Phantom139

Mod Developer/PGD Creator
  • Phantom139
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  • Holy thread necro batman...
  • It's an interesting concept. Sounds a bit like Powers Mod in a way but more suited towards larger maps, where Powers was built for fast paced combat.
  • The balancing work was a hefty load as you can imagine. One of the key issues was as you mentioned, that some classes were simply very underpowered compared to others in that mod, and most people would just run for the mage / warrior classes. The big thing I did in my version of the mod was "fill in the gaps" for those…
  • I'd hold off on starting this until they release T3D 4.0, they're planning on modernizing a boatload of the engine, enough so to redraw my interest to it anyways.
  • By default, Tribes 2 uses Port 28000 to host a server, you'll need to manually forward this port (T2 does not support UPnP) over your local IP address. Once you have done so, try to launch the dedicated server for the specific mod you want to run, once the server completely initializes, you should see a heartbeat request…
  • You've pretty much got those correct. serverCmd / clientCmd are more or less fire and forget events, they don't wait for any return statements. You might be a little off (I may be entirely wrong here too) on the second point. If you're spamming events in one frame tick (IE: Ultra-fast loop that runs faster than ~74ms) it…
  • As mentioned a few times in this thread, one of the big issues is going to be working out the limitations of the engine's AI for a proper RPG setting (You're essentially locked out of Dungeon style encounters with high enemy counts). A few other mentions are also correct, that there is no real "close combat" implements…
  • I loved hiding MPBs way out of sight and giving the enemy team some mortar love from where they couldn't see it. So satisfying to just raid down pain on the enemy base while the teammates went in for the flag, generators, etc.
  • I kind of tried to get a server-side RPG mod going as an extension to my Powers Mod I made back in 08-09, but I never really got past the basics for it. The "feel" of the mod kind of deflected my attempts to make it into a RPG mod, it was meant more-so for fast paced combat with the RPG element laid over it to spice things…
  • I actually changed that message in my server and it had no effect whatsoever, I still had like three people attempt a connect, got kicked and never saw from them again.
  • I mainly toy around with my older projects from day to day whenever I'm not busy with other things. I wouldn't really call it "working on a project" less than just messing around anymore. That being said, I haven't had anyone join my servers when I've hosted them for well over five months now so population is really low…
  • TorqueScript is definitely limited when it comes to what you can accomplish with it, but it was never intended to be the do-all solution for development of a full blown project. When it comes to wanting advanced features and toolsets, that's really where it becomes up to the scripter to write their own. My limited time…
  • The main issue I saw with the codebase when I started messing with it was some very silly coding practices, not to mention it's littered with hundreds of absolutely redundant function instances. A good sweep and clean of all of those would be the first step to fixing up the mod. I got started with some of that work in my…
  • As Ragora said, there are a ton of files that aren't needed in that GIT repo. If you're interested, I occasionally run and play around with my own version of the IS mod. I have both the original 1.3.1.2 version as well as the custom version I've been working on. You can grab both of those here:…
  • Create a script file to run the action you want performed and drop it in your autoexec folder.
  • Open the game's console window (~ key) once inside your server and verify that the "Heartbeat Confirmed" message is there, that's how you can tell if your server is communicating with the master server. If this message is not there, it's likely a firewall issue that you'll need to resolve.
  • Again, threw it together in 2 minutes, so I really wasn't going through a big thinking process. Speaking of that, the correct message function is setDisconnectReason, not setDisconnectMessage.
  • $IPSafeList[0] = "IP:blah.blah.blah.blah";$IPSafeList[1] = "IP:...";//So on, so onpackage IPFilter { function GameConnection::onConnect( %client, %name, %raceGender, %skin, %voice, %voicePitch ) { parent::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch); %isOk = false; for(%i = 0; $IPSafeList[%i] !$= "";…
  • Yes, you could either backtrace it in from 1.2 which was the final licensed version of T3D, or by undoing all of the changes made by this commit.
  • You can load any DTS file into T3D, that format has been in the engine since it's first incarnation many years ago. DIF was removed due to it being a very old format that was doing nothing but occupying numerous available typemask bits in the engine (Remember, Torque is still 32-bit internal) and because you can very…
  • You could try to get a hold of Krash as well. He & Thyth were the project leads of TN.
  • Thyth's absolutely right here rJay. Learn from my mistake, just because something looks cool and you think you have a free ticket to it, doesn't make it so. If the author of a specific item wants to keep it under his control without fear of someone else taking it, then they have direct rights by law, to keep it that way.…
  • My eyes thank you. *sarc* Nice pack though.
  • Just so everyone knows regarding Powers & TWM2. They're both on GitHub for public viewing & editing. I manage the Powers Mod Git, and the TWM2 Git is managed by the PGD Staff. Powers: https://github.com/Phantom139/Powers TWM2: https://github.com/PhantomGamesDevelopment/TWM2 I wouldn't mind putting my other mods on GitHub…
  • Ah yes, Hunters... Still my all time favorite game mode in Tribes 2. I almost exclusively run this game mode only when I host the Powers Mod server. Here's a picture I took when I captured 1100+ flags on Talus. I was able to hold onto these flags for quite some time trying to dodge what seemed all 16 bots in the server who…
  • You mean this? :D
  • Oh, in case you didn't already know. You can export that bad boy to a .DAE, load it up in Torque 3D, and then pull the generated .DTS out and use it in Tribes 2. :)
  • This and this may be of some interest to you if you're going down that route. Personally, I have been working on bringing back elements of Tribes 2 into T3D as a project for DarkTiger over the past few months. You may want to get a hold of him. He might be up to something along those lines. :)
  • There's no reason to get bashful over a point that the other threads have concluded at. I'm only stating that point made in numerous other threads, this is not the place to complain about any server, and the people here will not do anything about it other than tell you that, or point you to whatever relevant website/place…