Dark Dragon DX

Programmer Dragon
  • Dark Dragon DX
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  • Try connecting to the internet IP that the other people connect from. The way TN detects MITM attacks is a little odd.
  • I've stopped modding for a good year or so now for that reason.
  • I remember working on the IS2 project. There's a lot of files you'll want to remove from the repository by the way. These are the DSO files anywhere, the entire recordings folder, the entire editor folder, the entire fonts folder, the entire lighting folder and the entire temp folder. All of these are either nonessential…
  • I've already had some of my own code (that I've been holding onto for quite some time) contributions that totally enables the mail and tribal browser UI's which appear to work without much issue aside from a few small issues in the tribal browser still. Probably still needs some formal testing beyond what I did, though.
  • You'll probably want to parent::onConnect after all the code to check approved IP addresses, there's not really a reason to let that run first if you're just checking IP addresses.
  • Should be able to work it back in if the loader was ever in any of the open source versions. I recall the version I did the loading with was some version just before the open sourcing, something I had access to from the PGD membership.
  • Seems like the only problem it has is that it could get hung up when the game crashes because of how the Unhandled Exception window works. You could memPatch that out and be totally sure it'll restart: memPatch("006FF373", "906A01FF15F8C67D00C3"); // Calls something like exit(0) instead of displaying the window, I forgot…
  • You should be able to load pretty much anything out of Tribes 2. Interior files just need some texture definitions setup to work correctly in Torque3D and I'm pretty sure anything that's animated can still be rigged.
  • You can adjust the simulation parameters in the datablock to compensate for all this and you could have some scripting elements involved as well. Untrue. You do have old games that were written for processors to be running at X MHz speeds where the time stepping is wholly dependent upon how fast the system can process the…
  • The wheeled physics has the chance to randomly generate so much rotational force that the MPB tunnels through the terrain instantaneously.
  • Funny how they teach to check citations in school and yet it seems like nobody knows how to.
  • Looks like I did go about and updated the code block on the forum at some point. Though still note it's not guaranteed as I made it from a hunch I got from what I was told about how BIOMod and MD2 alleviated what appeared to be same issue.
  • For a backend like that it's only pertinent if you have critical bugs laying around, but the good thing about open source is that you have many eyes looking and a good bit of hands either fixing or reporting. For an anti-cheat system, if you did all of it the serverside and had a proper client/server model with other…
  • That's irrelevant as to whether or not you have the right to distribute any of your creations as such. You do, regardless of if it's some core system or not. Therefore if you so desire to make a 'Hello World' implementation closed source, then you can. As to it being "socially acceptable" to make something closed source,…
  • Aside from Cry Engine and Unreal Engine (well, their source isn't even free anyway!) I don't think much has changed. I realize you're talking about mods, but "the age of freeware" implies a global application of FOSS principles. The large companies with closed source, non-free paradigms still hold the reigns, after all.
  • I wonder if it's running anything that use the TCPObjects in Tribes 2. TWM2 used to have roughly the same issue with crashing because it would attempt to connect to a server via TCPObjects that isn't even up anymore and apparently the TCPObject code doesn't know how to deal with that. For the giggles, you could see if this…
  • Ah, I do remember seeing a pose achieved by hacking with the arm poses. Won't really animate (like for walking) though. Or is it one of the ones that do? I remember there are some that would animate walking, though it was a little bit wonky.
  • As far as I know, there is only one unused animation in the entire game and that is the BioDerm "PDA" pose (using the Command Circuit). I don't think there is a neutral pose like that.
  • http://en.wikipedia.org/wiki/.pkg ".pkg is a file format used by Apple Inc. on its Macintosh line of computers,[1][2] and the iPhone. It is also used by Sony's PlayStation 3 on downloadable content over PlayStation Network[3]" The format there may have some relation to the PKG format used by the PlayStation 3, though it…
  • There isn't really any monetary investment involved. You'd be investing your time and possibly your sanity working this data into a format that Tribes 2 can operate with. As far as starting places, you'd want to start off by attempting to determine what format the .dat and .pkg files are really in. If you're lucky, then…
  • You just need software that knows the format of the game files, the comment on 7zip opening the PKG files was a longshot anyway as the file extensions don't really matter since file extensions are only there for Human reference (notice how Windows uses a specific icon based on extension?) as software typically just uses…
  • You may be able to open the .pkg files with an archiver like 7zip. Though it looks like the media you're after is in the "files.dat" file which can be any format, really.
  • Not like anyone with even a small amount of asm knowledge can work around it anyway.
  • That happens if you run the executable without any parameters. You can do this by creating a shortcut to the T2 executable and then modifying the shortcut's "target" property to say something like: "C:\Dynamix\Tribes2\GameData\Tribes2.exe" -online -mod Classic
  • Altimor pointed out a small issue with the old code and contributed fixed machine code. Here is the updated version attached to this post.
  • Too bad T2's core code (that in the executable) doesn't really allow the bots to fly in a decent manner between nodes when piloting vehicles. Still impressive nonetheless.
  • That server end code was pulled right out of my Classic install. The client end code in there is talking about calling messageBoxOK immediately after disconnecting. The game doesn't like it if you call messageBoxOK much earlier than 700ms after calling disconnect(). disconnect();messageBoxOK("Death","You most likely…
  • There was some modified scripts I used to spawn that many bots at server start: http://dx.no-ip.org/files/Tribes%202/My%20Hacks/NoBotLimit/ (All you need is the .cs files, should work in Classic by replacing the corresponding files) With the code, it'd still display a max of 16 bots in the UI but it'd spawn the 120 bots in…
  • Shouldn't matter much anyway unless it's a hassle to disable the necessary stuff just to run Tribes 2 and to re-enable afterwards. I mean, Tribes 2 was built for systems running P3's and I'm sure whatever video card you're running with SLI is way more powerful than anything they had available to consumers at the time…
  • For Linux users (like me), Plexor in the Linux thread suggested using the "taskset" command when running the game under WINE to force it to a single core. Otherwise it seems to crash eventually anyway. If one is using PlayOnLinux, then they should have PlayOnLinux create a shortcut on their desktop and edit the shortcut to…