ninja mod test server is up

24

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  • Yes, definitely! I've Benny itching to play Ninjamod ever since I heard T2 was back.
  • edited July 2009
    I will look over that version ya got crash and update with my own changes.

    Been away the weekend but should have some time the next few days...


    Just had a look... Is that NinjaMOD or Ninja-X? I could never get NinjaMOD to work(thats why I been working on Ninja-X again.
  • I think this is actual Ninjamod - almost everything is in there, the only thing that seemed to be missing was the Pred cloak beacon (but I also only played about 20 minutes or so).

    Where we don't have the source, we might be best served by continuing work on Ninja-X, so we have the ability to add features or fix bugs or balance issues, etc.

    However, maybe there's an admin script that can spit out debug info, like damage dealt, etc, that we could enable alongside Ninja, to get more specific numbers from the original to help us adjust Ninja-X to be as close to the original as possible?
  • I will upload Ninja-X tonight with my version. I will set a password on the rar file and send as a message to you.
  • Nice. I'm just about done building the server, running Server 2008 Std, P4 2.8 with 3ish gigs of ram. Nothing crazy, but the price (free) was right. :-)

    I'm having a bbq here this weekend, so it's a hectic week for me, but we'll see how much time I have tonight to configure and launch the server. T2 is installed and patched, so I just need the mod and to configure the server settings.

    Once it's up, I'll post the name/ip etc. :-)
  • Ok, server is up, but I haven't forwarded port 28000, because I'm not convinced it's running Ninjamod. I ran the following from a cmd prompt:

    C:\Dynamix\Tribes2\GameData>ispawn.exe 28000 Tribes2.exe -dedicated -mission Kat
    abatic CTF -mod Ninjamod

    And after a lengthy burst of code flickering by, I saw this:

    TRICON 2: ...Finished building ModChooser2 mod menus
    START MATCH
    mission end countdown...
    TRICON 2: No mods are registered so default mod will not be set.
    TRICON 2: Setting default mod as base at 07/07/2009 18:10:19 (37000)
    TRICON 2:
    TRICON 2:
    Tricon 2 Load Sequence Complete

    In particular, I would draw your attention to "No Mods are registered...". Unfortunately, I didn't think to bring my work laptop home, and that's my only machine that can really run T2, so I can't test this myself. I suspect that I just need to adjust the cmd line to get Ninja to be 'included' in the server run.
  • I will give this a test tonight. Got mashed last night so will post the new mod tonight.
  • Ok, sounds good. I just don't want to open the ports and have ppl signing in, only to find a plain base server, thinking WTF? And then not coming back once we get it sorted.

    I took a look through all my old backup DVDs, but could find the HTML files I'd written for the Ninjamod Guide, which sucks. Would've been handy to post back up somewhere.
  • Here is the latest version of Ninja-X...

    Cannot find the server. Also why is it NinjaMOD doesnt work from the installer but it works from Crashes version and another I found on my comp (again no pred beacon)...

    Oh yeah just PM me for the password...
  • You won't see my server yet, cuz I didn't open the ports - wanted to get it working with Ninja before I make it public.
  • I just fixed the speed booster for the assault armour, will leave the defender armour out for a while until I sort the EMP burst...

    Over the next few days I will sort the vehicles like old NinjaMOD as best I can and release the final version of Ninja-X which can be hosted perminant...

    But for you who have downloaded it please test it and let me know what needs fixing/changing and if you can fix it please do it but let me know what you have done so I can sort my version (which obviously has some changes sorted)...

    Also Atmos I think a mate of mine has the code for your guide...
  • Ok, so I got home, and opened the port up so I could see it in online server list, etc. Lo and behold, it's there, and it's running Ninja! I'm definitely going to switch the server to Ninja-X soon, but I can't help but revel in the Ninja goodness that's working this very second. Been playing for a few minutes with Skyshroud, and I'll leave the server up for a few days, maybe through the weekend. Server should show up for you all as "Ninjamod - We're bringing it back"

    I'll fire up Ninja-X soon though, and do whatever I can to help perfect it!

    Nice on the guide, that'll be useful to help Ninja-noobs get the hang of things.

    Yay Ninja!!!!
  • Think I will jump on tonight bout 9ish GMT if anyones up for it?

    If you want to help Atmos I have a short list what I think needs to be fixed for the first (new) release version




    Also I am leaving the developed by Mosfos and Rambo's revenge in the title screen as they started the new mod and will add spawned from NinjaMOD by EvilCheese as well. As without them we wouldnt have anythin :P
  • It's more like, if I can figure out anything at all about scripting, I'll help you. :-)

    Unfortunately, I'm not much of a programmer... I got as far as Visual Basic in college (pre .net days) and have scarcely coded in my professional work. If I was any good, we'd probably all be playing Unreal Ninja on the U3 engine by now. ;-)

    Sounds good on the credits, even though Mosfos annoyed the crap out of me in the forums. Rambo was kewl.

    If I'm doing my math right, 9 GMT is 4 PM EST? Daylight savings throws me off, I know usually EST is GMT-5 except during daylight savings it's -4, or maybe it's the other way around?

    I'm not home from work until 6:30 ~ 7 PM. Btw, what time zone are you in, 4Tr3x? You in the UK like Crash?
  • Yeah England dead centre...

    Same here with the coding which is why it takes me a while to do anything even simple stuff like fix the boost on the Assault... LOL...

    I got a mate who has finished College and got the next few weeks spare who I am gonna try and help out later, same chap who might have the tutorial...

    Oh and I got a thourght about fixing the predator beacon in NinjaMOD :D but dont want to get peoples hopes up its a long shot...
  • I checked out the current server running, and I dunno if you wrote it in that list, but I did find at least these problems:

    1) Can't click the [Save] button in the inventory menu.
    2) The Razor doesn't reload (maybe cuz I lost the disk or something..)
    3) The flamethrower fires infinitely, even with almost no energy... I don't remember that...
    4) Field Engineer's Cloaking device as a beacon choice doesn't work. (complicated)
    5) Problem with the Small Laser Barrel - The turret fails to function properly, as in it doesn't turn or fire automatically at enemies (tested with Disguise Pack).
    6) Worst of all, many many weapons (starting with all those that are available to the Predator) are completely underpowered (They can't even damage a Large base Sensor, for one).
  • Thx for the heads up. Currently it's still running the original from CrashUK. I deplord a lot of lser barrelled-spiderclamp turrets, and they worked pretty well (ask Skyshroud, hehe). I didn't do much with pred tho, where I knew the beacons weren't working. I'll try to get NinjaX fired up Sunday, assuming 4tr3x gets me the updated file(s).
  • I have been working on completely redoing Ninja-X, simply because it seems to be setup very odd and not in standard ways. Without Mos and Rambo who made it first it will be a long an complicated task...

    I have already created all the armors and added beacons to most and tested them. I can add all the weapons from Ninja-X and the Deployables but I have hit a big snag with the deployables. I have only added the small forcefield which adds and works fine apart from the fact it wont delploy anywhere near already positioned items but I beleive the issue is it will only deploy outdoors...

    Does anyone know how to make a deployable indoors and out? I think I found the code as I was trying to find out how things work but I cannot remember where it is...

    If people could please help with that issue I should be able to rebuild Ninja-X within the next few days. I will continue work on it adding the packs and guns to the armors and balancing them. I will leave the vehicles for later.

    I am no coder and if someone who is would like to help with the harder stuff it would be greatly appreciated.
  • Sorry bout the breakdown in files jus download them all and run the part 1 file...

    It has the Assault fix and certain vehicle mods...

    I fixed the forcefield issue with a fix pitfall used on placing the walls anywhere, so I should get all the fully working packs on and assigned to the armors today and all the weapons tomorrow. Certain features will miss from the Ninja-X version on the new Ninja-X version but I will bring them back in line with NinjaMOD(if all that makes sense :P)...

    Anyway I need help testing features which 1 player cannot test(weapons, contact features, turrets) so anyone wann help?
  • Thx for the heads up. Currently it's still running the original from CrashUK. I deplord a lot of lser barrelled-spiderclamp turrets, and they worked pretty well (ask Skyshroud, hehe). I didn't do much with pred tho, where I knew the beacons weren't working. I'll try to get NinjaX fired up Sunday, assuming 4tr3x gets me the updated file(s).
    teh only becon that doesnt work is the pred all others work.
  • theres a few of us waiting to play btw cheese should have given me the code.
  • I should have the weapons and packs added to the rebuilt Ninja-X by end tomorrow. Hopefully it will be rebuilt and most of the issues taken away by Friday.

    What code you mean from Cheese crash? Also the NinjaMOD server is up...
  • teh only becon that doesnt work is the pred all others work.

    Ya, I know - I meant, I didn't play much Pred, because I knew the Pred beacons weren't working. I just played with the other armors, and everything seemed to be working ok.

    I'll probably be on for a few hours later today - I'll switch the server over to run NInja-X based on those files posted above, and we can do some testing. I'll probably buzz Skyshroud and have him hop on, so if none of you are around, I'll test with Skyshroud and report back.
  • Ok, Ninja-X is up and running on the server. What's working really well is that I have an RDP session to the server up on my right screen, and T2 on my left screen - so as I do stuff in game, I can see the code errors on the server status window.

    For instance, I deployed a shockfield beacon, and when I blew it up with the chaingun because I didn't like where I'd put it, there were two errors (which I'll post later, don't have them in front of me right now). Hopefully that'll be really helpful in troubleshooting / tweaking, etc.

    Also, did you know the camera nades deploy as base turrets without barrels?
  • edited July 2009
    The Ninja-X is just until I get this other version ready. They have built it very different and so its taking me ages to do anything.

    This is what I have done on the new version I am building now;
    Armors/Packs/Weapons/Vehicles Added or Modified

    ==========================
    ==========Armors==========
    ==========================
    Ninja - Fake Death - Tested
    Ninja - Whiteout Touch - On Not Tested
    Scout - Vision Beacon 20sec - Applies Not Tested
    Scout - Bitch-Slap - 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 Added to Engineer - Tested
    Large Forcefield Added to Engineer - Tested
    Small Slowfield Added to Engineer - Tested
    Large Slowfield Added to Engineer - Tested
    Blastwall Added to Engineer - Tested
    Platform Added to Engineer - Tested
    Base Turret Added to Engineer - Tested
    Mini-Sat Added to Engineer - Tested
    Jumppad Added to Engineer - Not Working
    Shockfield Added to Engineer - Deploys OK, Slows OK, Wont Shock
    Phase Pack Added To Ninja - Tested
    Disguise Pack Added To Scout - Tested
    Nanotech Pack Added To Predator - Tested

    ==========================
    =========Weapons==========
    ==========================
    Not currently Added

    ==========================
    =========Vehicles=========
    ==========================
    Not Currently Added

    Once I have added the first set of weapons I will post it here for you to test. Obviously I have tested parts but they are only quick tests. Also if you find a fault and think you know why please let me know or if you have time to find out it would really save me time.
  • Ok, so does it make any sense for me to trouble shoot the latest version, if you're rewriting it from scratch? Or is that 3 part rar the from scratch version?
  • Nah no point. Its the playable version of Ninja-X everythin in there should work now.

    I got the walls stacking ok on the new version now have edited the list.
  • The Ninja-X mod hosted now is just the original Ninja-X, from what I can tell. Everything just sucks, all the best stuff is missing, and you can teleport through anything except ground (it was limited for a reason... )... too much stuff to fix. The Crash's ninja version was so much better.. just a few tiny things to be fixed. Why do you think Ninja-X never took off... Please don't bother hosting it until it's at least 60% like the ORIGINAL Ninja mod... then we can do some testing. I've tested the Ninja-X mod way too much before. The Razor works better now, but still doesn't recover if it's lost (I remember it did automatically after some time... otherwise, it's pointless to have the razor).
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