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1 Forums / General Discussion / Re: Tribesnext, and new players on: July 07, 2017, 10:51:42 AM
Holy thread necro batman...
2 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: June 22, 2017, 02:22:57 PM
It's an interesting concept. Sounds a bit like Powers Mod in a way but more suited towards larger maps, where Powers was built for fast paced combat.
3 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: June 20, 2017, 09:02:52 AM
Well, fuck it. I think I just wasted my time on this, so I'll stop working on it. The level progression and class balancing is really fucked. Some classes are too powerful and there are not enough monsters in-between areas that are at your level. If you are a weak class, it will happen that a lot of times you'll meet one or two monsters above your level that will kill you super easily. And if I were to balance all of this or modify all the spawns in addition to the quests, it would take even more of my time. Which I can't do since I still have some bot maps to support and not enough free time.

I looked at Phantom's version and he actually did balance all of this and fix some stuff. The problem is that I'd have to apply my modifications again to Phantom's version, which I can't be bothered to do again. I can see why many people dropped their work on this mod. It had such great potential and I actually enjoy screwing in it alone, but it's just not finished and the code's a bit of a mess. Which is a shame because I would've loved to play this in a finished state considering that it's pretty fun even now. I guess that maybe if people want to play RPG mods, they should probably head to Tribes 1 RPG, since that's still in development and is great. Here's some gameplay for those who don't know about this mod:

The balancing work was a hefty load as you can imagine. One of the key issues was as you mentioned, that some classes were simply very underpowered compared to others in that mod, and most people would just run for the mage / warrior classes.

The big thing I did in my version of the mod was "fill in the gaps" for those level zones, as progression would end up having these wide gaps where you would end up stuck in the same zone farming the same stuff for hours and even days just to be able to get to the next zone.

I should have a copy of my notes on that somewhere if you're interested.
4 Forums / General Discussion / Re: Tribes 2 and 3D: How doable would this be? on: May 11, 2017, 07:38:31 AM
I'd hold off on starting this until they release T3D 4.0, they're planning on modernizing a boatload of the engine, enough so to redraw my interest to it anyways.
5 Forums / General Discussion / Re: can someone please tell me how to create server ? please on: November 22, 2016, 12:27:57 PM
By default, Tribes 2 uses Port 28000 to host a server, you'll need to manually forward this port (T2 does not support UPnP) over your local IP address.

Once you have done so, try to launch the dedicated server for the specific mod you want to run, once the server completely initializes, you should see a heartbeat request to the TribesNext Master Server, you need to ensure that it responds with "--Heartbeat Confirmed", once this is the case, the server should appear in the listing in no more than 1-3 minutes depending on the update timing.

Once you have verified this, you should be able to proceed to host through the game itself through the methods explained by rJay.
6 Forums / Mods and Customization / Re: CommandToServer/Client Questions on: January 04, 2016, 09:36:26 PM
You've pretty much got those correct.

serverCmd / clientCmd are more or less fire and forget events, they don't wait for any return statements.

You might be a little off (I may be entirely wrong here too) on the second point. If you're spamming events in one frame tick (IE: Ultra-fast loop that runs faster than ~74ms) it may be possible for event 27 to hit before 22 due to a network hiccup. I haven't poked too much into original TGE's net code to see if serverCmd/clientCmd are based on the engine's TCP or UDP module. If it's UDP then there is a chance of the occurrence, if it's TCP however, then no.

Dead on for the third one, max of 20 arguments and none of these can exceed 1024 characters. If at all possible, you'll want to stay as small as possible in events.
7 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: January 01, 2016, 07:51:19 PM
As mentioned a few times in this thread, one of the big issues is going to be working out the limitations of the engine's AI for a proper RPG setting (You're essentially locked out of Dungeon style encounters with high enemy counts).

A few other mentions are also correct, that there is no real "close combat" implements that can feasibly be worked out so you're locked into a style of gameplay similar to TES3 where you'll only have access to slashing weapons only with no type of counter or combat lock. I've only ever gotten close to a form of implementation of this on one of my old construction mods (Nighthawk) where I did something kind of like a Harry Potter style magic duel where players had to mash their jetpack key to win the duel. That's essentially as far as the engine will allow you to go in terms of that.

Thyth did mention Abrickofham's photon missile example for seeking style behavior. I have a copy of his original on my disk if you want it, and I have an adaptation of the code in use for TWM2 3.8 which you can view here if interested.

The biggest challenge you're going to face with using the IS codebase is really a mess of code and massive functions that simply need to be re-done entirely. As said before if you're really going to tackle this challenge you should definitely opt into the route of starting fresh at T2 base and working out a brand new mod from there.
8 Forums / Strategies and Guides / Re: Jerico&mass spam on: July 21, 2015, 11:59:56 AM
He is absolutely right. If the base gets raped,the teleport is down, the strategy is doomed.

But, there were long-distance maps where our gens got no attack, and I was able to do this very successfully and it was really fun. I did it a few times on Reversion, and some other big maps. Was it worth the 10 minutes of driving to the other end of the map, lol, not really, BUT it worked wonderfully as long as our gens were up.  I beaconed the teleport pad and a big portion of our team used it.

Here's the trick: I had to park the MPB WAYYY behind their base, BUT ON A HILL ideally. That way, the MPB was really really far and the enemy couldn't see it, but the heavies coming down the hill could easily  diskjump to a fast speed and get behind their base quick for the gen or the flag. Had a continuous HO train coming in, and they didn't figure it out, lmao. Good times. Sometimes the good players did finally figure it out.
 "Hmm, there are an awful lot of  heavies coming in to our base FROM THE WRONG WAY, this doesn't look right!"

I loved hiding MPBs way out of sight and giving the enemy team some mortar love from where they couldn't see it. So satisfying to just raid down pain on the enemy base while the teammates went in for the flag, generators, etc.
9 Forums / Support / Re: Notice of server downtime: 2015-08-16 to ~2015-08-24 on: July 21, 2015, 11:57:36 AM
Thanks for the heads up.
10 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: April 16, 2015, 05:37:49 PM
I kind of tried to get a server-side RPG mod going as an extension to my Powers Mod I made back in 08-09, but I never really got past the basics for it.

The "feel" of the mod kind of deflected my attempts to make it into a RPG mod, it was meant more-so for fast paced combat with the RPG element laid over it to spice things up, alas to each their own.
11 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: April 16, 2015, 04:32:14 PM
Even with TN already installed, that process is still ridiculous and obscure (where to download?  where to install?) for someone who clicked on a server and got kicked for "missing files" (or in T2RPG's case, redirected to a years-dead website).  If it instead gave a working URL that hosted a single installer with a good default path, then maybe a few people would bother.

I actually changed that message in my server and it had no effect whatsoever, I still had like three people attempt a connect, got kicked and never saw from them again.
12 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: April 16, 2015, 01:47:48 PM
I mainly toy around with my older projects from day to day whenever I'm not busy with other things.

I wouldn't really call it "working on a project" less than just messing around anymore. That being said, I haven't had anyone join my servers when I've hosted them for well over five months now so population is really low for the sake of building a new mod.
13 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: April 15, 2015, 05:08:20 PM
TorqueScript is definitely limited when it comes to what you can accomplish with it, but it was never intended to be the do-all solution for development of a full blown project. When it comes to wanting advanced features and toolsets, that's really where it becomes up to the scripter to write their own.

My limited time working with Torque 3D mainly showed that if you really wanted to make something advanced, then you were much better off writing an internal C++ representation of it, your possibilities at that point were only limited to what the engine provided for you, and what you were willing to install into the engine to get it to work.

Keen does have a great point that you would be much better off writing your own RPG mod from scratch instead of using the existing codebase. I only stuck with it to make some quick fixes and changes that I found to be enjoyable for some free time.
14 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: April 14, 2015, 12:21:51 PM
I set up a T2RPG server based on v1.312, the last official vanilla version.  It's riddled with bugs, has poor game design, and is nigh unfixable, but somehow it's just as endearing as I remember.  I'll leave the server up to see if anyone else is interested, then perhaps do something real with it if there are at least 2-3 players who still care.

The main issue I saw with the codebase when I started messing with it was some very silly coding practices, not to mention it's littered with hundreds of absolutely redundant function instances.

A good sweep and clean of all of those would be the first step to fixing up the mod. I got started with some of that work in my custom version, and fixed up some of the more annoying problems in the code, mainly the zone position bug.

Also, one big thing that should be fixed is the random spawning of unnamed ScriptObject/FileObject instances that linger in the object list. If you can hunt that down that would be a welcomed fix.

As for the mod's gameplay itself, it's pretty solid and can be pretty damn addicting when you have nothing better to do, however the leveling scheme in the mod was kind of flawed as it had area "gaps" where you'd literally be stuck in one zone gaining slim to none XP, or getting annihilated in the next area by overleveled enemies. I fixed that in my custom version by adding new zones to bridge those level gaps, and tweak the other ones too.

EDIT: Threw up my own repository containing the code for my custom version if you'd rather not want to download the .zip package from my site (
15 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: March 31, 2015, 03:18:53 PM
As Ragora said, there are a ton of files that aren't needed in that GIT repo.

If you're interested, I occasionally run and play around with my own version of the IS mod. I have both the original version as well as the custom version I've been working on.

You can grab both of those here:
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