ilys

  • ilys
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  • Not hard at all. Just disable the "zero-friction" skiing in the player datablocks and you get a close approximation (or as close as possible with the different gravity and player datablock settings). However, the player animation while skiing does cause some "bobbing" with a higher ping. Could probably sort that out with…
  • Was fun playing with you, OldeWolfe. Hope to see you on again soon ;)
  • It was originally developed in 2002 by Tribes1 Vets from TribalWar to be a Tribes1 remake, but fell short of the mark. It had the speed, but not the feel of the original, mostly due to the T2Classic skiing code, and the fact players couldn't decide if they wanted a carbon copy of Tribes1 or something new and different.…
  • Not really fair to view my comment as approval, since I'm actually one of the few Legends Devs left working on the game :P
  • Yes, a Variant with fixed skiing dead-stops, fixed non-regs, fixed vehicle physics, fixed player physics, fixed UEs/crashes, fixed water skiing, fixed server-side material property mappings, a vastly improved GUI and mission editor, superior lighting, and an engine that is still in active development with the prospects of…
  • If you want to return a function, use call(); function this(%yes){ if(%yes) return call(echo,"Words"); else return call(error,"No Words");}
  • Not true. As per the agreement with VUG, the tech demo was removed from all known mirrors at the time the project was scrapped. Hosting the file goes against the agreement, and if VUG (or whoever owns them now) or any member of the SS2845 team so wishes they can and will force you to stop. As another note, injection of…
  • Here was me thinking Thrax had killed PJ for good...
  • By doing so the vehicleCheck() function will disallow purchases since $VehicleTotalCount may be at the maximum or over. Unless you increase the number of MPBs in the $VehicleMax variable.
  • That also affects the purchasable vehicles, so it is just as flawed.
  • In vehicle.cs replace the following function: function VehicleData::onAdd(%data, %obj){ Parent::onAdd(%data, %obj); if((%data.sensorData !$= "") && (%obj.getTarget() != -1)) setTargetSensorData(%obj.getTarget(), %data.sensorData); %obj.setRechargeRate(%data.rechargeRate); // set full energy…
  • D3D for T2 is just a OpenGL Wrapper (opengl2d3d). It does not look "better", it just rendered things wrong. There is also a performance penalty for the on-the-fly translations between the two languages. Like-wise with the lack of rendering features, there are no benefits of using D3D over OpenGL in T2.
  • What renderer do you have selected in the top drop-down list; OpenGL, D3D or Glide?
  • Open the console (tilde) and type or paste the following:error(getResolutionList( OP_VideoDriverMenu.getText() )); This should give you a single line of resolutions T2 is able to render with. If it shows in the list, make sure you are not in windowed mode and that you are in 32BPP.
  • I forced myself not to say exactly that, since it's just so lame... Thanks for taking the bullet for me :D
  • The server has no say in the distance the beacon-marker is rendered, as it is all done via the navhud gui control on the client.
  • The polyhedron type is really a quadrilateral and consists of an corner point follow by three vectors representing the edges extending from the corner.
    in polyhedron Comment by ilys July 2009
  • You can use the copybind function to copy the bind to the global actionmap; function loadDemoSettings() { parent::loadDemoSettings(); GlobalActionMap.copybind(moveMap, HalTogglePlayHUDs); } You will also need to remove the bind when it is no longer needed; function demoPlaybackComplete() { parent::demoPlaybackComplete();…
  • The player collision code will sometimes run in to Phantom Objects. This was fixed in TGE a few years ago with a re-write of the extruded polylist code.
    in Tribes 2? Comment by ilys July 2009
  • You need to hide the NavHud. In the script, amend the following:function clientCmdTogglePlayHuds(%bool) { NavHud.setVisible($HalTogglePlayHUDsVal); parent::clientCmdTogglePlayHuds($HalTogglePlayHUDsVal); }
  • http://www.chaingunned.org/sling/Ilys_Scripts/ThirdRet.vl2
  • There are many cheats that DT blocked. HM2 being the worst, and still widely available, cheat. Others include auto-asset-beacon, interpolation, lag exploits and screen flash exploits. There are many more scripted cheats, but those are the most commonly used. You wont get a TribesNext version of DT. The best you can hope…
    in Defense Turret Comment by ilys June 2009
  • Multi-legged HERCs were never done, only the biped HERCs worked. The engine was also very unstable (TGE 1.3) and did not perform well. The infantry jump-jets were also scripted, not coded, so that was "incomplete".
  • Heh, nice to see some of my scripts are still being used after all these years :D
  • Unfortunately I do, so that makes me very sad indeed...
  • Please bare in mind that usage of any models, sounds or textures from SS2845 will incur legal action from the respective authors of whatever art you try to use. That being said, the bipedal HERCs can be used in base TGE without issue. The HERC was, after all, a child of the player class. Turret and weapon control, on the…