Portable generators

User avatar
vistalize
Posts: 840
Joined: Thu Dec 08, 2011 11:20 pm

Re: Portable generators

Post by vistalize »

and hell nah i dont play d i just rape niggaz
Image
EvilTree{OZ}
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: Portable generators

Post by S_hift »

I agree three hundid
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
User avatar
S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: Portable generators

Post by S_hift »

Bring the goddamn gens back you moyherduckets idgaaf who you think you are you're busting up a gameplay mechanic if the gosda!n mod
Image <--Click here to subscribe to S_hift's youtube
Click here for full access to all my tribes downloads
User avatar
vistalize
Posts: 840
Joined: Thu Dec 08, 2011 11:20 pm

Re: Portable generators

Post by vistalize »

I still dont agree with your reasoning on this Death but because I dont play this game as much as I used to I am not going to argue about it. I'm just out there stating my opinion on what I think should be done. Coming from a guy that has been playing this game since the making... grew up with this game and still plays and OWNS. You guys I'm not saying I am better than anyone I am just saying that from a gameplay stand point i think I have a little more experience than you guys. And I really dont understand your need to take our port generators and people come in ALL the time in the middle of a match thats tribes... this isnt a scrim its a fuckin pub. Excuse my language. But you are making it harder for the general masses not easier. why do you think the server is dead? We didnt have this problem back in the day when we were running the old mod. Now all these changes and see what happens? Just saying...

You guys are just fuckinig tweaking shit for the hell of it... maybe because ur bored idk but damn leave her alone already shes been bent over backwards enough. I do like your maps tho.

Peace,
[MTW] DeadPimp aka EvilTree{OZ}

~Owning yall since 1999
Image
EvilTree{OZ}
User avatar
Firelord
Posts: 123
Joined: Thu May 21, 2015 11:08 pm

Re: Portable generators

Post by Firelord »

vistalize wrote:I still dont agree with your reasoning on this Death but because I dont play this game as much as I used to I am not going to argue about it. I'm just out there stating my opinion on what I think should be done. Coming from a guy that has been playing this game since the making... grew up with this game and still plays and OWNS. You guys I'm not saying I am better than anyone I am just saying that from a gameplay stand point i think I have a little more experience than you guys. And I really dont understand your need to take our port generators and people come in ALL the time in the middle of a match thats tribes... this isnt a scrim its a fuckin pub. Excuse my language. But you are making it harder for the general masses not easier. why do you think the server is dead? We didnt have this problem back in the day when we were running the old mod. Now all these changes and see what happens? Just saying...

You guys are just fuckinig tweaking shit for the hell of it... maybe because ur bored idk but damn leave her alone already shes been bent over backwards enough. I do like your maps tho.

Peace,
[MTW] DeadPimp aka EvilTree{OZ}

~Owning yall since 1999
I've been playing off and on since the release and I really don't think it's the lack of porta gens that is killing the game. If I remember correctly, the early versions of anni didn't even have them.

There are three main things that are killing the game:

1) This game is 17 years old. People have moved on to games with shinier graphics and larger player bases.
2) The master server problems
3) The steep learning curve. It's not easy to be a new player in a 17 year old game. Particularly Tribes since it's not your typical run and gun game. You can't just run around corners spraying because any decent player with a pbeam or railgun will wreck you within a couple seconds. New players also have bad movement which makes them very easy targets -- even for shitty snipers. The people that still play have been playing a long time or at least have a few years under their belts.

This week's issues with the master server are already causing people to leave and making others consider leaving. Fixing that shit once and for all and making an ACCESSIBLE and easy to find 1.41 or 1.11 config with the working master server pre-set up will significantly help.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Portable generators

Post by perrinoia »

1.0 did have portable generators.
Attachments
Generator1.png
Image
User avatar
Firelord
Posts: 123
Joined: Thu May 21, 2015 11:08 pm

Re: Portable generators

Post by Firelord »

perrinoia wrote:1.0 did have portable generators.
Hmmm were they taken out in a following version or something? I remember two popular servers running -- one with v1.31 and one with a version I can't remember -- one of which did not have portable gens.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Portable generators

Post by perrinoia »

Scavenger wrote v1.0.
I believe there was a development team at one point that mostly comprised Orb members, and they dwindled until only Sevnn was left.
Sevnn released v1.31 and 1.34, which was the era when I started playing.
I posted shit tons of suggestions, and almost all of them were implemented, so you can blame most of everything that happened since then on me.
Plasmatic released v2.0, v2.1, and v2.2.
Scavenger briefly returned and helped Plasmatic with the animated/destroyable drop ships in v3.0.
At this point, c3j97's extremely shitty modification of v2.1 was gaining popularity among ultra ren players who wanted to float around in blimp (tank) armor shredding everyone beyond fog distance.
Kigen's edit of 2.1 gained popularity for being the most stable version of annihilation.
Drunken Carnage gained popularity for taking Kigen's stable edit and giving it a classic 1.31 style railgun.
BR server gained popularity among idiotic Brazilians simply because of it's name, starting with the official v2.1 I think, then c3J97's version, now Crow's version (although I'm starting to wonder if Death666 has changed enough for me to call it his version, yet...)
v3.1 wrote:- Baby nuke weapon modes added.
- Railgun mostly restored to original glory.
v3.0 wrote:- Entire mod no longer compressed and encrypted, now contains sub-directories.
- Deployable Drop Ships now have descent animations.
- Deployable Drop Ships are now destroyable (also, you can destroy the drop ship beacons to abort the descent sequence).
- Anti hack scripts installed.
- Energy pack booster implemented.
v2.2 wrote: - Mod volume encrypted to prevent unofficial edits.
- Railgun nerfed less than before.
v2.1 wrote:- Weapon modes introduced (Particle beam can switch back to classic mode, pitchfork can boost, grenade launcher and mine launcher combined into MiniBomber).
- Warrior beacon spam flood feedback added.
v2.0 wrote:- Builder mode toggle implemented.
- Particle Beam trigger down to charge up, release to fire (does significantly more damage at 100%).
- Air Base completely redesigned, now using interior shapes as floor and ceiling, no longer deletes when destroyed, and no more missile turret.
- Jail Cell completely redesigned, replaced with Jail Tower, also comprising interior shapes and is indestructible.
- New builder "weapon" called pitchfork, can move deployables around like the grav gun from Garry's Mod.
- Railgun ammo reduced, uses energy too, trigger delayed, projectile slowed, larger tracer added, damage reduced, because Plasmatic thought ALL of Perrinoia's suggestions were good.
- New admin options and levels implemented.
- Auto admin implemented.
v1.34 wrote:- Re-implemented portable generators and solar panels.
- Fixed gender inequalities such as warrior beacon delays and builder hit box dimensions.
v1.31 and below are quoted from the official change log... Everything above is recited from my memory.
v1.31 wrote:- Fixed a bug with the new phase shiter code on Snowblind.
- Re-wrote alot of the droid code.
- Suicide now spawns where it is supposed to.
- All 3 take much more damage from collisions.
- If controller of droid runs into another player on his team including himself, he is killed. This should stop or atleast slow down teamkilling and players pushing themselves thru objects, as well as trapping team members in stations.
- While controlling droids, player cannot go to command screen. Use Jump to self-destruct droid. This should reduce the number of dead droids left on the map.
v1.30 wrote:- Fixed bugs in the jail cell code.
- Fixed Dropship Gen code.
- Strengthened the Necromancer.
v1.27 wrote:- Personal Skins are now optional.
- Force Field and Force Field Door code cleaned up and fixed. Team max counts are fixed.
- Blast Wall damage skins work as well as having hud info on the blastwall to judge level of damage and to see if it is on your team or not.
- Blast Walls can no longer be deployed on enemy base objects. This code is experimental but works well in testing.
- Removed all item map names that have counts and the deployers name.
- OS Missiles have much less fuel reducing their range.
- OS Missiles are slightly harder to fly reducing their effectiveness.
- Grenade Launcher projectiles have reduced damage.
- Tank has seen major changes.
- Tank walking speed increased.
- Tank mass reduced.
- Tank armor reduced.
- Tank jump force increased.
- Tank cloaking beacon removed.
- Tank can carry a pack now.
- Tank weapons (RPG, Quad Chaingun, and RL) have reduced damage amounts.
- Tank can now jump out of raindance unassisted, and climb hills.
- Interceptor fire rate slowed down.
- Mercenary boost beacons now have a 5 second delay.
- Deployable Platforms can take twice the damage.
- Missile Turrets respond slightly faster.
- Observers can not whisper.
- Phase Shifter system reworked.
- Jail Cell completely reworked.
v1.26 wrote:- Inventory Bug/Cheat is fixed.
- Backup Generator code is broke so the Portable Gen and Solar Panel are out until I can fix them.
- Jail Cell and Jail Gun are back by popular demand.
- GunShip deploy code is tweaked slightly to try and prevent placement over near base objects.
v1.25 wrote:- Anti-Base turreting code and Anti-Dropship on the enemy front door code.
- Turrets and dropships cannot be deployed within 40% of the distance between the flags, of the enemy flag.
- New deploy code for the flame turret, should deploy more reliably and no longer deploy in your legs.
v1.22 wrote:- Implemented Team Change Restrictions
- Increased fire rate for Baby Nuke Launcher slightly but removed some of its nuke ammo capacity.
v1.21 wrote:- I found and eliminated a few memory leaks in the Annihilation code.
- Server now stays running for MUCH longer between resets.
v1.20 wrote:- Both Inventory bugs fixed.
- Particle Beam reload extended and it now uses more energy.
- Baby Nuke reload extended.
- Droid deploys fixed, they can now be deployed without looking at the ground.
v1.15 wrote:- Server side lag that has plagued Annihilation mod is now gone!!!
- Most of the removed weapons have been put back.
- Borg cube is gone for good, "and don't come back."
- Mine launcher has been reworked to create much better mine fields.
- Stinger and Tank Rocket Launcher code has been overhauled. No more cheap kills!!!
- Shield Gen and Sat Power systems are still out, but will go back when they are fixed.
v1.10 wrote:- Borg Cube removed - Too many bugs and mem leaks.
- Both Dships renamed and added turrets to both.
- Removed unused and weak powered weapons.
- Removed Sat Power System, and Shield Generator.
- Code should be less of a load for client computers.
- Should also be less laggy.
v1.03 wrote:-Alot of new code in the menu system.
-Increased msg's sent to clients and to server when votes are started.
-Railgun and Vulcan are slightly less powerful.
v1.02 wrote:-Troll cheat fix.
-Public Admin Voting can now be turned off.
v1.00 wrote:-Released mod to the public.
-Fixed Chameleon flag cheat, now Chameleon armor cannot carry enemy flag.
-Chameleon pack now lasts longer.
-Chameleon and Troll packs do not auto mount.
-Fixed Troll Pack cheat.
-Troll can only carry one pack now, but doesn't have to be Troll pack.
-Fixed admin time change bug.
Last edited by perrinoia on Sun Aug 02, 2015 5:36 am, edited 1 time in total.
Image
User avatar
Firelord
Posts: 123
Joined: Thu May 21, 2015 11:08 pm

Re: Portable generators

Post by Firelord »

Oh man this is some serious nostalgia. So it was you that ruined the v1.31 railgun eh haha? Man that was a bad era. Also I had almost forgotten how the tank basically couldn't fly in past versions. It was much more powerful though. Perfect for new players who just wanted to camp inside.

p.s. You post all the time, but I haven't seen you on tribes once since I came back 3 months ago.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Portable generators

Post by perrinoia »

Yeah, I remember it like it was yesterday...
Despite having one of the most recently registered accounts at zerovoid.net, I had the largest post count from suggesting new ideas and compiling other people's ideas into coherent posts.
One of the most frequent complaints about v1.x was snipers. Specifically railgun, which was out of control.
I posted a list of ideas that could reduce the railgun's effectiveness, and then Plasmatic took the whole list, rolled it up, and stuffed it in the railgun's barrel.
As if that wasn't bad enough, he also coded the shell ejector, which shot little grenades out of the side of the gun, and they actually hurt the shooter!




I'm very busy in the summer time. I've got today off, though, so I'll probably be online.

PS: Here's a list of other things I suggested that were later implemented:
  • Deployable dropship animation sequence.
  • Destroyable dropships.
  • Baby nuke weapon modes.
  • Sub directories.
  • Admin punishment options.
PSS: I originally started learning how to code because a common response to every suggestion was that it wasn't possible, so I wanted to know what was and what wasn't possible before I posted ridiculous ideas, such as moving drop ships, which I proved to be possible to Scavenger, one day, simply by hosting a server, opening the mission editor, and moving the drop ship up and down. Then I explained, if the editor can do it, so can the mod.
Image
Locked