Phantom139

Mod Developer/PGD Creator
  • Phantom139
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  • A quick search finds this: http://www.mpcforum.com/showthread.php?13121-TRibes-2-happy-mod But yeah, this isn't really the place to complain about individual servers.
  • If someone were to do that, I'd just overhaul the existing system and use one of those free GG resources to install the Recast navigation system and T3D's AIPlayer class to the engine.
  • One of the other problems is simply with TorqueScript and the engine itself. TorqueScript is "fast", but not optimally fast. There's been numerous topics of discussion over at GG regarding fixes and changes to the scripting language to optimize it, and others who simply wanted to axe it out in favor of a more standardized…
  • Alright, let me just say first of all that I want no part in this "apparent" server war that is being created here, but I just want to share my thoughts and opinions here. So, first thing's first, whenever you play in a server, you need to realize that you are indeed, in someone's server. How they decide to run the server…
  • I'm kind of in the boat with Shane here. While the project sounds interesting, there really isn't anything there to show what's currently in the project, or what to expect, but sure, I wouldn't mind beta testing.
  • I think I remember Thyth mentioning a bug in TGE's getRandom() a while back that caused larger numbers to not be generated as much as the smaller values, thus the smaller array values would have a higher frequency. Try swapping out the getRandom calls with Ruby's Rand function by using rubyEval() which was included with…
  • I do believe Thyth mentioned putting his current code for the in-game browser in a GIT Repository at some point so the community could finish up the work. I'd just wait for that and then work with what's already there.
  • Looks like you need to add it to the list of currently not available features. Otherwise you've got a code block in there that has this turned off. Name Change: error [The player account rename feature is not currently available.]
  • What he means is the segment under the account information page where you can set the player name. When you try to change the name you get the following:Name Change: error []
  • Alright, So I poked through a bit, Created a testing clan, and then messed around with settings and other stuff. Aside from the bug mentioned by F9 above, there's just a few formatting errors I'm seeing. Here's an example:Phantom139 set clan website to: "http://www.phantomdev.netquot;. Here's another one:append mode: 0^…
  • Thanks for the good chuckle. Sarcasm aside there, I do keep my focus on the engine and my posts (Where you're drawing from) are merely there as a reference towards my developments and progress on it. I'm not saying that by any means I'm going to "dethrone" anyone with it, but building my own engine is a challenge I decided…
  • My exact reasoning as well. While I'd love to help out, the fact of the manner is, I just don't see the amount of people there in game to even put forth the time to work on it. Open time is another big reason, as it's just something I don't have much of.
  • While I'd love to help, I have way too many commitments and projects of my own to work on at the moment, and the low playerbase count doesn't really help either. I hope you find someone to help out with this long requested feature.
  • Infinite terrains can be easily re-introduced if you have a copy of TGE/TGEA lying around, just copy over the ATLAS code and that'll get it working. Jetpack resources are largely available (as well as many other T2 stuff as I mentioned) on the GG forums, just pick through what you need and implement it. And yes, Skiing is…
  • While that would be challenging, it certainly isn't impossible. Porting assets could be done pretty much straight to T3D (it still uses .dts as the main format) however any modeler with time could re-do it and provide new animations to take advantage of the FP/TP system added in T3D 1.2. T3D 1.2 adds a good deal of FPS…
  • From my perspective this game has been on a slow but inevitable downward trend in popularity since the original server for Tribes closed. Honestly, for it's time (2000, remember, it's really that old of a game) Tribes 2 was an amazing game even though it had it's flaws. I still hop on every now and then, mainly to poke…
  • EDIT: Sorry for that, you can repost the 1311 link you had before, I scanned it using another software and it came out clean, so I took it over to virustotal.com and it also appears fully clean. Looks like AV gave me a false positive there, so the patch is fine. EDIT 2: For those of us who want to avoid AV detections of…
  • Oh, I was just looking to host the current version as a server for myself and a few friends, not to work on. Thanks for the DL links. EDIT: please report patch 1311, It's got a little piece of "unwanted" software on it.
  • At the moment no, it is a special .dll that is injected into the game that I can run the code from.
  • And so they do... I wonder how quickly they will find ways to bypass those checks (if they already haven't).
  • Which is why you should ban based on multiple different tests: *IP (%client.getAddress()) *Username (%client.namebase) *GUID (%client.guid) *ect. Thyth mentioned a system of his a while back that he implemented to ban based on multiple fields, when one entry was set off, all the other fields would also be recorded in a…
  • Posting from phone so bear with spelling. You can decrease the square size on your terrain object for smaller holes. But you may notice a performance drop on larger maps.
  • The navigation graph code for the engine used to make Tribes 2 is very inefficient, as Red Shifter has pointed out. Unfortunately you're just going to have to sit back with a cup of coffee or something while that thing builds. Honestly, make sure you've entirely completed your map before doing this... it will save you a…
  • @Red Shifter: Unfortunately it's true. They are currently not providing mod support or even allowing us to host our own servers.
  • I think this was more of an issue of him getting IP kicking/banning working with an external mod package installed on the server.
  • You mean this? http://absolous.wavegap.com/files/T2ScriptFunctionList.txt
  • I agree here, It's usually a good idea to suit up with a remote inventory. Have the tailgunner set up the exterior outpost while the other two bomb the enemy base, while the enemy is focused on the bomber, take whatever objective is needed. It's all about the moment, and setting up the perfect time slot for attacking.
  • welcome back to tribes!
  • That last one seems quite odd. You would think it would work fine without the redundantly obvious x_X.
  • I think you can solve the AI issue pretty easily through edits of AIInventory.cs. Item blacklisting is also easy as well, just use a GVAR and then remove those items from the inventoryHud. You can also do a method overwrite on the item::onColision function to check if the specific item is blacklisted.