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1 Forums / Support / Re: Notice of server downtime: 2019-11-03 to 2019-11-10 on: November 10, 2019, 09:13:53 PM
Back online.
2 Forums / Support / Notice of server downtime: 2019-11-03 to 2019-11-10 on: November 04, 2019, 11:02:55 PM
Account and tag services are currently offline. I'll be doing some hardware upgrades on the server prior to bringing it back online, but it might not happen until the upcoming weekend.
3 Forums / General Discussion / Re: Tribes 2 for xbox 1 on: July 03, 2019, 07:32:26 PM
...months to reverse engineer it to a state...
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 compiler toolchains.

HiRez has tacitly approved our continued operation of this patched multiplayer system (by linking here from their re-re-release site; not that we strictly need such approval legally), but has not communicated with us in any capacity (official or otherwise).

If we had the opportunity to do it at all, I would target WebAssembly/WebGL for a no-plugin pure browser-based build of the game that wouldn't require any local native installation first, before something like the Xbox One.
4 Forums / Support / Re: Notice of intermittent server downtime: 2019-05-21 to 2019-05-27 on: May 23, 2019, 07:41:42 PM
Turns out this migration was way faster than I thought it would be. All services should be back online now.
5 Forums / Support / Notice of intermittent server downtime: 2019-05-21 to 2019-05-23 on: May 21, 2019, 10:24:21 PM
TribesNext account and browser services will be offline for a few days starting at the time of this post. I'm installing a new router, reconfiguring my network, and will be switching ISPs at the end of the week.

It will take a little while to stabilize services again, but everything should be back to normal by Monday the 27th.
6 Forums / General Discussion / Re: Changing Resolution from default help. 4:3 or 16:9 all Janky on: February 05, 2019, 11:17:38 PM
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 don't have any high DPI displays on computers running Windows (just a retina MacBook Pro, and a couple of Linux running Chromebooks), so I'm limited in diagnostic capabilities. Windows 10 does have some advanced scaling controls in the Display settings; you could try playing with those too.

Also, as Krash suggested, try running in windowed mode. The graphics initialization for full screen mode is more complex, and more things tend to go wrong.
7 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: October 03, 2018, 08:44:25 PM
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 "" will fail, as they will receive HTTP 301 redirects to HTTPS. Clients that have been updated to access API endpoints on "" will continue to be able to use unencrypted HTTP. As far as I can tell, the support for TLS web requests in Tribes 2 never worked correctly, so both HTTP and HTTPS are enabled on "" to maintain compatibility.

With that said, anyone who has written code that targets the TribesNext browser APIs should switch from HTTP to HTTPS protocol for added security (especially since it will protect TribesNext account passwords in flight). I've updated the URLs in the documentation posts at the start of this topic accordingly.
8 Forums / Support / Re: Notice of intermittent server downtime: 2018-09-04 to ??? on: October 03, 2018, 08:38:22 PM
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 sites. I've placed an exception to HTTP access to "", as this address is used by the in-game scripts for talking to the browser robot APIs. External users of the JSON API should migrate to using HTTPS.

I have a few more changes planned, so I can't rule out additional intermittent downtime for the next few weeks, but things should be pretty stable now.
9 Forums / Server Support / Re: Version2 server ignoring serverprefs on: October 02, 2018, 07:09:04 PM
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 "ServerPrefs.cs" within the mod's prefs directory. That could have been altered by the mod, but I would try naming it that first.
10 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.
11 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).
12 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?
13 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.
14 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.
15 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.
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