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1 Forums / Support / Notice of intermittent server downtime: 2018-09-04 to ??? on: September 04, 2018, 10:17:14 PM
There has been some intermittent downtime of TribesNext account creation and browser services since 2018-08-26. At least one person has poked me about it.

I'm doing some fairly invasive network topology changes over the next week or two and the availability of these services will be limited during this time.
2 Forums / Support / Re: Slow Tribes on: September 01, 2018, 10:54:57 AM
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).
3 Forums / Server Support / Re: Security Patch for Tribes 2 on: July 16, 2018, 09:28:57 PM

These patches seem to ensure that some vulnerable 256 byte buffer (or pair of buffers?) is not overflown? I haven't looked at these in the context of the code they're patching, but (to anyone uncertain) this is safe to use.

Given that the game was written in C++ almost 2 decades ago (thus not representing a paragon of secure software development practices), do you think there are other comparable issues exposed to the network processing code in the game, or is this the only one you think is reasonably plausible?
4 Forums / Server Support / Re: Does anyone know what this number means? on: February 05, 2018, 01:20:46 PM
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 causes it without disrupting much else.

Normally player connection events are handled by server.cs -- it would be strange to have that be a DSO for a mod. Even if it's a DSO, you should be able to use a package hook to restore the original server name on the player object connection/disconnection functions.

Oh, you might also be able to edit the DSO (carefully) to change that global reference to a different variable (e.g. "Host::FameName"), so the writes still occur, but not to the variable that actually controls the network protocol visible name of the server.
5 Forums / Mods and Customization / Re: Renegades Mod Files are in here enjoy all Original files from on: January 25, 2018, 10:20:34 PM
Alternatively, consider running a local DNS resolver that lies about NX domain responses, and directs them to localhost/, 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 in what would otherwise be "typical" network failure scenarios. TribesNext scripts use a lot of these, and it's possible that these instability issues are worse when there are multiple scripts making outbound connections in this manner.

Generally, the older that systems are, the more attractive "lies to children" approaches seem for keeping behavior sensible. You should probably be running things like T2 servers in virtualized sandboxes regardless at this point, because there are known code execution vulnerabilities reachable from the network message processing path. I wish there were better public tools for setting up these kinds of mirage sandboxes.
6 Forums / Support / Re: Fuzzy game screen & other newbie issues (that I don't see in a pin or FAQ...) on: November 28, 2017, 09:43:44 PM
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 graphics settings. You may also have better luck running the game in windowed mode instead of full screen.

And yes, the IRC server the currently released version of the patch is not one we have a good relationship with anymore. You can find us on QuakeNet, as indicated at the bottom of every page of this forum.
7 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: October 21, 2017, 05:18:03 PM
This is a reminder to update any of your software to use the new "" 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 using the API will need to update themselves too.

I will be making the changes to systems on my end soon without further advanced notice. If you neglect to update and your stuff breaks: you have been warned.
8 Forums / Server Support / Re: Server hosted and cant joining on: October 10, 2017, 08:07:56 PM
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.
9 Forums / General Discussion / Re: Would it be wise to contact hirez and ask to submit t2 to gaming sites? on: September 20, 2017, 07:05:28 PM
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 match-making systems.

Current US copyright case law suggests that under this model neither piece by itself represents distribution of a derivative work (am not lawyer or your lawyer, this is not legal advice). The onus is on the user to break their T2 EULA by installing the patch, and once you combine the pieces, things get a lot more radioactive. Does distributing that combined artifact constitute distribution of a derivative work? Probably. Will you get sued by Vivendi/Sierra/Dynamix/GarageGames/HiRez, or whoever happens to own the IP of the game at the time? No idea, but it's stupid to consider it.

Also keep in mind that the TribesNext patch is a copyrighted work of the TribesNext team. While we distribute it as freeware, and some parts of the patch are made available as source code, it is NOT public domain, or "free" as in the "free/libre software" definition. Some of the internal source files are labeled as GPL, but these have been granted special licensing exception for TribesNext from the principal author (i.e. me). In short: don't ship derivative works of the TribesNext patch without our authorization, because you will (probably) be running afoul of the TribesNext team's copyrights. This is has multiple purposes: protecting the community from accusations of copyright infringement by the Tribes 2 IP holders, protecting individuals from inadvertently exposing themselves to personal liability, and making sure we're involved in any kind of officially licensed "remaster" of Tribes 2 that might want to use our code or player databases.

The brutal reality also is that the game is about 16 years old now, with more of its lifetime (~9 years vs ~7 years) spent under TribesNext stewardship than the original master server and account system. Putting it on Steam or advertising it on other sites is not going to lead to any major or sustained increase in player counts. The gaming ecosystem has moved, and outside of retro gaming enthusiasts, nobody cares, or can be made to care through awareness. Even the Mid-Air guys are going to struggle with their modern reboot attempt of the FPS+Z genre.

I'll be keeping systems on my end up for the foreseeable future, since it basically doesn't cost me anything to do so, but if you really want to breathe life into this kind of game: build an easily accessible Tribes clone that pares things down to the bare essence of what made it awesome, and start investing in a future instead of the past. APIs for building games in modern web browsers are more than enough to make something amazing that people could start playing with a click of a URL -- no installation of anything required. If someone builds a click and go indie-style essential FPS+Z, they might have a chance to build something cool, and really get momentum. Anything less won't meet table stakes.
10 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: September 19, 2017, 10:44:19 PM
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 at the script source code, there is an implementation against the robot API, but I'll actively discourage you from using it. There are probably bugs, and I don't have the time to track them down, or fix any issues that may cause problems with accounts that attempt to use them. Buyer beware if you try using them.

I was actually never going to implement invitation requesting, since I couldn't come up with a satisfactory way to actually do it (i.e. who would you send the request mail to?). In the browser UI code I implemented in the game, I think I removed all references to that capability.

Generally speaking, there are far better ways to communicate and coordinate available today than a crappy half-implemented private messaging system that I never finished. Use Discord, Slack, IRC, or whatever else the gaming community uses nowadays.

As a final point, you're best off using the API references I've already posted, and the T2 script code on GitHub if you want to build on top of this system to do things. Almost all of your questions should be answerable by reading through the information I've already made available. To reiterate: I don't have time to do new development for TribesNext, and that includes answering more than the questions I've already addressed.

You're absolutely free to build on top of my systems, but you'll need to be self-directed in learning and understanding how the existing stuff was put together. I simply don't have the time to say more than this.
11 Forums / General Discussion / Re: Shape of things to come on: September 19, 2017, 10:18:37 PM
12 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: September 18, 2017, 08:35:32 PM
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 before. There is no in-game UI to do it the new way, but, like I said above: I'm not doing any new development for TribesNext.
13 Forums / Mods and Customization / Re: New App- Rally Time Server Auto Push Notification System- Thyth Chimeth inith on: September 17, 2017, 06:42:33 PM
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 all every few minutes.

You don't need to authenticate or get permission from me (or anyone elose) to get the info you need for this kind of project.

You will, however, need to build it yourself. Good luck.
14 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: September 17, 2017, 02:25:16 PM
I'm not doing any new development for TribesNext. Just keeping things up and running as they were before.
15 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: September 16, 2017, 01:58:30 PM
I've just made a few changes to the URLs in the first 3 posts. All URLs to "" are now "", and I have also made a new version of the tournamentNetClient available with this change:

All existing API endpoints are now active on this new sub-domain, and behave the exact same way.

In approximately 1 month (probably around 2017/10/21), I will be *deactivating* the API endpoint on the non-sub-domain "" endpoint as part of overhauls to my personal website. For multiple reasons (including site-wide default to HTTPS, and a vastly different underlying system design), it isn't tenable to provide these older services on the top-level domain.

Please update your TribesNext installs with the new tournamentNetClient2, and update any remote websites using the TribesNext Community APIs to the new hostname by this time.
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