-portals), or have the window open after using the base transporter power.

     

    Or if you're in a base already, for quick base-to-base movement.

    • Like 1
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  14. Long-standing annoyance: Teleport powers have never worked inside that ring. It's because the geometry for the force field only has triangles facing outward instead of two layers like everything else, so the teleport checks find backfacing polygons and think that you're trying to teleport out of bounds.

     

    Not really feasible to fix short of a new model for the whole ball. Could really use one anyway; it's way too low detail to be running around inside and there are seam mismatches everywhere.

  15. 1 hour ago, Taffer said:

    From the sound of things, the new launcher is portable (or mostly portable)... have you got someone to do a native Linux port? 'cause porting software is one of my things (~30 years experience; I used to be part of the Info-ZIP group) and I'd be happy to poke at it.

    It is. The launcher core already builds on Linux and I was testing the CLI at one point. In theory the UI should also be portable since IUP supports GTK, though it hasn't been tried yet and there may be some issues to sort out due to slight differences between the platforms.

     

    There isn't a whole lot of reason to do so though. The design intent is that the launcher should be closely tied to the architecture of the game, as it makes things like launching with the correct parameters and working directory much easier. A Linux native launcher might be useful for updating, but couldn't actually launch the game since it can't install or use wine on whatever distribution you happen to be running, and there really isn't much benefit to be gained by dealing with the headache of that extra complexity.

     

    If and when there's a native Linux game client, then would be the time for the native build of the launcher to match it.

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