⌂Starsiege: Tribes Community Archive

WarZone (Server Beta) - demo reconstruction Wise Man

by Wise Man
⤓ Download · 435.8 KB
Source: Wise Man — WarZone (demo reconstruction).
Reconstruction 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 — server-side mod (archival reconstruction)

An unreleased **Starsiege: Tribes** server-side weapons/armor mod, by developer
**"Wise Man"** — 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 — not a plausible fake.

## What is real here

Recovered **exactly** from the demo wire and baked in as WarZone's values:

- **Weapons** — the custom roster (**Flak Cannon** ×2 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** — all five PlayerData movement profiles (speed, mass, jet, ground,
  jump, hitbox).
- **Projectiles** — physics for every projectile, incl. 3 custom rockets.
- **Server/session** — 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]`** — it is *not* WarZone's
value. Turret/vehicle internals were blocked by version skew and left stock.

## Read this first

**`PROVENANCE.md`** — 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` — WarZone's real value |
| `//[STOCK-FILL]` | retail stock placeholder so it loads — **not** recovered |
| untagged | stock, verified unmodified in the demo (or stock scaffolding) |

## Files

- `base/scripts/Item.cs` — weapons (stock base + recovered overlay + custom section)
- `base/scripts/ArmorData.cs` — armor/player movement
- `base/scripts/baseProjData.cs` — projectiles + custom rockets
- `base/scripts/WarZone.autoexec.cs` — server identity / mission / music
- `source-artifact/Warzone1.rec` — **the source demo** (keep with this package)
- `source-artifact/REPORT.md` — 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 → ArmorData → Item …` 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.

All 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.

LaserData1sniperLaser291
RepairEffectData1RepairBolt296
SeekingMissileData1TurretMissile310
TargetLaserData1targetLaser303
Contents — 8 files (inside the archive)
server modweaponsreconstructiondemo recovery