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| Latest news |
| Tribes: Ascend and OZ |
Poster: DaJ4ck3L
Wed Apr 18, 2012 6:00 pm
Well guys, the time has come, and I'm going to start our new branch in Tribes: Ascend. Any help from our older T1 players would be awesome, but I do plan to bring in some new faces as well. Should be a lot of fun, and I look forward to playing with everyone in this new Tribes game. A little tip, if you played spawn good in T1, then it might be best to go pathfinder + disc combo first in Ascend.
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Views: 103 • Comments: 2 • Write comments
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| Tribes: Ascend - Another new Tribes release announced! |
Poster: LastNightInTown
Fri Mar 11, 2011 11:09 am
Here it is:
 |  |  |  | Quote: FOR IMMEDIATE RELEASE Hi-Rez Studios Unveils the Next Tribes ® ATLANTA - March 11, 2011 -- Today at the PAX East game festival, Hi-Rez Studios released an announcement trailer for Tribes: Ascend™, proclaiming the return of the sci-fi, online multi-player shooter franchise Tribes. The Tribes collection of games have been played by well over 1 million people. Tribes: Ascend, developed using the Unreal 3 engine, is being positioned as the multi-player successor to the much lauded Tribes 2 and a re-introduction of the franchise to the gaming world. Hi-Rez Studios acquired Tribes in October, 2010 and revealed plans to develop a massive scale, persistent world shooter called Tribes Universe. Today's announcement confirms that long-term franchise strategy, but Hi-Rez has chosen to first deliver the single-purchase, digital download Tribes: Ascend this calendar year. "Before Halo, before Modern Warfare, and before Battlefield, there was Tribes.", says Todd Harris, Hi-Rez Studios COO. "Tribes fans appreciate the game's essence - athletic FPS combat combined with teamwork and strategy. As we began development of Tribes Universe, we focused first on capturing that essence - refining and modernizing iconic elements like jetpacks, skiing, and vehicles. We’ve had tremendous fun play-testing and realized the potential of a multiplayer focused title ahead of Tribes Universe. The community has been waiting for a multi-player shooter that is the modern successor to T2. Tribes: Ascend is that game." Tribes: Ascend is targeted for release in late 2011 as a digital download on Windows PC and the Xbox 360® video game and entertainment system from Microsoft. Additional platforms are currently under consideration as well. For more information: Website - Tribes AscendFacebook - Tribes Ascend | FacebookAbout Hi-Rez Studios Hi-Rez Studios, Inc, located just outside of Atlanta GA, was established in 2005 to create exceptional online interactive entertainment. In February 2010 the company released the squad-based Shooter-MMO Global Agenda. Hi-Rez is currently developing other competitive online games including Tribes: Ascend. For more information, visit Hi-Rez Studios Unreal is a registered trademark of Epic Games, Inc. Windows, Xbox, Xbox 360, and Xbox LIVE are trademarks of the Microsoft group of companies. Media Contact: press@hirezstudios.com |  |  |  |  |
ShackNews
 Rock, paper, scissors, tribe.
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Views: 2862 • Comments: 26 • Write comments
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| Script GL |
Poster: DaJ4ck3L
Fri Jan 21, 2011 6:21 pm
 |  |  |  | GreyHound wrote: Here you are: Use a subset of gl functions to draw your own huds. It's not a "Config" but somehow it is. So if you just want to use the look of it, it will work. But it also offers a lot of opportunities beside that.  Download: ScriptGL 0.0.20If you have problems with the screenshot function use [url="http://scriptgl.weown.de/versions/ScriptGL.0.0.21.dllonly.zip"]this (0.0.21)[/url] dll . It's the same, just without the screenshot overwrite. If you want a transparent (tribes default) chat hud use this exe instead: [url="http://www.weown.de/files/tribes/scriptgl/Tribes_SGL_TransChat.rar"]ScriptGL Tribes.exe with TransChat[/url] $scriptgl::enabled=true; to enable. $ScriptGL::Hud::ShowGree nlines = false; to get rid of the greenlines. All Scripts in /Modules/ are just example huds and can savely be removed. I need to add some documentation soon, but since this replicates Andrews original stuff you can get a lot of info [url="http://www.team5150.com/~andrew/project.hudbot/scriptgl.html"]here[/url] in the meanwhile. ... Have fun! I'll try to get the shit documented asap! Also [url="http://scriptgl.weown.de"]This is the reference website[/url] Changelog:
- 0.0.20
- 0.0.21
- Removed hijacking the screenshot function (doing *.jpeg screenshots instead of *.bmp shots). Does not work on 1% of the clients ;//
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This program can do a bunch of awesome stuff, and deserves a spot on the global announcements.
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Views: 1497 • Comments: 7 • Write comments
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| Play testing the new Tribes game? |
Poster: DaJ4ck3L
Fri Dec 17, 2010 3:47 pm
It looks like they already have a playable version up and running maybe. I'm not sure how good this info is, I plan to look into it and update later.
http://twitter.com/M_Adam/statuses/15859870326591490
UPDATE: Turns out this was 100% legit, and here is a response from the HiRez staff.
 |  |  |  | HiRezStew wrote: I have to agree with Michal. Today's Tribes U playtest was fun. The game is still very early on, but definitely coming along (I think I killed Michal at least once with my Spinfusor, but I'm also fairly certain she got me back not too much later).
We were happy to get today's test in. The second we were done, they literally started packing up the room in which we do our daily Play Tests, in preparation for moving offices.
Now the Studio is all packed, and it feels like the tent has come down after the circus. Tomorrow, the moving van comes. Monday is our first day in our new (better) office -- so we are excited.
I know we haven't had much to say about Tribes Universe lately, but that is only because we are heads down making it happen, and don't want to say too much until some of the core gameplay settles. I can say it is coming along well, though, and the game has definitely reached the point where I look forward to the daily shoot-em-ups in the playtest room.
-Stew |  |  |  |  |
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Views: 1043 • Comments: 0 • Write comments
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| Spawn Guide for TROC |
Poster: DaJ4ck3L
Fri Nov 05, 2010 5:13 pm
Guide Made by -Si-
Here is a quick general guide, check out the thread link near the bottom for some more.
Cappers:
- Don't cap if you can't catch, pass, or make it back to the base with enough health to pass off the flag or bring it home for a cap. (Learn to chase or camp first.)
- Don't be a hero. Play smart and pass off the flag before you die.
- Never ever offer ammo to your partner unless he specifically asks for it (or it's blatantly obvious that he's coming in for an ammo grab). You should not be following your capper around saying "Can anyone bring me ammo" over and over. There are more important things to do.
- If you don't have the flag you should be clearing the campers. If there aren't any campers you should be chaser chasing (see below) or doing something semi useful until you are needed. Idle players may as well be AFK.
-If you lose the flag in-field it is your job to go as fast as you can and force the chaser to return it. Your other capper should be going towards their flag stand to back up your camper.
- Follow the 4 second rule. IF THE FLAG IS RETURNED YOU SHOULD BE ABLE TO CAP IT IN UNDER 4 SECONDS! OTHERWISE YOU ARE TOO FAR FROM THE FLAG!!!! (Ideally this should be 2-3 seconds but anything over 4 seconds and your flag will usually be gone before you get there.)
Chasers:
-There are two flag stand defense positions: front and rear. In the front position you are blocking cappers. In the rear position you are spamming then chasing.
-The front defense position is mainly used when your capper is flying in for a cap. At this time it is crucial that you block anything that comes near your flag (other than your own capper, idiot.) Each second your flag remains on the stand the closer you are to capping.
-The rear defense position is best used when both flags are at home and there are 2-3 incoming cappers. It best to spam the stand with nades and then attempt to chase and hold a return in-field instead of attempting a body block and risk missing the incoming capper (usually forcing you to respawn.)
-Both (or all) chasers should adopt the same position. If one chaser is standing on the stand then DON'T take a rear position and SPAM HIM WITH NADES (you're only helping the enemy cappers.)
-Whenever possible, hold the flag in-field. Never rush a return if you don't have to. Fuck your stats, slow down, take a look, see who is at your base, see where your cappers are. Once you are ready to make the return, notify your cappers. ("Our flag is secure")
-This is the BEST WAY TO GET CAPS. So take advantage of these situations as much as possible.
-NEVER EVER SAY "OUR FLAG IS SECURE" IF YOU ARE NOT IN A POSITION TO RETURN THE FLAG AT THAT INSTANT!!!!
-Whenever holding the flag in-field always be aware of an incoming capper coming to force the return. Don't be cocky, return it well in advance and then get back to your stand ASAP.
-Holding the flag in-field requires ONE chaser. If there is two of you there then one of you is being useless. The other chaser should be back at your stand working to clear away campers.
General TROC Etiquette:
- Be a helpful team player. Communicate and try and be aware of whats going on.
- When there is less than 10 players (5v5) don't camp if the teams are uneven (4v5, 3v4). This will probably result in you getting kicked/banned. When there is more than 10 people and the teams are uneven (5v6, 6v7) its not as big of an issue. You're still gay though.
- Never chaser chase when the teams are uneven (same rules as camping applies here)
- Chaser chasing can help your capping partner out a lot. You really should only be doing this if there is no camper to clear at your base. The general idea is that you boost near your capper and try to disc a chaser off his route to force him to respawn. If you're chaser chasing someone for more than 10 seconds you're just being a douche bag. If you're doing this consistently throughout the map expect to get banned.
Thread is here:
http://tribesone.com/forum/showthread.p ... c-Edicates
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Views: 3395 • Comments: 27 • Write comments
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| Tribes Universe Q&A |
Poster: DaJ4ck3L
Tue Nov 02, 2010 11:04 pm
http://forum.globalagendagame.com/phpbb ... 34&t=28394
 |  |  |  | HiRezDuke wrote: Tribes Universe Q&A – The Coming of Sci-Fi PvP ActionHi-Rez Studios discusses roles, game tech, PvP, and more in the upcoming online shooter.We here at Ten Ton Hammer love first-person shooters, so we became delirious with joy when we heard the announcement of Tribes Universe. This online multiplayer shooter is based on the Starsiege: Tribes universe and will probably result in many missed hours of work when it is released. Ten Ton Hammer sat down with Hi-Rez Studios to get more details. Question: Please tell us a little about Tribes Universe.Answer: Tribes Universe is an online shooter that features massive PvP battles on large, persistent open spaces where there is an on-going struggle for territory control. The game is set inside the fictional game universe popularized by such classic and beloved titles as Earthsiege, Starsiege, Starsiege:Tribes, Tribes 2 and Tribes Vengeance. Question: Starsiege: Tribes and Tribes II were favorites to many a LAN party. How do you plan on captivating that feel of a party shooter game and translating it into an MMOG?Answer: I think that “LAN Party” feeling comes from a few different aspects: Really great game performance, “wow that was awesome” gameplay, the special shoot-em-’up competitive camaraderie that comes from playing with friends, and, of course, Nachos. In Tribes Universe, we’re seeking to bring you all of those same things, but you’ll still need to bring your own Nachos. Question: Are you focusing more on the shooter aspect of the game, or are you adding more RPG elements?Answer: We are focusing primarily on the shooter element. In addition, we expect to add a territory control meta game and a high level of world immersion to ensure that players feel that they are participating in an evolving, persistent world and not just a shooter match. Question: In terms of development, are you building a new engine, or using existing technology and knowledge from your work on Global Agenda?Answer: We are using the Unreal Engine and many of the technologies we developed for Global Agenda. The Unreal engine is flexible and allows for many different game implementations. The major tech work on this project, and it’s very substantial, involves a significant server-side re-architecting to better support very large battles. We’re also switching to Scaleform technology for our user interface, which will allow for a significantly sexier UI. Question: Dynamix and Sierra On-Line were powerhouses of development and game publishing in the 80s and 90s. How do you follow a show like that and meet fan expectations?Answer: We are huge Tribes fans, and we certainly feel honored to own the Tribes Franchise, and are deeply aware of the expectations that carries. Nostalgia is always a tough thing to work against, especially in gaming, and we certainly know it is a difficult line to toe between honoring the games that made the Franchise what it is, while also working to extend the Franchise into the future. I think it has really helped us to be doing this right on the heals of Global Agenda, which has given us a solid technology foundation and a reservoir of lessons and experiences to draw from. Question: We understand that it's a separate team working on the title and not the Global Agenda team. How much has this expanded the Hi-Rez offices?Answer: We are adding additional people to the company, and are moving into new offices in December that will accommodate our growth. How many total additional people we add will depend ultimately on the progress we see over the next few months, especially as we finalize some of the core requirements. Right now, we are organizing the Studio into two different teams -- one for Global Agenda and one for Tribes Universe. We have new people on each team, and Global Agenda veterans on each team. Question: Are vehicles still going to play an important role in the newest Tribes game?Answer: Yes, vehicles will be an important part of the game. They will mostly be designed for support functions rather than to be primary damage dealers. Support functions include transport, forward spawn locations, ammo replenishment, stationary defenses, etc. Question: Will the game feature a "holy trinity" of healer, tank and DPS classes?Answer: No. The game is designed around every player being able to do significant damage in addition to support functions. A player can wear heavy armor and shields and be more of a ‘tank’, or carry more repair devices as an ‘Engineer’, but there are no defined classes. There is also a lot less healing than is typical in an MMORPG game. Question: Will the game offer PvE or is it primarily PvP?Answer: Tribes Universe is designed primarily around large-scale PvP. One difference from most typical shooters is that there are more roles to play and all players don’t have to be engaged in pure shooting. For example, a player can specialize in transport of other players, focus on defense repairs, or focus on coordinating groups of players in a large scale attack. Question: Two words can describe the original Tribes experience: Smooth and Fast. Is this the theme you're aiming for in Tribes Universe?Answer: Smooth and fast will play an important role. Tribes Universe will also emphasize group strategy, counters, progression, specialization and tactics that are more extensive than anything a Tribes game has had before. Question: Is there anything else you'd like to share with our readers at this time?Answer: We’re very grateful and pleased with the reaction to our initial announcement of Tribes Universe. We’ve been flooded by enthusiastic Tribes fans, as well as fans of games like Planetside and, of course, Global Agenda, that are telling us this is a game they have always hoped would be made. We’re working as hard as we can to bring a great game to the Tribes Community and very much appreciate everyone’s support. |  |  |  |  |
I have to say, I like the sound of this stuff.
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Views: 857 • Comments: 0 • Write comments
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| HiRez Buys Tribes Franchise |
Poster: DaJ4ck3L
Tue Nov 02, 2010 10:53 pm
Tribes to become an MMORPG
http://www.mmorpg.com/discussion2.cfm/p ... ml#3875016
 |  |  |  | Quote: "SHAZBOT Here is a brief update on what’s been happening at HiRez Studios. Those of you that have been playing Global Agenda know that over the last year we have been consistently adding new features/content and releasing it at no charge to the Global Agenda community. We plan to continue doing this on an on-going basis as much as possible and over the next couple of months everyone will see new maps, raids, flair, and weapons (starting with the Halloween event next week). As most of you know, Global Agenda is an ambitious project that incorporates many different gameplay modes (PvP, PvE, AvA, Raids, Open Zone, DA). Over time we had many requests for additional game play modes, especially larger spaces and fights. Earlier this year we released the Sonoran Desert quest zone as an area that would help players ease into the game while testing our technology limits for having large areas and many players in the same zone. Our plan for a first paid expansion was to continue on that path with Warzones which were designed as large open areas where players can PvP. As we worked on Warzones we found too many design and programming issues to make it practical. Global Agenda was designed around 10v10 team play and there was no practical path found to scale it up in a significant way (to large scale numbers like 100 players in a single area). As a result we plan to continue releasing more Global Agenda content but only in the formats players are already familiar with. (Special Ops, Raids, Merc Missions, etc) While we know that some players will be disappointed in the lack of warzones, we also have some good news. We can’t transform Global Agenda to a large scale battle format but since we liked this concept a lot, we decided to create a new game based on large scale fighting. In order to develop the new game many significant steps had to be taken, including: A significant rewrite to the unreal engine servers to allow for 100+ players to be fighting in the same map, a new UI system that is more efficient, a different implementation of character visuals, a new terrain system, etc. In addition the combat gameplay required many significant changes as well. While working through the design we kept coming back to one old and loved game that represented many of the concepts we where incorporating into the new game (Jetpacks, vehicles, large open space, three armor types, futuristic weapons, etc). Many of you will know this game as Tribes, the original on-line multiplayer shooter. As of now, HiRez Studios is the proud new owner of the Tribes franchise. We now have two groups in the studio, one working on continuing to build Global Agenda and a new group working on the Tribes Universe project. We are also moving to a new larger office space in another month that will help us accommodate our growth. I’m sure many of you have questions, so here are a few quick highlights for Tribes Universe: * Three Tribes (factions) * Full clan (agency) support * First person view (third person for some vehicles) * Full vehicle support (ground and air) * Full persistent world with territory control (no instances) * PvP focused * Huge outdoor maps (about 10x the area of sonoran desert) * Large scale fights (100+ players) * Jetpacks, skiing, lots of weapons, etc Alpha testing will begin at the start of the year (about 3 months from now) and Global Agenda players with level 50 characters will have priority in entering Alpha and Beta testing Thanks for your support Erez. |  |  |  |  |
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| Message of the day |
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Welcome to The Land of Oz community!
Please feel free to check out our forums and downloads.
Make sure to get the client side maps if you do not already have them.
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| Tribes Server Rentals |
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**EDIT BY THREATCON**
Tribes 1 or 2 server for $12 US dollars a month, up to 30 public players.
2 servers for $20 US dollars a month donation, up to 50 public players total.
Teamspeak servers for $4 US dollars a month donation
Any other game you want hosted we will have to discuss it further and see what sort of resources it may consume to come up with a monthly price.
We have hosted most of the Unreal and Battlefield series, Team Fortress 2 and Counter Strike games.
-- Dedicated server is located in Dallas, Texas in the NOC with direct access to mega bandwidth.
-- Dual core Intel 3.2 with 2 gig of ram and a 10,000 rpm SATA drive.
-- Running Windows 2003 R2.
-- PayPal is what we use to collect donations for the server rentals.
Make sure to follow all the links from PayPal until you end up back to MaxOGC and see the donation complete page.
Some that rent servers from us use their actual PayPal accounts, others use pre-paid Visa's and MasterCard's.
It's up to you what you use obviously and any information you use to make payments, files on the server, IP, email and anything else is always kept with us.
Nobody else has access to your info at all!
-- Server is 24 x 7, except for Windows patch restarts which mostly happen once a week.
We do check the game servers for players and will delay a restart until minimal players are on the server.
-- We do have a very good firewall on the server and can permaban anybody from the entire server.
Some find this useful for those pesky, no good assclowns that have nothing else better to do than jack with your game server.
-- FTP access to your game folder and a web start/stop/mod changer is also included.
-- Admin in your own private Ventrilo channel on our server.
OR
-- Admin in your own private Teamspeak channel on our server. <-- Added 31 Mar 2009
We try to accommodate for your needs by any means possible without compromising the security of our server.
GimmeLead and I have been in the gaming world a long time and have a lot of experience put together.
Who better to host your game server than a gamer!
Click on the MaxOGC icon for more info
Original Link: http://www.maxogc.net/forum/viewtopic.php?t=4067
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| Tribes Master Server |
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Instructions for entering new master servers
1. Start your Starsiege: Tribes 1 client.
2. Open the console. (default is the backtick/tilde ` key, which is located directly under the Escape key)
3. Paste this into the console by pressing CTRL-V:
$Server::MasterAddressN0 = "t1m1.masters.tribesmasterserver.com:28000 t1m1.pu.net:28000 t1m1.tribes0.com:28000 skbmaster.ath.cx:28000 kigen.ath.cx:28000 t1m1.masters.dynamix.com:28000";
4. Now close and restart Tribes; you should have the full list of registered servers.
If your server list is still not refreshing, make sure that in your tribes client, under network settings, you have the US Master server selected.
Original Link: http://www.tribesmasterserver.com/
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| Statistics |
Total
Total posts 40766
Total topics 2762
Total announcment 7
Total sticky 9
Total attachments 639
Topics per day: 2
Posts per day: 25
Users per day: 0
Topics per user: 4
Posts per user: 63
Posts per topic: 15
Total members 646
Our newest member Fixious
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