That was me who shot you dudes down, but sorry man, no recording. I'll grab an auto-record script before the next pickup - god knows I'll never remember to hit the key myself.
Yeah, I was too busy dodging fire and spamming the "HELP" command to remember to record until the fight was almost over, and for some reason whenever I hit my record button it immediately starts and then stops the recording.
I should probably do an auto-record script or something.
Would be quite a shame for the greatest gaming experience I've ever had to simply fade into obscurity.
Gotta say that's probably the best praise from anyone about GTW.
You have no idea. For YEARS I've turned into a cynical, bitter, jaded man who's come to criticize even the most highly-reviewed games, and through it all, anytime it comes up, I've always mentioned GTW as being the best MPFPS game I've ever played. Fucking PERIOD. I usually then get all glassy-eyed and reminisce stories about three dropships in formation covered by a Shrike escort falling out of the sky, through thick cloudcover and landing in synchronization on an enemy stronghold, everyone bailing out as the turrets begin to open fire.
Seriously, the premise is so fricken' simple, and there's just so damn you can do with it, I'm utterly amazed that no professional developer has at least attempted to mimic the idea. I guess the closest you can get would be Planetside, but that was full of fail in a lot of other ways...
ANYway, I'm gonna be in Vegas for a few weeks for Red Flag, looking forward to getting back into GTW when I get back (maybe this weekend too!) My main problem is I haven't played Tribes in the better part of four or five years and after T2, I never really got back into the uber-fast-paced FPS so I'm probably gonna get fucking SMEARED.
At any rate I'm trying to get people from the various communities I've moved onto since Tribes 2 to check it out. I've already tracked down g00se via Dystopia and sent him a message, maybe he can pass it on to some people he knows, and so forth. Given that everything is free, and people love free shit, I'm optimistic about it.
Yeah, I was too busy dodging fire and spamming the "HELP" command to remember to record until the fight was almost over, and for some reason whenever I hit my record button it immediately starts and then stops the recording.
I should probably do an auto-record script or something.
I'm sure there will be other epic fights, though.
That's because you were ALREADY recording...you need to send those .rec in!! You should have the entire battle but the start of it is at the end of one rec and the begining of another...I can peice those together. Just email what you have and I'll watch em. It'll work. Just send em all
Would be quite a shame for the greatest gaming experience I've ever had to simply fade into obscurity.
Gotta say that's probably the best praise from anyone about GTW.
You have no idea. For YEARS I've turned into a cynical, bitter, jaded man who's come to criticize even the most highly-reviewed games, and through it all, anytime it comes up, I've always mentioned GTW as being the best MPFPS game I've ever played. Fucking PERIOD. I usually then get all glassy-eyed and reminisce stories about three dropships in formation covered by a Shrike escort falling out of the sky, through thick cloudcover and landing in synchronization on an enemy stronghold, everyone bailing out as the turrets begin to open fire.
Seriously, the premise is so fricken' simple, and there's just so damn you can do with it, I'm utterly amazed that no professional developer has at least attempted to mimic the idea. I guess the closest you can get would be Planetside, but that was full of fail in a lot of other ways...
ANYway, I'm gonna be in Vegas for a few weeks for Red Flag, looking forward to getting back into GTW when I get back (maybe this weekend too!) My main problem is I haven't played Tribes in the better part of four or five years and after T2, I never really got back into the uber-fast-paced FPS so I'm probably gonna get fucking SMEARED.
At any rate I'm trying to get people from the various communities I've moved onto since Tribes 2 to check it out. I've already tracked down g00se via Dystopia and sent him a message, maybe he can pass it on to some people he knows, and so forth. Given that everything is free, and people love free shit, I'm optimistic about it.
EDIT: Where'd the generators go?!
Generators = Solar Panel, We took out the big gens for 2 reasons, 1 they explode and damage way to much around, plus they were so big they were being used as "doorstops" and people would block doorways and such.
I gotta say, your quote here will probably be used in our promo video :P Keep on promoting it, hit those areas we can't get to here and let people see the game. There's pleny of updates and new features now since you've played way back in 2004. :P
Just so you guys know, being Valentine's day this week's GTW pickup is cancelled in the aspect that I won't be there personally, but there's nothing to say you guys can't go play anyway!
The only major endgame bug we have right now is if the GPT is auto deployed, be sure you decon it, and redeploy it to make sure endgame runs properly.
1) IIRC default players have a '2000' range IFF sensor built in - this is why in the middle of nowhere you'll still get red triangles over enemies. This is one thing I'd throw out, or at least reduce it to extremely close ranges.
2) I've always wanted a deployable sensor jammer. Except, assign the sensor jamming effect to Team 3 or 4 - meaning that if you 'cloak' your base with a sensor jammer array, all your turrets are going to cease to function, and the whole place is going to be a sensor deadzone for both teams. Could also be used to attack a heavily fortified base.
3) Someone brought up Shrike sensor ranges and I thought I'd drop this on there. I'm happy with the range where it is now, but I've never been very happy with the Shrike itself. For a single-man cowboy killmobile it just doesn't seem very fair, especially in a very air-superiority-centric game like this.
My personal idea to fix this has always been to introduce a second single-seater aircraft. One with very weak guns and some sort of countermeasure system, but with good sensors, and then reduce the shrike's sensor range to 'very very tiny'. First of all, this would require them to work in teams - a shrike and his wingman. One flushes out the prey, the other leaps on it. This would also limit the effect Shrikerushing has in the beginning of the game: "Oh I found them - Oh they're dead!" And then you spend the next twenty minutes figuring out where the switch slid too as everyone runs around on foot below and you have to mop up.
The other reason was because some time ago I experimented with Tribes 2 flight models and found a set of tweaks that allowed players to do rolls and highly advanced maneuvering and I can't think of a better application for it than a rather undefended scoutcraft.
There's so much I'd love to do with this mod... I don't want anything fruity like Renegades where it has 10,000 guns just for the sake of having 10,000 guns, but just make some pegs to fill the parts where we still have holes - ground vehicles and ground combat kinda got the short end of the stick, for example.
Well I had hoped that this video would have been better than this, but I went ahead and put it together, no one sent in their .rec like I had hoped they would have...eh hem
I'm liking what Uranium - 235 said, and he's right. Ground vehicles are feeling kinda "meh" in GTW. A few tweaks may help with that.
The grav cycle could have a small sensor jamming radius, making it a much better vehicle for scouting. Maybe even add a wider sensor effect to it, which would be countered by the fact that it hugs the terrain which blocks sensors. In addition to this, it might be cool for light armors to have a laser that "tags" an object, including vehicles. Pretty simple: Shoot the object, and it has a marker beacon on it, but only one at a time per player, and if the player steps onto an inv station or dies, the marker disappears. It would give both scout armors, and the grav cycle a strong role within the mod.
Increasing the range of the chaingun turret on the tank, and tightening the cone a bit might help make it a stronger AA vehicle. Maybe even increase the projectile speed of the chaingun bullets. Some people might complain that the tank will become over-powered, but the tanks aren't going to be very mobile in this mod because of the size of the maps. They'll serve a much better role as sort of the heavy armor version of vehicles, specializing in holding a spot, and defending it. Run away from the tank, and you won't have a problem.
Air vehicles are obviously the superior ones here, and shrikes are extremely effective because of their tweaks (as they should be). Giving the ground vehicles a purpose and a strong role in the mod will help a bit. And maybe increasing the effectiveness of the belly turret on the bomber some, turn it into a missile turret, or a chaingun, or maybe an AA. Also consider removing the shields from shrikes, but increasing their health a tad, force shrikers to stop to repair.
I had hoped to convert the Havoc into a vehicle transport, but no such luck there. I have been informed that a vehicle just can't carry another one. I gotta figure out a work around for it. It would make ground vehicles more mobile at least...
I had no idea you guys were chasing them for that long. It's crazy luck that we didn't lose right there. I'm especially bummed about not getting a recording of this now because of how cool it looked from my POV. Especially when i shot you down, then just straight rammed GuyFugly. I've gotta say that this was hands down one of my best T2 experiences.
I had hoped to convert the Havoc into a vehicle transport, but no such luck there. I have been informed that a vehicle just can't carry another one. I gotta figure out a work around for it. It would make ground vehicles more mobile at least...
GokouZWAR
It can, and, it's been done, there is one in metallic.
Doja, all your maps are STILL in GTW, including the Salios map terrain you setup for us. Still got props for em too in the comment lines and in the PNG photo. If you feel like making more terrains, send em my way. People been yelling for another map or two. Plus we need some more for the final setup I had planned for.
Wow, all i can say is, this is exactly what I was looking for. I'm working on getting it into GTW now. This should change the game a bit since we'll be able to litterally dropship ground vehicles to teammates. I can already see wings of havocs with tanks tucked under them being dropped off by an enemy base and slaughter ensuing
I have successfully incorperated the Vehicle Transport functions onto the exisiting havoc vehicle in GTW. We'll have to do some play testing with it, but version 1.6 will probably see the return of the MPB to GTW. A great milestone for GTW is coming!
Here's a demo video of the vehicle transport in action! All you have to do is pass near the vehicle over top of it and press your pack key to pick it up, and drop it off at the destination.
I can see a imminent UE, when the Havoc is destroyed carrying a vehicle.
Add in some sort of code to eject (drop) the vehicle when the havoc is destroyed or, when it's too damaged. Figured i'd say this now, here, to get it before we play test.
The next phase is getting the MPB back into GTW. We took it out for several reasons, two of which being 1) the MPB wasn't practically usable on the GTW terrain due to the high terrain and difficulty driving it around, and 2) There wasn't a practical way to move it without driving.
So now we have an alternate method to the MPB's ability to move around which really excites me. The MPB can be easily moved by one player by himself and a suitable field base could be setup quickly from a single MPB. Obviously moving an MPB into position would take some great stealth since the thing sticks out like a sore thumb. With the extended visiable range the MPB would be easily spotted by the enemy thus turning down the advantage of having a shielded, sensor jamming, turret weilding mobile base.
Along with these changes we've made here, the spawning range of sentries and other objects, I have one other thing I've been considering adding: Limit the base turret to be placed only on terrain and not allowing for it to be placed on buildings or in buildings. The only down side I can see is that it would limit the ability to place turrets on the roof of a base where they'd be more effective, but it would also limit the ability to place turrets inside buildings and using them as door stops. Need some thoughts on that...
Possible to code in a requirement for a verticle clearence for deployables? Stick that in, make the requirement something like 10 meters, problem solved. Even if they attempt to use it as a blockade, a player can simply go over it.
Hmm, I just got an interesting idea for a weapon of sorts, assuming it's possible of course. Could a gun be coded to act as a forcefield? For example, hold the fire button, and the gun projects a forcefield about 3 meters in front of the player. The gun would be energy based, and eat energy as long as the FF is up.. If that's not possible, instead make it deploy a FF in front of the player that lasts for ten seconds or something, but it eats all of the player's energy like a laser does, and maybe only useable by a heavy with a shield pack?
The Saturday pickups have been moved to Friday evening, same time (7 PM - 11 PM). The Tuesday pickup has not been changed.
Some good news for all you Classic fans out there - GTW 1.7 uses Classic as a basis! Thanks to GokouZWAR for this, he worked really hard to make it possible. The main GTW server isn't running 1.7 yet, but hopefully will be before long.
Comments
I should probably do an auto-record script or something.
I'm sure there will be other epic fights, though.
You have no idea. For YEARS I've turned into a cynical, bitter, jaded man who's come to criticize even the most highly-reviewed games, and through it all, anytime it comes up, I've always mentioned GTW as being the best MPFPS game I've ever played. Fucking PERIOD. I usually then get all glassy-eyed and reminisce stories about three dropships in formation covered by a Shrike escort falling out of the sky, through thick cloudcover and landing in synchronization on an enemy stronghold, everyone bailing out as the turrets begin to open fire.
Seriously, the premise is so fricken' simple, and there's just so damn you can do with it, I'm utterly amazed that no professional developer has at least attempted to mimic the idea. I guess the closest you can get would be Planetside, but that was full of fail in a lot of other ways...
ANYway, I'm gonna be in Vegas for a few weeks for Red Flag, looking forward to getting back into GTW when I get back (maybe this weekend too!) My main problem is I haven't played Tribes in the better part of four or five years and after T2, I never really got back into the uber-fast-paced FPS so I'm probably gonna get fucking SMEARED.
At any rate I'm trying to get people from the various communities I've moved onto since Tribes 2 to check it out. I've already tracked down g00se via Dystopia and sent him a message, maybe he can pass it on to some people he knows, and so forth. Given that everything is free, and people love free shit, I'm optimistic about it.
EDIT: Where'd the generators go?!
That's because you were ALREADY recording...you need to send those .rec in!! You should have the entire battle but the start of it is at the end of one rec and the begining of another...I can peice those together. Just email what you have and I'll watch em. It'll work. Just send em all
GokouZWAR
Generators = Solar Panel, We took out the big gens for 2 reasons, 1 they explode and damage way to much around, plus they were so big they were being used as "doorstops" and people would block doorways and such.
I gotta say, your quote here will probably be used in our promo video :P Keep on promoting it, hit those areas we can't get to here and let people see the game. There's pleny of updates and new features now since you've played way back in 2004. :P
Just so you guys know, being Valentine's day this week's GTW pickup is cancelled in the aspect that I won't be there personally, but there's nothing to say you guys can't go play anyway!
The only major endgame bug we have right now is if the GPT is auto deployed, be sure you decon it, and redeploy it to make sure endgame runs properly.
GokouZWAR
1) IIRC default players have a '2000' range IFF sensor built in - this is why in the middle of nowhere you'll still get red triangles over enemies. This is one thing I'd throw out, or at least reduce it to extremely close ranges.
2) I've always wanted a deployable sensor jammer. Except, assign the sensor jamming effect to Team 3 or 4 - meaning that if you 'cloak' your base with a sensor jammer array, all your turrets are going to cease to function, and the whole place is going to be a sensor deadzone for both teams. Could also be used to attack a heavily fortified base.
3) Someone brought up Shrike sensor ranges and I thought I'd drop this on there. I'm happy with the range where it is now, but I've never been very happy with the Shrike itself. For a single-man cowboy killmobile it just doesn't seem very fair, especially in a very air-superiority-centric game like this.
My personal idea to fix this has always been to introduce a second single-seater aircraft. One with very weak guns and some sort of countermeasure system, but with good sensors, and then reduce the shrike's sensor range to 'very very tiny'. First of all, this would require them to work in teams - a shrike and his wingman. One flushes out the prey, the other leaps on it. This would also limit the effect Shrikerushing has in the beginning of the game: "Oh I found them - Oh they're dead!" And then you spend the next twenty minutes figuring out where the switch slid too as everyone runs around on foot below and you have to mop up.
The other reason was because some time ago I experimented with Tribes 2 flight models and found a set of tweaks that allowed players to do rolls and highly advanced maneuvering and I can't think of a better application for it than a rather undefended scoutcraft.
There's so much I'd love to do with this mod... I don't want anything fruity like Renegades where it has 10,000 guns just for the sake of having 10,000 guns, but just make some pegs to fill the parts where we still have holes - ground vehicles and ground combat kinda got the short end of the stick, for example.
Download and get on the server in an hour and find out!
havnt they came here yet?
Those are the most recently released files. There's also a link on the front page.
So without further delay:
But yeah, I totally failed to get any of the fight on record :C
The grav cycle could have a small sensor jamming radius, making it a much better vehicle for scouting. Maybe even add a wider sensor effect to it, which would be countered by the fact that it hugs the terrain which blocks sensors. In addition to this, it might be cool for light armors to have a laser that "tags" an object, including vehicles. Pretty simple: Shoot the object, and it has a marker beacon on it, but only one at a time per player, and if the player steps onto an inv station or dies, the marker disappears. It would give both scout armors, and the grav cycle a strong role within the mod.
Increasing the range of the chaingun turret on the tank, and tightening the cone a bit might help make it a stronger AA vehicle. Maybe even increase the projectile speed of the chaingun bullets. Some people might complain that the tank will become over-powered, but the tanks aren't going to be very mobile in this mod because of the size of the maps. They'll serve a much better role as sort of the heavy armor version of vehicles, specializing in holding a spot, and defending it. Run away from the tank, and you won't have a problem.
Air vehicles are obviously the superior ones here, and shrikes are extremely effective because of their tweaks (as they should be). Giving the ground vehicles a purpose and a strong role in the mod will help a bit. And maybe increasing the effectiveness of the belly turret on the bomber some, turn it into a missile turret, or a chaingun, or maybe an AA. Also consider removing the shields from shrikes, but increasing their health a tad, force shrikers to stop to repair.
GokouZWAR
I had no idea you guys were chasing them for that long. It's crazy luck that we didn't lose right there. I'm especially bummed about not getting a recording of this now because of how cool it looked from my POV. Especially when i shot you down, then just straight rammed GuyFugly. I've gotta say that this was hands down one of my best T2 experiences.
GokouZWAR
I'll check it out. Thanks for the info. Defenatly would be something I'd like in GTW.
GokouZWAR
GokouZWAR
GokouZWAR
Add in some sort of code to eject (drop) the vehicle when the havoc is destroyed or, when it's too damaged. Figured i'd say this now, here, to get it before we play test.
So now we have an alternate method to the MPB's ability to move around which really excites me. The MPB can be easily moved by one player by himself and a suitable field base could be setup quickly from a single MPB. Obviously moving an MPB into position would take some great stealth since the thing sticks out like a sore thumb. With the extended visiable range the MPB would be easily spotted by the enemy thus turning down the advantage of having a shielded, sensor jamming, turret weilding mobile base.
Along with these changes we've made here, the spawning range of sentries and other objects, I have one other thing I've been considering adding: Limit the base turret to be placed only on terrain and not allowing for it to be placed on buildings or in buildings. The only down side I can see is that it would limit the ability to place turrets on the roof of a base where they'd be more effective, but it would also limit the ability to place turrets inside buildings and using them as door stops. Need some thoughts on that...
GokouZWAR
Hmm, I just got an interesting idea for a weapon of sorts, assuming it's possible of course. Could a gun be coded to act as a forcefield? For example, hold the fire button, and the gun projects a forcefield about 3 meters in front of the player. The gun would be energy based, and eat energy as long as the FF is up.. If that's not possible, instead make it deploy a FF in front of the player that lasts for ten seconds or something, but it eats all of the player's energy like a laser does, and maybe only useable by a heavy with a shield pack?
Just an idea that popped into my head.
GokouZWAR
GokouZWAR
Some good news for all you Classic fans out there - GTW 1.7 uses Classic as a basis! Thanks to GokouZWAR for this, he worked really hard to make it possible. The main GTW server isn't running 1.7 yet, but hopefully will be before long.