Thyth · Apotheosis Incarnate

  • Thyth
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  • I haven't poked at this in the last month, but I also came across this project: https://github.com/copy/v86 -- it emulates a CPU of similar Pentium 3 vintage as Boxedwine (though includes SSE2, which was added in the first Pentium 4), but does dynamic recompilation of the x86 machine code to WASM (i.e. an x86->WASM JIT)…
  • Since the game is almost entirely doing playback of static WAV files (with playback speed adjustment/support for 3D positional audio), and static MP3 music, with only the built-in microphone voice chat for dynamic audio (which AFAIK nobody has used recently), intercepting and bridging audio playback to browser WebAudio…
  • It's strange that networking is behaving differently when on a Windows host. I did notice that the addresses showing up in the console (including in my last screenshot) were IPX addresses, which was amazing in its own way (a completely dead protocol now, even though games of that era were compatible), but otherwise had no…
  • The input loop thing was just a guess. The dynamic terrain height field calculation could definitely be a factor; it would also partly explain why the corrupted visual geometry changes from frame-to-frame -- a lot of that geometry is being recomputed (and resent to the GPU) each frame. Hard to know definitely what's…
  • This hardware move is cancelled until some undecided later date. There will be no service downtime this week.
  • Swanky.
  • Account server should be reachable again as of last weekend. There were some issues with a nearby network device that I noticed and resolved then. Downtime was about 9 days.
  • The RC2a version plus the extra patches in the thread Krash mentioned (https://www.tribesnext.com/forum/index.php/topic,2095.0.html) is the suggested method for running under Wine or Crossover. I use that method to run the game on my Macbooks. The error you describe looks new. You haven't specified OS version, but I'll…
  • Running the Loki client carries its own tradeoffs. It's linked against positively ancient 32-bit Linux libraries, and the userspace ABI compatibility on Linux is notoriously bad (see snap/flatpak/etc.). It would be virtually mandatory to run it containerized on a modern Linux system. Wine looks cleaner than digging out a 2…
  • Years would be a more accurate unit of measure for the amount of work it would be given the resources we have. The source code (if it exists anymore) is circa-2000 era C++ that was compiled with MS Visual C++ 6.0, and it's likely that it would require a pretty rigorous review and revamp just to be able to build with modern…
  • Turns out this migration was way faster than I thought it would be. All services should be back online now.
  • Speculating, this effect of only drawing part looks like it could be related to screen resolution scaling factors on high DPI displays. It could be that the method used by the game to determine the window size (used for positioning and scaling UI elements) is getting a DPI scaled multiple of the real window dimensions. I…
  • Turns out it took me closer to 12 months to actually finish these system changes, but they are now live. As of today, any remaining in-game clients attempting to access old API endpoints on "thyth.com" will fail, as they will receive HTTP 301 redirects to HTTPS. Clients that have been updated to access API endpoints on…
  • As far as I can tell, services have mostly been up and running smoothly for the last couple of weeks. I've tried to keep disruptions to a minimum as I've been making changes on my end. However, I have just finished making some substantial changes to my web front-end tier, including activation of "mandatory" TLS on my…
  • You can enable writing to Tribes2/GameData/console.log by calling `setLogMode(1);` in the console. If you edit console_start.cs in the GameData directory, you could add that command unconditionally around line 396 to turn it on very early in the startup sequence. The default name for the server preference file is…
  • You could try setting displayDevice to "D3D" instead of "OpenGL" and/or trying to switch between fullscreen and windowed modes (there should be a $pref:: value that says either fullscreen or windowed in the same file).
  • memPatch("A3C300","A370C3A300E8D609A0FF8B46205053E98103A0FF");memPatch("A3C330","C70570C3A30000000000E8A109A0FF8B462085C0E96D03A0FF");memPatch("A3C400","E80BFB9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E92509A0FFA380C3A30061A180C3A300E91509A0FF");memPatch("A3C430","E8DBFA9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E9A0…
  • You could probably look at the DSO files themselves to narrow down which one is responsible. Variable names (including globals) should be visible in the string tables. If you find the DSO that contains "Host::GameName", that might give you some indication of where it is, and if you can unload the particular file that…
  • Alternatively, consider running a local DNS resolver that lies about NX domain responses, and directs them to localhost/127.0.0.1, or some other local network address configured to close incoming network connections. T2 DNS resolving code is definitely flaky, and use of TCPObject instances in scripts can result in crashes…
  • Since you're using an nVidia GPU, make sure you are not forcing global anti-aliasing (especially of the quincunx variety) in the nVidia control panel, as it will result in everything being blurred in game, including text and UI elements. As far as flickering, I suggest switching between D3D and OpenGL modes in game…
  • This is a reminder to update any of your software to use the new "tribesnext.thyth.com" API hostname. If you're using the old tournamentNetClient, be sure to replace it with touernamentNetClient2. If you're using pre-RC3 code from GitHub, make sure you've pulled latest from t2-scripts/master as of September 25th. Sites…
  • You haven't provided very much information, but since you've posted in server support, I'll assume you're running a server that is rejecting players with that error message. Make sure the clock on the server is set to the current date and time. It must be within 20 minutes of the correct time.
  • The short answer is that this is never going to happen. We distribute the original freeware Tribes 2 installer from the FilePlanet Tribes Vengeance launch free-key promotion in 2004, and a completely separate automated patch file that adds interoperability with the TribesNext server listing, account, community, and…
  • T-Mail was never completed. The APIs are partly in place, and it's possible that most things are working, but in the time that I was willing to spend on it, I preferred to add the userinvite method the browser API when I did this beta API release 3 years ago. I've intentionally not documented the Mail JSON API. If you look…
  • https://github.com/TribesNext/t2-scripts
  • Viewing, accepting, and declining invitations were added to the browser API rather than doing it via t-mail (see message #3 in this thread, specifically the userinvites, useraccept, userdecline methods). That's different from the way the game did it originally, but there's no reason it has to work the exact same way as…
  • Older versions of GameQ (at least the one on SourceForce) claim to support Tribes 2 server querying in the same way that clients do, implemented in PHP, which would give you the names of players on a particular server. You can get the list of servers on TribesNext by querying our master server list and query across them…
  • I'm not doing any new development for TribesNext. Just keeping things up and running as they were before.
  • I've just made a few changes to the URLs in the first 3 posts. All URLs to "thyth.com" are now "tribesnext.thyth.com", and I have also made a new version of the tournamentNetClient available with this change: http://tribesnext.thyth.com/tn/tournamentNetClient2.zip All existing API endpoints are now active on this new…