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31  TribesNext.com Forums / Mods and Customization / Re: GrenadeProjectileData, unable to call onCollision.. on: July 12, 2013, 08:45:54 PM
I haven't checked for myself, but it's very possible (even likely) that whoever wrote the GrenadeProjectile update behaviour did not pass an onCollision call to the script system.  Pre-arming collision handling of a GrenadeProjectile is just used for bouncing the projectile off of the hit surface, while post-armed collisions simply explode the projectile.  Because a launched grenade/mortar was only ever used for a radius explosion, the thought of adding an onCollision call probably didn't occur to the person who wrote it.

Were you hoping to get the collision data from a pre-arming bounce of the projectile, or looking to add an environment area-based explosion as in your previous thread?  If the latter, you could add it in the datablock's GrenadeProjectile::onExplode function, but as it doesn't pass the colliding object you will in this case have to find the object.
32  TribesNext.com Forums / Mods and Customization / Re: I am wanting give my projectiles some different partical emmitters! on: July 11, 2013, 06:42:39 PM
The projectile onCollision function does specify an ID of the object that was hit by your projectile, so it shouldn't be necessary to do a radius search (unless for some reason you wanted to create particles for multiple objects within a blast radius -- though as you're searching for terrain objects you wouldn't exactly be getting more than one result from that search under any ordinary circumstances).

Instead of going through a search for the hit object just to see if it is terrain, you could check the type of the %targetObject already passed to your function against the terrain mask with a simple bitwise AND operation.
Code:
if ( %targetObject.getType() & $TypeMasks::TerrainObjectType )
33  TribesNext.com Forums / Server Support / Re: Heartbeat: Your server could not be contacted. - wat? on: June 19, 2013, 06:47:08 PM
Another thing you'll probably want to do is set:
Code:
$Host::CRCTextures = 0;
In your ServerPrefs.
Otherwise it may tend to cause a lot of players to lose connection to the server shortly after loading.
34  TribesNext.com Forums / Server Support / Re: Heartbeat: Your server could not be contacted. - wat? on: June 19, 2013, 06:21:28 PM
You will only receive the "Heartbeat confirmed" response if the server is responding to an information request from the master, in which case it will add your server to the master list.  When attempting to query the list, there is a very short window in which players may receive a cached version of the list, after which your server will be sent with every master query up until around 15 minutes after its last successful heartbeat. 
Even if you can't see the server in the list yourself, the confirmation message indicates that it is in the list for everyone else, and is (most likely) connectable.

Some routing setups do not allow querying your external address from within the same network, so adding your internal address manually may be necessary in these cases - just make sure to add it to your favourites list by clicking in the column marked "Favourites" on your server and it won't be a hassle.  Normally the listing query would look for servers in the internal network running on the default port, but I must have left that out of the currently distributed version of the patch.
35  TribesNext.com Forums / Server Support / Re: Dedicated Server Error on: June 19, 2012, 11:07:13 PM
The "validation required for shape" is not an error, it is a notice to inform you that the CRC check is enabled in the datablock for the specified shape - to verify that the clients connecting to the server are using the same files.  You do not need to do anything to change this for your server to operate normally, but if you feel like removing the check from the datablock you can comment out the computeCRC line it contains.

To distribute a compiled script file, simply execute it as you would normally or run compile("myscript.cs"); in your console.
36  TribesNext.com Forums / Support / Re: Map Editing: Spawn Points on: June 19, 2012, 10:59:45 PM
If you haven't modified anything in the spawn areas but have changed the mission's filename, you can simply find the existing spawngraph file ("mapname.spn") in the terrains directory and rename a copy to match the filename of your new mission file.

However, if you have modified these areas, you'll need to generate a new spawngraph.  If you're using the mission editor, switch to the "AI Editor" from the window menu, then select "Build Spawn Graph..." from the "AI" menu.
Alternatively, start the mission on a dedicated server and enter into the console: buildNavigationGraph("spn");
37  TribesNext.com Forums / Support / Re: Account Server Unreachable (yes, another one sorry) on: May 02, 2012, 02:57:23 PM
I wouldn't recommend forwarding any ports for the game unless you're hosting a server (much less DMZing), and in that case only the port you're hosting on, such as UDP 28000 for default server settings.  You will only need to forward the port over TCP if you are running a script requiring TCP traffic or the built-in Telnet system for remote administration.

The reference to ports in the FAQ entry on this subject is specific to a firewall/AV program blocking communication to the game, and you can usually add an exception in whatever application control features it has.
38  TribesNext.com Forums / Support / Re: Can't download the tribesnext patch. on: May 02, 2012, 01:03:52 PM
The link on the front page forwards to Google Drive to process the file request, so you may need to wait a few seconds for it to initiate the download.

If you are consistently unable to download from that link, you can get the RC2a patch directly here.
39  TribesNext.com Forums / Support / Re: Server issues again?!? on: April 30, 2012, 12:29:44 PM
The listing was offline for a few hours the other day due to a minor miscalculation in the PHP configuration as to how often new child processes should be spawned, so that after a certain point that morning they simply stopped and the server was unable to process the traffic.  Should not be a problem anymore.

Due to the continued degradation of the website's regular hosting service over the past few weeks, the forums and such have been moved to the same server as the listing for the moment.  If you notice any errors on the forums it'd be a good idea to mention them.
Also replaced the temporary splash pages with a single temporary page from a few years ago since the old temporary pages weren't particularly useful.
40  TribesNext.com Forums / Support / Re: Hardware failed / UE on: December 12, 2011, 02:39:01 PM
Driver errors occur regardless of your build date, and it's generally a good idea to keep them reasonably up to date from the card manufacturer's website. 

The "hardware failed to switch to specified mode" error specifically relates to the OpenGL renderer attempting to switch to a fullscreen resolution and bit depth unsupported by your video card and/or video drivers.  It is more common on laptops and odd configurations with a limited list of supported fullscreen resolutions using default preferences, or preferences from another machine.

In most cases, you can solve it by either running the game in a window (Tribes2.exe -online -w) and selecting your prefered resolution from the settings, or manually choosing your resolution in your clientPrefs.cs file.
Code:
$pref::Video::fullScreen = 0;
$pref::Video::resolution = "640 480 32";
Once ingame, the OpenGL driver should be able to poll your device for a list of supported fullscreen resolutions, so it is unlikely you should have further issues.
41  TribesNext.com Forums / Support / Re: F-Secure picks up Tribes2.exe as a trojan generic on: December 12, 2011, 02:38:37 PM
I helped someone who had the same problem with F-secure a few weeks back, and I'm fairly sure it does have a whitelist of sorts if it continues to give you trouble.
If you go into the settings and look under "Virus and spyware scanning", you should be able to find an "Open excluded items list" link.  If you switch to the "Objects" tab in that window, check the "Exclude objects" option, add the Tribes2 directory to that list, and it should be excluded from their real-time scanning. 
42  TribesNext.com Forums / Support / Re: not launching? on: December 03, 2011, 11:22:29 AM
This is typically a graphics driver error for which reinstalling would have absolutely no effect.  You should ensure you are running the latest drivers from your video card manufacturer's website, and can check the FAQ entry here for a bit more information.
43  TribesNext.com Forums / Support / Re: Textures Glitching out on: August 29, 2011, 12:12:33 PM
Are your video card drivers up to date?
If you have an AMD/ATI card, you can download them here.
If you have an nVidia card, you can download them here.
If you're using an onboard Intel GPU, you can download them here.
44  TribesNext.com Forums / Support / Re: Can't create a New Account in Tribes2 on: August 28, 2011, 11:44:16 AM
Inability to connect to the auth server (when not actually offline) is almost always due to an HTTP checking system in anti-virus programs such as AVG and is fixable by disabling the option.  Have you checked this FAQ entry?
45  TribesNext.com Forums / Support / Re: Can't Login--Wrong Password. on: August 28, 2011, 11:39:49 AM
Passwords never leave your computer, and cannot be reset.  Your best bet is trying to remember your password, but if you can't, you'll have to make a new account to play.
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