Author Topic: Tribes 2 is back!  (Read 16778 times)

0 Members and 1 Guest are viewing this topic.

Suriander

  • Goblin Pup
  • *
  • Posts: 2
  • Reputation: +1/-0
Re: Tribes 2 is back!
« Reply #15 on: January 29, 2009 08:58 pm CST »
Keep in mind, this was never near completion...  There's a lot more than just that that needs to be fixed/added.  Feel free to donate any skills you have that can help out in the mod's development.

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
Re: Tribes 2 is back!
« Reply #16 on: January 30, 2009 01:04 am CST »
Not T2RPG related, but if you ever seen ds_k7 in the Goon server, that's me. It's a very popular server...lots of fun to play on.

*Side note: Don't try defending your base with a Beowulf's mortar launcher. You'll get kicked for excess TK's very quickly.

WiiMote

  • Goblin Pup
  • *
  • Posts: 14
  • Reputation: +0/-1
Re: Tribes 2 is back!
« Reply #17 on: January 30, 2009 09:02 am CST »
<---  Dyre's Tribes 2 name.  I run around as a bioderm, cause I gotta represent the greenskins.

I preferred not to create a new forum account, but I wanted to post NOW.

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #18 on: January 30, 2009 02:34 pm CST »
We don't have to get it all fixed right away.  I'm sure people will enjoy the process.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
Re: Tribes 2 is back!
« Reply #19 on: February 1, 2009 11:24 pm CST »
What is it about simply having a new master server that makes so many mods unplayable? I know that Construction Mod has had some problems lately due to TribesNext. Any idea why?

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #20 on: February 2, 2009 01:21 pm CST »
Unfortunately, no.  This is the first I've heard of it.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

rjm003

  • Gnoll Fighter
  • **
  • Posts: 85
  • Reputation: +1/-2
Re: Tribes 2 is back!
« Reply #21 on: February 10, 2009 01:33 am CST »
Tribes2RPG does have a lot of code completed, and the remake of keldrin is very nice indeed. The mod is very far from complete though. After scanning through the code it seems the exact point they left off was where they could not enable interchangeable skins on the player model. I'm guessing, but It looks like they tried and could not figure out how to do it due to the partial code left hanging on the skin switching methods. Its like the skeleton or uber in tribes1, where the skin is hardcoded onto the shape. The fix to this is to either make an all new player model (models) using correct skin methods, or if its just not possible - recompile a bunch of player models each with their own skin.

If anyone knows where to get the tribes2 3dsmax tools, or tutorials on correct skinning methods, (TGE tools may do it, have not tested though), it would be the first step on completing this mod.

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
Re: Tribes 2 is back!
« Reply #22 on: February 10, 2009 01:45 am CST »
I'm working on getting a dedicated or semi-dedicated server for my buddies over at the Infinity: TQFE forums. You're all welcome to join us. If you see a server called "Infinity: The Quest For Earth" up, hop on in and kick some ass. Those guys have NO idea how to play Tribes like a pro :D

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #23 on: February 10, 2009 09:02 am CST »
It looks like I'll be going to Kansas City the last weekend of this month, and that's when I'll be installing the new hardware in the data center.  Sorry this has taken so long.  The hardware has been ready since December.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

JayJay

  • Elvin Legion
  • *****
  • Posts: 586
  • Reputation: +2/-1
Re: Tribes 2 is back!
« Reply #24 on: February 10, 2009 02:58 pm CST »
We should definitely be more organized and start a group dedicated to the completion(as much as possible) of the T2RPG mod.  I'd be glad to contribute some of my time in finding things that need to be fixed and can probably get 3d studio max from my old graphics design professor.
« Last Edit: February 10, 2009 03:00 pm CST by JayJay »

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #25 on: February 10, 2009 03:06 pm CST »
Yeah, it sounds like fun.  I'll definitely be doing some coding.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
Re: Tribes 2 is back!
« Reply #26 on: February 11, 2009 01:44 am CST »
I've been practicing my 3d modeling over the months, on and off. Given some time, and maybe a few sketches, I could easily whip up some better looking weapons, items, etc.

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #27 on: February 11, 2009 09:56 am CST »
How are you on prefabbing?  We're going to need to recreate some of the zones that aren't in there like Centuria.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

WiiMote

  • Goblin Pup
  • *
  • Posts: 14
  • Reputation: +0/-1
Re: Tribes 2 is back!
« Reply #28 on: February 12, 2009 01:49 pm CST »
Have to keep the object limit of T2 in mind when doing T2RPG.  It will probably be the biggest hindrance.  Sure, 1024 objects might sound like quite a bit, but you can reach that cap very quickly.

One problem I foresee are the packs.  A ghost system similar to WoW's may help, where the player actually has to get back to their body instead of dropping a pack on death.  LCK protects their corpse.  They can choose to respawn at a healer instead, at a cost.  Maybe they lose all the gear on their corpse if they decide to do this.  And they should only be able to drop one or two packs of items at a time, this includes cash.

The packs the monsters drop should despawn faster.  No reason for it to hang around for more than a few minutes.

Beyond that, I'm pretty sure T2's engine can handle the bots that spawn much better than Tribes 1 could.

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
Re: Tribes 2 is back!
« Reply #29 on: February 12, 2009 06:59 pm CST »
It's only 1024?  Well, that's still leaps better than 255 like in Tribes.
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.