The thing is the version Crash has cannot be fixed as we dont have the origional code. That Ninja-X has only a few fixes from the last Ninja-X release.
I have now added most of the weapons from Ninja-X (the ones that work) to make the version of Ninja-X which can actually be fixed as there are shortcuts placed everywhere and without Mos or Rambo it will take a long time, which is why I am taking time to rebuild it normally :P
All I feel needs to be done for the first beta release is to modify the armors with damagetypes, speed and take out whatever stock weapons and packs needs to be taken out (the moding of weapons and packs is seconds when I know what needs what and how much ammo). Oh and the passive stealth on the Ninja but think I have that sorted
You are free to look over the version I have now but this is going to be an ongoing progress, we cannot just make a mod like NinjaMOD overnight as it took a good coder from what I gather a year or so from scratch (should take a month with testing and help from people considering what we already have done).
AND AGAIN IF YOU WISH TO HELP PLEASE PM ME AND THIS CAN BE DONE QUICKER. EVEN IF YOU ONLY FIX 1 PACK OR WEAPON IT WILL HELP.
This is the new list of what is done;
==========================
==========Armors==========
==========================
From Fastest Least Armor To Slowest Most Armor;
Ninja - Passive Jammed - Not Tested
Scout
Sniper
Assault
Predator
Engineer - No Beacon Yet
Field Engineer - Removed Until Beacon Is Ready
Specialist - Using Temp Energy Beacon
Juggernaut
Defender - Using Temp Overpowered Sheild Beacon
==========================
======-Beacons/Touch======
==========================
Ninja - Fake Death - Tested
Ninja - Whiteout Touch - On Not Tested
Scout - Vision Beacon 20sec - Applies Not Tested
Scout - Bitch-Slap Touch- On Not Tested
Sniper - Sensor Jammer Beacon - Tested
Assault - Speed Booster - Tested
Predator - Stealth Beacon 22sec - Tested
Predator - Disarm - On Not Tested
Engineer - No Beacon Yet
Field Engineer - No Beacon Yet
Specialist - Energy Beacon - Tested
Juggernaut - Shield Beacon 22sec - Tested
Defender - Shield Beacon 32sec - Tested
Forgot to mention. I fixed the Camera nade issue in the new version for ya Atmos :P
Also this is the list which I think makes a release Beta of Ninja-Xr;
80% armor beacons function like NinjaMOD - Got a mate coming to sort the Defender EMP later and will get him to look at the Shock Beacon for Engineer (Prolly not going to bother sorting the option of switching beacons to standards).
50% of the weapons (min) - I count 22 weapons (not including nades) and I have 15 working(soon 16).
50% of the deployables (min) - Got about 35% working deployables. Things like Guided Missiles will take time, Same as changing the looks of the Telepad(socmetic only).
0% vehicles - I am not concerned about these yet. Will proberly do a straight copy paste from Ninja-X until I get the other stuff sorted.
Is there anything inparticular you all really need. I mean need for it to play which isnt already on the posted list a couple of responses above?
Until last night :P I added the Laser Chaingun OK. The Incindiary Mortar adds but wont burn, thinking at work I might have a fix...
Big problem me mate says he is good at coding but its C# and he is crap at games coding :P only does databases, but he has given me a few pointers so I will start learning...
There is only 6 guns not on or not working right now, off the top of my head they are;
EMP Launcher - Think I have an idea for this, but will need to boot NinjaMOD to see exactly what it does.
Thermal Flux Cannon - Will have to boot up NinjaMOD as I cannot remember anything about this.
Flame Thrower - If the Incindiary Mortar fix works I should easily sort this.
Incindiary Mortar - Might have the fix for this.
Desert Eagle - Shouldnt be too hard.
Razor - This is going to be VERY HARD but havent looked at it yet :P
Anyway thats the weapons. The enginner, defender and specialist will have to use simpler beacons for now until I get the weapons done and some more deployables(the easy ones :P).
I'm having two issues with my server - seems since I put Xr on it, it 'stutters' when I'm on the server, almost as though I had really high latency. Hard to describe, but basically when I aim a bit to the right lets say, my gun aims that way, but then bounces back to the original aim for a half second and then re-aims where I was trying to aim. I don't think it's a problem with the server itself, but I'll try running a base server to find out.
Can somebody else connect to the server, and let me know if it's running smoothly for you?
Second, I can't seem to get bots to load. As much as I don't like fighting bots, we don't have enough people active on the server to spark interest, so I thought a few bots would be helpful there.
*Update* I think my serverprefs.cs file is not being figured in, my server name is not what I've set it to - I blew away the .dso though, and it still won't load the settings from it...
*Update 2* - So it seems that if you favorite a sever, it doesn't tell you (even after refreshing the list) if the name of the server changes, etc, so once I uncheck it as a favorite, the name and description etc works. Still no bots though...
Am I missing something here?
$Host::BotCount = 6;
$Host::BotsEnabled = "1";
Thats the right settings. Some reason can not connect to it.
Try deleting all te .dso files in the base folder again and instead of starting a dedicated server start a non dedicated server then goto host and set all the settings in there (remember set the dedicated option in there) and start the server. When booted close the server and start the dedicated server. That should work.
Yeah, I can't connect to the server either - I probably broke something in one of the files, sigh. Tried the dso trick, that didn't help. I can't run it non-dedicated on this server, it won't run on this machine, it's Server 2008, no 3d card (well, no drivers for the card in any case).
I'll try that setPerf line once I get the connection issue sorted. And as far as bots, my default map was Katabatic - no bots.
Thanks for the suggestions though, keep 'em coming.
Hmph, changed the mission to Katabatic and it works again - maybe my Raindance map is corrupt somehow?!? Whatever, it's up and running, and now my bots work too!
I figured out the cause of the stutter - there's some commands repeating over and over on the server, non-stop. Not sure what triggers it, but once it starts (I'm watching the server screen while I play) it just starts to lag and never really gets back to normal after. It seems to be calling for something that's not defined, here's one of the most common lines:
Could not find data block "HeavyMaleHumanarmor"
There's variants of that for Light and Mediaum, but they're basically the same, they just spam constantly.
That is very likely the AI having issue with removal of the standard armor datablocks.
You'll have to either rename some of the other armors to them, add them back, or modify the AI scripts to reference the new armors/weapons/etc.
I will have to try and fix that in the next version. Working on 1.2 ATM with these fixes\additions.
BETA 1.2
Telepad - Remodeled & Tested OK.
New turrets can now be added to the Deployable Base Turret.
Clustercharge - Added, detonating, not damaging
BETA 1.1
Jumppad - Tested OK.
Shockfield - Tested OK.
Starting Items - Set.
Sniper Beacon - Set to its own inventory amount and decrements correctly when destroyed.
Ordered Weapons, Packs & Grenades alphabetically.
I just need to fix the cluster pack and then fix the ammo pack to actually work with the new weapons.
If you have time, shoot me the updated version. In the one running on my server, pred beacons seem to work ok, but shockfields do no damage. Missing laser spiderclamps too. :-)
About the Razor... hmmm.. well, my brother made one a long time ago from scratch, I think it even reloaded after a few seconds. He wasn't even a coder or anything at the time, just copied and pasted sections from other parts. Really, of course, he used the missile launcher code, and went from there. I'm sure the problems lie in locking on to people as well, and reloading after a few seconds if the Razor disc doesn't return after a few seconds... probably returning too, but from what I got, it just shot a disc in return, and if correctly positioned, the Razor reloaded, otherwise it damaged or even killed you.
I was wondering, since it's an on-going project with lots of updates, could some upload system be used, to constantly be up to date on the latest code? I was thinking sourceforge.com or svn, but I haven't messed with it before, and I'm not sure how it would work, but they do have systems to do that there. If you guys have any other ideas?
Vash, that's an excellent idea. I could enable FTP on the server, and write a batch script to check the root of the FTP, and if there is an update, kill the server, say around 5 am, wipe out the dsos, grab the ninamod files from the ftproot and replace them in the Tribes folder, and relaunch the server. I might even be able to edit my serverprefs with the ninja version info automatically. I'll work on that this weekend.
I forgot to mention, 4tr3x, the tesla accellerator gives nme's shields whether they have them or not. Go shoot at a bot in spawn armor, you'll see what I mean.
Hmmm... well, actually I'm on vacation atm, and for about the next month, with a lousy laptop and an even lousier WiFi connection, and as I hear you're on holiday in August...hmmm...
I say try to upload it to Atmosfear's FTP thing for the whole Ninja Mod project, at best. But otherwise, I'll see what I can manage when I get back home on my own computer and all... sorry about that, but the idea's still sound, although I might still need some clarification on how it was originally done, from the original maker... (evilcheese was it?...). I'll try to work something out then if nobody else beats me to it. ; )
The stutter is probably an affinity issue.
Try running the following in your server console:
setPerfCounterEnable(0);
And, I'm almost positive that Tribes2 won't automatically spawn bots unless the map specifically has support for them.
Hey Turkeh, you were right, I later on removed the bots cuz I couldn't deal with the stutter issue related to the armors, until we get a fix, but still had some stutter. Ran that command, and it was good. Is there a way I can incorporate that into the serverPrefs? Can I just drop that line in, or is it formatted differently when outside the console?
Oh... bots reminded me of something I accidentally crashed a ninja server with long ago... I dragged a decoy of myself into a vehicle (I think only for pilot's seat though)... that instantly crashed the server. Just a side note to keep in mind whenever making the decoy pack.
And about the Razor... well, from my brother's advice, I'll try to get TribesNext on this laptop and see if I can test stuff, from the relatively low strain the game put on my older computer (so it might work).
4TR3X, I'm sorry to say that due to the limited capabilities of this game (or maybe just the game engine), there is no effective way to make it reload properly. I HAVE made it reload, just you can do some amazing things as well. I'll explain in a PM to you.
Oh, now you're just teasing us! I wanna know what funky things it does!
Maybe we should consider redesigning the Razor? Maybe it should shoot a non-locking but very fast Spinfusor disk (much thinner if possible) that doesn't explode on contact, but is powerful enough to kill an assault with a headshot. To balance it, you get one round, and the projectile only reloads if you actually hit a player - basically pretending that the razor disc got 'stuck' in the ground or building and didn't return to the player. I'm thinking that if the projectile is big enough, it won't be too hard to get a headshot in medium/close range, but too slow to even try to hit at long range, and the fire rate would be very low so a miss in a duel is bad news.
So, take away the lock-on ability/requirement
set the dmg just high enough to kill an assault with a headshot (non headshots still do good damage, but not fatal - not sure where the damage is at right now)
Make the projectile very fast, roughly in between the sniper rifle and fusor.
Limit the ammo to 1 (as I think it already is)
reload takes 3-5 seconds (pick a number in that range)
If you hit the ground or a building, without hitting a player, don't reload, the razor is lost.
If you switch weapons before the razor reloads, the razor is lost
Well, right now, the Razor reloads 12 seconds after firing no matter what (whether the disk returns to you before that or not, or you fire another). Due to the limitations of the game or engine, it cannot return automatically in some cases. This essentially produces a "juggling" effect if timed right... you can fire LOTS of disks, and while they're fired, you reload from past firings. Essentially, the more you fire at one time, the more you get, always just having 1 ammo at any one time. I think I can give you the cs.dso if you like.
Really the whole problem with the Razor is the returning effect: You fire the Razor, it goes boom, and then a new disc is made and fires back at you. The problem is it errors out if you hide behind a mountain (it can't find you and there's so far no way to overcome that). It can easily be made to never return and just reload whenever (when it hits or after so many seconds, etc).
EDIT: Ok, here I added it, but remember, at some point, you can fire them faster than spinfusors, non-stop, but you have to catch all 20+ of them too (lift off the ground usually)... or else you become super-thin fish filet...
If I remember correctly it was a little hit and miss for it to return anyway, will have to boot up NinjaMOD and check to see what its like. Later though :P
Anyways last post for me for jus ova a week. Catch ya laters.
Comments
I have now added most of the weapons from Ninja-X (the ones that work) to make the version of Ninja-X which can actually be fixed as there are shortcuts placed everywhere and without Mos or Rambo it will take a long time, which is why I am taking time to rebuild it normally :P
All I feel needs to be done for the first beta release is to modify the armors with damagetypes, speed and take out whatever stock weapons and packs needs to be taken out (the moding of weapons and packs is seconds when I know what needs what and how much ammo). Oh and the passive stealth on the Ninja but think I have that sorted
You are free to look over the version I have now but this is going to be an ongoing progress, we cannot just make a mod like NinjaMOD overnight as it took a good coder from what I gather a year or so from scratch (should take a month with testing and help from people considering what we already have done).
AND AGAIN IF YOU WISH TO HELP PLEASE PM ME AND THIS CAN BE DONE QUICKER. EVEN IF YOU ONLY FIX 1 PACK OR WEAPON IT WILL HELP.
This is the new list of what is done;
==========================
==========Armors==========
==========================
From Fastest Least Armor To Slowest Most Armor;
Ninja - Passive Jammed - Not Tested
Scout
Sniper
Assault
Predator
Engineer - No Beacon Yet
Field Engineer - Removed Until Beacon Is Ready
Specialist - Using Temp Energy Beacon
Juggernaut
Defender - Using Temp Overpowered Sheild Beacon
==========================
======-Beacons/Touch======
==========================
Ninja - Fake Death - Tested
Ninja - Whiteout Touch - On Not Tested
Scout - Vision Beacon 20sec - Applies Not Tested
Scout - Bitch-Slap Touch- On Not Tested
Sniper - Sensor Jammer Beacon - Tested
Assault - Speed Booster - Tested
Predator - Stealth Beacon 22sec - Tested
Predator - Disarm - On Not Tested
Engineer - No Beacon Yet
Field Engineer - No Beacon Yet
Specialist - Energy Beacon - Tested
Juggernaut - Shield Beacon 22sec - Tested
Defender - Shield Beacon 32sec - Tested
==========================
==========Packs===========
==========================
Small Forcefield - Engineer/Field Engineer - Tested
Large Forcefield - Engineer/Field Engineer - Tested
Small Slowfield - Engineer/Field Engineer - Tested
Large Slowfield - Engineer/Field Engineer - Tested
Blastwall - Engineer/Field Engineer - Tested
Platform - Engineer/Field Engineer - Tested
Base Turret - Engineer/Field Engineer - Tested
Mini-Sat - Engineer/Field Engineerr - Tested
Jumppad - Engineer/Field Engineer - Not Working
Shockfield - Engineer/Field Engineer - Deploys OK, Slows OK, Wont Shock
Phase Pack - Ninja - Tested
Disguise Pack - Scout - Tested
Nanotech Pack - Predator - Tested
==========================
=========Weapons==========
==========================
Energy Cannon - Predator - Tested
Energy Pistol - Predator - Tested
Pulse Rifle - Predator - Tested
Tractor Gun - Scout/Ninja - Tested
Tesla Accelerator - Scout/Ninja/Predator - Tested
Hackgun - Specialist - Tested
Repair Tool - Engineer/Field Engineer - Tested
DartRifle - Scout/Ninja - Tested
Flayer - Assault/Specialist/Engineer - Tested
ProjRifle - Sniper - Tested
Railgun - Sniper/Engineer - Tested
Shotgun - Juggernaut/Defender - Tested
SSGScatterpack - Specialist - Tested
Stinger - Assault/Specialist - Tested
UltraSpinfusor - Ninja/Scout/Sniper - Tested
Vulcan - Assault/Specialist/Juggernaut/Defender - Tested
Shockgun - Specialist/Juggernaut - Tested
EMP Grenade - All Armors 3, Heavy Armors 5 - Tested
==========================
=========Vehicles=========
==========================
Not Currently Added Stock Only
I will release the version of have later for you to have a look at. I want to get the Ninja Passive sorted and start modding the armor types.
Also this is the list which I think makes a release Beta of Ninja-Xr;
80% armor beacons function like NinjaMOD - Got a mate coming to sort the Defender EMP later and will get him to look at the Shock Beacon for Engineer (Prolly not going to bother sorting the option of switching beacons to standards).
50% of the weapons (min) - I count 22 weapons (not including nades) and I have 15 working(soon 16).
50% of the deployables (min) - Got about 35% working deployables. Things like Guided Missiles will take time, Same as changing the looks of the Telepad(socmetic only).
0% vehicles - I am not concerned about these yet. Will proberly do a straight copy paste from Ninja-X until I get the other stuff sorted.
Is there anything inparticular you all really need. I mean need for it to play which isnt already on the posted list a couple of responses above?
Until last night :P I added the Laser Chaingun OK. The Incindiary Mortar adds but wont burn, thinking at work I might have a fix...
Big problem me mate says he is good at coding but its C# and he is crap at games coding :P only does databases, but he has given me a few pointers so I will start learning...
There is only 6 guns not on or not working right now, off the top of my head they are;
EMP Launcher - Think I have an idea for this, but will need to boot NinjaMOD to see exactly what it does.
Thermal Flux Cannon - Will have to boot up NinjaMOD as I cannot remember anything about this.
Flame Thrower - If the Incindiary Mortar fix works I should easily sort this.
Incindiary Mortar - Might have the fix for this.
Desert Eagle - Shouldnt be too hard.
Razor - This is going to be VERY HARD but havent looked at it yet :P
Anyway thats the weapons. The enginner, defender and specialist will have to use simpler beacons for now until I get the weapons done and some more deployables(the easy ones :P).
Can somebody else connect to the server, and let me know if it's running smoothly for you?
Second, I can't seem to get bots to load. As much as I don't like fighting bots, we don't have enough people active on the server to spark interest, so I thought a few bots would be helpful there.
*Update* I think my serverprefs.cs file is not being figured in, my server name is not what I've set it to - I blew away the .dso though, and it still won't load the settings from it...
*Update 2* - So it seems that if you favorite a sever, it doesn't tell you (even after refreshing the list) if the name of the server changes, etc, so once I uncheck it as a favorite, the name and description etc works. Still no bots though...
Am I missing something here?
$Host::BotCount = 6;
$Host::BotsEnabled = "1";
Try deleting all te .dso files in the base folder again and instead of starting a dedicated server start a non dedicated server then goto host and set all the settings in there (remember set the dedicated option in there) and start the server. When booted close the server and start the dedicated server. That should work.
Try running the following in your server console:
And, I'm almost positive that Tribes2 won't automatically spawn bots unless the map specifically has support for them.
I'll try that setPerf line once I get the connection issue sorted. And as far as bots, my default map was Katabatic - no bots.
Thanks for the suggestions though, keep 'em coming.
I figured out the cause of the stutter - there's some commands repeating over and over on the server, non-stop. Not sure what triggers it, but once it starts (I'm watching the server screen while I play) it just starts to lag and never really gets back to normal after. It seems to be calling for something that's not defined, here's one of the most common lines:
Could not find data block "HeavyMaleHumanarmor"
There's variants of that for Light and Mediaum, but they're basically the same, they just spam constantly.
You'll have to either rename some of the other armors to them, add them back, or modify the AI scripts to reference the new armors/weapons/etc.
I will have to try and fix that in the next version. Working on 1.2 ATM with these fixes\additions.
BETA 1.2
Telepad - Remodeled & Tested OK.
New turrets can now be added to the Deployable Base Turret.
Clustercharge - Added, detonating, not damaging
BETA 1.1
Jumppad - Tested OK.
Shockfield - Tested OK.
Starting Items - Set.
Sniper Beacon - Set to its own inventory amount and decrements correctly when destroyed.
Ordered Weapons, Packs & Grenades alphabetically.
I just need to fix the cluster pack and then fix the ammo pack to actually work with the new weapons.
I was wondering, since it's an on-going project with lots of updates, could some upload system be used, to constantly be up to date on the latest code? I was thinking sourceforge.com or svn, but I haven't messed with it before, and I'm not sure how it would work, but they do have systems to do that there. If you guys have any other ideas?
If you could sort the Razor Vash that would be great. I can give you what I have if you want?
I say try to upload it to Atmosfear's FTP thing for the whole Ninja Mod project, at best. But otherwise, I'll see what I can manage when I get back home on my own computer and all... sorry about that, but the idea's still sound, although I might still need some clarification on how it was originally done, from the original maker... (evilcheese was it?...). I'll try to work something out then if nobody else beats me to it. ; )
Hey Turkeh, you were right, I later on removed the bots cuz I couldn't deal with the stutter issue related to the armors, until we get a fix, but still had some stutter. Ran that command, and it was good. Is there a way I can incorporate that into the serverPrefs? Can I just drop that line in, or is it formatted differently when outside the console?
And about the Razor... well, from my brother's advice, I'll try to get TribesNext on this laptop and see if I can test stuff, from the relatively low strain the game put on my older computer (so it might work).
Maybe we should consider redesigning the Razor? Maybe it should shoot a non-locking but very fast Spinfusor disk (much thinner if possible) that doesn't explode on contact, but is powerful enough to kill an assault with a headshot. To balance it, you get one round, and the projectile only reloads if you actually hit a player - basically pretending that the razor disc got 'stuck' in the ground or building and didn't return to the player. I'm thinking that if the projectile is big enough, it won't be too hard to get a headshot in medium/close range, but too slow to even try to hit at long range, and the fire rate would be very low so a miss in a duel is bad news.
So, take away the lock-on ability/requirement
set the dmg just high enough to kill an assault with a headshot (non headshots still do good damage, but not fatal - not sure where the damage is at right now)
Make the projectile very fast, roughly in between the sniper rifle and fusor.
Limit the ammo to 1 (as I think it already is)
reload takes 3-5 seconds (pick a number in that range)
If you hit the ground or a building, without hitting a player, don't reload, the razor is lost.
If you switch weapons before the razor reloads, the razor is lost
Really the whole problem with the Razor is the returning effect: You fire the Razor, it goes boom, and then a new disc is made and fires back at you. The problem is it errors out if you hide behind a mountain (it can't find you and there's so far no way to overcome that). It can easily be made to never return and just reload whenever (when it hits or after so many seconds, etc).
EDIT: Ok, here I added it, but remember, at some point, you can fire them faster than spinfusors, non-stop, but you have to catch all 20+ of them too (lift off the ground usually)... or else you become super-thin fish filet...
Well, if we can't get the return portion to work, I say we scrap that mechanic, and just balance the weapon differently.
Anyways last post for me for jus ova a week. Catch ya laters.