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31 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.
32 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.
33 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.
34 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?
35 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.
36 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.
37 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.
38 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.
39 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.

40 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.
41 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.
if ( %targetObject.getType() & $TypeMasks::TerrainObjectType )
42 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:
$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.
43 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.
44 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.
45 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");
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