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Tribes! FAQ
Re: Tribes! FAQ
« Reply #165 on: 06.15.09 | 12:47 PM »
Boooooooooooooooooooooooooooooooorriiiiiiiiiing.

 Cry
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  • Donut64
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Re: Tribes! FAQ
« Reply #166 on: 06.15.09 | 04:35 PM »
Hmm, your mod?
Because that looks a lot like Aeon!
the mining tool, build area.
Smiley
Q. I was coding a mod
Please read, and yes it is aeon, it was originally made by another guy named ICE. ICE left, so i'm going to get it working for Playtribes.

EDIT: And adding stuff/hosting :p

Wow! I get to play aeon again! Woo!
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Re: Tribes! FAQ
« Reply #167 on: 06.15.09 | 05:22 PM »
Hmm, your mod?
Because that looks a lot like Aeon!
the mining tool, build area.
Smiley
Q. I was coding a mod
Please read, and yes it is aeon, it was originally made by another guy named ICE. ICE left, so i'm going to get it working for Playtribes.

EDIT: And adding stuff/hosting :p

Wow! I get to play aeon again! Woo!


Or OmniMod.... hehehehehhehehehehehehehhehehehehehehehehehehehehehehehehehehehehehehehehehehehe
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Re: Tribes! FAQ
« Reply #168 on: 06.16.09 | 07:44 AM »
Onilink, any chance of you putting up an aeon server? (1.11) Cheesy
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Re: Tribes! FAQ
« Reply #169 on: 06.16.09 | 02:07 PM »
Not yet, but heres some eye candy for you. A arena so you can challenge other users.
http://www.youtube.com/watch?v=-tiqUvhXmLc
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Re: Tribes! FAQ
« Reply #170 on: 06.16.09 | 02:31 PM »
Not yet, but heres some eye candy for you. A arena so you can challenge other users.
http://www.youtube.com/watch?v=-tiqUvhXmLc

Hmm. Do you have a server-side of an old version of aeon (with all intended features of course)? lol... I wanna play it so much.

And I remember playing a version with that arena you have there, hosted by a guy named nim...
« Last Edit: 06.16.09 | 02:34 PM by Donut64 »
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Re: Tribes! FAQ
« Reply #171 on: 06.16.09 | 04:13 PM »

I see someone put one up. I seem to be missing custom.vol ... which is strange. I'll download the game again and reinstall, see if that fixes it. Lol.
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Re: Tribes! FAQ
« Reply #172 on: 06.18.09 | 11:40 AM »
whats tribes?
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Re: Tribes! FAQ
« Reply #174 on: 06.18.09 | 11:03 PM »
Not yet, but heres some eye candy for you. A arena so you can challenge other users.
http://www.youtube.com/watch?v=-tiqUvhXmLc

Hmm. Do you have a server-side of an old version of aeon (with all intended features of course)? lol... I wanna play it so much.

And I remember playing a version with that arena you have there, hosted by a guy named nim...
Yup, Will get it working with playtribes. Everything from the growing plants to the property estate is still there.
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Re: Tribes! FAQ
« Reply #175 on: 06.26.09 | 10:42 PM »
A bit more info not in the first post:

(this is from a month ago, but wasn't posted anywhere on IA) May 28th:

Quote
.png is the "official" format because of the idiotic bitmap flags in the pbmps. There wasn't a way to embed translucent/additive/etc flags inside .tga, so we had to go .png. No .tga support in now, but it will get in eventually.

No .ogg or plugin support yet since it's not high on the radar, but I plan to get them in when we have the other stuff up polished up.

Right now it's still lots of bug fixes and stuff (so many buffer overflows..), and internal changes. vol and bmp are completely removed, software mode is completely removed (pure opengl now, you can play in a window!), a lot of scripting language enhancements, all the scripts have been refactored/re-written, the datablock limit IS raised to virtually unlimited, and the awful IRC client was ripped out entirely.

June 3rd:

Yeah, both Software mode and Glide are completely gone, no traces left. [...] The terrain bug behind the BE SH base is fixed with OpenGL now at least, and the textures are properly mip'd / tri-linear so the terrain doesn't look like it's crawling with ants by default.

The scripting stuff will probably need to be documented I guess. If I had to guess, I'd say there'd be a dev section on playtribes it'd be on. Some of the stuff that's been added:

ternary compares:

Code:
Code: Select all
    %var = %bool ? "this" : "that";


switch statements:
Code:
Code: Select all
    switch ( %name ) {
       case "Jim":
       case "Joe": return "Male";
       case "Sally": return "Female";
       default: return "Amoeba";
    }


variable/function dereferencing (kind of like pointers):

Code:
Code: Select all
    %testvar = "$abc";
    *%testvar = "$def"; // $abc now holds the value "$def";
    $def = "ghi";
    %testfun = "echo";
    *%testfun( *$abc ); // echos "ghi";


function attachments (nofix's idea):

Code:
Code: Select all
    function test( %a, %b, %c ) {
       echof( "Test: %1 %2 %3", %a, %b, %c );
    }

    function pretest( %a, %b, %c ) before test {
       %a = "before";
       echo( "BEFORE test!" );
    }

    function posttest( %a, %b, %c ) after test {
       echo( "AFTER test!" );
    }

Running "test( 1, 2, 3 );" results in

Code:
Code: Select all
    BEFORE test!
    Test: before 2 3
    AFTER test!



As well as a lot of functions that used to be done in script (string, math, etc) that are now built in to the engine so they're more efficient.

Movement is staying exactly the same.

NR's aren't.. fixed per-se, but you can disable client-side collisions which effectively removes them.

http://www.annihilation.info/forum/viewtopic.php?f=2&t=7461
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Re: Tribes! FAQ
« Reply #176 on: 06.26.09 | 11:46 PM »
New PlayLegions facebook page.  Fan up so you don't miss out on any new info or the upcoming public beta.

http://www.facebook.com/pages/PlayTribes/105999683928
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Re: Tribes! FAQ
« Reply #177 on: 06.27.09 | 09:05 AM »
Quote
Q: How has the game been updated with respect to it's Graphics and Rendering pipeline
A: While we have not provided updated graphics files for the game, it is possible to create your own high resolution replacement textures.  Updated effects may be added in the future as time permits.

I certainly plan to create updated textures well in advance of the release. So that I can get to work good and early on my project please can you tell me:

1. What resolution can I use for player skins and vehicle skins? Or indeed any ingame textures
2. How will transparency, reflectivity and (fingers crossed) surface bump mapping be handled?
3. I've emailed a request to join the Beta as skinning flat without reference is tricky Smiley
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Re: Tribes! FAQ
« Reply #178 on: 06.28.09 | 07:31 PM »
Here's a good one - can't believe it hasn't been included in the main post already but:

How are loadouts handled? As everyone knows, Tribes' original system took too damn long. Are we going to see selecting of loadouts before you get to the station (like Cowboy's SuperFavs) or will we pick from loadouts at the station?

The version they had running at GDC had hotkeys for loadouts (Numkeys0-9).  Didn't see any GUI or any way to customize them, but they were built-in.
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Re: Tribes! FAQ
« Reply #179 on: 06.28.09 | 07:38 PM »
The version they had running at GDC had hotkeys for loadouts (Numkeys0-9).  Didn't see any GUI or any way to customize them, but they were built-in.

You can already do that in Tribes.  Under the Misc. section in options.  You can change it to whatever keys you want.
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