Its here! The new beta patch!

O

old.Amything

Guest
And its fucking schweet IMO ;D I think i like everything about it.

(i had to delete trouble shooting from the read me because of length)

TRIBES 2
Readme File for Patch
07/31/01

Map Editor
===================================
Several editor crashes have been resolved and this tool should be more stable for the MOD community now.


VCR Mode
===================================
The VCR Mode has been implemented.
F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission.

Satchel Charge Icon Glow
===================================
When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status.

"Visibility" option for Server Admins
=====================================
Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance".

World Skins Default to Main Tribes
==========================================
The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages.

Teams now use skins for CTF games relative to the planet - as follows:
Terrain Team 1 Team 2
Ice Starwolf Blood Eagle
Lush Blood Eagle Diamond Sword
Badlands Starwolf Diamond Sword
Desert Phoenix Blood Eagle
Lava Diamond Sword Phoenix

If the server admin wishes to specify team skins, set the variable
$host:: useCustomSkins = true; in serverPrefs.cs

if this variable is set true the skins and names used are
$Host::TeamName1 and $Host::TeamName2 and
$Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs.
These team and skin names are always used for non-CTF games.

Cheat Fixes
===================================
Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur.
NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.)

Siege Halftime Improved
===================================
The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides".

Sensor Jammer Pack
===================================
The current SJ Pack is rarely used. It has no passive effects and its "active" effects are not worth using compared to other packs except in very specific circumstances.

The following changes have been made to make the SJ Pack more viable:

-- In Passive Mode, the pack wearer is invisible to all mechanical devices (e.g., sensors and turrets can't see the wearer).
-- In Active Mode, it acts just like it does now. (In otherwords, it decloaks players in a radius around the user and jams in a radius around the user so friends can be hidden from mechanical device.)

Cameras
===================================
Cameras are currently useless in T2. The fisheye lens effect was a cool idea that everyone hates.

Basically, no serious gameplay change here, but the cameras now have a normal viewcone and allow them to be controlled and rotated (as they were in T1).

CTF Individual Scoring
===================================
No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game.
Scoring Details
----------------------
Kill: 10 pts
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap get both for 50]
Carrier Escort: 5
Sniper Headshot: 1
Turret kill: manned: 10 automated: 3
Flag Defend: 5
Flag Carrier Kill: 5
Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.)
Generator Defend: 5 pts
Object Destroy Repair
Generator 10 8
Sensor 4 1
Base Turret 5 4
Inv Station 2 2
Vehicle Station 5 4
Solar Panel 5 4
Sentry Turret 4 2
Deployed sensor 1 0
Deployed inv station 2 2
Deployed turret 3 3
Shrike 5
Bomber 8
Havoc 5
Wildcat 5
Tank 8
MPB 12
*vehicles destroyed by mines are double points, vehicles destroyed by vehicles are triple points
**vehicles destroyed also score 2 points per passenger (after any multiplier)
***points accumulated in a vehicle are earned by everyone in the vehicle


Heat Lock vs. Target Laser Lock
===================================
Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first.

Objective HUD Visible on Vehicles
===================================
The objective HUD is now visible while flying/driving vehicles.

Client-Side Toggle on Vehicle Tport
===================================
The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME.

EAX Sound Improvements
===================================
EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.)

IFeel Force Feedback Mouse
===================================
The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available.

Vehicles Parking on Flags
===================================
Code has been added to ensure that any vehicle that lands on top of a flag is bounced off of it again.

Aiming Up and Down
===================================
The restrictions on aiming up and down have been virtually removed for Light armors. There is still a slight restriction on Medium armor and the Heavy is pretty much unchanged (a slight improvement there). This is to reflect the relative flexibility of the armors as well as to minimize clipping of weapons through legs on the various armors.
 
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old.Hive

Guest
Flag Capture: 30 pts
Flag Grab (if subsequently captured): 20 [A one player grab-and-cap get both for 50]


^^^is a pile of shit imo, u should encourage teamplay not visa versa


rest looks good tho
 
C

Custy

Guest
I don't see one thing in there that i don't like

Carrier Escort: 5

I love that...

Would it work by you haveing to stay within a certain area of the capper for a certain amount of time on his route back home?

I also love the idea about the Jammerpack, i do use it quite a lot for grabbing a flag when it is surrounded by turrets then dropping it for a player with an energy pack.

Can't wait for this patch to come out.
 
O

old.Amything

Guest
As recomended I made a 2nd install and tried the patch. My system locked up the second time I tried to watch a demo (which I hear is quite popular) but a demo with me on my own server worked. So that feature is quite useless, but hey its a beta so no use bitchin :)

I just hope the points are evened out for O vs D and Heavie O will be more popular and that people will actually try to take out turrets :D I tried a little bit heavie O and just spammed some mortars and was raking up the points, its so nice!
 
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old.Shinara

Guest
Why bother taking out turrets anymore?
With the new SJ you don't need to use any energy and you can walk into the base. You won't have a triangle over your head so your team won't know if you are the nme or not (your own team will also not have a triangle above). So you just walk in and destroy gens etc. Or you have the HO come in and blast all the turrets (if they wear SJ then the turrets won't fire at them) then your capper can come in with an energy pack on. If this is the way it is left then i can't see that this is a good thing:(
The rest of it fine i don't care about the points system one way or the other but the SJ seems to be a serious change
 
C

Custy

Guest
No, you are getting the wrong idea...

In passive mode (not on) you will be invisible to anything mechanical like turrets and turret sensors so they will not be able to see you. This means that the enemy will still be able to see a red triangle if you get within the enemys sight sensor (or what ever they call the sensor attached to the players). BUT if the defence sets up a camera or Motion sensor then the turrets can see you.

In actice mode it will work as it did before and will jam anything within a certain radius.

I think it is a good idea, any team who is lazy and doesn't set up cameras and motion sensors will suffer.
 
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old.Shinara

Guest
My mistake i thought that the cloak stopped turrets etc but not motion sensors but that the SJ stopped motion sensors as well?
This meant that HO attacking would be visble to people but that the D would not have the benefit of turrets to help defeat them.

I stand corrected :D
 
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old.Stabs

Guest
Heh, your both wrong i tested it out myself with few other peeps. In passive mode there is no red IFF triangle and turrets cannot see you even with cameras/motion sensors. It does not however jam over a radius, nor does it decloak anyone using the cloak pack.

In passive mode however it seems you can still see your teammate's IFF if hes wearing a sensor jammer so can tell if friendly.

In active mode you simply gain the ability to jam your teammates withing an area and decloak, cloaked people.
 
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old.Shinara

Guest
So this means that now you can stroll into the nme base with heavy armour and destroy turrets without them firing, they could of course do this b4 but now it won't use any energy up so the HO can now only be taken out by the D and the HO will at least be able to jet without loosing that ability to jam sensors also any internal clamps will also be ineffective.,
Sorry only my opinion but i think that is a bad idea :(
Bahhh wtf do i know anyway :)
 
C

Custy

Guest
well whatever it is, i am sure dynamix will not release it if it unbalences the game and balence is one of T2's strong points.
 
O

old.Stabs

Guest
yeah youll prob see sensor jammer pack used alot more now and itll be alot more powerful than before. i still dont think itll be used as much as the energy pack. Itll have its uses as does every pack.

I suggest taking personal skins off so you can visually differenciate between friend or foe. doesnt work too wel with bioderms though :/.
 

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