Krash · Neptune Sleeps
- person Krash
- alternate_email supcbeporg@gt@tevoribrfaesnext.com
- perm_contact_calendar Member since
- today Last active (1,206 visits)
Comments
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Your IP fell under the challenge list because quite a few nearby hosts were being used for malicious/spam purposes against the site. It should be allowed through now, but if the address changes and the spam bot people become active again it may need verified again. Technically you can also bypass this by making the…
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On start-up, the server will make an outbound http request to our web services in attempt to detect a public address for $IPv4::InetAddress, and in the vast majority of home network setups this will provide the correct configuration automatically. This has its limitations however, as with multiple interfaces or setups…
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A dedicated LAN server shortcut should read something like Tribes2.exe -dedicated -nologin -mod Renegades You will want to clear DSOs if you've run base or another mod prior though, yeah. I believe Renegades also had an issue with a DNS resolution failure crash due to an included script attempting to make a connection to a…
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Should be online now.
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Wasn't my thing, but I'm sure it's out there somewhere in someone's collection or an old web archive. Maybe one of the old server hosts has a copy if anyone could track them down.
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Apparently Vanilla was acquired at some point and unfortunately it's looking like the new owners aren't particularly committed to the open source project, which could quickly become problematic for maintenance. I'll be looking into alternatives in the near future... There's apparently good support for exporting to Flarum,…
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Might've been TriCon2, which was a fairly popular telnet GUI client that also came with a variety of script addons for various admin actions. There was another admin software tool that was a little less common, but the name escapes me at the moment. You can also just connect to a server with telnet if you're comfortable…
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Hacked-on hardware-optimized terrain rendering. Before anyone gets too excited, I'd preface this to disclaim that this is at this stage primarily a project for the benefit of my own learning process; it's fairly slow going with a lot of trash scratch code and it probably won't be ready to go out in the wild any time soon.…
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v86 is pretty cool, I remember fiddling with their web examples a few years ago when it was making the rounds because somebody had posted about playing Doom through it. There are a definitely going to be heck of a lot of floating point ops every frame though, so if those can be accelerated at all I imagine it would be a…
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That's what skiing is, yes, though you'll find if you pick up enough speed it won't feel like you're bouncing. I think there may be some videos with tips on technique and routes you can watch, but the general principle is that while you're jumping you won't be slowed by surface friction (depending on the mod).
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Yeah, the audio system should be entirely async anyways, so bridging those calls elsewhere should be totally doable. The WebAudio API does also have some spatialization support, so positional data wouldn't have to be tossed out going that route either. Turns out I was at least partially mistaken about local connections not…
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I gave it a quick try with Miles re-enabled again and it didn't have audio at startup, but the menu ambient and bloops would play if I caused it to reset (e.g. by changing the bitrate in the options). Whenever I'd open the options again, the audio would stop. Maybe something's causing the audio handler thread to terminate?…
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Whoops, yeah, had GLES on the mind a bit early there. Those vertex glitches did have me thinking though, and it does appear boxedwine's opengl wrapper could potentially have issues with some of the game's behaviour: at a glance it mainly appears to be copying buffers to native memory on every pointer-related gl call…
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Hmm, I don't think it should be blocked by the message loop input polling unless they've made some unusual changes in their Wine fork: the game uses PeekMessage rather than GetMessage, so it should return and continue processing immediately regardless of a signal being present in the queue. When it's handling the devices…
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You can configure both server and client to use the perf counter with setPerfCounterEnable(1); in the console (I believe classic has a server preference you can set to do so automatically if you're running it, but I don't know it offhand) and it'll be a little more consistent with scheduling... though their implementation…
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Are you connecting to a local/LAN server? Higher meaning what, exactly? Are you accounting for the ping being the full trip there and back? Do you have the perf counter enabled? The game communicates over bare native UDP sockets, and there's not really any overhead in the game itself to cause a delay -- save for it being a…
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I have a copy saved here, but I don't know if it's that particular build. Some of the devs involved in that project are still around between here and a few discords, so might pipe in if they happen to see the mention of it.
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Ahh, interesting. Not too surprised it was a forwarding issue, but that's a bit of an unusual it didn't activate on a range. As a point of curiousity the lowest port number the master server will accept as possibly being allowed is 1024 - just because below that are well-known ports typically reserved for core services.…
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There's no need to forward port 80, just the UDP port your server is bound to (default 28000). You don't need to shut down your firewall, just make sure the Tribes2.exe isn't being blocked. The master server performs the same query a player looking to join your server would run, so if it responds with this message it means…
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Hmm. I suspect that could be an issue with the BBCode parser on legacy posts -- there wasn't a lot of testing on editing them when adding compatibility for (most of) the features from the old forum formatting, just on making sure they rendered more or less correctly. Seemed to work fine when I tried editing that post…
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I think the flood/spam control you ran into assumed they were new discussions, which was set to like 3 within 60 seconds and a 2 minute block if you passed it. Didn't realize they applied that same check to edits, but it's adjusted a bit now. You've also been set to verified, so it should bypass those spam checks for you.…
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There's a group of people who play every day.
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If you've extracted the "War2003" mod folder into your GameData directory, you'd launch it using: Tribes2.exe -online -mod War2003 or Tribes2.exe -dedicated -mod War2003 If you've run base or classic previously however, you'll also want to delete any .dso files in your base folder -- otherwise you'll likely have issues…
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Keep in mind the address returned by the automatic detection mechanism is what the master server will be querying by default (and therefore what it will attempt to show to players), so if it differs due to your network configuration, you should really be setting $Host::BindAddress to the static public IP rather than…
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The comment regarding setting this to $Host::BindAddress is specifically relating to server hosts with multiple possible external addresses to bind to; support for this is included by default in the current release (the host must have the variable set in their prefs/ServerPrefs.cs), and if it's not set on a server with…
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Unless you're running the server with the "-nologin" flag (which sets it to run in LAN mode), the server will automatically start the heartbeat timer. Running StartHeartbeat(); will send a new heartbeat and reset the timer, if you need to see an immediate result.
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There's a server called 'Discord Pub' that fills up regularly. It's currently at 24 players. If you look at the post from @BattleLore below, they're also running a stats system that'll show the matches being played each night and the players involved:
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There were a few people who went through and removed some of their old posts years back, this must've been one of them... Not certain of the specifics, but I assume the confirmation was that the ren_scripts.vl2 included in one of those common mod packs was the final "2.1b" server script release. I'm not sure whether it…
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When the server is online (as it is currently), this is almost always caused by a firewall blocking the game or your antivirus manipulating traffic through its "HTTP Checking" or "Link scanning" feature. You'll want to add an exception for Tribes2.exe to allow that traffic to go through. In rare cases it can also be caused…