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[Info] Grey Goo
http://cs.rin.ru/forum/viewtopic.php?f=10&t=66199
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Author:  sillucc [ Thursday, 29 Jan 2015, 04:44 ]
Post subject:  Re: Grey Goo

thanks for the crack, markfiter.

Author:  50cal [ Thursday, 29 Jan 2015, 15:02 ]
Post subject:  Re: Grey Goo

thanks for RLD crack-only.

Author:  yoko [ Thursday, 29 Jan 2015, 15:30 ]
Post subject:  Re: Grey Goo

Anyone tried this crack over CODEX rls?

Author:  prudislav [ Friday, 30 Jan 2015, 00:53 ]
Post subject:  Re: Grey Goo

Any way to launch and use Map Editor ????

Author:  hulkspidey [ Sunday, 01 Feb 2015, 09:01 ]
Post subject:  Re: Grey Goo

I heard you can't play skirmish in CorePack repack version, can anyone confirm this?

I haven't downloaded the game yet.

Author:  punchao [ Wednesday, 04 Feb 2015, 01:01 ]
Post subject:  Re: Grey Goo

Grey Goo Update 1-CODEX
Changelog:
February 3, 2015 Patch Notes

Art

• Fixed issue where some units’ attacks were appearing through Fog of War

Audio

• Fixed bug where the “Has been revealed” announcement was being triggered whenever a player’s units were killed
• Fixed an issue where the “Has been revealed” announcement was triggered after a vent plug was destroyed
• Fixed issue where sound effects from the impact of Howitzer mines would sometimes not play

AI

• Fixed issue where enemy AI Beta units would attempt to use player’s Repair Pad

Achievements

• “Glutton for Punishment” can no longer be achieved against Idle AI

Engineering

• A unit’s extents now shrink when moving through groups of other units to make moving through groups smoother
• Disabled units pushing other units to the side to prevent further issues as a result of the change
• Fixed a rare issue where refineries could create an island of un-navigable terrain
• Fixed crash caused by loading a save game from a previous version
• Fixed crash caused by Goo projectiles being shot down
• Fixed an issue where a structure’s deconstruction animation would sometimes not play
• Fixed exploit where Human structures would still be teleported after being destroyed
• Fixed error that was being given when attempting to save on “The Terminal”
• Fixed cursor disappearing when accepting an invite during a cutscene
• Changed agro state generator for Human HQ to prevent a stacking situation that could potentially cause a crash

Design

• Fixed the resource display on “The Aperture Device” to better represent the resource locations
• The timed even in “The Aperture Device” will no longer start if the player moves their Mother Goo away from the node
• The Crescent fire objective in “The Trench” can no longer be triggered before its intended time by restarting the mission
• Fixed an exploit with selling Conduits
• Fixed an issue where players could hide their Purger in the brush
• Added additional target filtering to Tempest Surveillance Virus upgrade to prevent it from targeting ground and air incorrectly
• Fixed an issue where Tempest Surveillance Virus Upgrade affected ground units if it hit an air unit that was flying above a ground unit

UI

• Fixed several incorrect descriptions in the Encyclopedia
• The orange bar in the quick match panel will no longer change size when the player invites another player to a premade team
• Fixed issue where timers would sometimes not appear in the German version
• Fixed issue where the “no power” icon was appearing after a building’s construction was completed
• Updated the “no power” icons in “Mago’s Pass” to be consistent with the other “no power” icons in the game

Terrain Editor

• Added support for custom user XML and Animations
• Fixed several crash issues
• Fixed Skydomes not properly appearing in the editor
• Fixed issue where props and objects were being visually removed but were still counting in the object count
• Fixed issue where Fog of War was not appearing when the user checked the fog box
• Improved water shader for user-created maps

Author:  stronch [ Wednesday, 04 Feb 2015, 03:39 ]
Post subject:  Re: Grey Goo

Grey Goo Update 1 Codex

Mod Edit: NO links to scene releases\updates.. ONLY cracks

Have not tried myself yet.. Anyways Enjoy..!!

Author:  scaramonga [ Wednesday, 04 Feb 2015, 03:44 ]
Post subject:  Re: Grey Goo

So gonna get deleted :)

Author:  stronch [ Wednesday, 04 Feb 2015, 04:17 ]
Post subject:  Re: Grey Goo

stronch wrote:
Grey Goo Update 1 Codex

Mod Edit: NO links to scene releases\updates.. ONLY cracks

Have not tried myself yet.. Anyways Enjoy..!!


I'm Sorry..
Is'nt there a scene release link on first page??

Author:  machine4578 [ Wednesday, 04 Feb 2015, 04:30 ]
Post subject:  Re: Grey Goo

stronch wrote:
stronch wrote:
Grey Goo Update 1 Codex

Mod Edit: NO links to scene releases\updates.. ONLY cracks

Have not tried myself yet.. Anyways Enjoy..!!


I'm Sorry..
Is'nt there a scene release link on first page??

np, and i see no scene release links on the first page.. the are only p2p releases and cracks.

Author:  stronch [ Wednesday, 04 Feb 2015, 05:11 ]
Post subject:  Re: Grey Goo

machine4578 wrote:
stronch wrote:
stronch wrote:
Grey Goo Update 1 Codex

Mod Edit: NO links to scene releases\updates.. ONLY cracks

Have not tried myself yet.. Anyways Enjoy..!!


I'm Sorry..
Is'nt there a scene release link on first page??

np, and i see no scene release links on the first page.. the are only p2p releases and cracks.


Alright I get it now.. Thanks for info..
nd sorry for the wrong links..!!

Author:  Puski [ Tuesday, 17 Feb 2015, 07:49 ]
Post subject:  Re: Grey Goo

LAN is working. i use CODEX Update 1.

For those that maybe have issues with it: edit codex.ini and delete the # before AccountId=0, also change 0 to another number, so u don't have to reconfigure the setting in-game each time u start it ::D . Don't forget to reset the file to read-only after editing, otherwise it will get overwritten when u start the game.

VPN doesn't work for me yet, I'm trying to get it to get it to work for 2 days now...
If someone has any idea, i'll appreciate the input ::)

so far i got the following:
- the game uses LAN/Wi-Fi adapter by default, and only accepts LAN class IPs (25.x.x.x from hamachi or 7.x.x.x from tunngle will result the game to host on 0.0.0.0=invalid address, if no other adapter is available with acceptable IP range)
- got to the point of hosting and the other person connecting in lobby, using tunngle on Civilization V channel (192.168.88.x IP) with disconnect metode (connect tunngle to Civ V channel, disable physical adapter/leaving only tunngle adapter enabled, launch the game, enter multiplayer, alt-tab out, re-enable adapter, reconnect tunngle to server, jump back to the game). I checked that this method switches/forces the game to the "correct" 192.168.88.x ip range, and u will see the LAN game, and are able to connect to it. Unfortunately we are getting a connection lost message on the client side when loading the map, and the host gets hung on the loading screen.
- the game uses port UDP 24299 for lan games

-- Edit --

Update on network communication ...

These are the connections and processes used by the game:

-Host:
GooG.exe UDP 192.168.x.x 24299 (lobby)
InstanceServerG.exe UDP 0.0.0.0 16000 (for creating match + data comm. during LAN game, this process gets created/called only after creating a match in the lobby)

-Client:
GooG.exe UDP 192.168.x.y 24299 (lobby)
GooG.exe UDP 0.0.0.0 1333(or 1335) (for connecting to host + data comm. during LAN game)
(ports 1333 and 1335 are permanent, one for 1 PC and 1 for the other, they don't change indifferent of host/client role, they are used only when the the PC in question is the client)

-Common:
InstanceServerG.exe UDP 0.0.0.0 12345 ( no communication, 0 packets sent or received on this )

-Random (don't know when or why they get connected, unrelated to game hosting. These get connected when I start the app sometimes, but other times they don't appear at all, it tries to send a few packets to the remote destination, nothing received on these) :
InstanceServerG.exe TCP 192.168.x.x/y 50442 (or 49240) 24.120.39.7 8005 ESTABLISHED
GooG.exe TCP 192.168.x.x/y 50426 (or 49248) 24.120.39.7 8006 ESTABLISHED

PS. I also tried FoceBindIP, and network bridge through VPN tunnel+Routing of local IP-s (192.168.x/y.x) over it with no luck (can't see host, most probably because of diffrent subnet), the only partial result remains the one on Tunngle/Civ V channel.

Author:  langauafin [ Tuesday, 17 Feb 2015, 12:11 ]
Post subject:  Re: Grey Goo

Puski, I've been trying to figure this out off and on for a few weeks now. Your post is the best and most informative information I have come across. Unfortunately that is not good for you because I don't have any information to assist you. I own this game and the disconnect issue is still prevalent as u can read on any of the steam or official game forums. Perhaps instead of tunngle the default windows vpn bridge to 192.168 or possibly some method of pathing the connections the instance server is creating. Or switchign the DHCP of the router to a 10.X.x.x for home lan and then using the civ channel for the 192.168. Could it be that the connection lost comes from having the 2 192.168's present at 1 time causes the program to improperly send information as theyre 2 192.168s.

Author:  RezMar [ Tuesday, 17 Feb 2015, 13:01 ]
Post subject:  Re: Grey Goo

I can't even crate the multiplayer game, idk why?
When I enter on multiplayer LAN, I chose map and Create. Then it come to next screen but with no map preview and wait for couple of seconds and kick me back to multiplayer lobby screen.

How to fix that? I am using CODEX crack update 1.

Author:  mafia47 [ Tuesday, 17 Feb 2015, 23:35 ]
Post subject:  Re: Grey Goo

Grey.Goo.Update.2-CODEX



This patch requires:

Grey.Goo.REPACK-CODEX
Grey.Goo.Update.1-CODEX

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