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na85
Incredibly Wordy Bastard
1404 Posts |
Posted - 11/06/2003 : 19:53:16
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Coming Soon, from Sodium Chloride Productions, an all-new rules set for Tribes 2.
Introducing SaltyMod
Yes, that's right folks. As soon as I get done these maps I'm doing for MageMod, and if Venom doesn't have anything else for me to do on his map and it gets released, work will finally continue on SaltyMod, the successor of some crappy serverside modifications aptly named mod85 (Ugh) and the precursor to SaltyMod2.
SaltyMod features:
-All new beacon-boosters! These magic babies let you "boost" your speed temporarily when you hit the beacon key during flight!
-Incredible one-hit headshot kills with the Laser Rifle!
-Massive plasma rifle damage taking an unshielded light's hit points to 1% on the first hit!
-Based on the Classic physics and rules set for tribes 2, yet cloakers still shimmer!
-All-new vehicles and deployables!
-Many other features, including no-idle-drain shield and cloak packs, inreased mortar damage radius, mine-disc combinations, and some all new and top secret bonus features.
-tricon2-style interface in the ESC menu for easy administration of all these amazing features! Turn the new vehicles and/or deployables on or off at the click of a mouse! No server-restarts required!
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The story: A long long time ago, I asked mouse if I could take the mousemod source code and experiment with adding things like the construction deployables, etc. He said "go for it" and so I grabbed the idea and ran.
A year and a half later, SaltyMod is finally resurfacing! I have removed all the lame construction deployables except the light support beam, and greatly increased its strength. This is available in a pack available to the juggernaut armor. The concept behind it is that the defense can now tailor their defense to suit the current team and game conditions.
Too few defenders? Block off an entrance and put clamp turrets around the new wall!
Base too open to incursions? Make a maze to confuse the bastards! Getting pwn3d by those cursed BomberBoys? Make a giant roof to stop some of the bombs getting through!
Pad snipers? No problem! Put up a wall!
CAVEAT: In this pre-alpha version, there are no checks in place to limit how close one can place a deployable to the flag. I aim to correct this. If anyone knows an easy way to script something like that, please drop me a line at nmvy@rogers.com
They call me Sodium |
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PisnNapalm
Moderator
1508 Posts |
Posted - 11/06/2003 : 20:27:27
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sounds interesting...
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na85
Incredibly Wordy Bastard
1404 Posts |
Posted - 11/06/2003 : 20:44:10
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Only time will tell if anyone likes it or not... My goal is to have Classic Mousemod, with some optional features that admins can turn on or off at will, depending on mood and whether or not they want 'different' gameplay versus a more traditional gameplay.
Also... all that stuff about all-new beacon boosters was just bs sarcasm
They call me Sodium
Edited by - na85 on 11/06/2003 20:46:14 |
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Tbok
Tribes Geek
298 Posts |
Posted - 11/06/2003 : 23:33:57
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Make sure you can swap the turret on the mpbs. SOunds cool otherwise.
*cough* make sniper rifle penetrate shield for at least some damage *cough*
TBOK!
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Sir Pimps-a-lot
Super Noobie! ;)
131 Posts |
Posted - 11/07/2003 : 09:26:40
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If it's classic rules set the MPB turrets should be changable.
I don't think the sniper rifle should penatrate shields but, maybe if you bump up the damage on the blaster it would help balance the game more for people defending against the hordes of base rapers.
The fastest Pimphand in the west. |
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Atriedis
Wordy Bastard
780 Posts |
Posted - 11/07/2003 : 12:34:47
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*cough* make atri invincible (not that i need it...) *cough*
-------------------------------------------------- nicknames - atr, art, atri, atar, atru, atari, Harkonnen (more to come as I recieve them) |
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Slayer_Allen
Incredibly Wordy Bastard
2081 Posts |
Posted - 11/07/2003 : 12:59:00
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quote:
I don't think the sniper rifle should penatrate shields but, maybe if you bump up the damage on the blaster it would help balance the game more for people defending against the hordes of base rapers.
Last time that was tried nobody liked it.
--------------- www.tribalevo.com |E|-^Slayer- |
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na85
Incredibly Wordy Bastard
1404 Posts |
Posted - 11/07/2003 : 14:17:27
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I won't change the damage on the blaster. As is, one hit takes off 1/3rd of a light's health.
I might consider lowering the energy consuption per shot fired, though.
They call me Sodium |
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Slayer_Allen
Incredibly Wordy Bastard
2081 Posts |
Posted - 11/07/2003 : 16:17:00
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I think my favorite ever mod weapon was the hyperblaster from Meltdown. Just a blaster with like triple the rate of fire. and lowered energy consumption.
--------------- www.tribalevo.com |E|-^Slayer- |
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Master of world
Official Forum *****
26 Posts |
Posted - 11/07/2003 : 17:36:40
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well not to be a burden or anything but i have also been working on a mod too still tinking of the name but my best friend and i are almost done we realased a perview of our server called combat of chickens but we thought of other neat things so we might finish it next week
good luck with your server salty make sure you change the tricon pasasword and admin password ....you should make the inventory pack instead of a mini-me a regualr standard and make all amrors carry it to change armors and a deployable v-pad
oh yeah thanks mouse and lister for making the mousemod thing really easy and basic i really appreciate yet it now making and changing to mod is really easy thanks to your time and patiecnce thanks a bundle
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Venom Fangs
Tribes Geek
314 Posts |
Posted - 11/08/2003 : 07:20:16
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Ok, sounds good na. My map will be released as soon as I fix one little thing: the trees. You said you used a script to randomly place trees, but they end up in really strange places. They would be like halfway in the ground, and you could easily see under them. Plus, I think that many trees on a 50 man server would lag incredibly. So I'll probably need to disable it, but I don't know how. I take it that it's the RandomObjects file in the .vl2?
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na85
Incredibly Wordy Bastard
1404 Posts |
Posted - 11/08/2003 : 15:53:20
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I can fix that easily.
If you look in the .mis file, near the bottom, you'll see some calls to a function named rndObjMission(); with a whole bunch of arguments. Just delete them, and then the next time you launch the mission, there should be no trees.
If not, just delete the trees. They're in a simgroup called randomorganics
I think the problem comes from the fact that the z offset argument is too small a number, so the trees aren't being buried properly in the terrain. Also, using rndObjMission you could easily lower the number of trees to spread around the map. Off the top of my head I think it's set to 75 or so. Try lowering the value to, say, 40. Maybe we can convince Lister to let us do some stress testing next fragfest?
I'll make some changes and send you a new beta version.
They call me Sodium
Edited by - na85 on 11/08/2003 15:59:14 |
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Scharfy
Wordy Bastard
671 Posts |
Posted - 11/18/2003 : 10:43:13
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Don't mean to be a digger but I guess I am.
This sounds really cool. I also kind of like magemod. Can you give any release dates? Of when it might be done and when a official server will be up?
*cough*perma-ban art*cough* <3
-=Scharfy4Life=- |
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na85
Incredibly Wordy Bastard
1404 Posts |
Posted - 11/18/2003 : 16:24:19
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Just for that, Atri's getting made admin... lol
Don't expect it to be before christmas.
They call me Sodium |
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