mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
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Re-Added the file that deleted the UAMS on accident, I will relocate functioning at a later point.
162 lines
8.8 KiB
Markdown
162 lines
8.8 KiB
Markdown
Total Warfare Mod 2
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====
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Total Warfare Mod 2 for Tribes 2, Conversion mod built on a base mix of Construction .69a and CCM. Tribes 2 is a game developed on a pre-release version of the Torque Game Engine.
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Web Sites/Pages:
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* http://www.tribesnext.com : Tribes 2 / TN Page
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* https://github.com/PhantomGamesDevelopment/TWM2/ : Official Git Repostitory
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* http://www.phantomdev.net : Offical Website
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Current Version: 3.91 {Development}
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====
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Credits:
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* Phantom139 (Lead Coder / Mod Developer, Official Host)
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* DarknessOfLight (Lead Map Maker / Mod Tester (CoDev))
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* Dark Dragon DX (Asset Functions / CoDev)
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* Signal360 (Many functions and improvements/ CoDev)
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* Dondelium_X (The original Combat Construction Mod (CCM))
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* Castiger (Official Secondary Host, Bug Finding, Mod Tester)
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* Mostlikely, Construct, JackTL (Construction .70a Developers)
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Thanks:
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* Thyth (Tribes Next, Merge Tool)
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* Krash123 (Tribes Next)
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* Linker (Doors, Spawnpoints)
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* My Loyal Hosts (For standing behind me and the mod for the entirety of it's length)
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* Various Others (Who have contributed to Cons Mod, CCM, TWM, and TWM 2, You have my thanks)
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* You (For Downloading, and Contributing.)
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====
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Install:
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* Unzip the TWM2 Folder to your Tribes 2's Gamedata folder
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* Create a link with the target mod -mod TWM2
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* Adjust the serverControl.cs if you feel like it
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* Run.
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* ???
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* Profit.
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Uninstall: Delete the TWM2 Folder
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====
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Server Setup:
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Provided in this folder is a file named ServerControl.cs. Inside you will find many configurable
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objects to modify server settings. For starters, set the host GUID to your GUID. To Do so,
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start up the dedicated server. Join it, once in game, type ListGUIDS(); in the server console
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to obtain your GUID. Then modify the line: $TWM2::HostGUID = "SetMeUp";, to match your GUID.
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TWM2 Servers:
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TWM2 uses a inter-server connectivity system known as PGD Connect. This system will allow users who
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play TWM2 to transfer their rank/progression as well as load in buildings created in other servers
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in your server. While PGD Connect itself is manditory across all TWM2 servers, saving information is
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only permitted in what we designate as a "Core Server". This requires the server host to abide by the
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TWM2 PGD Connect Core rules established by Phantom139. If you are interested in hosting a server with
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this level of authority, please contact Phantom139 on the PGD Forums, or by email.
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====
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MOD DEVELOPMENT HISTORY (GIT VERSIONS):
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PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY CHANGELOG.md
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3.9 -> 3.91 (In Progress):
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* Reduced the requirement to order missions to the rank of General (49) from Commanding Officer (59)
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* This change also applies to the 'From The Top' Challenge Category
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* In-Game, Missions have been renamed to Operations
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* Fixed the incorrect internal tags for Lordranius Trevor
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* Lib'd the TWM2 MainControl file and PGD Connect Support files to recover some functions
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* The F2 Menu now detects PGD Connected accounts and will no longer show the option to PGD Connect to already connected users
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* No more scary scientific notion when performing /checkstats or using the F2 menu to view player experience
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* Addressed a security issue regarding players who are "attempting" to load code via universal rank files.
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* Nice try DDDX, but your fem-phantom fantasies will NOT be happening... ;)
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* Another boss balancing pass
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* Addressed the bug that would allow Vardison 2.0 to summon infinite minions
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* Addressed the bug with Vardison 2.0 that made his Shadow Rift invincible
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* Removed two un-used game objects that were never completed, the Medal Seal and the UAV Control Panel
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* Removed a few erraneous exec calls to non-existent files in the mod load script
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* Depricated the F2 Inventory Screen (Nobody ever used this)
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* Fixed a few bugs in the F2 Menu
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* Incorrect links
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* Missing tags
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* Overlap on some lines of text
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* [phantomdev.net] Fixed the CRON setting on the daily challenge script so it runs every day now
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* Adjusted the daily challenge script to point to the correct link, effectively re-enabling the system
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* Addressed the bug preventing weapon challenge progress from recording
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* Flipped the /help public and /help additional roles, now using /help will provide the list of accessors
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* Removed all aspects of daily exp recording as we are no longer capping progression in the mod
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* Re-did the Challenge Menus in the F2 Menu
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* Renamed Weapon Challenges to just Challenges
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* From this menu, players now select General Tasks or Weapon Challenges
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* Weapon Upgrades are now selected from the Settings Window
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* Added the option to jump between the weapon upgrades and weapon challenge menus
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* Completed Challenges are now highlighted in Green and show the requirement instead of simply stating "done"
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* I did this as more of a nostalgia move, so players can remember their accomplishments!
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* TWM2 Challenge System Changes
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* Depricated the Blacklist Challenges, and replaced it with Wargames challenges, which are focused on PvP tasks across all modes.
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* Let's see who can complete some of those "tough" ones :)
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* Completed the Zombie Slaying Challenges, allowing players to earn some nice healthy batches of EXP for slaying zombies
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* Added boss challenges for the bosses that did not have any:
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* Shade Lord
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* Ghost of Fire
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* Commander Stormrider
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* Added in additional challenges for the other categories to help players make some more mod progression
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* Added officer promotion challenges for the remaining officer levels without them
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* Removed erraneous reward notes on the boss challenges, as we removed the "AI Follower" system back in 3.7
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* Addressed the bug preventing the four Vardison challenges for specific difficulty completions from actually completing
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* Internally, Redid the entire challenge system to automate most of it, allowing for eally easy deployment of future challenges
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* Added in some cool new features for these as well for things such as hidden challenges, and embedded additional requirements
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* Added in the necessary hooks to enable officer ranks 10 - 15
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* Have fun!
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* Re-did the Officer Promotion windows to preview the rewards upcoming at that level
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* Added in the capability to "reset" your entire TWM2 progression upon hitting max level of Officer 15 (Max Level)
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* I'm currently considering replacing this with a different system, will be decided as a 3.92 feature
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* Depricated the Store and Money systems, these systems will become progression based unlocks for "higher" officer levels (10 - 15)
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* Armor effects will not return
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* Armor flags will return in 3.92
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* Fixed the bug with Demon Lord zombies not targeting properly
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* Fixed a console warning bug caused by zombie objects despawning and then calling a scan method
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* Shifter Zombies now have a randomzied element in their teleport method
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* Plasma Torpedo Cannon now requires officer level 9 (Phantom)
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* Addressed the bug preventing the challenges for reaching officer ranks from completing
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* Weapon Balancing Pass
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* Grapple Hook
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* Slowed down the attacher projectile a bit, lowering the range
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* Grapple hook now requires 60% armor energy and consumes this when firing
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* There is now a 5 second cooldown when firing to prevent for quick escapes
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3.8 -> 3.9:
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* Progression System Adjustments
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* Daily EXP Cap removed from the mod
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* EXP Gain for PvP has been increased (5 -> 15)
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* Altered EXP gain rates from all zombies based on collected mod data
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* Redesigned Lord Vardison to remove crashing problems
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* Still three phases to defeat, but all phases have been adjusted
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* Balanced to be easier, but harder...
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* Four difficulty options that can be set by a global variable
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* Removed Dark Archmage Vardison (Was even more so prone to crashes)
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* Balancing Pass on Bosses, this primarily focused on boss health, boss speed, and attack damage
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* Shade Lord:
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* Reduced Total HP
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* Reduced Boss Speed
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* Increased Damage Taken by Fire Weapons
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* Altered functioning of Shades (Enjoy your new death :P)
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* Colonel Windshear:
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* Addressed his "Attitude" Problem
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* Lib'd the Shade Lord down to three functions, recovering ~40 more functions
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* Bosses now track kills, enjoy seeing how "Inefficient" you are ;)
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* Fixed a few issues in the PGD Connect system
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* Added a TCPConnectionList instance to allow for multiple downloads to occur at once
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* Depricated a few unused modules and re-coded a few instances that used these old modules
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* Depricated a good amount of the P-Con External Library
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* Added two new extremely challenging Missions (Surrounded 2.0, and Invasion)
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* Un-Did the change in 3.7 that caused boss exp rewards to be based upon player input to the fight, now there is a hard 5% damage requirement to earn boss EXP.
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* Adjusted the in-game PGD Connect daily challenge system to accept the new format, still need to work out the server-side end of this system.
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* Fixed some zombie naming issues
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* Addressed the strike fighter chaingun bug
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* Congealed all of the help list commands into /help |