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Tribes 2 RPG

Posted: Fri Dec 18, 2015 1:50 pm
by kyred
Hey everyone,

I am working on revamping/finishing up Tribes 2 RPG (aka. Ironsphere). The mod has been out of development for quite some time (last release I think was in '06), and it has never really felt finished to me. After taking a look at the code, I can see why I felt that way. Because it isn't finished. It's a sloppy port with a few enhancements. It's playable, but could use some work under the hood.

I want to bring it up to speed with Tribes 1 RPG. As well as mix in some of the ideas I've seen from TRPG servers back in the day. But just fixing up the base game is turning out to be a little more involved than anticipated (par for the course as programming projects go). But I'm making progress byte by byte. So far I fixed #hide, added the RecursiveZone() check back in (I reworked it so it is a bit faster than T1's verison), and replaced the old EXP method with the newer one that T1RPG now uses. Along with other smaller changes.

For anyone interested, I've created a small dev blog to describe my accomplishments/challenges as I go. Partially as a journal for development, but also to keep me motivated. I'll post the repository for it once I get things in a more playable state. I've been bad and haven't been using git branches. So the stability can change with each commit.

I don't anticipate the mod to suddenly be revived by me working on it. My ultimate goal is to make my own flavor of T2RPG and introduce my friends to it. But I need to fix up the base game first. But if you are interested, I would appreciate knowing as show of support :D.

And if anyone wants to get in on this and help, let me know. The most I can guarantee with just me working on the project is features related to code. Another coder would be a bonus, though. And I'm severely lacking in the art department. I can live with using just the current assets, but the mod could be so much better with more stuff. Map development is needed too, but that'll be later in the process.

But again, just knowing that people are interested in a better T2RPG is enough for me :D

Re: Tribes 2 RPG

Posted: Mon Jan 04, 2016 12:42 pm
by kyred
Well, I kind of gave up on the the whole dev blog idea, as that was somewhat a pain the update. But I'm still going strong on development. Here's a list of several of the major changes and updates I've made.
  • Added NPC piloted ferry that moves from Ethren, Keldrin, Delkin, and Jaten
  • Server actively sends character information to the client, for client-side script support
  • Added numerical HP and MP display. Updates periodically
  • Reworked Bonus state system. Now bonuses update like in T1RPG.
  • Reworked backend code for skill commands. Chat commands for skills now map to functions, rather than requiring massive Switch statements
  • Added modular GUI for displaying information about skill commands. Client receives info from server about all skills on connection.
An image of the skill gui can be viewed here.

Re: Tribes 2 RPG

Posted: Wed Jan 06, 2016 11:08 pm
by phantom
With Tribes RPG so actively developed, why work on Tribes 2 RPG?

Re: Tribes 2 RPG

Posted: Thu Jan 07, 2016 2:58 am
by Shinji
Huh. Ironsphere. Now that's a name I've not heard in a long time.

Me reviving Ironsphere into Ironsphere II was initially an AP project my friends and I were doing for high school. After we turned in the project, my friends didn't want to help anymore so I lost motivation to continue (end second team). Some months later after school finished I tried to bring it back again and proper, but it ended up getting dropped again. I decided to move to Garry's mod, and with some friends we ended up making a neat little RPG loosely based off of tribes' rpg.

To anyone involved in bringing this mod back, please message me on Skype (shinji145) or Steam ( I would love to contribute, and see this mod finally finished.

Re: Tribes 2 RPG

Posted: Thu Jan 07, 2016 3:45 pm
by kyred
phantom wrote:With Tribes RPG so actively developed, why work on Tribes 2 RPG?
The engine for T2 is more flexible than T1. As much as I loved modding T1, I want to move to T2. Bots can be smarter and can pilot vehicles. The particle system on T2 makes it easy to make effects. Datablocks in T2 can be modified in real time. With a Tribes Next plugin you can eliminate datablock limits.

So in short, it has the same capabilities as T1RPG but more with more possibilities.
Shinji wrote: To anyone involved in bringing this mod back, please message me on Skype (shinji145) or Steam ( I would love to contribute, and see this mod finally finished.
Hey Shinji, I saw your post on the other forum. I'll contact you over steam.

Re: Tribes 2 RPG

Posted: Wed Jan 20, 2016 4:00 pm
by phantom
The limitations in both engines are pretty much the same. There is still plenty we can do with Tribes 1.
Data blocks haven't been a concern in Tribes 1 for a while since I found ways around that. I can edit every attribute for weapons, except for adding shapes, in real time. Sound effects and fire delay are as easy to change as a weapon's ATK. I'm also at just 142 itemdata blocks (adding weapons doesn't increase itemdata blocks), and we're pretty sure 200 isn't a limit anymore.
We don't need bots to pilot vehicles.

Re: Tribes 2 RPG

Posted: Thu Mar 03, 2016 2:19 am
by Surprentis
Kyred is there any other blog you run ? Not trying to sign up for a tumblr account to view anything..but I am interested in seeing your work


Re: Tribes 2 RPG

Posted: Fri Feb 09, 2018 11:45 pm
by juggernaut
Is this project still going on??

im so interesting.

Re: Tribes 2 RPG

Posted: Sun Apr 01, 2018 10:12 am
by Foxfire
I too would be interested in how far this got.

Re: Tribes 2 RPG

Posted: Sat May 05, 2018 12:23 am
by kyred
Foxfire wrote:I too would be interested in how far this got.
I stopped work on it quite a bit ago, but might pick it back up again. With a heavy dose of project management on it ahead of time, so I can work on it on and off.

Re: Tribes 2 RPG

Posted: Thu Nov 21, 2019 2:48 am
by Jarkson
was T2 rpg ever actually "finished" ?