y dont all server whitelist models?

~just pro gamer things~

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lol this is not new. this is how its been since i first started playing rofl!!!!
i use:
rocket trails for my discs
apc jet trails for player jets
ds skin is solid blue
be skin is solid red
i used to have badass flags but i guess i lost em somehow with formats over the years
i also turn off shadows.... fucks with my enhanced viewing via my contacts or maybe thats the weed? lol
 
how does it work?

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.
 
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