Dark Dragon DX
Programmer Dragon
- person Dark Dragon DX
- alternate_email ragoradev@gmail.com
- perm_contact_calendar Member since
- today Last active (0 visits)
Comments
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Sure, ignore the rest of it.
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Because there are better places to voice your concerns about a server not owned and operated by TribesNext as per Turkeh's Thread. That's all there is to it. Also: It's one thing to have one thread dedicated to the subject. It's another to have stuff of the same manner repeatedly posted despite having the same answer being…
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I agree. I just enjoy going back to the game every so often and making it do things that it wasn't meant to do. Nothing long and drawn out.
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It's possible to run extra threads in Tribes 2 (it uses a handful of it's own, by the way) but I think it would be a bit difficult to get a stable multi-threading system that can work with arbitrary TS and any C++ code running.
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It'd take further hacking of the executable to overwrite the hardcoded AI routines (navigation, engagement, whatever happens in the background when you use %bot.stepEngage and such). The API I'm referring to would be to read the necessary data and invoke anything it needs directly since it's easily possible to invoke the…
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If enough work was done to be able to provide a workable C++ interface then it should be possible to build some form of AI code into a replacement T2DLL.
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It'd require further patching to eliminate the instability. The patch I gave just removes the 65+ bot count error.
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http://www.tribesnext.com/forum/index.php?topic=2095.msg26297#msg26297 Read post #40 to the end of the thread to have it working in WINE.
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I apologize in advance for the double and necro post but I finally looked back into all this again and realized why the information I gave initially was wrong. The location I gave initially was a file offset. This should work if you don't want to patch the executable manually: memPatch("004AA9D8", "9090909090");
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http://pastebin.com/qKBrJ7aK By the way, the game is already portable. You can copy that install anywhere even after patching. Just remember that if someone is going to produce a prepatched copy to be sharing, even with just friends that they should omit their private.store and public.store files in their GameData folder…
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I know it is possible to have GVar's setup in such a way that when exported it produces an erroneous variable name to raise a syntax error. // Array access is performed by collapsing into a unique variable name, and this behavior is reflected when values are exported, and so it's possible to export files with syntax…
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Sounds a bit like Sui Generis, though the open world part in IronSphere seems to be much better (in the sense that there is no load time going inside places) and is multiplayer.
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That's pretty much the only server anymore. Also, I remember you DeadSoldier; I was DarkDragonDX.
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It's pretty likely that it didn't have to be just you touching it. You'll probably crash if someone else touches it, along with them (likely the pilot or the gunner). But I am still waiting on getting this code in the new server to see if it alleviates the issue at all. Note: I just realized there was a syntax error. This…
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Didn't realize he was going to paste the link I gave him, as I only set it to last like an hour. I made a new one set for a week: http://pastebin.com/cuSTRL1Y The fix is experimental, as it's only implementing a thing that Meltdown 2 and BIOMod did to supposedly fix a similar issue which is to teleport the vehicle away…
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Waiting on Thyth to create the repo, as well.
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If his IP is dynamic, which it probably is, he could change his IP depending on how his ISP issues them. He might have to leave his modem unplugged for a long period of time to eventually acquire a new IP, though.
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As I said, I know what to expect now. It was more or less just not knowing who in there was going to behave as such.
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You were there. It was more than just that guy. I have little patience for idiocy; I've put up with that type of person far too much in the past as a kid to ever be able to simply let it slide past when completely blindsided like that as I had no idea who in the room was to be ignored or listened to. Still, I may as well…
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I realize. It's however discouraging as a developer to be simply shot down like that because I'm "only a random lurker". It only reminded me of how much of an intelligence gap there is and why I stay away from most people. But whatever, it doesn't seem like it would take much work to finish anyway once the TMail issue is…
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I'd like to point out that it seems any efforts I have provided and was going to provide seems to be in vein. Since it seems nobody wants the ingame browser, as it seems in the Last Gasp IRC where pretty much all of the community is now.
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Everything does match. It uses the original EMail and browser UI's in the game.
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There wasn't much to do but merge it with the existing T2csri.vl2 to produce a standalone one, modify some of the scripts to make sure everything occurs in the proper order regardless of the time it took (some of it was based on schedules, a bit unreliable) and to activate the Browser and EMail tabs when everything is…
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I'm waiting on Thyth to look into the broken EMail which seems to be an issue on his side. The server also returns a not implemented error when attempting to set your warrior profile picture but it works for clans. There's also a bug that I still have to nail down that involves the buddy list, but beyond that there doesn't…
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This doesn't seem to be nearly as difficult as I initially thought when I made this post. At this point the only thing I'm really worried about is proper JSON parsing ingame (the Tourny script at a quick glance seems to be doing it in a rather hacky way), since everything else should be relatively trivial beyond that. But…
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I'd try my best at it, however, I haven't been motivated due to the lack of players in-game. This is probably a catch-22 situation where there are no players because nobody is putting forth any effort to maintain the game or that I'm simply disillusioned somewhat. I've been on and off experimenting with hacking the game in…
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Some stuff, probably mostly useless to most people: http://dx.no-ip.org/files/Tribes%202/My%20Modifications/ http://dx.no-ip.org/files/Tribes%202/Modifications/ http://dx.no-ip.org/files/Tribes%202/T2ScriptFunctionList.txt http://dx.no-ip.org/files/Tribes%202/My%20Screenshots/
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Tribes 2 was designed to played on a Pentium II with 64MB RAM. You'd really have to be running something ancient for the game to not be compatible in any manner related to the CPU like that. Hence, everyone that runs the game gets that 100% CPU usage but I suspect its because Tribes 2 isn't pausing its thread of execution…
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Client crashes are easily caused when the offending code is utilized by the clients only. Rendering is an example of such. There's definitely others as well but I'm not too sure about Torque's design. Still, I'm not aware of a crash deriving from usage of tanks. I've been on many servers, including Meltdown 2 that had…
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That's really odd, is it by any chance getting quarantined and/or deleted by Norton 360 for some reason? That's about the only reason I can think of for it to not exist in the downloads directory as specified by the error since I really kinda doubt it would be an actual permissions issue.