WarZone (Server Beta) - demo reconstruction Wise Man
by Wise Man
⤓ Download · 435.8 KBReconstruction of WarZone, an unreleased server-side weapons/armor mod, rebuilt from the only surviving artifact: a client demo (Warzone1.rec) its developer "Wise Man" recorded on 2005-05-14. Ships the reconstructed datablock scripts (Item / ArmorData / baseProjData / autoexec) with every field tagged by provenance, a PROVENANCE.md manifest, and the source demo itself. Recovered from the wire: the custom weapon roster (Flak Cannon with alternating fire, Hyper Spinfusor, Blaster III, Tank Bashers! / Tank Blasters, Flak Shell), the retuned Disc Launcher and repriced ELF Gun, armor movement tuning, and projectile physics. Damage values, resistances and server logic are absent from any demo and are stock-filled and labeled, never invented.
- Filename
WarZone_ServerBeta.zip- Size
- 435.8 KB
- Type
- ZIP
- Version
- Server Beta
- Developer
- Wise Man
- Date
- 2005-05-14 (demo recording date)
- Format
- Zip archive data, at least v2.0 to extract, compression method=deflate
Readme — WarZone-ServerMod/README.md (from the archive itself)
# WarZone Server Beta â server-side mod (archival reconstruction) An unreleased **Starsiege: Tribes** server-side weapons/armor mod, by developer **"Wise Man"** â source demo dated **2005-05-14**. No original mod files survive. This folder is a **reconstruction** of the mod's server datablocks, rebuilt from the only artifact that outlived it: a single client demo, `source-artifact/Warzone1.rec`. This is a **cold-storage archival package**. Its priority is *archival integrity*, not playability: every value is tagged by where it came from, and nothing is presented as WarZone's unless it was actually decoded from the demo. A faithful-but-incomplete artifact â not a plausible fake. ## What is real here Recovered **exactly** from the demo wire and baked in as WarZone's values: - **Weapons** â the custom roster (**Flak Cannon** Ã2 w/ alternating 0.10/0.20s fire, **Hyper Spinfusor**, **Blaster III**, **Tank Bashers!**, **Tank Blasters**, **Flak Shell**), plus the retuned **Disc Launcher** (0.35/0.35 @ 350) and repriced **ELF Gun** (125). Per weapon: name, shape, hud icon, buy heading, price, and fire/reload/spin/energy timing. - **Armor** â all five PlayerData movement profiles (speed, mass, jet, ground, jump, hitbox). - **Projectiles** â physics for every projectile, incl. 3 custom rockets. - **Server/session** â name "WarZone Server Beta", `$ItemFavoritesKey="Warzone"`, mission `8_Destroy`, music track 6, team energy Infinite. ## What is NOT here (and never can be, from a demo) Damage values, damage-type resistances, kickback, ammo/carry caps, and all server-side script logic. Where a loadable datablock needs one of these, it is filled from **retail stock and labelled `[STOCK-FILL]`** â it is *not* WarZone's value. Turret/vehicle internals were blocked by version skew and left stock. ## Read this first **`PROVENANCE.md`** â the per-datablock manifest: which tier every value came from, what is unrecoverable and why. The `.cs` files carry matching inline tags: | tag | meaning | |---|---| | `//[REC]` | decoded from `Warzone1.rec` â WarZone's real value | | `//[STOCK-FILL]` | retail stock placeholder so it loads â **not** recovered | | untagged | stock, verified unmodified in the demo (or stock scaffolding) | ## Files - `base/scripts/Item.cs` â weapons (stock base + recovered overlay + custom section) - `base/scripts/ArmorData.cs` â armor/player movement - `base/scripts/baseProjData.cs` â projectiles + custom rockets - `base/scripts/WarZone.autoexec.cs` â server identity / mission / music - `source-artifact/Warzone1.rec` â **the source demo** (keep with this package) - `source-artifact/REPORT.md` â full recovery record & methodology ## Install (era-standard) WarZone was a pure server-side datablock mod (which is why the client demo carried it). Drop the files in `base/scripts/` over a retail Tribes install, shadowing stock of the same name; the engine's fixed exec order (`⦠BaseProjData â ArmorData â Item â¦` then `preloadServerDataBlocks()`) picks them up. Load `WarZone.autoexec.cs` once after the datablock set. See `PROVENANCE.md` §7.
Inventory-station loadout (50 items)
What a player could pull from this mod's inventory station — each item by the name it shipped under (not the CamelCase slot), grouped by the buy-menu tab (its heading); items with no heading aren't in the buy menu. Each row links to that piece's 3D model + fork history.
Armor3
Heavy ArmorItemData HeavyArmor187Light ArmorItemData LightArmor265Medium ArmorItemData MediumArmor249Weapons10
Blaster IIIItemData Blaster283ChaingunItemData Chaingun275ELF GunItemData EnergyRifle269Flak CannonItemData WZ_FlakCannonFlak CannonItemData WZ_FlakCannon_SlowGrenade LauncherItemData GrenadeLauncher292Laser RifleItemData LaserRifle278MortarItemData Mortar295Plasma GunItemData PlasmaGun296Targeting LaserItemData TargetingLaser299Backpacks5
Ammo PackItemData AmmoPack289Energy PackItemData EnergyPack293Repair PackItemData RepairPack306Sensor Jammer PackItemData SensorJammerPack285Shield PackItemData ShieldPack299Deployables7
Ammo StationItemData DeployableAmmoPack290CameraItemData CameraPack291Inventory StationItemData DeployableInvPack301Motion SensorItemData MotionSensorPack292Pulse SensorItemData PulseSensorPack294Sensor JammerItemData DeployableSensorJammerPack294TurretItemData TurretPack274Miscellany5
BeaconItemData Beacon314GrenadeItemData Grenade314MineItemData MineAmmo314Repair KitItemData RepairKit314Repair PatchItemData RepairPatch307Ammunition6
BulletItemData BulletAmmo263DiscItemData DiscAmmo270Flak ShellItemData WZ_FlakShellGrenade AmmoItemData GrenadeAmmo278Mortar AmmoItemData MortarAmmo281Plasma BoltItemData PlasmaAmmo281Not in the buy menu10
AmmoItemData Ammo314BackpackItemData Backpack317FlagItemData Flag320Hyper SpinfusorItemData WZ_HyperSpinfusorRace FlagItemData RaceFlag312Repair GunItemData RepairGun305Tank Bashers!ItemData WZ_TankBashersTank BlastersItemData WZ_TankBlastersToolItemData Tool314WeaponItemData Weapon319All game entities this mod declares (103) — lineage
Every named datablock parsed from the scripts inside this archive (the loadout above is just the buy-menu ItemData). 90 are also shipped by other mods — the number on each chip is how many carry that name; click to see who forked it.
ItemData50Ammo314AmmoPack289Backpack317Beacon314Blaster283BulletAmmo263CameraPack291Chaingun275DeployableAmmoPack290DeployableInvPack301DeployableSensorJammerPack294DiscAmmo270DiscLauncher298EnergyPack293EnergyRifle269Flag320Grenade314GrenadeAmmo278GrenadeLauncher292HAPCVehicle289HeavyArmor187LAPCVehicle292LaserRifle278LightArmor265MediumArmor249MineAmmo314Mortar295MortarAmmo281MotionSensorPack292PlasmaAmmo281PlasmaGun296PulseSensorPack294RaceFlag312RepairGun305RepairKit314RepairPack306RepairPatch307ScoutVehicle288SensorJammerPack285ShieldPack299TargetingLaser299Tool314TurretPack274Weapon319WZ_FlakCannonWZ_FlakCannon_SlowWZ_FlakShellWZ_HyperSpinfusorWZ_TankBashersWZ_TankBlasters
ItemImageData27AmmoPackImage290BlasterImage287CameraPackImage291ChaingunImage272DeployableAmmoPackImage290DeployableInvPackImage302DeployableSensorJamPackImage296DiscLauncherImage299EnergyPackImage293EnergyRifleImage268FlagImage320GrenadeLauncherImage294LaserRifleImage277MortarImage294MotionSensorPackImage293PlasmaGunImage294PulseSensorPackImage294RepairGunImage306RepairPackImage307SensorJammerPackImage285ShieldPackImage300TargetingLaserImage306TurretPackImage275WZ_FlakCannonImageAWZ_FlakCannonImageBWZ_HyperSpinfusorImageWZ_TankGunImage
Contents — 8 files (inside the archive)
- WarZone-ServerMod/PROVENANCE.md 12.3 KB
- WarZone-ServerMod/README.md 3.1 KB
- WarZone-ServerMod/base/scripts/ArmorData.cs 45.8 KB
- WarZone-ServerMod/base/scripts/Item.cs 89.3 KB
- WarZone-ServerMod/base/scripts/WarZone.autoexec.cs 2.6 KB
- WarZone-ServerMod/base/scripts/baseProjData.cs 18.5 KB
- WarZone-ServerMod/source-artifact/REPORT.md 10.9 KB
- WarZone-ServerMod/source-artifact/Warzone1.rec 1.2 MB