Dark Dragon DX
Programmer Dragon
- person Dark Dragon DX
- alternate_email ragornqri@adev@tznvygmail.com
- perm_contact_calendar Member since
- today Last active (0 visits)
Comments
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Yea. I didn't really post because he isn't being very explicit about what he's seeing which makes it extremely difficult to actually pinpoint what's going on.
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You simply get a hex editor, such as XVI32 and go to the address 0xA9DD8 in a TribesNext RC2A executable. Starting at 0xA9DD8, you are to overwrite the next five bytes with 0x90 in order to NOP out that call instruction. You know it worked when you can have at least 65 bots without the game giving you an error that looks…
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Deleting ~/.loki appears to have fixed it.
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The Linux client has operated fine for me before and there has been no changes since then so there shouldn't be an issue with any libraries and such. It's also worked fine with my patch, so there's definitely something your patch isn't doing right.
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I'm running it as myself. As far as running it as root, I don't like to do that. It's not a permission issue, although I did have that issue originally and had to chmod +x as you said to even get it running. I am running it via the provided script, as well. As far as sound, I could look into all of this but I'm going to…
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I am running a LUbuntu 13.10 AMD64 install. I performed the patch, it can't login to an account that is not already stored on the local machine it appears as I was not able to login to an existing account. However, I was able to run through the account creation process and create a new one and login with it. Attempting to…
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Most of the bots are fighting each other over taking turns with the inventory stations, as outlined in the video. There'd likely have to be a modification built specifically to handle this much AI activity properly. This is assuming that the game is actually stable enough to operate with that many bots. The only known safe…
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I'm going to repeat what I said to a friend on that. Just because it was made doesn't mean it attests to the future as far as getting anyone that is willing to work on a new mod.
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Honestly, there doesn't appear to be much mod development going on for the game anymore nor is there probably many people wanting to invest their time in it anymore as there isn't really enough of a player base left in the game that is willing to play anything other than Classic on Snap, Crackle Pub to make it worth while.…
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The Direct3D renderer in Tribes 2 wasn't even really finished as far as I know. Or at least has horrible compatability with modern hardware, it's either never shown for me by default but if I force it via the pref, there tends to be visual oddities and performance degradation. I think most people are just running the more…
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Well he did say Windows 98 machines, unless he was just generalizing the situation to older hardware across the board. I really doubt Windows 98 would work with multiple cores to begin with. Although, this is still helpful for when those guys get their new hardware configurations.
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Tribes 2 runs underneath of WINE 1.6.1 with a little bit of hackery as mentioned in the TribesNext WINE/Crossover thread. There are minimal problems using this method, the game itself plays perfectly fine. The keys can occasionally get awry where it thinks keys are held down when in reality they are not. Though I noticed…
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It should also be possible to have two or more people signed into the game account at the same time, anyway.
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That was something I forgot to mention in my list of stuff to reimplement. I once wrote up the mathematics to implement a Tribes-like jet pack somewhere. I don't really remember where I put it but if I really needed to, I can just redo it. Skiing on Tribes 2 was just kinda the result of a slight bug in the jumping which…
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I oddly recall that there was and I don't know why.
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Precisely. Though on a point I might be being a stubborn skeptic ass about is the existence ... or rather, the location of the source code itself. Is there anyone to be known to even have the source code in their possession? We can make assumptions that Hi-Rez may have it but I'm not too sure about that. If Hi-Rez for…
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Doubt it.
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I've also experimentally hacked in partial TN functionality into the actual Loki port of the game but the login code doesn't operate correctly. It operates after login when given an already decoded client key but that defeats the purpose of encrypting them to begin with.
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Won't be difficult. Though currently I'm fighting a sudden compatibility issue when my LUbuntu system updated recently. The UI's no longer render correctly. Edit: Found out is was a general issue with the 32bit drivers on my LUbuntu 13.10 system and managed to get it running correctly.
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I recall having a script file that did that ... sometime, somewhere. Edit: Found it. I emulated the blocking with an infinite loop that checks for the response in the text file that the Ruby server is writing to. Saw the source laying around in the DLL when spelunking for the key. Edit: Everything appears to work except…
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Got it running with some compatibility libs. So far I'm only aware of t2csri_gameServerHexAddress() behaving differently than it should be which is causing the game to throw the error "Your client claims to be connecting to x.x.x.x but the server finds this unreasonable." Got most of this done in an extremely hacky and…
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I was actually wondering where the Linux port was for a while because it would've been a neat thing to have. I tried running it though and got no luck. LUbuntu 13.10, AMD64 and the "tribes2" executable merely exits right after the "Initializing..." window shows up in LAN. With the patch, the "tribes2.dynamic" executable…
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I had issues using WINE 1.5 when I've done this manually as the script specifies, the game ran but it would not acknowledge that the game was patched. This was on a Crunchbang Linux machine and on a LUBuntu 13.10 machine. I've had to use WINE 1.6 when using the fixes.
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I've had a friend try it on his own machine the day I did it. Another friend and I was able to connect and play for a little bit but it crashed shortly after we were all in. This was probably due to choice of map, though, as I noticed I that RainDance was one of the maps that wouldn't crash when ran with 120 active bots…
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I mostly just did by searching for the error message displayed and going through to figure out what triggers that error in specific and NOP'd out said call. I'm not entirely too great with assembly to do much more.
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It's the offset from the beginning of the file in pretty much any hex editor. I'm rather new to all this so excuse me if I wrote that wrong. After locating this in IDA, I found the offset that could be used in a hex editor (I used Bless' go to offset function) as it seems IDA's and Bless' locations were not matching.
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When I've tried it, TribesNext was not able to download my account credentials. Had to move them from my old machine.
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I wonder what you did to your prefs file for it to contain a syntax error.
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Probably going to need a new TribesNext at some point while you're at it.