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chriss179

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Everything posted by chriss179

  1. You could try adding 1 port extra upwards and 1 extra downwards. That has helped me in one case. So it would be from.port 3999 tot 4002
  2. Hello, i love the file manager, especially the part where content/0000000000/XXXXXXXXX/ folders get a name added in brackets only thing is i have like 1200 of these folders in my content/000000000 folder. And to find a single item is near to impossible. A feature i would be very fond of is if the sort order could be to sort first the folders with a description from #->z then the folders without a description from #->z. I don't know if this is too complex for a console file manager but looking for that single game in large folder structures is near to impossible otherwise. It'd make the item names that much more functional to me.
  3. I have a constant crash on 1 particular game. It is Project Gotham 3. I used a pal europe version and a japanese version so far. Both give me the same result. When creating the god, it could not read the Media_ID, so i insterted it myself by hand into the god container. My guess is that TU manager tries to read the XEX and receives a strange media_id which it doesn't know how to interpret... just like iso2god. [edit] Added a crashlog [/edit] 20150113151807.crash.rar
  4. Thanks for the wonderful update. This skins thing is really wonderful! Backgrounds wow!! A slight request... Is it possible to have a button to bring game trailers to fullscreen? I'd love to watch those things in full screen like on xbox live.. I guess it wouldn't be that big of a deal.. But just another wow factor. Oh and i hope the fsd plugin gets updated anytime soon. To make it show Aurora. Another thing that keeps nagging me about the FSD plugin is it crashes battlefield 3&4. After unloading the plugin they play flawlessly. Besides those little naggings... Well... Conx and Samba. I wouldn't know why to keep FSD at all after that. Aurora handles large libraries perfectly and FSD keeps crashing on me.. 2x2tb hdd filled with games.. Fsd can't handle it.. Aurora all the way baby!
  5. Hi, i have another title update issue. I've been lucky enough to catch them alot in aurora. Since it is easy to say: It doesn't work! I'll try to explain what in my estimation lead to the point that so many of my title updates are not working. Ok... In FSD i have alot of title updates and i wanted to migrate them all to Aurora. Since you cannot just copy them from one folder to another i have uploaded all of them at once with 360 content manager which i believe uploads every title update to the hdd1\cache folder. This is where i believe the problem starts with many many games. Since many games put their title updates in the content\0x16\title_id\000b00000 directoy, there are thus 2x the same title update and aurora will no more check nor backup nor delete nor do anything with the real title update in the content directy. Even if in aurora's title update screen it knows exactly where to put it. It will not! Anyways, i believe the explanation is such... But i have now deleted all the content.db and gameinfo and title updates and have a clean installation except for the settings.db since i just do a new scan and then i'm ready. So further examination into the issue now is impossible for me.. But lets just say i am unable to just install my title updates with 360 content manager. which would place them all in cache directory. I believe this is a bug or at least flawed or inferior logic, since FSD knows how to handle this accordingly. Which is better. Anyhow, problem solved.. clean install.... Too bad i thought it could be as easy as to just copy the title updates from one dash to another.
  6. Anoher thing thats dazzling me is this. FOr the aforementioned game there should be a title update on the server. Title id 425307D1 Media id 013FE217. There should be title update version 1. I do not see this title update appear in aurora dashboard but i do see it when looking it up on the unity web site. Yep its right there: Updates for MediaID : 013FE217 Update: 1 Base Version: 0000001E Size: 4580 KB And i push it and it places it in aurora\titleupdate folder correctly but doesn't show up to enable or disable it...... [edit] Just downloaded it and checked and it's for another media_id namely: 2D190B73 Seems this system isn't really flawless when people can put title updates there that are for the wrong media_id huh..
  7. https://mega.co.nz/#!TZhEjaZZ!6qYX_z_Q2SKuolAkoaLSe-NC03hytBgQCVhkvMYPfV8 Here it is.
  8. Hey, i'm trying to get a title update working. I found Aurora has some issues with title updates. Sometimes i have to delete them, download them and then enable them and then they work.. Where do i begin.... Ok, i'm trying to enable tu3 for oblivion. Title id 425307D1 Media id 013FE217. It won't enable. So i ftp (with resident FTPdll) to the cache directory and to the title id irectory in content\0x16 no title update anywhere.. It belongs in cache i believe. So why isn't it there??? So i think well maybe uploading it to unity and then deleting my local copy and then downloading it from unity and then enabling sometimes does the trick. So i uploaded it 3 times to unity and it won't show up nowhere. It is however an official title update afaik. SO what do i do now??? Or what do i do wrong? Or is the TU code still buggy?? Oh and what is wrong with unity not showing up the TU which i uploaded 3 times now.
  9. Oops: https://mega.co.nz/#!nAIXlbRR!DExt4qU999ZFfW5Fu92FcphA3LJexC9kSUrZxx0lGJ4
  10. I have hundreds of shortcuts. 2tb external HDD filled with hundreds of games. Example: https://mega.co.nz/#fm/bRwRiZTa
  11. Ok i have another question. I am trying to enable a title update and it just won't work. Enable or disable doesn't do one thing. It downloads alright, i even see the title update appearing in 000B000000 or whatever the directory is named withing the titleid folder of content\0x16 [edit] redownloaded title update and it works, somehow it may have been corrupted.... [/edit] Oh and yes, you said you created a filter for the shortcuts. However those shortcuts will download all art and stuff. That is 2gb of extra data. and i can only imagine how much memory is lost to the garbage. Is there no way to just not include shortucts during the scan of new media?
  12. Thanx for the major update. I have a question. I wrote this before! I have a large library of games all over usb and internal hdd drives. I scan the directory Content/00000000000000 and in there i have all my xbla and multidisc games. My single disc games are inside custom folders in hdd or usb and i have created "links" to them with 360 shortcut maker available on xbins. These links are small default.xex's in live containers. Now here is my question. I cannot download Title updates for games using those aforementioned links nor enable or disable them. this does however work in FSD. What i fathom is that somehow FSD looked inside the live container header for the title and media id and probarbly aurora looks into the default.xex to determine the title and media id. And probarbly 360 shortcut maker does not inject the title and media id into the default.xex or the other way around. Either way this does work with FSD yet it doesn't with aurora.. Now my problem is i would love multidisc games to be able to autoswap ALWAYS. That is to say when launched from the microsoft dashboard -> my games or quicklaunch or recent or whatever route i take to launching said game. And this will work with dashlaunch's autoswap feature. I can however not use multiple paths including the content\0000000000000000 directory in a scan + the directoy where the real games are stored because it will show all games twice in the game list. So now i have to choose either lose the autoswap feature or lose the title update feature.. IS there any way i can enjoy both??? I mean i can understand a new code for title and media id may be better if this one does recognise the game on all discs, not just on disc 1. But here is where this new code has a problem... I could also ask the original developer of 360 shortcut maker to look at his code to make it aurora compatlble.. But he abondoned it a couple of years ago. Don't know how much animo he has to pick that back up for this small change with so little demand. Any thoughts from you aurora developers??? Maybe a small code change will help me??
  13. Nice update. My questions would be. Is Samba ever going to be implemented? It's not a big deal as ftp (the resident ftpdll) is what i use mostly to transfer to my xbox. But sometimes i do read the content\000000000000000 folder with 360 content manager to manage some dlc, copy, transfer, delete, whatever. As it is much easier with pc. Now there are ftp drive alternatives for Samba, but they do not work well with large files. A 2 gb file would have to download in its entirety just to read the header and determine it's content. So my question. is a samba server ever going to be implemented or do i use fsd for that?? [edit] I just noticed something i want to mention here. I have all my games in GOD format and some of them i have stored on an external USB HDD and some of them on my internal HDD. For every game i have made a shortcut with 360 shortcut maker. And when scanning i scan the folder HDD1:\content\0000000000000000 with a depth of 3 folders. In FSD that does not take away my ability to download title updates. In Aurora i see no title updates for the games i have created a shortcut for. Both FSD and Aurora have the same scanning options. Both use the shortcut god containers to launch the games. So how come FSD does find title updates and Aurora doesn't? I haven't a clue on the content of these shortcuts, but i fathom since FSD can determine what the media and title id is, that these shortcuts do contain them. I don't want to use the direct method of searching for games in their stored location, i like using the shortcuts since i can move games around, just recreate all the shortcuts overwrite the earlier shortcuts and no need to update any databases or anything. Want to move 100 games from here to there?? No problem. Just update the shortcuts to point somewhere else and ready... [/edit]
  14. features that would be good? Make use of a (persistent) background downloader. Downloading title update takes minutes to complete? Why not do this in the background and start playing some game. When it's complete auto enable. Same goes for title art and such. Why isn't downloading persistent and in the plugin. Microsoft doesn't seem to think it costs that much overhead as you can download many items from xbox live while playing games. So why would it be too much overhead?
  15. I wish I could disable fsd's disc swapper. It's very simple. It doesn't work. Swap.xex = swap.xex.bak Launch.ini = launch.in.bak autoswap = false Freestyle dash webUI says: MultiDisk TitleID: 0x454109BA Disc: 1 of 2 Discs: [container] Usb0:GODSBattlefield 4 Disc 1454109BA000070009C39313AE0BE595E6D16 [container] Usb0:GODSBattlefield 4 Disc 2454109BA000070002034B2A7EC55F7226E0A Enter campaign mode. CRASH! Anybody have an idea what goes wrong?? Oh, and ^^^ Be glad you're seeing both discs.. That's the entire point of this article. That you must be able to see both discs. YOu never read the tutorial or you'd see you can move the game to no section. [edit] One of the few games that does seem to work... Assissins creed 4 disc 1 started -> Multiplayer -> And it works. MultiDisk TitleID: 0x555308C2 Disc: 2 of 2 Discs: [container] Usb0:GODSAssassin's Creed IV Disc 1555308C200007000BC07CF4082EDAC002B22 [container] Usb0:GODSAssassin's Creed IV Disc 2555308C200007000482594D38F4DC874118D Wonderful! Still.... Whats strange however is that battlefield 4 disc 2 file is locked after it crashes on me and it can't be run manually (until I power cycle my xbox and then I can start disc 2 and it will work). But I've been having problems with this plugin from the start. If only I could disable it without disabling everything fsd has to offer with it.
  16. there could be a sollution in the future. That is if LiNK developer(s) will include 2 ip adresses, internal and external and have connect to internal ip adress if external ip adress matches the xboxs own. But it's all speculation if LiNK devs think it's worth implementing..
  17. use link.jqe360.com to create or join a room?? Just guessing here. Haven't tried to see if that works.
  18. John1407, what you expect LiNK to do for only your particular situation is that you expect the LiNK server that sets up lobby rooms, communicates ip adresses of participants in a lobby room to it's participants (so everyone can communicate with eachother - BY THEMSELVES), and in the future chat messages. You expect that server to start distributing ALL communication, like a proxy server. (all microphone chatter, all systemlink communication) That is too much to ask for, even being not a developer of the team i can tell you that this would cause serious issues with performance. I have no clue where the jqe360 server resides. But imagine some people having 500 ping to it. You will then have 500 ping playing just with your 2 internal xboxes. ANd because ALL traffic would then be routed thru the server having 200 people play would mean the end of LiNK. I'm sorry but the answer lies within future technology (i've heard IPv6 has routing techniques integrated as part of the protocol) because the problem truly is that the LiNK server cannot see your local ip adress and your local ip adress cannot see the LiNK server. There is a 2 way Network Adress Translation router in between. I think i've been kind enough to answer your question now. You can see that it is truly our dated technology that cause this issue. And TeamFSD has no way (that i know of) of circumventing that technology as of today. you can do the math yourself now. [edit] This problem is with EVERY game that you want to play on more then 1 computer behind a NAT router at the same time over the internet. In PC games the sollution would be to "join with a local ip adress". But for systemlink games there is no "local ip adress" vs "external ip adress". There is ONLY local and external is only a trick in that systemlink is tricked into thinking that external ip adresses are local. Try any other game on 2 computers and see what i mean. And i'm sure that goes for xbox live as well. Microsoft server isn't being a proxy to thousands of people. Sollution: You switch hosts and the whole problem is solved. [edit 2] I qoute you: THis should be possible. This also is NOT your original problem i qoute you again: If both xboxes can't join at the same time to an external host but can seperately then you performed a magic act i presume. Because technically that should simply be possible. I play with multiple xboxes too. I presume you meant something else.
  19. The problem is that your internal xbox1 cannot communicate to the WAN side of your router, to have packets redistributed to your xbox2 on your internal network. You cannot knock on your own door while being inside the house. You will have to go outside to knock on your own door... That is a bit abstract, but it tells you where the problem lies. It lies within the technology of NAT-routers. They translate adresses. And if the server tells xbox1 that xbox2 is 82.12.231.XXX then obviously your computer will have to connect to your router on the port that the outside world connects to. otherwise your talking to the wrong network. What would solve this???? IPv6????? Having an internet ip for every computer on your network? These sorts of things would solve it. Or connecting to a remote server which can reach both your xboxes.
  20. I found that LiNK somehow and in some circumstances DOES NOT change ports correctly. I had an xbox with a friend that WOULD NOT play more then once after a port change. So what i did.. Disable UPNP on the router. And change the ports on LiNK to 3072 and 3073. Add static port forwards on the router for port 3071-3074 And Voille it worked.. Yes, without those 2 extra ports it will NOT work. Period... So internally LiNK Somehow Sometimes does not change the ports. That means they will stay 3071, 3074 whatever no matter what ports you choose... Good luck dev on debugging that...
  21. chriss179

    2 bugs

    I wanted to share 2 bugs with the devs. 1. Title updates don't work. Cod2BO tu4 for example is selected it will not load, then load, not load then load not load then load. Meaning if you just had a good game, next time you will have to start bo2 twice. first time tu not loaded, second time loaded. If not everyone experiences this constantly then i always get to be lucky.. 2. LiNK has a problem in some scenarios in that you have to change the port every time or you cannot join games... Same as above... You change port and play. Then it won't work. YOu have to change the ports again and then you can play. This is NOT a router problem. The router is perfectly configured. and switching back and forth between already configured forwarded ports works just as well as having it work via upnp. Anyways... I've installed LiNK to about 7 xboxes in 5 homes and different routers and isp's. and only had this problem twice now. once with internet connection sharing (should be easier to check) and the other with a fritzbox!. Both UPNP enabled routers which were perfectly configured. Both by UPNP as well as manual configuration/checking. Haven't checked yet if disabling UPNP in the router solves this problem. but in f3 UPNP was disabled. Anyways, thanks for reading. Hope these little naggies get solved soon.
  22. I helped a guy out who is using ICS, same problem.... Here at my place i have 2 xboxes which work just fine.. Will try the port changing on that dude tho.. I bet it's something to do with the beta part of LiNK, because ICS has support for UPNP and LiNK screws up even there. Had to give him static ip on an uplink cable to ics shared internet connection. I'd have a question tho.... Do you need both tcp AND udp routes or just udp?
  23. My ow My i have used LiNK for 3-4 days now WITHOUT devlink enabled and it worked... I didn't find that many opponents.. But it's uncool that there are now players unaware that devlink should be enabled and they're playing alongside the ones that do have it enabled. Neither of which can see the other.
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