Cort wrote:QUOTE (Cort @ Nov 24 2009, 01:04 PM) It's not that easy, unfortunately, because Imago built it so that it uses the \1.0 registry key. (@Imago: please create beta builds to use the 1.1 key until we come up with a better solution for this problem.)
If you want to test and you're willing to jump through some hoops, the following steps should allow you to connect to the beta lobby with this build:
1. Start 'regedit' and go to the following key: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft Games\Allegiance\1.0
2. Write down (or export/rename) the 'CfgFile' value, it should currently contain "http://autoupdate.alleg.net/allegiance.cfg"
3. Change the 'CfgFile' value to "http://fazdev.alleg.net/FAZ/FAZ.cfg" (that will make Alleg connect to the dev lobby).
4. Now start Allegiance.exe. Do not start ASGS. Do not click "Login" on ASGS.
5. After clicking on "games list", the MOTD should say "Welcome to the FAZDEV Server". Ignore the versions listed there.
6. Start a new game (select the core DN4.60, other cores might work or might not). Join a team. Click the checkbox in front of the other to deactivate it. Now you can start the game, despite being alone on the server.
Afterwards, change the 'CfgFile' value back to "http://autoupdate.alleg.net/allegiance.cfg" if you want to play via ASGS on the main lobby again. (That will only work with the official Allegiance.exe build. You can either restore it yourself, or wait for ASGS to notice it's an incorrect one and grab the correct one for you.)
I'll do this later tonight if all goes well.
IMO
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
I can't join the games using Cort's method. Trying to find a solution atm.
Edit: It seems something is blocking me from connecting to the beta server. Plainly god doesn't want this issue to be addressed. I don't have anything running that would block the connection, so I have no idea. If anyone could offer their expertise, I would be grateful.
Last edited by RealPandemonium on Wed Nov 25, 2009 8:47 pm, edited 1 time in total.
IMO
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
Having surmounted my connectivity problems, I tried Imago's client, launching from base with mip mapping enabled or disabled, as well as enabling or disabling before docking.
The problem persists. There was one occasion where the problem disappeared, seemingly at random. During that one instance, my ship in the loadout screen was also normally colored (something that I had yet to see since I first started having this problem). However, I was unable to reproduce this effect. Upon launching, things went back to being dark blue-black and when I docked the loadout screen ship was pure black again.
If anything else might be helpful, please let me know.
Thanks for your help so far.
IMO
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
Last edited by RealPandemonium on Sat Nov 28, 2009 1:35 am, edited 1 time in total.
IMO
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
Cort wrote:QUOTE (Cort @ Dec 6 2009, 10:34 AM) Pretty sure this is a bug, so I'm moving it to the dev forums. RealPandemonium, could you please test Imago's v511 build?
Just got my comp back. Saw this message, and tested the build.
In the loadout screen, the ship's textures were normal. When I tried turning Auto Mipmap on while still in the loadout screen, the ship turned black, same as when I use the regular client, and remained black when I toggled it off again.
When I launch, the game crashes. ("The Microsoft® Allegiance Game has stopped working.")
Edit: The loadout screen ship also turns black when I adjust Max Texture Size.
Last edited by RealPandemonium on Tue Dec 22, 2009 5:10 pm, edited 1 time in total.
IMO
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
merry x-mas - sounds like another item can be marked RESOLVED (possibly look into disabling auto gen. mipmaps for some GPUs - at least make sure the default is Off)
These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
Imago wrote:QUOTE (Imago @ Dec 26 2009, 10:02 AM) Thanks for finally getting me some feedback...
merry x-mas - sounds like another item can be marked RESOLVED (possibly look into disabling auto gen. mipmaps for some GPUs - at least make sure the default is Off)
Check to see if D3DCAPS2_CANAUTOGENMIPMAP is set. If not, set the Levels parameter to 1 in the call to CreateTexture. Could also call GetLevelCount() after the texture has been created to make sure the number of levels (mips) created matched the number requested. (Note, if Levels is zero, it'll attempt to generate as many mip levels as it can).