Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Apr 14, 2008 2:50 pm Post subject:
Possible cure for waveclass errors
It might be as simple as running the game in windows 98 compatibility mode.
Since I've done that, I haven't been able to get a single one of them nasty things..
I'd like if people could try this and tell me if it works for you, thanks
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Apr 14, 2008 3:36 pm Post subject:
Don't tell me that does work I've tried many things, even that, but I changed it back because the game worked good on Vista (note: not to solve waveclass, but to solve compabilaty problems)... I'll try it one of these days if this is true
EDIT: ehmm, wait, I do have that compability mode activated, and it still happens IIRC... I should really test TS again for this stuff... QUICK_EDIT
Remember TB, when you and I where playing Twisted Insurrection online and we kept getting Waveclass errors? Well, I tryed it again against some random dude on my MSN, and it ran perfectly fine. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Apr 14, 2008 4:19 pm Post subject:
Well I just ran the game without the compatibility moe, and couldn't get any WC errors no matter how hard I tried.. the game just likes me I guess..
Sorry for getting anyones hopes up, I don't think running in compatibility mode well prevent waveclass errors
(however, I did notice better performance while running it in windows 98 compatibility mode) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
We should see if this error is in RA2/YR (the dolphin has the same anim I think, just in short bursts rather than a concetrated beam, the magnetron has it exactly the same in a different colour). If this error is found not to exist there, then that must mean there were some changes somewhere, and maybe one of the .exe hackers can find the difference and implement it in one of those .exe patches. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Apr 14, 2008 4:46 pm Post subject:
Lol, we already know it's fixed in RA2/YR, but it ain't that easy to find that different code and to c/p it from RA2 to TS Not that I'm an expert, but it has been asked some times and TSHyper says it's very difficult. Speaking of him, I haven't seen him here for a few days... QUICK_EDIT
Oh, I don't really read the TS topics, but I'm so bored today I decided to look at all "posts since last visit". But since you guys already know this, Great minds think alike!
But wait, the people over at westwood fixed the problem but didn't make a patch for the game!?! _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Apr 14, 2008 5:00 pm Post subject:
That's one of the oddities of it... It doesn't happen to everyone in each game, and IIRC, it doesn't happen with old pc's (with Windows 95 or 9, so it was something WW didn't noticed. To be short, the game is broken by technology QUICK_EDIT
Me too, TB I don't know, but I never had the experience - but I don't try it, so... Maybe I could get one
BTW, I don't like the solution with the lasers to railguns, because the game will lag if many laser are shooting at once >.< _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Team Black have you ever tried to scroll at the same time so that the Sonic Beam goes "OVER" the visible area of the screen monitor? That's when you get the error. Its damn easy to reproduce the error but you need to do it right first
Ordosherrscher just lower your detail level from max to medium or minimum and you wont get the Laser waveclass errors for "LASER'S" (only applies to the Laser error and not SonicBeam error)
You dont need to change all lasers to railgun's, just lower your detail level, Trust me!
Redalert2/Yuris Revenge is not coded the same way as Tiberian Sun, thats why there is no WaveClass errors with Magnetron, Dolphins and Prism beams. And you cant just copy and paste code from RA2 into TibSun, that not how it works(99% of the time) when you deal with this kind of stuff.
Im still waiting for a bugfix from Vk (Yes I know hes busy) on these 2 bugs QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Apr 14, 2008 8:50 pm Post subject:
Prism Beams have nothing to do with WaveClass errors afaik. Its just the laser system, and that even got and overhaul graphically (green lasers FTW) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Apr 15, 2008 11:19 am Post subject:
The only solution is that WW/EA releases the TS source codes, so we can fix it ourselfs... To bad that even a snowball has more chance to survive in hell then that this will happen QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Apr 15, 2008 3:02 pm Post subject:
Do you know a engine which can do all the things the TS engine can (and preferable, better)? This includes Vein/Meteor/Tiberium-logic... I doubt that QUICK_EDIT
@ djohe, that is the reason because I change all lasers back, when I play a mod (normally) because im constantly playing at detail level 1 (the smoke and the poison clouds are looking a lot better), and I read the fact, that the error won't occur with level 1 or 0, before... But the often, it takes to long time, to change all the lasers back, when I'm only testing the mod _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
W00t, they look different at detail level 1?!? Or did I understand something wrong? Because I never saw a difference.... Or I only didn't noticed them, because I didn't look on the units xD _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I mean, I did read it in any topic, and when djohe say it, it should be true... You could easealy test it, couldn't you? _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Does having the lasers on Visual Details 1 actually stop the laser WaveClass problem?
Because if so, i could just add the same check to the Sonic Draw code...
i fear that there's another weapon that could cause the waveclass error.
Does anyone ever tested the Ion Cannon?
As you all know it creates a ripple effect and since this is like the disruptor, i assume that this could cause the error too, but since this weapon is less often used it could have passed unnoticed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I was thinking about this: Mabe you could implent another Detail Level setting (number 0 to 3 instead of 0 to 2) as it would not conflict with the Detail level settings in art.ini anyway
At detail level 0 its like it is right now
At detail level 1 you get the same result as it is right now
At detail level 2 you get everythingl except the bugged laser code
At detail level 3 you get the bugged laser code (nicer looking lasers causing WaveClass errors) QUICK_EDIT
hehe, the first topic is this, which I read Hmmm, the four detail levels would be a nice thing... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
DJ, some peoples life getting busier as they get older. Im 20 this year and the spare time i have to read the forums goes away...
And yes, the Dizzy will not because the game dont check for the visual details level.
As for lasers, i worked out that the Laser WaveClass code does not control the actual laser, it has its own class... LaserDrawClass . That class actually controls what type of laser to draw depending on the visual details level, and i have yet to work out how that works...
As for another setting to control it, i was thinking of maybe adding a option that you can turn off and on ingame, in the options dialog, say "Turn Advanced Effects off" what will act like a global cut off for the laser problem, and perhaps the sonic too... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri May 02, 2008 11:15 am Post subject:
BUMP!
Lin Kuei Ominae wrote:
i fear that there's another weapon that could cause the waveclass error.
Does anyone ever tested the Ion Cannon?
As you all know it creates a ripple effect and since this is like the disruptor, i assume that this could cause the error too, but since this weapon is less often used it could have passed unnoticed.
I've just played TS, and while I was moving my screen up, GDI fired an Ion Cannon at the bottom part of the screen, and guess what: IE... It seems WaveClass draws Lasers, Dizzie waves and Ion Cannon distortion waves... Any progress TSHyper? QUICK_EDIT
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