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31 Forums / Mods and Customization / Re: CommandToServer/Client Questions on: January 07, 2016, 02:27:58 AM
Yep, if you are building something that needs to be used very rapidly, and have the luxury of having a clientside script, a cached solution is sent by RPC messages is probably going to be the fastest for you to set up...  If it is only 40 or so messages sent to the client in the mission load process, particularly if they're not excessive chunks of data (and being menu options, it doesn't sound like these would be much more than a few strings), you really shouldn't have an issue pushing them through the standard RPC channel -- even without any encoding improvements, the transmission time will be inconsequential and very unlikely to be noticed by the clients at that stage.

That said, there have been quite a few mods over the years that have used the fully dynamic approach to actively send menu options on each request, and while it would certainly be noticeably slower than a client cached listing, it wouldn't necessarily create undue stress on the server.  Particularly if you were to use tagged strings for your list entries, the data the server needs to push is minimal and well within the bounds of a practical bandwidth budget for a player in a position to utilize a menu.  Many of the game's default dialogs/huds are set up to be used in exactly this manner already (think the inventory hud's pack/item listings, the server admin options, the score hud, the player list -- the latter two of which automatically refresh from the server periodically while open), so it's a very commonly used model in server-side mods.
32 Forums / Support / Re: unhandled exception c0000005 at 00000000 on: November 13, 2015, 04:56:08 PM
This is most likely a display initialization issue, which is most often caused by a problem with the drivers or configuration.  You should go through the notes we have here to attempt to resolve it:

Drivers bundled with Windows update have in the past neglected to include full support for OpenGL applications, so you might want to update your drivers at intel's download center or from your laptop manufacturer's website (which may not be the most recent, but may be an improvement over that windows update gives you).

Of particular note beyond the driver update recommendations, if the display device is not capable of switching to a small 4:3 resolution, you'll need to make sure that you run the game in a window or explicitly specify the desktop resolution in the preferences.  The video codec used for the intro video is quite old, so adding the skipintro setting may help in some cases if it isn't capable of decoding it -- which I have seen cause crashes in the past.
33 Forums / Support / Re: Dual Game-type Spawn Sphere Graphing -- Help! on: August 10, 2015, 04:44:08 PM
Yes, it is possible to build all the points on one graph and selectively restrict them to specific gametypes.  I've done it in the past with custom sphere selection code, but it should work the same using the default system.

Remember that when you build the graph, if you've put a lot of random junk in the map and it gives you trouble, you'll want to create a copy of the mission file, strip out everything unnecessary (i.e. almost everything other than the terrain and interiors/static objects your spawn points intersect with), and build it from the command line.

By the way, using Thyth's approach, you don't actually need to distribute multiple vl2 files; this is an archive that can contain all of your maps in one pack.  Rather, your vl2 file structure would contain something like:


On the face of it, this might seem over the top, but arguably it could help you organize and allow a bit more clarity in your design process without needing to do much scripting or assigning special missiontype lists to each object.  Having a different mission file (which could be based on a shared standard between gametypes) would simply allow you to customize each mission type individually without potentially causing conflicts between them.  If all you need to differentiate are the spawnspheres, it's probably unnecessary, but it could be a useful approach if you wanted to change out a lot of assets for whatever reason.
34 Forums / Mods and Customization / Re: Is there a Neutral Pose? on: December 04, 2014, 07:11:37 PM
What you're looking for as used on the TC server is the "looknw" arm animation.  You might find a commented reference to this in weapons.cs under function Weapon::onInventory -- although if I recall, there was a glitch that could come up on occasion with what had previously been commented.  If reusing that in place. you may want to add something like && %obj.getMountedImage(0) == 0 to the conditional check to prevent a few animation bugs with switching weapons, although arguably the looknw arm thread could be better placed in an onUnmount function.
35 Forums / Support / Re: Re: Hardlock on Start on: April 25, 2014, 02:03:16 PM
When you say after 3-15 seconds it "locks up", do you first see anything in the game, or is the game window just black?  If it's always black, it's most likely either a driver issue or applying a resolution that your screen doesn't support.  While there can very rarely be other errors, you aren't likely to encounter any with the system you describe unless you have made considerable changes.

If it were an issue with the resolution however, running the game in a window should have allowed the game to run.  Which method did you use to run the game in a window?

It should be noted that Tribes 2 is an older OpenGL game, and if you're running drivers provided by Windows Update they won't necessarily provide full OpenGL support.  You'll want to make sure you install the graphics drivers for your chipset directly from Intel.
36 Forums / Support / Re: Can't install the TribesNExt patch installer on: April 15, 2014, 04:14:09 PM
Screenshot the error?  The messages you're describing are a bit ambiguous... or something.
37 Forums / Support / Re: [Server] - Man in the middle attack on: March 26, 2014, 11:14:44 AM
Yeah, if you're getting it when connecting to the internet address, the IP the client sees and notifies the server of on joining just doesn't match the address detected by the web service or an address you've attempted to bind the server to.
38 Forums / Support / Re: [Server] - Man in the middle attack on: March 25, 2014, 06:18:07 PM
The patch.  The fix that was applied to the man in the middle check just enabled $Host::BindAddress as an allowable destination IP on servers with different WAN addresses to bind to.

If you use non-standard addresses for your LAN and want to connect yourself using your internal address, you might need to add the format to the IP check.  However, if you're trying to connect to your server's bound WAN address, it should automatically allow the connection if the bind preference is correctly set.

If you're able to connect and are dropped after minutes, it's not caused by this issue, as the check occurs only when joining.  A common cause of delayed disconnections is the $Host::CRCTextures preference, which will disconnect any players running custom skins.  I would make sure it is set to $Host::CRCTextures = 0; in your serverprefs.
39 Forums / Support / Re: [Server] - Man in the middle attack on: March 25, 2014, 05:24:36 PM
This particular error was fixed back then, and I included the update in the installer shortly after.  Effectively how the server determines if the connecting address is reasonable is that the client indicates the server it believes it connected to, then checks this against the primary public address the server is reporting.  If this fails, it then checks against a variety of common LAN address conditions, as well as the $Host::BindAddress if it's being used on a server with multiple IPs.  If none of these passes, the client is disconnected with the error above.

Are you connecting to a local server?  If so, what address are you attempting to connect to?
40 Forums / Support / Re: Timed out session error on: January 05, 2014, 03:05:31 PM
They're actually 6 year cookies, but there were some session settings in the forum configuration causing the sessions to be handled a bit haphazardly.  It's not exactly the greatest forum software in the world (although I've only encountered session issues myself once or twice), and wasn't my first choice to use.

I changed the settings again a few weeks ago, so it should in theory be working correctly if cookies are cleared out and logged in again.
41 Forums / General Discussion / Re: Tribes 2 rising from the ashes (The Phoenix Project) on: January 03, 2014, 02:24:33 PM
There's nobody from Dynamix working at GG that I can think of, but if it had been archived properly there, they would've been obligated to hand it over to Hi-Rez when they turned around and resold the franchise -- if anyone there had known where it was at the time, which considering they'd long since moved out of the Eugene office and lost pretty much everyone who might've kept track is a bit iffy.  On that point, I do seem to remember years ago someone had interviewed somebody at Hi-Rez and found that they'd received a Vengrances SDK and the T1 source, but not the T2 source...  So it is possible they didn't receive a copy.  Even so, they should have, and it is owned by them, so would require their permission to use if found anywhere else.

The best bet to find it if Hi-Rez doesn't have it would probably be on an old backup disc or harddrive somebody from the old days may have squirreled away somewhere.

The T2 source itself would be needed to do a straight fully-compatible update with little pain involved and a short development time.  There are early versions of the V12/Torque source around (the earliest I have is from mid-2001), but even then a number of portions had already diverged (or been removed for licensing reasons) and would need alternate implementations to support porting T2.  

Porting to Torque3D is... not something that could be done easily or in a short time, and would likely be more a lot more trouble than it's worth, to say the least.  The effort you'd have to expend would be a far cry from what you could justifiably call an update for the game.  There comes a point when you go down that path where you might as well be developing an entirely new game, on a new engine, with new assets.
42 Forums / General Discussion / Re: Tribes 2 rising from the ashes (The Phoenix Project) on: January 02, 2014, 02:25:23 PM
He's not being a stubborn skeptic ass, he's expressing his (well founded) doubts of the likelihood of such an endeavour coming to pass.

Because the game is a well established classic and the franchise is under ownership of a current Steam publisher partner (Hi-Rez), the game wouldn't have to go through Greenlight to be approved, which is a plus.  However, because the franchise is owned by Hi-Rez, it would require explicit permission and involvement from them in order to be released on Steam at all.  

Without the opportunity for financial gain, there is little to no incentive (aside from redeeming themselves in the hearts and minds of Tribes fans everywhere) for them to even give such a project consideration... let alone invest the marginal sum required to develop an update substantial enough to warrant purchasing the game when a free release exists -- as selling the game without a significant update would be seen as a major faux pas in the eyes of the community.

Sure it could be released on Steam as a free game if Hi-Rez were agreeable, but even then there are a number of changes that would need to be made for it to be distributed.

But hey, if you can convince Hi-Rez to give me permission, the T2 source code, and access to the Steamworks systems for my account, I'd be happy to do it.
43 Forums / Support / Re: T2 Linux Server on: December 12, 2013, 02:12:31 PM
There is a native linux port of Tribes 2, but it doesn't support TribesNext accounts (we had considered doing something of a workaround TCP connection between a T2 server and Ruby to do the requisite tasks, but never got around to it).  It's been a few years, so I don't recall if the executables in that sub-directory are pre-patched for the LAN check.  If not you could apply the fix from here.
44 Forums / Support / Re: need help me retarded... on: August 07, 2013, 04:04:50 PM
It's not an issue with the game itself, and your current installation should be fine (assuming you used the full installer from the front page).  Without getting too technical, this particular exception happens when the game window is unable to create a 3D rendering context.  In most cases this is because you're using video drivers provided by Windows Update, which have a tendency to leave out tasty OpenGL bits.

In order to fix it, you should find the make of your video card and download new drivers directly from the vendor's website.  If you're unsure of what to download, you can post more information about your computer and operating system to help us help you help us help you.

There is also a FAQ thread on unhandled exceptions if you feel the need to peruse it.

45 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.
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