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1  TribesNext.com Forums / Mods and Customization / Re: T2 RPG: on: February 25, 2012, 09:16:58 PM
EDIT:

Sorry for that, you can repost the 1311 link you had before, I scanned it using another software and it came out clean, so I took it over to virustotal.com and it also appears fully clean.

Looks like AV gave me a false positive there, so the patch is fine.

EDIT 2:

For those of us who want to avoid AV detections of .exe in the future, I've compiled the full 1312 into a .zip here:
http://www.phantomdev.net/Tribes2/T2RPG.zip

That should ensure this mod has a home for a while... Tongue
2  TribesNext.com Forums / Mods and Customization / Re: T2 RPG: on: February 25, 2012, 06:38:59 PM
Oh, I was just looking to host the current version as a server for myself and a few friends, not to work on. Thanks for the DL links.

EDIT: please report patch 1311, It's got a little piece of "unwanted" software on it.
3  TribesNext.com Forums / Mods and Customization / T2 RPG: on: February 25, 2012, 12:37:49 PM
Does anyone have the latest version of Tribes 2 RPG on hand (1340) or whatever it is?

the only version online I can find is 1240, which is a very old and feature limited version.
4  TribesNext.com Forums / Mods and Customization / Re: Invoking Crypto++ in Tribes 2 on: December 09, 2011, 10:02:11 AM
At the moment no, it is a special .dll that is injected into the game that I can run the code from.
5  TribesNext.com Forums / Mods and Customization / Invoking Crypto++ in Tribes 2 on: December 06, 2011, 08:03:34 AM
So yesterday while playing Tribes and working on the authentication methods for my own T3D project, I came across an interesting old .zip archive from my past downloads. I remember a few years back on the TC (The-Construct) forums about -Linker- posting a archive of code allowing a customized .dll to be made, and then to be injected into the T2 .exe.

Eager to try something new out, I migrated my T3D code from my own auth system, invoking Crypto++ 5.6.1 into the executable, and ran it.

The results,


I think this kind of code migration would be very beneficial at some point, but I'll leave that open for discussion Smiley
6  TribesNext.com Forums / General Discussion / Re: Tribes Ascend = hacks even before release on: December 05, 2011, 09:53:03 AM
And so they do... I wonder how quickly they will find ways to bypass those checks (if they already haven't).
7  TribesNext.com Forums / Server Support / Re: ip banning on: September 05, 2011, 03:25:36 PM
How is this even possible to IP ban someone? If you disconnect&reconnect to your ISP, you are given a new IP anyway, or if you have a router - then again you can change your own IP, can't you? Or Im getting this whole IP thing wrong?

Which is why you should ban based on multiple different tests:
*IP (%client.getAddress())
*Username (%client.namebase)
*GUID (%client.guid)
*ect.

Thyth mentioned a system of his a while back that he implemented to ban based on multiple fields, when one entry was set off, all the other fields would also be recorded in a table to which future ban checks would be applied, he called it a "viral ban", you may want to ask him about that form of a system if you're worried about returning trouble makers.
8  TribesNext.com Forums / Mods and Customization / Re: Mapping Issue on: July 20, 2011, 06:12:02 AM
Posting from phone so bear with spelling.

You can decrease the square size on your terrain object for smaller holes. But you may notice a performance drop on larger maps.
9  TribesNext.com Forums / Mods and Customization / Re: Mapping Issue on: July 20, 2011, 05:26:25 AM
The navigation graph code for the engine used to make Tribes 2 is very inefficient, as Red Shifter has pointed out. Unfortunately you're just going to have to sit back with a cup of coffee or something while that thing builds.

Honestly, make sure you've entirely completed your map before doing this... it will save you a great deal of time.
10  TribesNext.com Forums / General Discussion / Re: Tribes: Ascend will now be PC-focused on: July 17, 2011, 09:06:58 AM
@Red Shifter: Unfortunately it's true. They are currently not providing mod support or even allowing us to host our own servers.
11  TribesNext.com Forums / Server Support / Re: ip banning on: July 13, 2011, 05:59:31 AM
I think this was more of an issue of him getting IP kicking/banning working with an external mod package installed on the server.
12  TribesNext.com Forums / Mods and Customization / Re: What happened to scripting reference on: June 18, 2011, 06:50:01 AM
You mean this?

http://absolous.wavegap.com/files/T2ScriptFunctionList.txt
13  TribesNext.com Forums / Strategies and Guides / Re: Thundersword Bomber Guide! on: May 23, 2011, 12:53:08 PM
Tailgunner should first suit up with a remote inventory station.
First run is to establish a forward repair/rearm base some where behind enemy or out of bounds.
A remote base and having a competent crew will keep a Thundersword in operation the entier game.
BOMBS AWAY!

I agree here, It's usually a good idea to suit up with a remote inventory. Have the tailgunner set up the exterior outpost while the other two bomb the enemy base, while the enemy is focused on the bomber, take whatever objective is needed.

It's all about the moment, and setting up the perfect time slot for attacking.
14  TribesNext.com Forums / General Discussion / Re: Hey remember me ? Its phillkillv2 on: April 10, 2011, 12:09:25 PM
Its been so long since I have played this game so I'm deciding to download it. I'm kind of exited. I have been on Xbox for the pass 5 years hah.

welcome back to tribes!
15  TribesNext.com Forums / Mods and Customization / Re: for loop bug on: April 06, 2011, 03:41:06 PM
That last one seems quite odd. You would think it would work fine without the redundantly obvious x_X.
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