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        <title>General Discussion — TribesNEXT</title>
        <link>https://ms1.tribesnext.com/forum/</link>
        <pubDate>Fri, 23 Oct 2026 03:08:42 +0000</pubDate>
        <language>en</language>
            <description>General Discussion — TribesNEXT</description>
    <atom:link href="https://ms1.tribesnext.com/forum/categories/general-discussion/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>IP Error - Can&#39;t connect to Online servers</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4469/ip-error-can-039-t-connect-to-online-servers</link>
        <pubDate>Wed, 21 Oct 2026 23:55:33 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4469@/forum/discussions</guid>
        <description><![CDATA[<p>Today I had this error for the first time on any Online server I tried to join.......</p><p>IP Error - Your external address has not been set or is set incorrectly. Attempting to reset... with an OK tab below it.</p><p>Clicking on OK would bring up the same error. I copied my backup copies of serverprefs &amp; clientprefs in to my base directory &amp; overwrote the ones that were in there. I also tried shutting my PC off , then turned my fiber connection off &amp; waited for 5 minutes before turning it back on. I then turned it back on &amp; waited 5 minutes. After that, I turned on my PC &amp; waited 5 minutes. I got the same error again when I tried to join an online server. I logged in successfully to the TribesNext auth server at all times I had the issue.</p><p>Now, here is a weird thing.... I started my dedicated offline bot server &amp; joined it with my client using client offline mode. I connected to my dedicated server thru the client with no issues &amp; I was just going to play a few minutes, when, lo &amp; behold, andycap &amp; eeor joined my dedicated offline server from the internet... Very weird !!!!</p><p>How can I fix this?</p>]]>
        </description>
    </item>
    <item>
        <title>HD mod for multiplayer?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4467/hd-mod-for-multiplayer</link>
        <pubDate>Wed, 02 Sep 2026 12:37:18 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>GonThar</dc:creator>
        <guid isPermaLink="false">4467@/forum/discussions</guid>
        <description><![CDATA[<p>i'm looking for any mod or something for the game to run it with better graphics for playing multiplayer to get some more friends to try Tribes 2, any recommendations or tips on how to make the game look better?</p><p><br /></p><p>Anything that doesn't include files editing or juggling around, i'm talking about something a squirrel could install or setup on it's Gaming PC for these low focus ADHD guys.</p><p><br /></p><p>Thanks in advance!</p>]]>
        </description>
    </item>
    <item>
        <title>[PREVIEW] QOL Fixes Update</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4430/preview-qol-fixes-update</link>
        <pubDate>Sun, 03 Aug 2025 00:04:57 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Krash</dc:creator>
        <guid isPermaLink="false">4430@/forum/discussions</guid>
        <description><![CDATA[<p>Testing is now open for a preview patch release – you can grab the latest installer here:</p><p><a href="https://www.tribesnext.com/files/TribesNEXT_20250922_preview.exe" rel="nofollow noopener ugc"><strong>https://www.tribesnext.com/files/TribesNEXT_20250922_preview.exe</strong></a></p><p>For your security, official binaries are digitally signed, and should be downloaded directly from this site. On Windows, you should see “<strong>TIMECAB Technology Co.</strong>” listed as the verified publisher when opening this installer.</p><p>If you have any feedback or encounter any issues running the patch, please post them in this thread, and include as much detail as possible, including crashlogs, demos, and steps to reproduce.</p><p>This is an RC2-compatible package of QOL fixes I pulled together to release for the most recent anniversary, but obviously that target slipped a little (every day there’s another nail that needs hammering). Some of you will be familiar with components from various other work over the years, but this package is a little more polished and stripped of some of the more experimental feature additions. The aim here is simply stability, performance, and restored compatibility for interoperability with modern systems where things have been breaking down.</p><p>For now, this preview build is only available for systems that meet the following increased requirements:</p><ul><li><strong>SSE4/AVX</strong> instruction set support (generally CPUs produced past Q42011)</li><li><strong>OpenGL 3.2</strong>+ support (GPUs from 2009 or later) and somewhat more vram for buffers</li><li>Windows Vista/Server 2008 or later Win32 API levels</li></ul><p>I know some people are running on older hardware, so builds without the AVX requirement may be made available, but the latter two are hard cutoffs for some of the changes made to support modern systems.</p><p>Now, I don’t want to pump this up as being more than it is, but there’s going to be a bit to explain regarding some changes… and I might need to edit to add more details later. For an overview though:</p><h2>Highlights</h2><ul><li>Enhanced windowing, borderless windowed fullscreen and nominally-exclusive fullscreen with refresh rate selection</li><li>Greatly improved frame pacing and timing precision</li><li>Up to 1000 FPS*, with many rendering and performance optimizations</li><li>Additional options, like multisample anti-aliasing, texture filtering modes, a FOV slider, render scale, (CPU) framerate limiting, etc</li><li>Support for ultrawide displays with modernized FOV projection</li><li>UI scaling and aspect ratio limiting for high DPI and wide displays, including a new scalable text rendering system</li><li>Revised, optimized low-level networking (within the limits of staying compatible with existing servers/demos), meaning on any patched server you’ll experience faster loading, (slightly) lower pings, lower input response times, and fairer and more regular delivery of the latest game state data each tick</li><li>Modern HTTPS support using the latest protocols and security, with optional scripting support for downloading binary files such as terrains and vl2s, which will be registered in the resource manager</li><li>Built-in support for automatically downloading** terrains/interiors/etc, as needed on mission load from the tribes2.net asset depot (there are currently ~11k individual assets available)</li><li>Revamped input management (raw mouse, binding all buttons, basic gamepad support, etc)</li><li>Higher resolution terrain textures and shadows, composed on the GPU, at higher color depths (sharper details and no compression or banding in darkened areas)</li><li>OpenAL alternative sound driver support</li><li>WINE support out of the box***</li><li>Loads of tweaks and fixes</li></ul><p>* Technically the safe maximum, but it’s still running the old school fixed-function pipeline and doing a lot of blocking work on the main thread every frame; don't expect that to be your target framerate</p><p>** Disabled by default, you can enable it under your network options tab</p><p>*** Assuming it’s relatively fresh and has raw mouse input support included in the build</p><p><br /></p><h2>General</h2><p>The game’s event loop and time management has been rewritten – this version of the game always uses high resolution timing (setPerfCounter is no longer an available setting), and, subject to hardware and the operating system’s scheduler, targets as reasonably close to stable intervals on modern systems as possible. If left uncapped, and given nothing to render, this means that in ideal conditions the game could process a game loop iteration (including all callbacks, scripts, and i/o) every millisecond, on the millisecond. The renderer is still coupled to this loop (and only minimally changed: it’s still the same old school OpenGL renderer), and obviously integer intervals aren’t going to match display output rates, so there’s going to be some variance to what you see if you’re trying track it in-game. Outside of some rare edge cases on barely supported hardware, it’s pretty well guaranteed that anything system able to run this patch will see significant performance improvements.</p><p>Servers will no longer encounter issues with losing timing performance/accuracy the longer they (or the host system) are online, although other factors could still cause issues to accumulate over time, and there is still a hard limit of around 49 days before the timer overflows and you’ll hit unexpected behaviour.</p><p>The memory manager has been replaced, resolving some minor stability and performance issues with the original.</p><p>Power consumption will be reduced in some cases, but possibly increased depending on the options you choose. Clients can set their (CPU) framerate limit lower in the “Video” options (though this isn’t technically a video option), though enabling vsync is likely still going to reduce it the most. I don’t advise setting the framerate limit at or below your refresh rate; while it’s reasonably accurate, it will never exactly match your display timing – it may be close enough if your display supports VRR, but otherwise you’ll want to either set it higher or use vsync. Server hosts looking to further reduce power consumption can try setting <strong><code spellcheck="false" tabindex="0">$Host::TimerPeriod = 16</code></strong><strong>;</strong> which (on startup) will reduce the requested timer period on startup (but may have no effect if the system scheduler is already using a higher resolution timer), and raising <strong><code spellcheck="false" tabindex="0">$pref::Engine::ConsoleInterval = 64;</code></strong> which specifies the interval between polling for console window input (waking the thread and potentially running scheduled scripts or an iteration of the game logic if a tick has passed) and can be altered at runtime with <strong><code spellcheck="false" tabindex="0">setConsoleInterval(interval_ms);</code></strong>. The server otherwise already tries to idle when inactive, and will wake whenever it receives a packet.</p><p>MemPatch is disabled by default. This is in part because prior patches (including the many I have written) may conflict with changes in this patch or use space only available to the old modified exe, and partly because it’s dangerous to allow this code from unknown authors. If you’re aware of the risks and have memPatches you need to run, you can start the game with the <strong><code spellcheck="false" tabindex="0">-developer</code></strong> flag.</p><p>There are still a number of known issues and edge cases I intend to sort out, some of which are detailed below, but generally most areas touched should see decent improvements as-is.</p><p> </p><h2>Accounts</h2><p><strong>Tribes2.exe</strong> is <strong>no longer modified</strong> by the installer, <strong>Ruby</strong> is <strong>no longer included</strong> in the install, and all account-related code is now backed by a native implementation. If you were using the Ruby interpreter for your own code, you’ll have to make sure you keep the exe you have and continue to use that.</p><p>By default, anyone with this patch installed will send a much faster native authentication handshake to servers running this patch. Script-initiated auth handshakes are still supported, but if servers want to <em>require</em> clients be patched to this version (or later versions), they might set <strong><code spellcheck="false" tabindex="0">$Host::RequireAuth</code></strong> to reject unauthenticated users early or add a <strong><code spellcheck="false" tabindex="0">%client.getProtocolVersion() &gt;= 52</code></strong> check in relevant scripts. Script handshakes are still necessary connecting to any server that doesn’t support native handshakes, or for any client connecting to your server that can’t run this patch.</p><p><br /></p><h2>Audio</h2><h3>Miles 6.1c/tweaks</h3><p>Miles has been updated to a slightly modified 6.1c build and includes minor fixes to the configuration and memory allocation, as well as fixing a handful of memory leaks. The WAV file load processing has been replaced to resolve an issue with ADPCM decoding (e.g. jet thrust glitches). </p><h3>OpenAL Integration</h3><p>A new OpenAL option has been added as an alternative audio driver. This is largely going to give you the same sound, but may be preferable if you’re having any issues with the Miles mixer. You may be able to use extended functionality configured in something like OpenAL-soft, but the setup as-is is mainly aiming for parity with the Miles integration. The maximum number of simultaneously mixed audio sources is increased a fair bit.</p><p>Environmental reverb effects are supported, just as currently expected to be used by the game’s EAX/EAX2 <strong>room type</strong> implementation, i.e. not using a more advanced configuration than was available to previous common configurations.</p><p>By default, a limited doppler factor is being applied to give an interesting effect to sounds at relative velocities to the listener. Because the projectile audio is very much not designed to use this effect (e.g. whizzing by your head), they’re currently <em>not</em> being assigned a velocity. You can disable this effect entirely by setting <strong><code spellcheck="false" tabindex="0">$pref::Audio::dopplerFactor = 0;</code></strong> and restarting the game (or switching sound driver). This might be fully disabled by default later.</p><p>The mp3 music player in this integration can technically play some additional formats, such as .ogg and .flac</p><h4>Known Issues</h4><ul><li>When switching sound drivers via the options menu, there can be an issue with menu bloops reverberating and getting louder. Switching the provider <em>should</em> fix this, restarting the game definitely will.</li><li>Loading of audio files (as with all other assets) is still a synchronous, blocking load, meaning that for systems with slow drives that take a long time to seek due to fragmentation or bad sectors the game can freeze up for the duration for dynamically loaded sounds. (This isn’t a new issue.)</li><li>Some lesser used parts of the api aren’t implemented, and may show warnings in the console if they’re hit. This shouldn’t commonly occur, though.</li></ul><p><br /></p><h2>Input</h2><p>SDL3 is being used for windowing and input capture. DirectInput is no longer directly used by the game - although admittedly this patch still contains code for an older DInput8 translation layer intended to resolve issues with DirectInput7.</p><ul><li>The mouse will always use raw input. Because the game formerly used the system-provided pointer ballistics smoothing/acceleration, you’re likely to feel some differences here unless you used one of my older rawinput patches or exclusively played with DInput mouse in fullscreen. You might want to tweak your sensitivity settings.</li><li>Limited gamepad support is now available (rumble is temporarily disabled). If anyone is using a joystick and finds that it’s no longer working, please report it, this will likely be tweaked in future.</li><li>All available mouse buttons can now be bound in your controls</li><li>You should no longer see extra u/y characters added when opening chat</li></ul><p><br /></p><h2>Interface</h2><h3>UI Scaling</h3><p>Your eyesight isn’t what it used to be, so you can now make your hud big and readable by turning up a slider. On Windows, by default this should detect your current DPI setting and set it to the next step up (e.g. if you have 150% set in Windows, it should default to 200%) just because the UI does lean towards being a little small, and integer scales are less likely to see artifacts.</p><p>The game is now using a system cursor rather than rendering its own in software, and the cursor attempts to scale based on system settings. This may not always match up with the settings you choose in-game.</p><p>The way the scaling works isn’t perfect and won’t always be the most attractive, but given the limited sizes of the interface assets and certain tricks that needed to be done to allow arbitrary scaling of those assets without breaking out of the existing integer positioning or dealing with bleeding where the textures are sampled at the edges, it works well enough for now… just don’t go looking for the flaws, they’re only going to be distracting. Most of the obvious issues with it can be remedied, if someone wants to go through it, however: it just needs higher resolution textures for every UI element.</p><p>Because certain gui/hud textures use the pixels themselves to calculate element dimensions or atlas dividers, you’d find you can’t simply double the size of every image and hope for the best… so the texture manager will now attempt to find a <code spellcheck="false" tabindex="0">*@2x.png</code> larger variant of textures used by the GUI on registration, to switch to when at or above that scaling level. Currently this only searches for filename@2x, while @4x could be added if needed.</p><h3>UI Aspect Limiter</h3><p>An option has been added to the video menu to lock the GUI/HUD aspect ratio to a preset value, which should be useful for preventing everything going to the far reaches of your ultra ultra ultrawide screen.</p><p>Due to how this had to be implemented, you’ll currently need to <strong><em>change the UI scale or your resolution</em></strong><em> after changes to this setting</em> for it to bubble down to inactive canvas screens. This is only a problem if you’re trying to change the aspect lock while playing, though; if you’re changing this setting once or twice from the main menu you may never notice.</p><h3>Text Scaling</h3><p>When UI scaling is in use, the game’s text is scaled to match, and does so by falling through preferred mechanisms:</p><ol><li>Multi-channel signed distance field rendering of glyphs. This method enables rendering sharp text at virtually any available scale. If a cached .sdft doesn’t exist in your <code spellcheck="false" tabindex="0">fonts/</code> directory, the game will attempt to generate one at runtime if a compatible .ttf can be found.</li><li>2X bitmap fonts: a higher resolution font atlas using the standard cache/generation is tried if MSDF fonts aren’t available and couldn’t be generated. In many cases these will look perfect at 200% scale, but you’ll start to see flaws at any other scale. This method doesn’t attempt arbitrary scaling (3x, 4x) based on your UI scale largely because it’s not <em>really </em>expected to be hit; if it wasn't possible to generate an MSDF font, it's unlikely the OS will be able to generate these bitmap glyphs.</li><li>Standard bitmap fonts: these are what's used at 100% scaling, and they're technically available to render at higher resolutions as a fallback. They <em>could</em> be made to look <em>decent</em> at integer scales with a bit of adjustment using nearest neighbour sampling, but for the moment they’re linear scaled and will be ugly if/when you see them at higher scales.</li></ol><p>If a font in unable to be found by searching first for a .ttf file in your mod’s <code spellcheck="false" tabindex="0">fonts/</code> directory, nor through system fonts, a substitute may be specified with a variable in the format <code spellcheck="false" tabindex="0">$Font::Substitute["Sui Generis"] = "SuiGenerisRg-Regular";</code></p><p>For licensing reasons some fonts are shipped using alternatives, if you’re not a fan of the choices, you can provide your own or suggest changes</p><h4>Known Issues</h4><ul><li>Some .TTF fonts do not provide TrueType glyphs able to be read by parser feeding the MSDF generator, or generate unexpected results. The system may be tweaked to add wider support in future, but for the moment you may need to choose a different substitute font if experiencing poor results.</li><li>Changes to the aspect ratio setting cannot propagate to inactive content (e.g. limiting your hud dimensions while in-game) without a change to the canvas size; you can change the UI scale at the same time to force this setting to apply.</li><li>Mouse selection/highlighting of scaled text is still a little off and may cause some re-positioning of the characters</li><li>Console text may initially be partially hidden if no longer strings have been printed while scaling is active</li></ul><p><br /></p><h2>Rendering</h2><p>For the sake of compatibility, the changes to rendering have been kept to a minimum; with the exception of what was necessary for features like UI/text scaling and certain optimization changes, everything is still using the classic fixed-function OpenGL pipeline. </p><p>The renderer does run faster, but nowhere near as fast as it could in fully utilizing modern hardware acceleration or, arguably more importantly, decoupling the rendering overhead work from the main game thread. There are a number of areas where the engine will render the same geometry multiple times to accomplish a desired effect, and even where this has relatively few state changes per object, the preparation for each draw for each object eats a little more out of our cpu frame budget. </p><ul><li>The perspective projection has been rewritten and corrected for widescreen (and ultrawide) displays</li><li>A FOV slider has been added to the Video options menu</li><li>Multisample anti-aliasing is selectable in the options menu</li><li>Render scaling is available if needed for performance reasons (or if you want to see all the pixels), or if you want to anti-alias your anti-aliasing. There’s no fancy upscaling or sharpening being applied.</li><li>Textures are no longer limited to 512x512</li><li>Texture filtering options added: Trilinear/Bilinear/Nearest. Trilinear is maybe a bit of a misnomer, it’s essentially bilinear with linear interpolation between mip levels (no popping between high/low details). Bilinear is the standard filtering mode. Nearest will help you live your pixelated boomer shooter dreams. </li><li>GPU mipmapping is used rather than the original software implementation. This frees up some CPU time on loads and you’ll notice the texture manager come back much faster after a flush.</li><li>Dynamic object shadow resolutions are doubled, and the surface projection has been rewritten to some performance improvement. The shadows themselves are still software rendered, so there is a small performance impact here, but it’s evened out by other optimizations. Shadows are also now oriented to match the direction of the last Sun added to the scene.</li><li>On supported hardware, the renderer utilizes a 32-bit floating point reverse-Z depth buffer with much higher precision over the visible range. This means you’ll see less flickering/z-fighting of thin and close together objects, and distant objects should effectively always remain coherent and correctly ordered.</li><li>The transition to/from the ambient terrain lightmap shadowing on dynamic objects is now interpolated over the applied height range – rather than being instantly darker when within 10m of the terrain, the object will derive full lightmap contribution when touching the terrain and gradually less as they gain elevation. This is still “faked” shadowing, but the transition is easier to believe. Interior lightmap ambient light sources (scanned from raycasts above/below the object) are not affected by this change. Mounted objects, rather than perform their own scan, now derive their ambient level from the parent object.</li><li>Detail level falloff has been adjusted to account for widescreen displays. Some detail bias sliders have also been given extended range to keep the higher detail meshes in use.</li><li>A very basic vertex buffer/array setup was hooked into the heaviest used shape rendering paths, for some frames cutting the total number of draw calls and data re-submitted to the GPU by 80 or 90%, but this really only starts to shave off a few milliseconds when there are hundreds of objects in frame. Many of the shape rendering effects are done in multiple passes, which <em>do not</em> currently use these vertex buffers, nor do interiors or terrain (which both use the original system of dynamically emitting a requisite set of vertices each frame), so each of those can still run up hundreds of associated calls per object - generally speaking, each draw call itself may only cost 3-5 microseconds to render on a high end modern gpu, but because they’re sequentially submitted to the driver by the main thread along with geometry and state, tens or hundreds of microseconds can easily be spent on the cpu preparing every object drawn</li><li>Software depth sorting of transparent/translucent objects (which can’t be done on the GPU without significant changes to the renderer) is now running in a background thread while solid objects are being submitted to the GPU. A few minor adjustments have additionally been made to the sort order of certain image types.</li><li>The sniper rifle’s base material is no longer read as being self-illuminating; it now uses correct lighting and environment map rendering (the latter is very subtle, but it’s there)</li><li>Precipitation now renders a little more efficiently, and the speed of droplets is now linked to the delta time, rather than being allowed to run wild with the render rate. </li><li>While working on the precipitation, I wrote a quick proof of concept implementation on what I assume would’ve been the period-correct intent of the “Sand” type. It’s not ideal (this sort of thing can be done better with shaders than hundreds of floating dots), just left as a curiosity, but you can play with it if you want (unpatched players may crash with sand precip on a map).</li><li>The terrain texture blending has been rewritten both to run on the GPU and to effectively double the output resolution of tiles to match most inputs. You can also load in arbitrarily sized terrain textures, so keep in mind that what works here might not look right for unpatched clients. This isn’t the full hardware terrain I wrote about some years back, so the terrain rendering is still using fairly expensive software methods to produce the mesh, and blended tile textures are kept resident in CPU memory following generation.</li><li>Baked terrain shadows now use <strong>bicubic filtering</strong> (smoothing out those low res lightmaps a bit more to hide jaggy artifacts), and some self-shadowing AO is computed and baked in with the shadows at load/relight time. This is intentionally kept subtle, as it’s not meant to be something you notice or alter the art direction, but it helps in reading the contours of the terrain over distance. Try comparing a map like Sandstorm or Maroon Bells.</li><li>There's a "low latency" rendering option which essentially adjusts the timing to only start rendering approximately at the point where it'll be submitted to the GPU just in time for presentation of the next frame. When you have vsync enabled, this can reduce your perceived input latency, but it requires there to be some headroom to work with to be effective (i.e. it may not be ideal on a 15 year old iGPU). With vsync disabled, it may help reduce the number of unused frames drawn if you'd prefer not to use the cpu framerate limit setting. </li><li>There’s an optional DXGI interop output mode available on supported devices. The primary benefit of this is in stabilizing frame pacing and reducing power consumption in cases where the full functionality is supported by hardware. I have to stress, though, this isn’t going to improve framerate or change how the game is rendered; there is some overhead introduced, and the main thread of the game is blocking for the duration it takes your driver to make the shared buffers available at render time. In the case where the low latency option is selected, it uses a DXGI1.3 feature to wait until the swapchain is ready to accept a new frame before attempting to render, and if there’s enough cushion available, it will come back later to render just in time. There are some further tweaks that could be made in future, but on battery-powered Windows devices, you may find this feature uses less power while maintaining a smooth framerate.</li><li>Common issues with modern AMD GPU drivers were resolved.</li><li>Gamma correction is available again, and has an added reset button to disable it.</li><li>The range of the interior detail slider has been increased. This doesn't increase the detail more, it'll just keep the interior at the highest detail from further away.</li></ul><h4>Known issues</h4><ul><li>If you notice a difference in pacing while the cursor is active, you may want to set <strong><code spellcheck="false" tabindex="0">$pref::Video::enableMenuVSync = false;</code></strong></li><li><strong>Palletized</strong> (256 color) bm8 textures are <strong>no longer supported</strong> (intentionally)</li><li>The terrain texture detail slider is not tuned well, and should be left at max if possible. You can set <strong><code spellcheck="false" tabindex="0">$pref::Terrain::softwareBlender = true;</code></strong> in your prefs <em>before startup</em> to disable hardware blending if it’s preferable for your system.</li><li>Adjusting the height of terrain in the editor screws up some material info, which may cause the tile to render as black upon relight. This isn’t directly caused by the changes, but it’ll be investigated later. </li><li>Dynamic interpolation between DTS LOD levels is currently disabled - it operates via manipulation of the stored vertices in software every frame, which ties up the CPU longer than necessary, and changing these in a remote GPU buffer creates a sync point which can delay rendering. The LOD levels themselves are still in use, the game just isn’t actively modifying the mesh to smooth between levels.</li><li>Rendering of mirrored portals is currently disabled (I don’t think anyone was using this unfinished feature)</li><li>The adjusted frame pacing of the “Low Latency” setting may go out of sync when enabled while both the VSYNC and DXGI settings are disabled. This is an experimental feature, and relies on precise timing that may not always be available, as such you may want to experiment with which settings work best for you. </li><li>There's a short startup delay if your monitor has a lot of display modes</li><li>Demo recordings use the author's FOV setting, so old demos with raised FOV may look incorrect</li></ul><p><br /></p><h2>Networking</h2><p>There have been some fairly extensive rewrites to the engine’s underlying networking code, but to maintain compatibility with existing servers and demo recording, the game data protocol itself has not been changed (beyond authentication). For the most part the changes made shouldn’t be something you notice as a player, except that, as with most of the other optimizations, gameplay should feel smoother and more responsive.</p><p>DNS queries will no longer crash the game on failed lookups. Where queries return IPv6 addresses and IPv4 addresses for the same record, IPv4 will be given priority (for compatibility with certain TCPObject scripts connecting over HTTP expecting IPv4 addresses).</p><p>IPX support has been dropped (it’s unlikely anyone has tried to use it in many years). As part of the networking rewrite, transport over IPv6 has been added for future use, and game servers are able to listen for connections over IPv6. The master server doesn’t currently list IPv6 servers, but you could manually connect to an IPv6 server if you choose to.</p><p>As a host, if your mod makes use of TCP objects, you may occasionally see new warnings about connections closing/aborting you weren’t seeing previously, but these are harmless feedback and will likely be moved into script callbacks later.</p><h3>Packet Timing Optimizations</h3><ul><li>Servers now <em>always </em>send a packet to every connected client <em>as soon as possible</em> following a tick if there is new data to send. While this means hosts can no longer configure their servers to send fewer than 32pps, it greatly improves responsiveness and equalizes fairness in delivery where previously some clients would only be sent the latest update after a delay.</li><li>Servers can opt to allow <em>more</em> than 32pps (<strong><code spellcheck="false" tabindex="0">$pref::Net::PacketRateToClient</code></strong>), however these will only be delivered if needed, i.e. when there is more data available to send. Generally speaking this will only be the case if a client needs new information about a handful of vehicles or a whole bunch of players are in scope at the same time. If you’re running a server with 64+ players, especially if you have vehicles enabled, it’s highly recommended to set your packet rate to 64 or higher to maintain relatively smooth gameplay without constant warping.</li><li>Servers can configure a “burst” rate for clients loading into the game, drastically reducing the time it takes to get in and play. By default, this will be set to double the packet rate, but you can configure it in your prefs via <strong><code spellcheck="false" tabindex="0">$pref::Net::PacketRateToLoadingClient</code></strong></li><li>Servers can configure their maximum packet size (<strong><code spellcheck="false" tabindex="0">$pref::Net::PacketSize</code></strong>) <em>up to</em> 1000 bytes per packet. If you choose a packet size of &gt;= 1000, your <em>maximum</em> packet size sent to clients may dynamically adjust from 1000 to 1350 bytes, depending on the type of data being sent. This, again, is recommended for high capacity servers with bandwidth to spare. Keep in mind your max bandwidth requirements (in BYTES per second) for hosting a full server will be <code spellcheck="false" tabindex="0">packet size * packet rate * max players</code>. If you’re using either the burst rate option or a higher packet rate setting than 32, this will vary depending on activity, but it’s always going to fall into (or well below) the expected range.</li><li>Clients now prioritize sending moves and triggers <em>as soon as possible</em> on receiving user input, ensuring input response in the soonest possible server tick.</li></ul><h3>CURL Integration</h3><p>HTTPObjects and all internal HTTP(S) connections are now backed by libcurl, meaning that any web connections needed (such as retrieving the server list) are now able to fully support the latest modern encryption and protocols. You can of course run as many requests at the same time as you have HTTPObjects, and your scripts will get the expected asynchronous callbacks when the transaction completes.</p><p><strong>HTTPObject</strong> objects have the following fields and methods added:</p><ul><li><code spellcheck="false" tabindex="0">obj.enableIPv6 = true;</code> // set to false to only make ipv4 connections</li><li><code spellcheck="false" tabindex="0">obj.enableIPv4 = true;</code> // set to false to only make ipv6 connections</li><li><code spellcheck="false" tabindex="0">obj.debug = false;</code> // set to true to print detailed info to the console</li><li><code spellcheck="false" tabindex="0">obj.setHeader(key, &lt;value&gt;);</code></li><li><code spellcheck="false" tabindex="0">obj.getStatus();</code></li><li><code spellcheck="false" tabindex="0">obj.getFile(request-url, save-path, &lt;mode&gt;);</code> // mode can be “w” (overwrite) or “a” (append), if left blank, existing save destination files will not be touched: the download will be aborted if the file already exists </li><li><code spellcheck="false" tabindex="0">HTTPObject::onProgress(%obj, %dlNow, %dlTotal, %ulNow, %ulTotal);</code> // script callback reporting binary download progress in bytes</li></ul><p>If <strong>both</strong> <code spellcheck="false" tabindex="0">enableIPv4</code> and <code spellcheck="false" tabindex="0">enableIPv6</code> are left at default or set to false, both protocols are <strong>enabled</strong>.</p><p>If you want to allow binary downloads, you must set <code spellcheck="false" tabindex="0">$pref::Net::allowDownloads = true;</code></p><p>If you want to allow binary downloads from insecure servers, you must set <code spellcheck="false" tabindex="0">$pref::Net::allowInsecureDownloads = true;</code></p><p>By default, when launching the client in online mode, a connection is made to <a href="https://curl.se/ca/cacert.pem" rel="nofollow noopener ugc"><code spellcheck="false" tabindex="0">https://curl.se/ca/cacert.pem</code></a> to see if an update to the certificate authority bundle is available.</p><p>If you don’t want to run this update check or it causes issues, you can set <strong><code spellcheck="false" tabindex="0">$pref::Net::updateCABundle = false;</code></strong></p><p>If you don’t want to use this bundle at all, and would prefer to only use the certificates made available by the operating system, you can set <strong><code spellcheck="false" tabindex="0">$pref::Net::useCABundle = false;</code></strong></p><h3>Asset Depot</h3><p>If assets don’t exist on disk at load, the resource manager can automatically download them from a curated secure central asset depot server and cache them locally. You can enable this by selecting the “<strong>DOWNLOAD MISSING ASSETS</strong>” toggle under the “<strong>NETWORK</strong>” tab of your in-game options. This system is currently limited to a subset of resource types (interiors, shapes, textures, and terrains), and primarily operates via a synchronous download run only when the file is needed; effectively, this is an “last second” source of files you need to join a server. In most cases this should be <em>fast</em>, but it is of course dependent on your connection − which is why it’s currently nominally only being used on initial load of a map, and why things like player skins and sounds aren’t in the depot: files that load during gameplay would require additional changes to the resource manager to ensure these types of assets do not block while loading.</p><p>Because lookups are running synchronously and expected to be as fast as possible, after login in online mode, the game requests an index of depot files and builds a table of files that are available to download. This avoids wasting time making connection requests and waiting for responses looking for files that aren’t there. The index also provides known sizes and hashes of all files for verification purposes. </p><p>The asset depot system cannot download arbitrary files, nor write anywhere other than the <code spellcheck="false" tabindex="0">.cache</code> directory. Server hosts cannot cause you to download malicious files through this system.</p><p>Missing textures trigger an <code spellcheck="false" tabindex="0">onMissingTexture(%filename)</code> script callback on failed load attempts. This <em>could</em> be used to trigger an asynchronous binary download with an HTTPObject script, however any textures conceivably saved by this method would not be used until the <em>next</em> time they’re needed. For player skins this might mean the next time a player with that skin comes in scope, but certain textures (e.g. terrain or interior textures) would not attempt to load again until either <code spellcheck="false" tabindex="0">flushTextureCache();</code> is run or the map itself is loaded again. Third-party scripts designed in this way to download skins from other sources would, of course, be used at your own risk.</p><p>If you want your clientside map assets to be available through the asset depot service, you’ll need to share the vl2 file on this forum for server hosts to use, and let me know you want it to be added to the depot.</p>]]>
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        <title>Linux support of TribesNext</title>
        <link>https://ms1.tribesnext.com/forum/discussion/2079/linux-support-of-tribesnext</link>
        <pubDate>Fri, 28 May 2010 19:21:30 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Gear.0</dc:creator>
        <guid isPermaLink="false">2079@/forum/discussions</guid>
        <description><![CDATA[The reason I am making this post, is that I am wondering if there is still some way to connect to game servers using the Linux client?<br />
I am aware that the TribesNext patch doesn't support Linux as I have shown in the quote below.<br /><br />
But, does the TribesNext patch make such extensive modifications that would make me unable to play without patching?<br /><br />
Say I could do a console /connect command or something and enter the IP manually which I could simply obtain from the "view servers" list in the upper left corner of this website.<br />
Would this be possible?<br />
The trouble however, is that I cannot get past the login screen. Could I maybe launch the game in single player mode, and then use a console command to connect to a server?<br /><br />
I appreciate any help.<br /><br /><br />
=============================================<br />
=============================================<br /><br />
After tracking down the Linux binaries and using the files off of the windows CD along with those binaries, I am able to play Tribes2 flawlessly single player.<br /><br />
The TribesNext patch does appear to make some modifications to the Linux binaries too, as when I run the patch with the binaries in the GameData directory, I can make it all the way to this screen running it in Linux:<br /><br /><a href="http://www.freeimagehosting.net/" rel="nofollow"><img src="http://www.freeimagehosting.net/uploads/5c9b6ee279.jpg" alt="5c9b6ee279.jpg" /></a><br /><br />
Which is clearly the TribesNext login, and does NOT show up if I run the TribesNext patch without the Linux binaries in the directory... So modifications are being made to the Linux binary.<br />
I only state this, because I am now wondering if TribesNext does now support Linux?? In which case I would ask if anyone knows why I can't get past the screen above?<br />
I cannot get the button activate to allow me to go to step 2.<br /><br /><br />
I did do some searching on here before making this post, I saw what Tyth had to say:
<blockquote>
<div><a rel="nofollow" href="https://ms1.tribesnext.com/forum/profile/Thyth" data-userid="4">Thyth</a> <a rel="nofollow" href="/forum/discussion/comment/13586#Comment_13586"><span><time title="June 23, 2009 8:04PM" datetime="2009-06-23T20:04:09+00:00">June 2009</time></span></a></div>
<div>The reason TN isn't supported on Loki is because I don't have the time to port the native code changes to it. To create that port, someone would need to dig through the executable and [at minimum] find the address for the console entry point (for evaluation), and the console function addition entry point (to add new native functions); after that, they would need to connect the Ruby interpreter to the game, add the rbEval native function to the T2 console, and add the tsEval native function to the Ruby environment.<br /><br />
At the moment (RC2/RC2a), Wine support is broken. I'll do a more complete test for RC3, and try to get the Wine experience comparable to the Windows one.<br /><br />
I personally don't have the time to poke at Loki's port though.</div>
</blockquote>
<br />
So I didn't really expect it to work anyway...<br />
But, as I said, the TN patch IS making modification to the linux binary (as far as I can tell), and that quote was from a year ago....  so does the above quote still stand??<br />
Or has progress been made for Linux?<br /><br /><br />
At any rate, please answer the questions I posted at the very top of this thread, about alternative methods to manually connect to servers? Or how to connect to a server from the single player.<br /><br />
Thanks.]]>
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        <title>Post your Old School Players/ Clans</title>
        <link>https://ms1.tribesnext.com/forum/discussion/922/post-your-old-school-players-clans</link>
        <pubDate>Fri, 27 Mar 2009 18:17:08 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Killjoy69[TKB]</dc:creator>
        <guid isPermaLink="false">922@/forum/discussions</guid>
        <description><![CDATA[Killjoy69[TKB] Tappa Kegga Brew, I used to play HD in the old competion days. If you all would like to share please so, Im curious how many old player have from the Classic Comp Days with, Vanguard or Ses ( South Eastern Slayers) , or 4m , 311 etc...]]>
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        <title>Hello world</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4462/hello-world</link>
        <pubDate>Wed, 08 Jul 2026 03:18:37 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>NardoPolo</dc:creator>
        <guid isPermaLink="false">4462@/forum/discussions</guid>
        <description><![CDATA[<p>Punished Cyanide on Discord sent me here… Krash, wow. Nice work! Gonna try and corral Scotty for some Tribes talk this weekend in the woods… 🤷‍♂️ </p><p>— Sofa King Dope</p>]]>
        </description>
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        <title>T2 night</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4460/t2-night</link>
        <pubDate>Fri, 29 May 2026 15:34:31 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>FaLLGuY</dc:creator>
        <guid isPermaLink="false">4460@/forum/discussions</guid>
        <description><![CDATA[<p>When do peeps get on to play? If they still do. <span>😀</span> Just reinstalled my old burned CD of T2 and scripts I liked.</p>]]>
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        <title>Tribes2 / Next Browser Working UI and Test</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4459/tribes2-next-browser-working-ui-and-test</link>
        <pubDate>Mon, 04 May 2026 22:41:33 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>earth</dc:creator>
        <guid isPermaLink="false">4459@/forum/discussions</guid>
        <description><![CDATA[<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/8YN1UTCY2TYQ\/screenshot-20260504163029.png&quot;,&quot;name&quot;:&quot;ScreenShot_20260504163029.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:92636,&quot;width&quot;:929,&quot;height&quot;:925,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
    <div>
        <a href="https://www.tribesnext.com/forum/uploads/8YN1UTCY2TYQ/screenshot-20260504163029.png" rel="nofollow noopener ugc" target="_blank">
            <img src="https://www.tribesnext.com/forum/uploads/8YN1UTCY2TYQ/screenshot-20260504163029.png" alt="ScreenShot_20260504163029.png" height="925" width="929" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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<p>issue is looks like db is scrubbed and not what it was before and all the players and clans are gone now.  </p><p><br /></p><p>also says can log in with tribesnext.com account and i tried that also and no go on player login,</p><p><br /></p><p>vgtg</p>]]>
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        <title>Happy 25th anniversary Tribes 2!</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4456/happy-25th-anniversary-tribes-2</link>
        <pubDate>Tue, 31 Mar 2026 00:20:09 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Chocotaco</dc:creator>
        <guid isPermaLink="false">4456@/forum/discussions</guid>
        <description><![CDATA[<p>Woohoo!</p>]]>
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        <title>Tribes 2 Stuff Available for All</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4420/tribes-2-stuff-available-for-all</link>
        <pubDate>Sun, 29 Jun 2025 22:43:57 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Texitytex</dc:creator>
        <guid isPermaLink="false">4420@/forum/discussions</guid>
        <description><![CDATA[<p>The following link is to a OneNote I've compiled every single download I have ever acquired or created in Tribes 2.</p><p>This Notebook is read only, but viewers are able to download items should they want maps, scripts, skins, etc...</p><p>For any questions regarding consistency, integrity, or merely updates or nods that need to be added, there is contact information for me within.</p><p><a href="https://1drv.ms/o/c/f8fc671e9eb089b0/ErCJsJ4eZ_wggPgRDgAAAAABtW0sMSkFQAVjDiwGtJR6Yg?e=2PNK0H" rel="nofollow noopener ugc">https://1drv.ms/o/c/f8fc671e9eb089b0/ErCJsJ4eZ_wggPgRDgAAAAABtW0sMSkFQAVjDiwGtJR6Yg?e=2PNK0H</a></p>]]>
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        <title>TribalOutpost.com Lives Again</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4452/tribaloutpost-com-lives-again</link>
        <pubDate>Thu, 05 Mar 2026 23:36:38 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Sfphinx</dc:creator>
        <guid isPermaLink="false">4452@/forum/discussions</guid>
        <description><![CDATA[<p>Greetings Everyone. </p><p><a href="https://tribaloutpost.com" rel="nofollow noopener ugc">tribaloutpost.com</a> is back online!</p><p>Existing Features and Content</p><ul><li>1.8k maps</li><li>500 scripts (another 1000 being imported from old archives)</li><li>1.9k textures</li><li>files archive</li><li>autodownloads - yes, client side map automatic download capabilities are back</li><li>historical pub stats</li><li>historical league stats</li><li>track your favorite content items</li><li>build custom map packs, private and public</li></ul><p>Planned Features and Content</p><ul><li>content submissions - allowing users to submit new content again</li><li>review submissions - allow comments and reviews of content again</li><li>draft league - running draft leagues again if the community desires it</li><li>pub / draft match stats - supporting servers sending statistics for tracking purposes</li></ul><p>Feedback welcome.</p>]]>
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        <title>UE again how can i fix this , thanks</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4451/ue-again-how-can-i-fix-this-thanks</link>
        <pubDate>Thu, 05 Mar 2026 04:17:54 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Albo</dc:creator>
        <guid isPermaLink="false">4451@/forum/discussions</guid>
        <description><![CDATA[<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/tribesnext.com\/forum\/uploads\/UDVCXUOOD1B1\/screenshot-2026-03-04-231636.png&quot;,&quot;name&quot;:&quot;Screenshot 2026-03-04 231636.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:79260,&quot;width&quot;:587,&quot;height&quot;:272,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
    <div>
        <a href="https://tribesnext.com/forum/uploads/UDVCXUOOD1B1/screenshot-2026-03-04-231636.png" rel="nofollow noopener ugc" target="_blank">
            <img src="https://tribesnext.com/forum/uploads/UDVCXUOOD1B1/screenshot-2026-03-04-231636.png" alt="Screenshot 2026-03-04 231636.png" height="272" width="587" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
    </div>
</div>
<p><br /></p>]]>
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    <item>
        <title>TribalWar.Net  Tribes Community Website and Podcast</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4449/tribalwar-net-tribes-community-website-and-podcast</link>
        <pubDate>Thu, 18 Dec 2025 18:46:54 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>earth</dc:creator>
        <guid isPermaLink="false">4449@/forum/discussions</guid>
        <description><![CDATA[<p>We are putting a new website up with event calendar and adding some downloads, and resources, for all tribes related stuff and a focus on tribes2.  We are looking for some guest and hosts, for our new podcast shows, and everyone is welcome to join in and be a part of the shows, be it guest, audience, or hosting.   </p><p>   <a href="https://tribalwar.net/#" rel="nofollow noopener ugc">https://tribalwar.net</a></p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/19XAY9EHE0K9\/tribes2sierrabutton.gif&quot;,&quot;name&quot;:&quot;tribes2sierrabutton.gif&quot;,&quot;type&quot;:&quot;image\/gif&quot;,&quot;size&quot;:2305,&quot;width&quot;:88,&quot;height&quot;:31,&quot;displaySize&quot;:&quot;small&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
    <div>
        <a href="https://www.tribesnext.com/forum/uploads/19XAY9EHE0K9/tribes2sierrabutton.gif" rel="nofollow noopener ugc" target="_blank">
            <img src="https://www.tribesnext.com/forum/uploads/19XAY9EHE0K9/tribes2sierrabutton.gif" alt="tribes2sierrabutton.gif" height="31" width="88" data-display-size="small" data-float="none" data-type="image/gif" data-embed-type="image" /></a>
    </div>
</div>
<p><br /></p><p><a href="https://discord.com/invite/3p3UQhBZ" rel="nofollow noopener ugc">https://discord.com/invite/3p3UQhBZ</a></p>]]>
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        <title>Tribes 2 demo archival project</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4440/tribes-2-demo-archival-project</link>
        <pubDate>Thu, 02 Oct 2025 21:53:31 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>loop</dc:creator>
        <guid isPermaLink="false">4440@/forum/discussions</guid>
        <description><![CDATA[<p>Warriors,</p><p><a href="https://tribesforever.com/" rel="nofollow noopener ugc">https://tribesforever.com/</a> is accepting Tribes 2 demo/recording file uploads. If you have Tribes 2 demos from any patch level, TribesForever would like a copy.</p><p>Uploaded demos can be watched back via <a href="https://twitch.tv/t2vault" rel="nofollow noopener ugc">https://twitch.tv/t2vault</a>. Videos are being captured from this stream and uploaded to YouTube at <a href="https://www.youtube.com/@tribes2archivist" rel="nofollow noopener ugc">https://www.youtube.com/@tribes2archivist</a>.</p><p>Additional searching and sorting mechanisms might be added in the future.</p><p><em>There may be a very long delay after selecting a demo folder if there are a lot of demos. Every single demo needs to be read from start to finish. Links will appear for any demo that's already on TribesForever.com, so it's easy to search for a demo that TribesForever already has.</em></p>]]>
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        <title>Tribalwar is still alive and kicking</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4445/tribalwar-is-still-alive-and-kicking</link>
        <pubDate>Wed, 15 Oct 2025 02:50:42 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>ScooBySnaCk</dc:creator>
        <guid isPermaLink="false">4445@/forum/discussions</guid>
        <description><![CDATA[<p>Hey all,</p><p><br /></p><p>Not sure if you remember me. I was in S3, 515, I$, unity "back in the T1 days". If you were around back then you remember Tribalwar. The gaming side of TW has faded a bit over the years and now rayn has handed control of it. I would like to get that going again. There are some really good die hard players like Cyanide and Gunther to name a couple. We just put up a classic server as well. It's fairly vanilla but it is parked in a datacenter so it is pretty solid.</p><p>That being said, what I would like to do is hold game night or tournament with winners getting TW swag maybe even cash prizes. I am open for ideas as well. I am glad there are people out there keeping the lights on,</p><p><br /></p><p>So are we!</p><p>oh and here is our discord</p><p><br /></p><div data-embedjson="{&quot;body&quot;:&quot;Check out the The Official TRIBALWAR™ community on Discord - hang out with 109 other members and enjoy free voice and text chat.&quot;,&quot;photoUrl&quot;:&quot;https:\/\/cdn.discordapp.com\/splashes\/1223361824511099090\/ef4b0ca78727c6c5e1cc81bbf4915a33.jpg?size=512&quot;,&quot;url&quot;:&quot;https:\/\/discord.gg\/TYF9CcmBxj&quot;,&quot;embedType&quot;:&quot;link&quot;,&quot;name&quot;:&quot;Join the The Official TRIBALWAR™ Discord Server!&quot;,&quot;faviconUrl&quot;:&quot;https:\/\/discord.gg\/assets\/favicon.ico&quot;}">
    <a href="https://discord.gg/TYF9CcmBxj" rel="nofollow noopener ugc">
        https://discord.gg/TYF9CcmBxj
    </a>
</div><p>I just noticed the plant for the icon. One of the admins is a big gardener. (dork)</p>]]>
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        <title>New In-Game IRC Client</title>
        <link>https://ms1.tribesnext.com/forum/discussion/1230/new-in-game-irc-client</link>
        <pubDate>Wed, 03 Jun 2009 18:39:51 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Turkeh</dc:creator>
        <guid isPermaLink="false">1230@/forum/discussions</guid>
        <description><![CDATA[As some of you may know, I've been working on a new in-game chat client, and have decided to make it available for open testing to iron out any remaining bugs.<br /><ul><li>Download the client file</li>
<li>Drop the .vl2 file in your <span><b>base</b></span> folder</li>
<li>Enjoy</li>
</ul>]]>
        </description>
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        <title>Krash U Rock</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4439/krash-u-rock</link>
        <pubDate>Sat, 20 Sep 2025 15:41:34 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>cyanide</dc:creator>
        <guid isPermaLink="false">4439@/forum/discussions</guid>
        <description><![CDATA[<p>Tnk U for helping Tribe live on forever brother. Glad to see U still working hard</p>]]>
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        <title>how to ski?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4432/how-to-ski</link>
        <pubDate>Sun, 07 Sep 2025 09:53:55 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>oreolek</dc:creator>
        <guid isPermaLink="false">4432@/forum/discussions</guid>
        <description><![CDATA[<p>hey, just installed the game and the skiing doesn't work for some reason… I hold down Space and my character just jumps around</p><p>running under wine+linux</p>]]>
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        <title>Small yet active Tribes community</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4431/small-yet-active-tribes-community</link>
        <pubDate>Mon, 04 Aug 2025 18:36:39 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Odysseyexe</dc:creator>
        <guid isPermaLink="false">4431@/forum/discussions</guid>
        <description><![CDATA[<div data-embedjson="{&quot;body&quot;:&quot;The main place for Tribes Aerial Assault Playstation 2 Online Play. | 526 members&quot;,&quot;photoUrl&quot;:&quot;https:\/\/cdn.discordapp.com\/splashes\/802116658596544553\/ecb5f72b38d09f84a9b6895c1d9aa769.jpg?size=512&quot;,&quot;url&quot;:&quot;https:\/\/discord.gg\/tribesaa&quot;,&quot;embedType&quot;:&quot;link&quot;,&quot;name&quot;:&quot;Join the Tribes Aerial Assault Discord Server!&quot;,&quot;faviconUrl&quot;:&quot;https:\/\/discord.gg\/assets\/favicon.ico&quot;}">
    <a href="https://discord.gg/tribesaa" rel="nofollow noopener ugc">
        https://discord.gg/tribesaa
    </a>
</div><p><br /></p><p>Hope some of you join us!</p>]]>
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        <title>Looking for a few things...</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4421/looking-for-a-few-things</link>
        <pubDate>Fri, 18 Jul 2025 01:51:32 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Texitytex</dc:creator>
        <guid isPermaLink="false">4421@/forum/discussions</guid>
        <description><![CDATA[<p>You may or may not have seen the collection of Tribes 2 stuff I've made available in the "Tribes 2 Stuff Available for All" thread, but I've amassed everything I have with a few new additions into a single OneNote that is viewable and the items within, downloadable, by anyone.</p><p>There are a few notable missing items that I'm hoping someone out there may have.</p><p><span style="text-decoration: line-through;">Gelatinous Prime - a map with bouncy water. I ran it on the HV server for years, and  because of that I never even considered that it wasn't there until a friend playing with me asked me to load on to my server.</span></p><p>Wrench Syntax Checker - This was the tool on Tribes2maps.com that would scan a .mis and I think .cs as well, for errors that might make a map unplayable or a script unworkable. Pretty sure this was a php plugin, but I'm not entirely sure. That's a question for Bytor and/or Sfphinx.</p><p>Misanthropic - A map I made with my girlfriend back in the early 2000's who loved T2. She recently passed, and while we made a few together, this was far and away her magnum opus. I wanted to share this with her kiddos, as I thought they'd get a kick out of seeing something she created and did such a good job on. It's been years and years, but I want to say it had elevated DS bases, and a bright blue sky, on a desert terrain.</p><p>You're Fired! - Another map of mine that for some strange reason isn't in my repository with my others. Lava based map, with lava that sped you up when you entered it, making it a risk vs. reward when capping.</p><p>HVAdmin - I know, I know, of all people that should have this, I'm afraid I do not. I thought I did, and it was only when compiling everything that I noticed it's absence. It handled map rotations, gave information to admins about who was controlling turrets, provided typical administration tools, and integrated coolly with Tricon2. If anyone has a copy, I'd appreciate that.</p><p><span style="text-decoration: line-through;">BWAdmin - This is more for archival purposes as there are much better tools out there now, but I'd still like to have a copy.</span></p><p><br /></p><p>I honestly don't expect these to turn up, but if someone has a copy of these files, I'd be greatly appreciative of copies.</p>]]>
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        <title>Old player, is back lol</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4419/old-player-is-back-lol</link>
        <pubDate>Wed, 25 Jun 2025 15:42:17 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Albo</dc:creator>
        <guid isPermaLink="false">4419@/forum/discussions</guid>
        <description><![CDATA[<p>First ,i want to thank all that have kept this game running , Thanks for the great work and for your precious time. I have installed the game on  two PC, one is running great after many UE errors i installed the (irc fix), however on the other-one i get UE error after logging in, once i try to join a server it crashes, theres only one server that the games does not crash, so i mosey play on that . anything i can do to fix this thing, would like to try other servers. Thanks<span>😀</span></p>]]>
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        <title>Tribes 1 [dF]</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4418/tribes-1-df</link>
        <pubDate>Sat, 21 Jun 2025 17:24:57 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>dF_Zod1</dc:creator>
        <guid isPermaLink="false">4418@/forum/discussions</guid>
        <description><![CDATA[<p>I was dF Zod. Are there any dF guys out there still?</p>]]>
        </description>
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        <title>Game login password won&#39;t save?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4401/game-login-password-won-039-t-save</link>
        <pubDate>Wed, 12 Mar 2025 17:06:29 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4401@/forum/discussions</guid>
        <description><![CDATA[<p><br /></p><p> I have to type in my account password every time i start my Tribes 2 game up. Even though it has a save password</p><p>check box button, &amp; I click it, it still won't save the password. Is there a workaround?</p>]]>
        </description>
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        <title>Blakhart, your server is extremely fun !!!</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4405/blakhart-your-server-is-extremely-fun</link>
        <pubDate>Mon, 17 Mar 2025 20:12:10 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4405@/forum/discussions</guid>
        <description><![CDATA[<p><br /></p><p> I just want to say thank you for keeping a server up so old guys can have some fun :)</p><p>I have been spending a lot of my free time on there, and the way you have the bots set up</p><p>is just perfect :)</p><p><br /></p><p>I like to watch the bots &amp; learn their weaknesses &amp; habits. It's funny when a fast capper comes</p><p>in &amp; grabs the flag &amp; I snipe him at the same time..... The capper will quickly pivot to fire</p><p>a return laser shot at me &amp; that drains his energy, making him easier prey for the flag defending bots.</p><p> I like how well they are able to fly &amp; bomb as a team. Laggalot did great work on these bots :)</p><p>I set up mortar turrets on Titan &amp; I had to change them back to AA because the mortar turrets</p><p>were just slaughtering the attacking bots in that setup.</p><p><br /></p><p>I also really like the repair pack distance.... On Boss, I can switch the tower turret to a mortar &amp; then</p><p>stay near the flag on the high walk &amp; repair from there while guarding the flag. </p><p><br /></p><p> Anyway, props to you &amp; others who keep the servers up &amp; going so we can have fun :)</p><p><br /></p><p>If I am guessing right, you named some of the bots after better players.....? I tried to follow one</p><p>bot around thinking he was a real person LOL....</p>]]>
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        <title>Trying to find some old scripts &amp; not having much luck... Anyone have these?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4409/trying-to-find-some-old-scripts-not-having-much-luck-anyone-have-these</link>
        <pubDate>Sat, 29 Mar 2025 15:58:25 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4409@/forum/discussions</guid>
        <description><![CDATA[<p>Hi all,</p><p> I am trying to find some scripts that were mentioned here on the forums years ago &amp; they are hard</p><p>to track down. Does anyone have or use some of these scripts?</p><p>FrostyAutoRepair.cs (Would be nice to not always hold the trigger down while repairing stuff)</p><p>MuteNoVoicePack.cs</p><p>MuteAll.cs</p><p> I would also like to find a way to mute all of the bot chats &amp; messages where bot x was killed by bot y.... The chat</p><p>flows so fast.... Is there a chat modifier script? I like to see human chat; It would be great if there is a toggle on/off script</p><p>for chat.</p><p>Is there a way to change the size of the chat buffer? (The one that you see when you hit the Escape key)</p>]]>
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        <title>Petition: Help is requested by Thyth to get Clans and Tags back!</title>
        <link>https://ms1.tribesnext.com/forum/discussion/3337/petition-help-is-requested-by-thyth-to-get-clans-and-tags-back</link>
        <pubDate>Sun, 20 Apr 2014 04:59:40 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>earth</dc:creator>
        <guid isPermaLink="false">3337@/forum/discussions</guid>
        <description><![CDATA[Greetings Everyone,<br /><br />
Hope everyone is doing alright!<br /><br />
What brings me here today is the completion of the ability to give us Clan Tags and other features, IRC, TMAIL, etc. with main one being of course, the creation and managing of the Clans.<br /><br />
Thyth has requested some help to complete this task and says it can take anywhere from 2 days to who knows when to complete.<br /><br />
What we need is more directed to Thyth, as I am not fully understanding where the project is at and the coding required to complete.<br /><br />
From my understanding, we need some GUI Browser Coding and JSON related help.<br /><br />
If anyone is qualified, capable and competent enough to help complete this project and tasks.<br /><br />
Please contact Thyth via IRC # Last Gasp and/or post here.]]>
        </description>
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        <title>UltraXL</title>
        <link>https://ms1.tribesnext.com/forum/discussion/1702/ultraxl</link>
        <pubDate>Thu, 12 Nov 2009 18:30:10 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>zoyx</dc:creator>
        <guid isPermaLink="false">1702@/forum/discussions</guid>
        <description><![CDATA[Started up an UltraXL server... just search for UltraXL in the game browser.  I am the guy that put it together many years ago (Known as Xenolith back then).  Web page is no more, but a <a href="http://games.zoyx.com/ultraxl/" rel="nofollow">copy of the "manual" is here</a>.  Also started a <a href="http://www.facebook.com/group.php?gid=197666576340&amp;ref=mf" rel="nofollow">Facebook page</a> for you to join.<br /><br />
Enjoy.<br /><br />
X-posted in Competition and Pick-ups]]>
        </description>
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        <title>First post - Glad to be here :)</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4400/first-post-glad-to-be-here</link>
        <pubDate>Sun, 09 Mar 2025 23:56:09 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4400@/forum/discussions</guid>
        <description><![CDATA[<p>Hello all !!! :)</p><p><br /></p><p> I just returned to Tribes after playing many years ago. I love playing on Vanilla &amp;</p><p>the Blair Lag Project..... Saying hello to SAMI-Fin :)</p><p><br /></p><p> Many thanks to everyone involved for putting Tribes 2 Next together :)</p>]]>
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        <title>Had some fun on Small Crossing last night</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4412/had-some-fun-on-small-crossing-last-night</link>
        <pubDate>Wed, 09 Apr 2025 13:01:37 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4412@/forum/discussions</guid>
        <description><![CDATA[<p>Hah..... I had so much fun on that map last night. I was on  team Inferno, &amp; I found a spot about 300m E or W</p><p>of the Storm flag down in a low valley with some small hills between myself &amp; the Storm flag. The Inferno flag</p><p>would be located to my right as I faced the Storm flag. From that point, I could take 300m disc &amp; laser shots</p><p>at the bots who, like they were addicted to crack, would show up on the hill behind the Storm flag so they could </p><p>defensive snipe at the flag runners. I snuck an inv out there &amp; hid it so I could resupply with discs. I racked up 91 kills</p><p>for the whole map from that area &amp; never died once. It was so much comedy lol...... Ah, there is another one...... Zoom in....</p><p>launch disc...switch to laser rifle.... aim.... fire right at the same time the disc hits &amp; blammo ! <span>😁</span></p><p><br /></p><p> That is what I like about this game.... So many different ways to have fun <span>😎</span></p>]]>
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        <title>Tribes 2 Veterans</title>
        <link>https://ms1.tribesnext.com/forum/discussion/114/tribes-2-veterans</link>
        <pubDate>Wed, 07 Jan 2009 04:36:59 +0000</pubDate>
        <category>General Discussion</category>
        <dc:creator>Blnukem</dc:creator>
        <guid isPermaLink="false">114@/forum/discussions</guid>
        <description><![CDATA[I've played Tribes 2 since April, 2001 and I don't plan to quit anytime soon. I've played almost every mod out there, seen the begining of construction, and the fall of many mods. My personal favorite mods are Ninja Mod, BONES Mod, and Quantium 2.8 (Yeah that's right. Quantium 2.8, surprising isn't it?)<br /><br />
I wanted to know if there are any other T2 vets that recently came back. Maybe we could slaughter some noobs some time. <img src="https://ms1.tribesnext.com/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
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