x64 Tribes
This is what we've been working on, see the readme for more details. This is an x64 executable, and will not run on 32 bit operating systems, it is also compatible with 1.11 configs, but not with 1.40 configs. Unhappymod 3.0 is included, as is PNG support, along with expanding the amount of memory tribes can take. We've found many issues with this version(listed in the readme), and there will likely be more so be aware that crashes and lockups can happen, please report any you find. This is not a complete config, just an executable(and readme), so again, you'll need a 1.11 config for this to work for now.
Get it here: https://drive.google.com/open?id=0B4...kZGQS1rdWs1OHc edit:Be sure to remove any mem.dlls or plugins, they obviously won't work on this executable. |
ty random helper?
there are probably like 4-5 ppl in the world that will be v happy! |
is this tribes for nintendo 64
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sub7 and up
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i cant test it, but does this mean tribes will support higher resolution textures?
EDIT: holy **** this is amazing |
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interesting, im guessing you guys built this from the leaked source? is unhelpful = bawb?
i applaud your effort and i think its neat personally i wouldn't use it until some of the things we take for granted at this point get a little more polished. like, imo it really needs to handle .zips and pngs with the same ease that 1.40 does currently its cool that png support is back in but if i never have to touch a .vol file again i'll be a happy dude even something like converting the existing textures would be a big job also i'd miss the pre/post attachment system in 1.40, and plugins... and .ogg support... and 1.40 had a bunch of buffer overrun and little-known exploits patched not sure if any of that stuff is on the roadmap but its cool that you've rebuilt as much as you have |
Thanks for the feedback Groove. I'm not bawb, just an IX player from way back. As far as file formats are concerned, the stringtableentry stuff largely prevents me from making an executable that is compatible with both configurations, because replacing extension endings ruins the entry, unless I can figure out something there. I haven't looked into oggs but the format itself hopefully wouldn't be any more difficult than pngs were.
The code has been running on USBase for a while, and work has gone into fixing exploits, I think this was how we found the issue with remoteFilter for example. plugins probably won't work as the assembly being generated by the x64 compiler is really a mess in terms of readability. And I'm not too familiar with the attachment system, in general I'm not comfortable with messing with the scripting engine. |
cool!
yeah sorry, i remember bawb was talking about rebuilding that source too i could probably re-reverse the netset hooks and **** for certain plugins but yeah thats a big loss very neat tho, i'd say fully switch to .pngs + .zip and use the 1.40 .zips that are already converted also as a personal request i'd love to see the .PFT format abolished and replaced with a plain text set of character co-ords rather than binary stupid PFT i hate you |
the standard 1.11 variables $net::interpolatetime and $net::predictforwardtime are available to be set so it shouldn't be a great loss.
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Tribes Rebirth (source port) by Altimor
apparently people had it since 2003 or something like that idk |
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is this actual source? what version? if i could get it to compile, i could play on servers? what up w/ aforementioned missing header files? anything else critical missing? what obstacles in terms of rehauling opengl implementation? who is working on stuff using this? are u 64bit tribe guys sharing source/changes? |
i am not even kidding, the fact that i didn't know about this combined with the fact that altimor hasn't yet released a shiny new tribes.exe with completely new rendering code has me so upset that i must commit seppuku
this leaked source is a huge blow to my ego. how has this not been a bigger deal |
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Groov, bawb is a retarded....
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And it looks like this one fellow won't say much about what this **** is all about, who's behind it and workin on it etc ;( Unhelpful, great job there, my lad. I'll try this thing as soon as I can :) |
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anyway, this is very exciting. all the hours i spent intercepting gl calls and parsing through vertex arrays are all but forgotten. i even thought i would eventually programmatically ignore the original rendering code and simulate multipass rendering through gl hooks. now im just befuddled that this exists good work on the 64bit stuff |
we could make what OpenMW is to Morrowind, for Tribes!
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-yes actual source -old version, somewhere before 1.11 iirc -afaik yes (although i doubt it would respond to lasthope queries) -afaik its missing a bunch of headers and wont compile in modern VS environments. i assume you'd have to rebuild the headers, although one person told me that it could somehow be built w/o them (or auto generate them) idk if thats true or not tho personally, i never thought it was that useful for 'rebuilding' tribes because everything done to tribes since that source would have to be re-created. dynamix patches, andrews playtribes improvements and mem.dll features... it seemed like a mountain of work just to get back to the starting line props to unhelpful for having the persistence to even try |
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