LouCypher

Comments

  • I'll try to answer them as best as I can given my understanding of T2 No. There shouldn't be. RemoteCommantEvent functions are in net.cc in the Torque Game Engine. If you want to look at the oldest copy of TGE I've found (and the closest you'll get to T2 source), download engine.7z from here. To answer your question, I…
  • I continue working on my IFC22 replacement, adding shit and playing around with things. It has a lot more stuff in it that the one posted to my web page, but nothing ready for prime time.
  • ZoomHud is a UI element that is displayed when you press your "Zoom" key (L-Shift by default I think). You don't mess with currentFOV at all, it isn't something you should be editing because it will not affect non-zoomed FOV. You can use the FOV calculator on WSGF to determine the equivalent horizontal FOV value to use for…
  • currentFOV is only used for the ZoomHud. The only relevant value you should be concerned with is defaultFOV. defaultFOV = 90 is what is considered "normal" for 4:3 aspect ratio. Naturally if you switch to a 16:9 or 16:10 or 21:9 view you'll need to increase the defaultFOV for things to look "normal" in the wider ratios. T2…
  • A mod for Tribes 2 is a "derivative work" and as such is the property of Sierra On-Line, Inc. It says as much in the EULA.txt we all supposedly agreed to when we installed T2. We don't own it, but neither does Renwerx. Technically TN is in violation of that EULA, but I don't think Vivendi is going to send a C&D anytime…
  • I'm more interested in source code and/or bytes changed than patching my executable. I could probably add it to my IFC22 without modifying any files on disk.
  • I once thought about making a T2 video to Smashing Pumpkin's cover of "Clones", using a ton of bots. There's probably more you could patch to increase the limit besides just NOPing out the call to processAssert that would make it more stable beyond 120 (which might just be a limit of your machine). I'm also curious what…
  • I opened Tribes2.exe in HIEW and did a Goto A9DD8 and it took me to.text:004AA9D8 call PlatformAssert__processAssert So I'm wondering (without testing) if changing the JGE @ 0x4AA9C8 to a JMP wouldn't accomplish the same thing. I don't use hex editors much. I've pretty much fleshed out an IDA database with comments and…
  • Is that address supposed to be an offset? Because it doesn't look right. 0x401000 + 0xA9DD8 = 0x4AADD8 = between functions Did you get that address from HIEW or something?
  • It doesn't matter where you put a .vl2, it can be in GameData\base or any subdirectory, T2 will always see the contents (and their stored path) relative to base.
  • Why would it go anywhere? Only thing I could see changing anything is if HiRez "found" the source code for T2 and decided to update it. They're putting all their eggs in the F2P model for Tribes Ascend, so I wouldn't expect them to do anything with T1 or T2.
  • No, they're just seen as flat file space in the /base subdirectory. This isn't as useful for maps as it would be for skinners. If we could read "bitmap=" resources directly from a file we could (possibly) use all the hundreds of Windows uxTheme .DLLs on the Internet to replace the graphics used for Shell* and Gui* objects.
  • Sounds like a script conflict, as it works fine for me. I don't think changing the chasecam value is what you're after though.
  • When you see "Distance" you use the mousewheel to change the chasecam value. Higher values make the camera transform update less frequently. Set it to 50 and your player can turn more without the camera changing as quickly. How far you are behind yourself in 3rd person is defined by FOV. You can't set that any higher than…
  • Drop the .cs into base/scripts/autoexec, bind a key in Options, then use that key ingame to pull up the HUD that lets you adjust distance with a slider.
  • It's been awhile since I wrote it, but CamDistanceHud.cs from here is probably what you're looking for.
  • The game can render 360, but there's a hardcoded limit of 120 in the datablocks the server sends. You can override that limit with hacks though.
  • The first "script" is an option on Classic servers, base and other mods usually don't send notification to the client to play the sound. The second script was probably ReticleManager (which I've used), or maybe RetControl. You can find both here.
  • Callback.add("PlayerSpawn", "AmmoBar.addAmmo(true);"); Is what I use in one of my scripts. This is the corresponding function: function AmmoBar::addAmmo(%this, %val) { if(%val) { %this.addAmmo = true; cancel(%this.addAmmoSchedule); %this.addAmmoSchedule = %this.schedule(1000, addAmmo, 0); } else %this.addAmmo = false; }
  • Not since he got banned from TWL for spamming goatse. Seems they don't take as kindly to that as they did on Ninjazone.
  • "Variant" isn't a mod, it's what Tribes 2 labels a server with no modpath that fails the checks for a "pure" server. Unless you think Legends was supposed to be a replacement for Tribes 2 base, which I don't think was ever really the case (since it doesn't even have vehicles).
  • That behavior is not consistent. Any .vl2 is seen as having a root path in "base", regardless of where the .vl2 itself resides. T2 will load a .vl2 in a subdirectory of "base" (ex. "base/custom") AFTER those in "base". So if you want to be sure of custom textures overriding the ones that come with the game, make a…
  • Miles = replaced by OpenAL WON = removed, could be replaced Immersion = did anyone use this? As far as scripting goes they consolidated most of the GUI controls. A move to TGEA would give us new eye candy, future upgrade possibilities, and years of scripting goodies developed since T2's release not possible with the…
  • Panama Jacks Scripting : Items
  • If you just want it per weapon you'll need a script for it. DEbig3 aka Adept wrote one called HideWeapon. Extract HideWeapon.zip to Tribes2\GameData\base\scripts\autoexec. The script requires support.vl2 to configure via the SCRIPTS option. Place support.vl2 in Tribes2\GameData\base.
  • Even before VUG pulled the plug on the official master/authentication servers we had server operators running with or without DT required. Of course TWL required it for competition but players on their ladders should know what and where to download to be compliant with their rules. There will always be "noob friendly" pub…
  • hm2 works fine. Tribes Next doesn't break it, just DefenseTurret. I already posted (on TWL) a link to a dtdll.dll I modified with the new hash for the Tribes Next patched Tribes2.exe so that DefenseTurret doesn't throw an error on startup. I played on Tribes Next servers earlier today with DT active, but since I was…
  • I could care less about e-peen stats like kill/death ratios and what not, but I wouldn't mind having an idea of how many usernames from unique IPs have been registered since the release of Tribes Next.
  • Since you brought this up I decided to take a look at Krash's script code. "Normal" is the default $LaunchMode, set in console_start.cs. Unless you're using one of the parameters that changes this, like "-dedicated", then it will always be "Normal" when the client calls DispatchLaunchMode(). The problem is that he's…