We were sh-tholers before it was cool.

Cheater's Wayside, Heaven, Hell

you should add TR your server bugs, i've still got all the files... a few of the old timers keep asking me about TR and ryez0r doesn't have his server up anymore.

or do you not have it up because it causes some random issues with flags that seem to require server reset to fix? seems like i keep noticing that
 
I have a pretty good set of TR files. There are some compatibility issues with switching between base and TR but I have most of those worked out.

I removed TR from US Base for other reasons and will not ever host a TR server again.

I do, however, make copies of the TR files available for anyone else that wants to host a server (except for the fufu scripting extensions).

The download that I made available has the largest collection of TR maps that I've seen plus some minor scripting edits to fix the compatibility issues I know about.

For some other projects I've done and some others have done as well is to create on demand servers in the amazon cloud. When they aren't being used they are destroyed. I've been thinking it would be pretty slick to make a website that created custom tribes 1 servers in the aws cloud that would go poof after a few hours of inactivity.

On the other hand I hate virtualization lag which is why US Base is not a VM.
 
The goal of UnhappyMod 3.0 is to do better line-of-sight testing between players of opposing teams and flags. Because of the cpu resources needed to do better line-of-sight testing we have a secondary goal of significantly increasing the cpu performance of the Tribes server without the loss of any "True Tribes 1 Physics".

In normal Tribes the line-of-sight test goes from a player's head location to the center of the hitbox of the item we are testing for. At distance this is probably OK but up close with something partially in the way just testing the center can cause something to disappear when part of its hitbox is still in line-of-sight.

Unhelpful recoded the sensor loop to do "optimal full fidelity" hitbox testing for flags and for opposing players. If an "edge" of a flag/enemy hitbox is in line-of-sight (but the center is not) then the flag/enemy will now be considered visible to the sensor network by UnhappyMod 3.0.

For performance reasons Unhelpful made heavy use of the SSE instruction set which allows faster computations and also allows the parallelization of the line-of-sight testing. UnhappyMod 3.0 can do four line-of-sight tests simultaneously, in parallel, using the SSE instruction set. For example if it is 10v10 UnhappyMod 2.0 would perform roughly 12,800 line-of-sight tests per second. Unhappymod 3.0 does the same tests in less cpu time than it would take UnhappyMod 2.0 to do 3,200 tests per second.

Many "square root" computations were removed in favor of testing against "distance squared" which is a more cpu efficient method. Other algorithmic optimizations have been made with the goal of making the UnhappyMod 3.0 server outperform standard Tribes servers even with the extra mathematics going on.

We have more to debug and validate before we release but you may connect to the United States Base server to see UnhappyMod 3.0 in action. United States Base is client agnostic. You may use any of the mainstream Tribes clients; 1.11, 1.30, 1.31, 1.40, and 1.41. We do not care about your configuration. United States Base does not do any lasthope or afterhope testing. United States Base reports its version number as 1.1998.xxx but everyone may consider it just a 1.11 server with some patches.
 
the tr ppl r gonna revolt soon if there isn't a proper tr server just sayin :p

shithouse was the best pub ever .
 

niflheim the new shithole 2018

unironic 69 4/20

LMrPSCB.png


http://s000.tinyupload.com/index.php?file_id=05928822284447092446
 
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