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IX:T2 open beta release

Discussion in 'General Open/Public Discussion' started by Brimstone, 19 Apr 2002.


  1. Brimstone

    Brimstone T2 <font color="red"><b>IX</b></font> Mod Develop

    The beta is open to the public as of now. Until the website is complete, you can find info and files here

    Enjoy, and please follow the forum link on that page for comments and bug reports...

    :cool:
     
  2. Hamma

    Hamma Commanding Officer Officer

    Officer
    I reccomend that u include the original cs files as the server download.. compiled .dso's are a bad idea
     
  3. Brimstone

    Brimstone T2 <font color="red"><b>IX</b></font> Mod Develop

    They are running fine on Fragger's Hall... I was careful to avoid any pref files that might override a server's setup. Although I certainly can't say I didn't have help coding the mod, I am not ready to release open source at this point, there are too many out there that steal code with out credit, and I have worked too hard at this for that right now. I have taught myself (with some tutorials and much-appreciated assistance from the folks at t2cc) to code from scratch, and I'm not ready to give it away right now. I may yet go open source in the final, but as of now, after the closed beta, I am aware of no conflicts caused by IX:T2 scripts, and I have avoided the temptation to grant myself instant super-admin like some mod creators have done. I'm proud of my effort, but I'm not skilled enough to code something nasty to hide in a *.dso. It's my mod, but it's still your server, and it's your decision on who you want to admin...
    :cool:
     
  4. hmm

    I did not post this in their forum, as my email went inactive from lack of use, and im not starting another email account.
    (and i realize its a beta, let me rant plz).

    In IX for tribes 1 there was a necessity to counter balance offense's advantage in the game(skiing), which no longer exists. As the mod stands for t2, it is too skewed towards defense.

    Also there are many replacements/useless weapons and vehicles which ill now go into.

    The Mag gun: derisive comments about mag fags aside, the weapon served a role in t1, in t2, it has a range of EIGHT(elfs have a range of 40 for comparision for everyone who doesnt know how it works), bump it up, or remove the weapon as it is useless.

    EMP: this has some good stuff, some bad stuff, and some bugs.
    First off if you hit someone with multiple blasts, only the first blast means anything to their energy regen rate, bug or feature i do not know. Second, if you die, it will still print the message that the emp has worn off after you have respawned(not exactly a game stopper, but still). The projectile itself travels too slowly imo. Finally the emp blast, it lasts entirely too long(the damage flash it does could be annoying, but for now its a nice touch).

    Rocketlauncher: Please take one of them out and make the other one preform both functions.

    the GravCycle replacement(I cant spell cheata or however :( )
    this is a wild cat with a blaster, put a blaster on the wild cat and take this one out, or take the other one out, the blaster is useless anyways as it is much more fun and easy to kill someone by running them over :).

    The Tas fighter: depending on whether or not the missiles it fires are guided or not, this could be a pos or extremely over powered for what you want it to do(there was only one other guy on and he left when i repaired the damaged base i started with :( ) and again, the shrike fulfills the air superiority mission in the game. I also cant switch guns on this one.

    Grundel Tank: I cant switch weapons if it has 2, and its energy chaingun sucks compared to the other energy chaingun on the other tank :p

    The deployable Artillery: this is a replacement for the mobile point base(complete with its own inv), and a different non controllable turret, the turret should be controllable, because in a spawn gear fight(well i was in spawn gear) around this thing it didnt even turn to face me.

    Oh and one thing about these vehicles, the maps where vehicles were restricted did not restrict the new ones.

    Now onto the stuff thats too strong

    Pulser: This one looks pretty neat, but it will make killing heavies entrenched in a room far too easy. The weapon is a rapid fire blaster with lower energy consumption, which also retains the ricocheting bullets(dont know if it peirces sheilds, again the guy left).

    Flame Thrower: This is the new plasma gun it seems, i torched myself before i could turn the gun away from the ground while i was in heavy armor :).

    the shotgun: depending on the damage it causes(if it causes damage ala t1 ix) this is a rapid fire shocklance with no energy requirement that you dont have to hit someone in the back with. that could be bad especially as heavies do not have the shocklance anymore.

    if the assualt rifle keeps the same damage chain does, its way too powerful, since the cg bullets are already insanely powerful, but just miss some of the time. increase its spread.

    avengers and deployable turret bases are nice additions, but they cause balance problems. You can cram around 5 missile turrets into any flag area with these in the game. Flares need to be changed back to all missiles go for 1 flare, or there needs to be an equal upgrade in offensive power so that ho can effectively clear out all the new toys defense got.

    T1 IX BUG that was not fixed:
    It is possible to undeploy a deployable, and destroy it while this happens, and you get 2 deployables as it took the deployable count down by 2 when this happens. As undeploy is in tribes 2 insomniax i hope this is fixed.

    Other stuff

    Thanks for restoring the deployable sensor jammer in a game where it will be useful, just hope i can convince people to not sensor jam THEIR OWN BASE(i really really hated this)

    The new effects for people dieing, and for mortars exploding are awesome, keep up the good work.
     
  5. I may get off my ass again and start working on a dso decompiler again... nah im too lazy.
     
  6. Brimstone

    Brimstone T2 <font color="red"><b>IX</b></font> Mod Develop

    I'm not offended by feedback, indeed this is why it's an open beta. Your problem with the Grendel is there seems to be a problem with "previous weapon/next weapon"- next weapon no longer works in vehicles, but previous does fine. I just reversed my bindings and dealt with it for now. I actually redid my faves so weapon cycling is what I'm used to. The one with the Talon is that you do not have the client file. I fought against doing that for two months, but the reality of T2 is that it was the only way a few things could be handled. I attempted to structure the client in such a way that the game was playable without it, but it adds some functionality. It should not interfere with any other mod or client script, as its functions and datablocks are IX specific.
    The EMP lasts 15 seconds (its supposed to anyway), which is the same length as in T1. It is not cumulative, since once your power systems are down, they cannot be affected- OK, I really don't know how to make it cumulative, but that sounded good.... ;) The counter is handled by the server, and is unaffected by your death... truthfully, it annoys me too...
    The Cheetah is not a Wildcat replacement, just an add-on vehicle by demand- I warned that it would be near useless, and probably won't make the final cut
    The mobile artillery is designed to only fire on what is painted with a target pack, and the inv on it will become like the old ammo stations- health and ammo only. This is actually very close to what Sav had intended the Vengeance to become- a vehicle based attack, rather than pack-based, before he gave up on the mod.
    One question- did you use the Pulser in a fight outdoors? Nearly useless. Indoors, if you're moving, the bolts have a disturbing tendency to ricochet in your direction ;) The shotgun's strength is in line with T1's- a point-blank kill on an unshielded light, otherwise variable damage depending on the number of pellets that hit.
    The Avenger and deployable bases cannot be placed indoors. I am considering making the Avenger a more concussion-based weapon with lower damage..
    There's just a few notes, I hope I cleared a few things up, and I do appreciate the feedback. I won't promise that every suggestion will be used in the final, but I will listen to all of them, and I am for the most part more than willing to change something based on the overall demand in the community...
     
  7. I'm not offended by feedback, indeed this is why it's an open beta. Your problem with the Grendel is there seems to be a problem with "previous weapon/next weapon"- next weapon no longer works in vehicles, but previous does fine. I just reversed my bindings and dealt with it for now. I actually redid my faves so weapon cycling is what I'm used to.

    ah didnt try this, doh.

    The one with the Talon is that you do not have the client file. I fought against doing that for two months, but the reality of T2 is that it was the only way a few things could be handled.

    I didnt actually get to use it because the guy left, but i did mess around with it, wondered that that box was though.

    I attempted to structure the client in such a way that the game was playable without it, but it adds some functionality. It should not interfere with any other mod or client script, as its functions and datablocks are IX specific.

    The EMP lasts 15 seconds (its supposed to anyway), which is the same length as in T1. It is not cumulative, since once your power systems are down, they cannot be affected- OK, I really don't know how to make it cumulative, but that sounded good.... The counter is handled by the server, and is unaffected by your death... truthfully, it annoys me too...

    yea yea, but it prints multiple messages for your systems are back on line, even if the ones after the first one dont work, though these arent really show stoppers except the cumulative not cumulative one. and theres some tests for player death but you have to hunt them down in t2.

    you have the t1 code(unscrambled?) think that has some stuff for making it cumulative, and iirc it was cumulative.


    The Cheetah is not a Wildcat replacement, just an add-on vehicle by demand- I warned that it would be near useless, and probably won't make the final cut.

    erm what i meant by that is it is pretty much the same thing.

    The mobile artillery is designed to only fire on what is painted with a target pack, and the inv on it will become like the old ammo stations- health and ammo only. This is actually very close to what Sav had intended the Vengeance to become- a vehicle based attack, rather than pack-based, before he gave up on the mod.

    yea read the site after i played, hmm.

    One question- did you use the Pulser in a fight outdoors? Nearly useless. Indoors, if you're moving, the bolts have a disturbing tendency to ricochet in your direction.

    does it peirce shields? if it doesnt do that it will probably be balanced. the blaster is a pretty good indoor heavy killer, this will probably be an even better one though.

    The shotgun's strength is in line with T1's- a point-blank kill on an unshielded light, otherwise variable damage depending on the number of pellets that hit.

    hmm, yea in game this will replace the sl as the ld ho killer of choice i think. i always thought its strength was too high in t1, but then inf only picked on me i guess, if he did that to savage though hed have changed it :p

    The Avenger and deployable bases cannot be placed indoors. I am considering making the Avenger a more concussion-based weapon with lower damage..

    There's just a few notes, I hope I cleared a few things up, and I do appreciate the feedback. I won't promise that every suggestion will be used in the final, but I will listen to all of them, and I am for the most part more than willing to change something based on the overall demand in the community...

    np, the only things i have left are the mag gun range, and whether or not the undeploy bug has been fixed. check out raging angels site and look at their t1 photos, at the bottom are 2 with about 10 flaks that i brought into a map with this method for ex about what i am talking about.
     
  8. Brimstone

    Brimstone T2 <font color="red"><b>IX</b></font> Mod Develop

    I did look at Sav's T1 code, there were no dso's in T1. Actually, one of the things he gave me when he sent me the MAG (which was the only thing he completed for T2 that patches didn't break) was the final IX9d code he hadn't released- it's where I took the idea for the booster overheat shutdown (he called it vaporlock), which is a stage that might save a fattie from blowing, but strands him until it cools down...
    Anyway, T1 code does not equal T2 code, although both are loosely C related. I'm sure someone with more skill than I possess could "translate", but its beyond me...
    I don't believe the pulser is shield piercing, unless the energy bolt is by default. I'll look into it, but I believe that is handled by the damage mod table, something that I have left largely unadjusted- I want to do that through playtesting and tweak weapon abilities that way.
    I am taking seriously your suggestions of increasing MAG range and greatly widening the interference radius for Avengers and deployable turret bases- both very good points.
    Hehe.. I left the shotgun at the damage level from T1 for a selfish reason- one of my favorite things was to sneak up on a sniper, wave "hi" and blast the sneaky bastages in the back ;) I'm mostly an HO myself, but I felt there needed to be some balancing factors for the increased abilities fatties do obtain in the mod...

    :cool:
     
  9. Savage did some stuff that is very difficult to undo to his t1 code, which is what i meant. ill have to try the deploy undeploy thing to see if it still works.
     

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