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31 Forums / Support / Re: Notice of server downtime: 2017-01-08 to 2017-02-07 on: February 07, 2017, 11:03:15 PM
Migration to KVM is complete, and VMs are back online. All TribesNext services should be operational at this time.
32 Forums / Support / Re: Notice of server downtime: 2017-01-08 to ??? on: February 02, 2017, 11:56:42 PM
I would discourage the creation and sharing of account credentials in that way, exactly because they get inevitably abused and banned (and then are not useful to anyone). Likewise, I discourage self-replies on the forum, and have pruned some. If you have additional information to add to a post, use the edit button.

No current ETA on bringing the systems back online at this time.

The server was using the Xen hypervisor to run a handful of virtual machines, but the current version of Xen on this particular hardware (pre-production Intel Xeons from a couple generations ago) is crashing on boot. I haven't been able to resolve these issues in the last few weeks, and rolling back to the previous working version isn't an option.

I'm part of the way through migrating the host from Xen to KVM, which is the Linux native hypervisor project. From the project/ecosystem standpoint, KVM looks healthier (thus less likely to have show-stopper issues crop up like this), and I'm hopeful that this transition will be beneficial for long term stability.

But again, no ETA for system bring up at this time.
33 Forums / Support / Notice of server downtime: 2017-01-08 to 2017-02-07 on: January 12, 2017, 11:32:17 PM
A power outage knocked out the server running the VM hosting the TribesNext account and tag systems on Sunday.

While power has been restored, there are issues with the hypervisor, preventing me from bringing up VMs. Investigation ongoing.

Expect a few more days of downtime.
34 Forums / Support / Re: Notice of server downtime: 2016-07-11 to ??? on: September 12, 2016, 07:02:36 PM
Systems should now be back online.
35 Forums / Support / Re: Notice of server downtime: 2016-07-11 to ??? on: July 31, 2016, 01:43:12 PM
I managed to track down the issue, but, I'm not yet sure how to fix it. I've also been traveling recently, so, I haven't been able to run tests to see if ideas I have to fix it work.

On the plus side, it looks like the amount of data damage looks pretty low.

I might be able to spend some time on it this week, but, I can't promise it will be back up before end of August.
36 Forums / Support / Notice of server downtime: 2016-07-11 to 2016-09-12 on: July 11, 2016, 09:29:38 PM
There appears to be a severe data corruption issue on the server I've been using to host the TribesNext account and browser systems. Login with existing accounts is unaffected, and you will continue to be able to find servers and join games.

I've taken the virtual machine hosting these TribesNext components (and just about everything else on the system) offline while I investigate the cause.

Worst case scenario would require restoration of the backup performed in August when transitioning to the new hardware.

No ETA for resolution at this time.

Systems are back online as of 2016-09-12 at 20:00 Pacific time.
37 Forums / Support / Re: Scheduled downtime 2016/05/04 on: May 04, 2016, 10:46:43 PM
Systems are back online as of 11:30 PM Pacific time.
38 Forums / Support / Scheduled downtime 2016/05/04 on: May 01, 2016, 02:07:52 PM
Browser and account systems will be offline for most of the day on May 4th. Downtime will begin between midnight and 9 AM Pacific time, and systems will be restored around 7 to 8 PM Pacific time.
39 Forums / Support / Re: trouble makng account on: February 12, 2016, 11:52:23 PM
See FAQ:
40 Forums / Support / Re: TribesNext Profile and Clan API [BETA] on: January 26, 2016, 07:30:30 PM
Glad to see someone using the JSONP capabilities of the API to implement a browser client that runs totally in the user's web browser, instead of reflecting off another server.
41 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: January 14, 2016, 10:45:21 PM
Interesting. In almost all situations I can think of, you'll want to use the version with w=1 -- I'm not actually sure when you would ever want to use w=0.

You can use homogeneous coordinate vectors (X, Y, Z, and W) with a 4x4 transformation matrix to concisely express an arbitrary set of rotation, transformation, and scale operations on a set of 3D points. The W value is added to the vector to enable free transformation in 3D space -- if you stick to 3x3 matrices for 3D transformations, you're restricted to the 3D equivalent of affine transforms (e.g. scale, translation, and shearing), and can't freely express rotation. In order to have a meaningful application of one of these transform matrices, you set w=1.

It's reasonably straightforward to express scale and transformation matrices as 4x4's. Scale matrices take the form:
a 0 0 0
0 b 0 0
0 0 c 0
0 0 0 1
To scale a point (relative to origin) by 'a' on the x-axis, 'b' on the y-axis, and 'c' on the z-axis.

Transform matrices take the form:
1 0 0 a
0 1 0 b
0 0 1 c
0 0 0 1
Which will add (relative to the origin), 'a' to the x-axis, 'b' to the y-axis, and 'c' to the z-axis.

Rotations end up being a little bit more complex, defined in terms of sine/cosine of the 3 rotation angles in the first 3x3 part of the matrix, but are fundamentally about re-defining the X, Y, and Z axis values in the new rotated reference coordinate system. You can kind of see an artifact of that in the first 3x3 of the above matrices where the first 3 elements of the first row are "1 0 0", which is the definition of a vector along the X axis; ditto for the next two rows, specifying "0 1 0" as the Y axis, and "0 0 1" as the Z axis. The rotation matrix redefines them to still be unit vectors that are orthogonal (dot product between them is 0). I don't remember the formula definitions off hand, but you can probably derive them with the intuition about the axis representation within the matrix, and thinking through the behavior of matrix-vector multiplication at the different 90 degree turns (where all of the values in the first 3x3 are 1, 0 or -1) -- or just look up the formula for calculating new basis vectors for a particular set of rotation angles.

You can use this representation to compose multiple operations by matrix-matrix multiplication. E.g. rotate by 45 degrees on x axis, translate along the y axis by 5 units, scale by 3 units on all axes. You can create the individual matrices for each of those operations and then compose them into a single transform matrix that you can multiply against a set of vectors to apply that change to e.g. a mesh of points represented by those vectors. The order sensitivity to the transformations is mirrored in the order sensitivity of matrix multiplication (because A*B != B*A with matrix multiplication -- i.e. not commutative). For an object relative rotation, as an example, you typically see a translation from worldspace to objectspace coordinates (subtracting the object position in the world out, so it's centered at the origin), a rotation (or scale) relative to the center of the object at the new origin, and a reverse translation to bring the rotated/scaled points back into worldspace coordinates. Rotating prior to the initial recentering transform, as an example, would mean the rotation would be pivoted around the world origin coordinate instead of around the center of the object.

If you want to know more about how this stuff works, you should learn linear algebra.
42 Forums / Mods and Customization / Re: Tribes 2 RPG - Ironsphere II Mod on: January 13, 2016, 10:26:44 PM
If all else fails, using %turret.startFade(1,0,1) would hide the turret and %turret.setScale("0.1 0.1 0.1") would reduce the scale and thusly reduce its bounding box to hopefully acceptable levels.

I recall that there is a way to trick the engine into not running collision checks, but I don't remember what it is exactly. If I'm not mistaken, Thyth might know about that one -- though I might be mixing him up with Naosyth or someone else.

However, a turret may not be necessary. As mentioned in the other thread regarding this, have you tried other T2 weapon images?
You might try setting scale to "0 0 0", but selectively disabling collision on objects that are already mounted is tricky. You might be able to make it work by mounting a muzzlepoint shaped object in the target slot on the player object, and then mounting the turret to the muzzlepoint object. I think collision checks stop happening after 2 levels of mounts.
MatrixMulVector and MatrixMulPoint is probably floating point multiplication versus integer multiplication respectively, by the way.
Restricting a matrix/vector multiplication to integers doesn't seem like a particularly useful thing to do. The built-in matrix functions are fairly poorly documented, but I get the sense that they're designed around 4x4 homogeneous coordinate transformations. The Vector versus Point variants of the MV multiply might end up being identical. Reading the Torque source is probably going to be a prerequisite if you actually want to use them.
Yikes -- you know that you can compute cone intersection much more easily? cos(theta) < dot(norm(forward_vector), norm(position_delta_vector))
You typically want to pre-compute the cosine that way instead of doing arccos on each of the dot products, because dot product is fast, and transcendental functions are slow.
43 Forums / Mods and Customization / Re: CommandToServer/Client Questions on: January 05, 2016, 09:33:37 PM
T2 RPC channel is guaranteed delivery, in-order, for both commandToClient and commandToServer. Just because it's a UDP transport doesn't mean that there's no transport reliability (w.r.t. lost packets and ordering) -- just that any transport reliability is the responsibility of the higher level protocol. It's typical for online games to use UDP because TCP's strong order guarantees result in head-of-line blocking around dropped packets and retransmits, which is leads to unfavorable latency characteristics, and when you implement reliability and retransmit on top of UDP, you have more control over the latency impact of those reliability behaviors.

Don't use datablocks for this purpose. They're intended to be transmitted once during the connection process, and are generally not readable to client side scripts.

Do be aware that the maximum bandwidth consumption of RPC messages is under about 1.3 kB/s, and they're issued in a first-come first-served basis. Since RPC is used for a lot of functions (including chat messages), chronically exceeding this bandwidth budget for your own tasks leads to a pretty unpleasant experience for the client. Parameters to RPC messages are Huffman encoded (a variable length entropy code) with a frequency dictionary optimized around ordinary (case-sensitive) English text. If you need to send a lot of data over RPC, but use a small character set (e.g. just numeric values), you can get around a 30% improvement by using a 1:1 mapping from/to the highest frequency characters in the Huffman dictionary and the symbol set you're using.
44 Forums / Support / Re: Notice of server downtime: 2016-01-01 to ~2016-01-06 on: January 05, 2016, 09:17:57 PM
Services are back up now.
45 Forums / Support / Notice of server downtime: 2016-01-01 to ~2016-01-06 on: January 01, 2016, 09:27:36 PM
This is the latter half of the downtime as a result of the server move during the summer.

Browser/clan tag services are offline.

Account creation/retrieval services are offline.

You can still log in with previously created accounts.

I will keep this post up to date as I get a better estimate on progress.
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