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Tribes! FAQ
  • Lemmon
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Re: Tribes! FAQ
« Reply #15 on: 03.21.09 | 07:46 AM »
Just recently I've acquired the ability to store and retrieve data to mysql databases from my dedicated servers. This of course requires custom .dlls. I'm curious about the continued use of mem.dll and associated plugins. Having mysql functionality built in would be awesome too. A couple of features I'd like to see as well are built in remoteeval spam protection and the ability of the server to access terrain information like visible distance, haze distance, map dimensions, map center, etc.

.pngs only??
people are just recently jumping on the .tga (hudbot) train and now we have to backtrack? please no
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  • HazorV
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Re: Tribes! FAQ
« Reply #16 on: 03.21.09 | 05:34 PM »

And since you have the source, can we get some multi-platform love, pretty please? I'll send pizza, or beer, hugs, whatever, to whoever has the authority to make that happen. I'd like to not have to put Wine between my server and my Linux, if it's at all possible.
I dont forsee multi-platform as being an option at all.

Have a listen of the podcast (see this forum's topics or the blog for a link), they mention that its no where near portable.
I listened to it a bit after my posting. Not much reasoning was given as to why it might not be portable, other than that at the time of Tribes' development, Macs were still pre-Intel. Nothing was said regarding its viability with architecture no longer being an issue - and even if Macs hadn't gone Intel, some other OSes, such as the Linux I previously mentioned, wouldn't always share that problem.

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Mon nom est Shazbot.
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Re: Tribes! FAQ
« Reply #17 on: 03.22.09 | 09:57 PM »
Would IA revamp the graphics with the TGEA?
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  • Plasmatic
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Re: Tribes! FAQ
« Reply #18 on: 03.22.09 | 10:56 PM »
A couple of features I'd like to see as well are built in remoteeval spam protection and the ability of the server to access terrain information like visible distance, haze distance, map dimensions, map center, etc.
Lemmon you fruit!
Code:
    // new for 3.x -Plasmatic
    deletevariables("$MissionInfo:*");

    %start = waypointtoworld("0 0");
    %end = waypointtoworld("1024 1024");
    $MissionInfo:X = getword(%start,0);
    $MissionInfo:Y = getword(%start,1);
    $MissionInfo:H = getword(%end,0)-$MissionInfo:X;
    $MissionInfo:W = getword(%end,1)-$MissionInfo:Y;

    echo("X: "@$MissionInfo:X);
    echo("Y: "@$MissionInfo:Y);   
    echo("H: "@$MissionInfo:H);
    echo("W: "@$MissionInfo:W);   
http://www.annihilation.info/forum/viewtopic.php?p=103387
Lasers only fire to Visible distance, so I drop a bot at a throttled speed towards a laser turret, then record the distance in a .cs file. I've got it accurate to about 1%

I'd really like to see an updated ::ondamage callback that returns the standard
::onDamage(%this,%type,%value,%pos,%vec,%mom,%vertPos,%quadrant,%object)
but adds the shooting object at the end like this
::onDamage(%this,%type,%value,%pos,%vec,%mom,%vertPos,%quadrant,%object,%player)
The function in 1.11 returns the shooter client as %object instead of the actual object. Adding this would make it easier to track turret kills, ai kills, and so on.

But as long as we see a fixes along with a vehicle fix, and improved damage masks for shapes like "newdoor5" -The common blastwall- I'll be ecstatic.
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Re: Tribes! FAQ
« Reply #19 on: 03.23.09 | 12:00 AM »
I say no happy mod Tongue Tongue
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Re: Tribes! FAQ
« Reply #20 on: 03.23.09 | 04:01 AM »
Hello everyone!
I am also a veteran Tribesman, and I have my own mod for it.
I am very excited about this rush of Tribes 1.40 and very curious of what will come out of it.
I came to post a few important notes, as a modder of Tribes 1. As was mentioned in the FAQ, there will be slight changes that mod makers will need to do in order to verify it's compatibility with the new Tribes, and this very important to me as my mod has stretched as far as Tribes limits it, using all of the functionality it provides. If possible, any additional information about the upcoming changes in the Tribes script will be extremely appreciated, and the sooner - the better.
Also, since I have been in almost every spot in the tribes scripting (vehicles, items, objectives, admin and many more), I would like to mention some things that are regarded as "engine bugs", that the developers should probably fix (in addition to what Plasmatic mentioned). If it interests the team let me know right here and I will be happy to post them.
Thank you very much, and you are doing a great job.

Peace.



Roma.

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  • Trebuchet
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Re: Tribes! FAQ
« Reply #21 on: 03.23.09 | 05:12 AM »
Are they still going to run it on the old engine?
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  • GreyHound
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Re: Tribes! FAQ
« Reply #22 on: 03.24.09 | 02:27 AM »
  • Any chances to get the DTS Exporter recompiled to work with state of the art modelling software? Having to work with Max 3.5 is a pain. How about other tools? Would also be a nice way to "outsource" a part of what we could call gfx improvements for 1.40.

  • Will modders and scripters get spoilers about the necessary adjustments before they get their hands on the actual game to get their mods/scripts updated? Mayb a list of deprecated/changed/added functions or something similar.


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Re: Tribes! FAQ
« Reply #23 on: 03.24.09 | 08:16 AM »
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Re: Tribes! FAQ
« Reply #24 on: 03.24.09 | 12:53 PM »
Quote
Any chances to get the DTS Exporter recompiled to work with state of the art modelling software? Having to work with Max 3.5 is a pain.

I would HOPE so, it's not like they don't already have an updated exporter for all of the newer games.
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Re: Tribes! FAQ
« Reply #25 on: 03.26.09 | 12:07 AM »
How do you join or like make a tribe?
i want one
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Re: Tribes! FAQ
« Reply #26 on: 03.26.09 | 05:29 AM »
Ghedit: Please refrain from spamming. Thanks.
« Last Edit: 03.26.09 | 05:46 AM by Gheist »
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  • snapplefish
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Re: Tribes! FAQ
« Reply #27 on: 03.26.09 | 05:48 AM »
After a certain line in this thread the questions started going downhill.

Mine: Will this be runnable under DarWine/CrossOver or similar emulation solutions for mac users, while having the community features and such still accessible on PlayTribes?
Re: Tribes! FAQ
« Reply #28 on: 03.26.09 | 09:36 AM »
why tribes and not tribes 2 or tribes: vegeance???
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  • Trebuchet
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Re: Tribes! FAQ
« Reply #29 on: 03.26.09 | 10:00 AM »
Because if they didn't do tribes first, everyone would be saying "why not tribes 1!?"
heheheh. 
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