mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
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Officer promotion no longer resets player progression on weapons and challenges across the board. Additionally, fixed an error in the EXP gain script.
118 lines
6 KiB
Markdown
118 lines
6 KiB
Markdown
Total Warfare Mod 2
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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: 3.92 {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: I've moved all old changelogs into the version_history folder. This file will now only track the current update's changes
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3.91 -> 3.92 (In Progress):
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* Zombie Changes
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* Global
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* Massive "spring cleaning" of the zombie code files, fixing a bunch of bad coding practices and a few logic errors.
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* Redid the zombie targeting and movement methods to make them much "smoother"
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* Scaled down zombie movement times on some types to smooth movement
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* To compensate for speed, these zombies saw a reduction of total speed to match the factor
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* This should result in smoother looking movement at the same speed
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* Moved all functioning into a core control script, added additional modifiers and flags to grant more customizability to zombies
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* **WARNING: Only specific zombies are functional at this moment in time**
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* Ravager
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* Ravagers will now perform ambush style attacks on targets, making them much more challenging
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* Increased the XP reward from killing ravager zombies
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* Lord
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* Modified the behavior of zombie lords
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* Replaced the acid cannon with an anti-tank photon cannon
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* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
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* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
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* Air Rapier
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* Modified the damage scalar of missiles to be a OHK on rapier zombies
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* Added Boss Proficiency
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* Hidden challenges embedded in boss fights that award additional experience for completing tough feats
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* For example: Defeat the shade lord without dying by the elemental shades
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* Living World Mode
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* Added a new option for admins to toggle (Living World) in the Construction Mode. Players will be able to vote toggle this option
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* This aspect of the update will be coming soon...
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* Challenges / Medals
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* All Challenges and Medals are now persistent, such that progress is not lost through officer promotion
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* Go get those bronze, silver, gold, and titan commendations!!!
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* Boss Balancing / Updates:
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* All Bosses
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* Testing a new difficulty system
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* Boss health damage will now scale to the number of players in the game
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* Boss attack damage also now scales to the number of players in the game
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* NOTE: Some attacks are still designated OHK attacks and will not be affected
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* This will allow solo players a fighting chance to actually fight against the bosses
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* For the time being, this change will only apply to the Lord Yvex fight, if testing goes well, I will adapt to other bosses
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* Colonel Windshear
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* Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship itself
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* This will address the following two problems:
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* 1. Turrets targeting the gunship allies
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* 2. Gunship allies targeting the boss
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* Colonel Windshear can now call for additional air support during the fight
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* Stormrider
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* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
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* Lord Vardison
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* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
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* Gameplay Changes
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* The Helljump 'Oh Lordy' modifier has been changed to 'Reduces the cooldown time of the Zombie Lord's Photon Cannon by 50%'.
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* General Bug Fixes
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* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp. |