Thyth · Apotheosis Incarnate

  • Thyth
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  • MrDerm, I've seen you do this a few times already: if you're going to help someone with a FAQ entry, link them to the entry instead of copying and pasting the contents of it. Chibils, what do you see in the client console (~ key) after trying to refresh the list?
  • Multiple users can simultaneously use an account. There's no restriction in the login process to prevent that (nor is there a real reason to have such a restriction for a free game). If users of the same account connect to the same server, any duplicates will be sequentially numbered with a .# at the end of their name. If…
  • As far as other things to avoid if writing T2 scripts? There are a handful of real interpreter bugs. Beware when using binary operators, because some are broken:%a = ~0;%b = -1;echo(%a);echo(%b);echo(%a == %b); This will print: -1, -1, 0. The two -1's are not equal for some reason. Any arithmetic operator involving values…
    in for loop bug Comment by Thyth April 2011
  • %client.drop(); in that script is deleting objects that are in the collection that you are iterating over. In languages with proper collections iterators, your code would blow up if you try it. To do it properly (and assuming an ordered collection), you'll need to subtract 1 from %i and 1 from %count each time you call the…
    in for loop bug Comment by Thyth April 2011
  • NSIS is Nullsoft's scriptable installer system, which is what the TribesNext patch uses for applying changes to Tribes 2. Redownload the 2 MB patch from our site's download section. You can verify the MD5 of your GSI installation as equal to the one described in this post:…
    in NSIS Error Comment by Thyth March 2011
  • I've merged the three topics that you created over a span of less than two hours into one post. First, I direct you to the topic you should have read first: http://www.tribesnext.com/forum/index.php?topic=234.0 where it spells out that you should expect a lag time before you get a reply. This is a forum, not a chat room.…
  • The in-game CRC setting is all-or-nothing, and for the most part, it's a setting you want to keep turned off. If you set the server disc launcher and explosion texture to the custom one and kept the CRC setting on, anyone with the stock textures would be booted in the same way. Your options are to turn off the setting, or…
  • You've given about zero useful hardware configuration information.
  • This is covered in the FAQ: http://www.tribesnext.com/forum/index.php?topic=1337.0 In general, UE's at the address 0 means problems with the video card driver.
  • I have not seen any map pack that has made use of custom sounds in maps. The TWL map packs do include a sound file or two, but they are not essential (in fact, they aren't even used so far as I can tell). I selected the list of permitted file masks after inspecting several large map packs, specifically to allow…
  • The scripts to do this are in the TribesNext Subversion repository, but this repository is only accessible to the primary development team. Notice how Turkeh said "Automated Resource Transfer", and not "Automated Script Transfer". The files permitted in an auto-download package are very strictly limited to a whitelist of a…
  • Is this a fresh install of the game? Are you using the "Online" shortcut to launch instead of the "Solo & LAN" shortcut?
  • The new power supply modules have arrived. They've checked out and have been installed. All TribesNext account services are again operational.
  • I wonder if reading the stickies would help in this situation.
  • The game uses some pretty outdated video card detection to indicate which settings should be available. To override this, you can bring down the console with the ~ key and enter: $pref::Video::allowD3D = "1";
  • That's a pretty pessimistic outlook, which is not strictly supported by the player counts on the populated servers. There are enough players for pubbing on Goon Haven at just about any hour imaginable, and the quality of the games are still good. There is still activity on the development side, but developer time and…
  • It's a dynamic light attribute on the flag image mounted to the player. The hunter's game code mounts a glowing flag to the player once they reach a certain number of flags.
  • Kick and ban functions appear to be the same between classic and base. I meant try running the server without your admin mod and see if it's working properly.
    in ip banning Comment by Thyth January 2011
  • That just calls the built in kick() and ban() functions in the server.cs file. You should try running plain classic and see if the ban code works there. The BanList::add(0, "IP:1.1.1.1:", 60); command in the console adds the following line to my banlist.cs: $BanList::IP1_1_1_1 = "1294515348"; so it's clear that the code…
    in ip banning Comment by Thyth January 2011
  • In classic, the ban() function in server.cs that is called from the admin context menu in the lobby includes the line BanList::add(%client.guid, %client.getAddress(), $Host::BanTime); where %client is the client user object. This will create both a GUID ban and an IP ban. If you're not seeing corresponding IP address…
    in ip banning Comment by Thyth January 2011
  • Adding someone to the ban list does not automatically disconnect them. That is correct. The kick command code automatically adds a ban of duration $Host::KickBanTime seconds (set in the serverprefs.cs file). The ban command code is essentially identical to the kick command code, except the duration of the ban is specified…
    in ip banning Comment by Thyth January 2011
  • You kicked the person after entering the ban command. The kick code sets its own ban of 10 seconds as you said, overriding whatever you had there before. This behavior should be obvious given that I said the easiest way to unban someone is to issue a new ban with very short duration. Either use the ban function, or…
    in ip banning Comment by Thyth January 2011
  • The easiest way would be to ban the person for one second.
    in ip banning Comment by Thyth January 2011
  • You don't add anything to the banlist.cs manually. You don't add random $'s in front of things, nor do you add random %'s in front of things. To issue the correct ban for your example, issue the following into the game console: BanList::add(0, "IP:1.1.1.1", 1000000);
    in ip banning Comment by Thyth January 2011
  • Ban code was reworked because the original ban code doesn't work anymore. TribesNext game connections are closer to LAN mode connections than online mode connections, since none of the WON code is active. The original ban code ran in-engine based on the WON authentication image the client sent to the server as part of the…
    in ip banning Comment by Thyth January 2011
  • Ban system was reworked for the TribesNext patch. You'll have to use BanList::add(%guid, %ip, %seconds) to add entries to the new ban list. The addAbsolute method is not implemented. To do only an IP ban, you need to specify 0 for the GUID argument. To do only a GUID ban, the IP argument needs to be something other than an…
    in ip banning Comment by Thyth January 2011
  • Yes, it would be prudent to not run any online network code when not running in online mode. I'll address it in RC3.
  • The %server variable passed into that function is actually the constant "master.tribesnext.com:80", so checking if it is blank won't help. The connect() routine takes either IP addresses or hostnames with a colon delimiter for the port. The DNS resolution actually occurs once connect is executed. The game is known to crash…
  • I would highly recommend not using this procedure. RTDSC tick count is frequently going to drift away from real time on CPUs with dynamic clock scaling through power management, and on multi-core or CPU machines will frequently have a different tick count for each execution unit. If you are having trouble with the game's…
    in Lag in T2 Comment by Thyth January 2011
  • It's covered in the FAQ: http://www.tribesnext.com/forum/index.php?topic=466.0 Accounts cannot be deleted.