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TribesNext.com Forums / General Discussion / Re: Legends New Version Released
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on: July 10, 2012, 08:32:37 AM
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Havn't tried legends in a long time, and I will give it a go here in a bit. How hard would it be to implement Andrew's T1 skiing physics?
Not hard at all. Just disable the "zero-friction" skiing in the player datablocks and you get a close approximation (or as close as possible with the different gravity and player datablock settings). However, the player animation while skiing does cause some "bobbing" with a higher ping. Could probably sort that out with new models, but I ain't had the time nor money to hire a modeller. I released a "ski" tech demo using T3D and the same T1-esque skiing used in Legends on TW a couple of years ago, but no one was interested in remaking T1 with all the hype of T:A at the time. Also, I recently released 0.4.2.4 
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TribesNext.com Forums / General Discussion / Re: Legends New Version Released
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on: November 08, 2011, 02:23:48 AM
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I have been trying to play some T:A...yeah I know....well, tonight I jumped on a West Coast Legends CTF server, geezus!...how come more people don't play this game called Legends? It is so much better than T:A which is being touted as a Tribes sequel; Legends has all the requirements of what it would take and could truly be called...a Tribes Sequel. I wonder how many Tribes vets have tried this game? hmmm...
It was originally developed in 2002 by Tribes1 Vets from TribalWar to be a Tribes1 remake, but fell short of the mark. It had the speed, but not the feel of the original, mostly due to the T2Classic skiing code, and the fact players couldn't decide if they wanted a carbon copy of Tribes1 or something new and different. Either way, it was doomed to fail just by taking the advice from anyone on TribalWar, the cesspit of the Tribes community. In later iterations, when Terrox first took over, it became more like Tribes2 Base in both speed and movement. It basically went from one extreme to the other in terms of physics, and saw most of the remaining players off. From that point until just recently, there have been no real updates to the game, basically killing off the game. Currently, the game stands somewhere between T1 and T2Classic in terms of speed and movement, although the jetting feels nothing like either of them. You have a lot more lateral control when jetting. The weapons, armours and modules have the same characteristics as Tribes1 counterparts, but as Red has pointed out they are just slight Variants from the originals. At this time, we've not really pushed the new release to the public, and even if we did I doubt any new players would stick around for long with nothing but empty servers.
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TribesNext.com Forums / General Discussion / Re: Legends New Version Released
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on: November 07, 2011, 11:02:31 AM
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How much more did you make it like Tribes 2 Variant Mod? You know, what Legends was originally envisioned to replace.
Oh, hey, vehicles. That's exactly what it needed to be more like variant.
Yes, a Variant with fixed skiing dead-stops, fixed non-regs, fixed vehicle physics, fixed player physics, fixed UEs/crashes, fixed water skiing, fixed server-side material property mappings, a vastly improved GUI and mission editor, superior lighting, and an engine that is still in active development with the prospects of shape, interior and terrain shaders in the near future. But yes, it's still a Variant.
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TribesNext.com Forums / General Discussion / Re: Inserting source code with out having the source code
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on: September 16, 2009, 01:55:05 AM
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What part of "Stop working on SS2845 without permission" don't you get?
SS2845 is free to download and play and mess with or add to Not true. As per the agreement with VUG, the tech demo was removed from all known mirrors at the time the project was scrapped. Hosting the file goes against the agreement, and if VUG (or whoever owns them now) or any member of the SS2845 team so wishes they can and will force you to stop. As another note, injection of unauthorised code into the SS2845 binary (in any fashion) goes against the EULA. Do so and I will personally issue you a C&D.
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TribesNext.com Forums / Mods and Customization / Re: MPB Script/Vehical Limit
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on: July 24, 2009, 06:31:58 AM
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In vehicle.cs replace the following function: function VehicleData::onAdd(%data, %obj) { Parent::onAdd(%data, %obj); if((%data.sensorData !$= "") && (%obj.getTarget() != -1)) setTargetSensorData(%obj.getTarget(), %data.sensorData); %obj.setRechargeRate(%data.rechargeRate); // set full energy %obj.setEnergyLevel(%data.MaxEnergy);
if(%obj.disableMove) %obj.immobilized = true; if(%obj.deployed) { if($countDownStarted) %data.schedule(($Host::WarmupTime * 1000) / 2, "vehicleDeploy", %obj, 0, 1); else { $VehiclesDeploy[$NumVehiclesDeploy] = %obj; $NumVehiclesDeploy++; } vehicleListAdd(%obj.getDataBlock(), %obj); } if(%obj.mountable || %obj.mountable $= "") %data.isMountable(%obj, true); else %data.isMountable(%obj, false); %obj.setSelfPowered(); // %data.canObserve = true; }
The only difference is the addition of vehicleListAdd() when the vehicle is set to deploy, i.e. an MPB already in the mission. It does not make any changes to other vehicles. This will, however, affect missions that only allow one MPB to be purchased and there is already one deployed by the mission.
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TribesNext.com Forums / Support / Re: cant disable v-sync on D3D?
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on: July 24, 2009, 12:20:36 AM
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D3D for T2 is just a OpenGL Wrapper (opengl2d3d). It does not look "better", it just rendered things wrong. There is also a performance penalty for the on-the-fly translations between the two languages. Like-wise with the lack of rendering features, there are no benefits of using D3D over OpenGL in T2.
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