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1 Forums / Support / Re: Notice of server downtime: 2016-01-01 to ~2016-01-06 on: January 03, 2016, 11:22:17 AM
Aw crud just as I wanted to come back Sad
2 Forums / Support / Re: T2 Linux Server on: December 13, 2013, 02:00:08 PM
The Loki Linux port is linked against now-very-old Linux userspace libraries (libc, SDL, etc.). To get it working now, you'd probably be best off putting it in an LXC or chroot with a suitably ancient userspace. There are also some subtle incompatibilities in the behavior of some of the script functions related to string processing -- I ran into different behavior with strcmp (which I use liberally in the TribesNext cryptography interface for conversions between bytes and integers), and there are probably others.

If you want to go down this route for compatibility with TribesNext, you'll mostly be on your own. You'll have to find the engine functions that control visibility of native code to the script interpreter, and hook it up to a Ruby interpreter -- it must be visible as rubyEval to the game script system, take a string to evaluate, and the Ruby interpreter needs to have a global function tsEval, which pushes strings back to the game interpreter for evaluation (which is primarily used in lieu of return). You'll also have to extract the RSA public keys embedded in the TribesNext DLL to verify player keys up to the TribesNext certifying authority key.

Wrestling with Wine is definitely easier.

That said, you can run a LAN mode Linux server, and trick the TribesNext master list into adding it. There won't be any of the account or authentication aspects of TribesNext obviously, but the TribesNext client is capable of connecting to LAN mode servers.

Oh lawd. I'll tackle, some other day.
3 Forums / Support / T2 Linux Server on: December 12, 2013, 12:31:38 PM
I noticed a server in the list has a little Penguin, it is noted as a Linux server.

How? I'd gladly host a few different mods, but Penguin power!
4 Forums / Support / Re: Tribes 2: TribesNEXT (PlayOnLinux) on: December 08, 2013, 01:54:46 AM
I had issues using WINE 1.5 when I've done this manually as the script specifies, the game ran but it would not acknowledge that the game was patched. This was on a Crunchbang Linux machine and on a LUBuntu 13.10 machine. I've had to use WINE 1.6 when using the fixes.

Okay...the forum is having a shit fit on me for some reason about a session...

Have you tried just running the script to do a fresh T2 install? When I was writing the script I ran into the not patched issue, but then I cleared the prefix and deleted the virtual drive it created all together and ran the script start to finish and it worked flawless.

If you have issues still let me know and I'll update the script to add a selection for wine versions, I also plan on adding an option to grab a map pack I'm throwing on my website and a few other things.

Let me know! Smiley
5 Forums / General Discussion / Re: New In-Game IRC Client on: December 04, 2013, 03:40:46 PM
lol Helpful little fellas aren't they...

I'm banned from the IRC network, I got some message that I couldn't read fast enough and got banned. Said something about being in the wrong place and that server had nothing to do with Tribes 2, arloriaNET ?

I could host an IRC server for Tribes 2 I suppose if one is required, where we don't get banned lol
6 Forums / Support / Tribes 2: TribesNEXT (PlayOnLinux) on: December 04, 2013, 03:04:42 PM
This is the POL Script for Tribes 2. It will install and set everything up for you to play on Linux.

Installs Tribes 2 - Patches with TribesNEXT and applies Ruby fix found in Linux support thread.

Future versions will feature auto installing map packs and mods, but I need to know which ones I should include? I'm already going to include Construction Mod.

Save to your home folder, open PlayOnLinux go to Tools -> Open Local Script - Select TribesNEXT.txt and go.

7 Forums / Support / Re: Experimental RC2 Support for Linux/Wine and MacOSX/Crossover Users on: December 04, 2013, 01:56:06 PM
I was wondering whether there would be any possible way to get tribes working through play on linux?

I'm working on a POL script to do everything for you, but I'm having a few minor issues right now with it. I'll update the thread when I'm done with it.

Edit- Done
8 Forums / General Discussion / Re: is T2 Dead on: December 03, 2013, 10:52:10 PM
*pokes around*

I'm still alive? I am writing a PlayOnLinux script for Tribes 2 with TribesNEXT support to automatically set it all up for Linux players. Maybe we can get more people playing from Linux since the game is free if the whole process is automated Smiley

I'll post the link to the script when its complete.
9 Forums / Mods and Customization / Re: Debugging a mod? on: August 15, 2010, 12:41:21 PM
Are you getting the server running without the mod first? Are you deleting all dsos? That is, if the mod isn't a dso mod. If the mod comes as dso files only, you will have to delete all dsos an then reinstall the mod. What startup string are you using?

Not a dso mod. Deleted all DSO files in T2 and still get UE. Can launch a regular dedicated just fine.

Some notes...its an old T2 mod not updated to work with the final patch. I'll have to do that myself....
10 Forums / Mods and Customization / Debugging a mod? on: August 14, 2010, 03:23:56 PM
So...I'm trying to get an old mod to function again in the new patch...but I have no idea where to even look to debug the script it is having problems with. In fact, I see no error other than a UE....anybody have any idea where to look or can point me in the right direction?
11 Forums / Mods and Customization / Re: MDTW? Anybody? on: October 24, 2009, 12:16:36 AM


Crappy image

Not needed.

I have the source for most versions..
Contact me over at
or message me here.

Sent you a PM.
12 Forums / General Discussion / Re: The Best MA'er.. on: October 24, 2009, 12:15:10 AM
I was god.

Nuff said.

Anybody even have the old MDTW mod? I really wish it had been updated when all mods broke Sad I miss it a lot.

oh and btw, are you being serious cause what you say and what i see in the pic are 2 totally different things...

Naw, I was only really good in that mod. I played base a bit, held my own, but most of the time I was picked off by snipers. Just stirring the flame pot I guess, I apologize lol
13 Forums / Mods and Customization / MDTW? Anybody? on: October 22, 2009, 02:21:07 PM
Does anybody remember the MDTW (Meltdown Total War) mod? Maybe a source laying around somewhere?

I really miss it, was never updated to work with the patch that broke all mods. Would love to see it again.
14 Forums / General Discussion / Re: The Best MA'er.. on: October 22, 2009, 02:14:50 PM
I was god.

Nuff said.

Anybody even have the old MDTW mod? I really wish it had been updated when all mods broke Sad I miss it a lot.
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