Starsiege: Tribes Community Archive

Shifter_(09-08-2000)

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Shifter_%2809-08-2000%29.zip
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admin
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Jun 07, 2008 - 02:11
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Readme — READ ME NOW!.txt (from the archive itself)
READ ME NOW!.txt
----------------

This file is to let you know that you will need to check out the new serverconfig.cs file if you are gonna be running a dedicated server. This is absolutely important for several reasons.

There have been some MAJOR changes as to how people are admined on the servers. This will give you complete control over who is auto-admined, auto-superadmined, auto-nobanned, etc... This will also give you complete control over who has SAD passwords.

There are many other new options also.

You will need to add these to your serverconfig.cs file OR you will need to use the enclosed serverconfig.cs and modify it to your liking.

Please take the time to read the FAQ by FUBAR|Ascain and read the commenting in the serverconfig.cs file.

Also, as requested LabRat's anti-clone code original Zip is included! You do NOT need to do anything with this, it is included by request of LabRat for allowing us to use the code in Shifter! Thanks to LabRat!!!

Thank you!
Emo1313
Readme — Shifter_whatsnew.txt (from the archive itself)
Whats New 9-01-2000
-----------------------------------------------------
Here it is kiddies...

Shifter has changed a great deal in the last release... 
We have added a few nice things and fixed a LOT of really nasty things...

Please read over the latest whats new listings as they will tell you what is going on with the new stuff...

Whats New 8-28-2000 - New Goodies In The Next Release
-----------------------------------------------------
Yeah, FUBAR has the server Faq updated and things are looking good for the next release. The code has become alot more stable and we are pretty much putting it tru the last stages of testing... 

There are a few playability changes that have taken place that every one should know about:

1) Dread Armor overhaul - 

Over the last month we have taken the Dread a few different directions with the laser mine limitation and what not. Per FUBAR's request the Dread now has normal AP mines to add to its arsenal. Also added a new AP Light Mine for the Dread, all available via the TAB menu as ussual. So this looks good. Basically the AP Light spits out 3 mines for the price of one but they do a 1/3 of the damage that normal AP mines do... These are good for spreading out a larger mine field to bounce your nme's around.

Laser mines have been restricted a fair deal, but I have let up the restrictions just a little... They still do NOT count for kill or scoring however. The new mines for the Dread should add a few different tactics to the standard Dread play however.

2) Merc Boosting! 

Thanks to Method for some awsome code again, the Merc booster NOW works JUST like it is supposed to... This might take some of the older Merc players a little longer to get used to BUT it will certainly add to the Merc flexability... 

They way it works NOW and should have to begin with, is... The Merc looks in a given direction, and this is the direction that the Merc will travel when he/she boosts... This INCLUDES UP AND DOWN now!!! Look up, Boost, you go STRIAGHT UP!!!

This was the original intention... For those of you who just DO NOT like the new way it works... Well, get used to it! ... No... Actually I am adding in a Tab option and bindings to set this on the fly... Forward Boost or Advanced boost... 

More to come in the next day or so...

3) The HyperBlaster gets a touch up... This completely useless weapon has gotten a little more bite... Bsically the HyperBlaster does just a little more damage than before BUT the kicker is that due to the type of bolt the HyperBlaster fires, ANY shielded object including players will NOT take shield damage. The bolt will travel completely thru the shields and to the player with out any loss of energy to the Shilded player, BUT with no defence from the shields.
The Hyperblaster ALSO has its own death messages now.

4) Finally finally finally I have figured out something that I have been trying to do for some time now. 
Rocket turrets (The deployable kind) now fire at Guided Missiles... They are slowish (compared to the Missiles) and tracking, BUT they will fire from a normal deployable rocket turret.

The biggest problem with this (by design) is that when the Guided Missile is destroyed by a rocket turret, it will detonate. Exploding just as it would on trigger or impact... This can keep them away from your base but could alse set them off where you do not want them to go off... Beware on missile friendly maps...


Whats New 8-28-2000 - What To Expect In The Next Release 
--------------------------------------------------------
This really is not a "What's New" per se, this is mostly a compiled list of the important playability and configuration changes that have been made to Shifter since the 7-30-2000 Release... This list will be extensive so pay attention... The FAQ will be updated to reflect these changes as well.

CONFIGURATION CHANGES - IMPORTANT IF YOU HOST A SERVER!!
--------------------------------------------------------

New configuration options :
These options are for the serverconfig.cs / matchconfig.cs -


1) Tourney Chat Options -
==================================================================================================
$Shifter::GlobalTChat = True;		True - All players can chat global in Tourney Mode
					False - Only players marked as Lead or Admin or SuperAdmin can chat.


2) New Admin options -
==================================================================================================
	A) Clear Players TK Counts (For those super FUN indoor crazy matches where you know people can help but TK here and there.
	B) Grant / Revoke No Ban - Allows admin to do just that... Only valid for the length of time a player is logged on to the server, this is NOT saved to a file.
	C) Kill Ban Kick players now has a separate menu.

3) Most importantly - AutoAdmining - Automatically placing players as Admin, SuperAdmin and NoBan has become very easy. Also the server admin now has the option to Admin or SuperAdmin players for which they get different options. (see list):
==================================================================================================
This is something that was not exaclty requested by DMM, but a modification similar to what I believe they had done on the versions of Shifter that where modified for the DMM servers.

	Normal Admin Abilities :
	1) Change Players Team		- Player Selected
	2) Globally Mute/UnMute		- Player Selected
	3) Lock/Unlock Players Team	- Player Selected
	4) Set Mission Time Limit
	5) Select Touney/FFA Mode
	6) Change Mission
	7) Cycle Mission

	Super Admin Abilities :
	1) Kill,Ban or Kick Players	- Player Selected
	2) Clear Players TK Count	- Player Selected
	3) Grant/Revoke No Ban Status	- Player Selected
	4) Admin/DeAdmin Players	- Player Selected
	5) Give/Remove Penis Curse	- Player Selected
	6) Enable MATCH Mode
	7) Reset Server To Defaults

	Optional Super-Admin
	8) Locking Miss
Contents — 12 files (inside the archive)
Source: The Exiled — Tribes Repository
Original page: https://library.theexiled.pwnageservers.com/file.php?id=163
Archived source HTML: _source/file/163.html