EQCAP DX
A Tribes 1 client demo — the server’s own packet stream as one player recorded it. The match record below was decoded out of that stream. Anything read off the filename instead is in its own box, and says so.
⤓ Download the archiveWatch it
This plays the recording with the actual Tribes engine, compiled to WebAssembly — the same playDemo() path the game itself uses. The engine is about 7 MB; it then streams just the game data this recording touches from the archive, as it touches it. Every piece is cached and shared across the site, so a second demo on the same map costs almost nothing. Nothing is fetched until you press play.
EQCAP_DX.rec
Verified Tribes 1 demo. The engine's own bitstream reader walked all 26,955 server packets, 8,900 recorded inputs to the stream terminator — 100% of the file decoded, no desync.
- Map
- Dangerous Crossing (
DangerousCrossing) - Server
- Experts Welcome
- Game version
- 1.11
- Mods loaded
- none — stock
baseonly - Recording length
- 4m 44s
- Datablocks pushed
- 395
- Said during the match
- 40 lines (chat and the server’s own event feed — counted, not republished; they play back inside the recording)
- Recorded by
- client id 2049 (the player whose machine made this recording)
Server info
Default TRIBES server setup Admin: Unknown Email: Unknown
Unassigned 1
- =PT=Equin0x
Readme — readme.txt (from the archive itself)
Author: =PT=Equin0x Reason for Uploading: Unknown! (Just trying to add a little mystery..) Within lies a demo of 4 routes for DX (Dangerous Crossing) 2 for BE, 2 for DS. They are all pretty fast... I just wanted to give cappers some food for thought. I know DX is usually just cluster in matches, but these routes are hella fun to use in pubs! :P Enjoy
Contents — 2 files (inside the archive)
- EQCAP_DX.rec 1,820,300 B
- readme.txt 363 B