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JMods - Hosting Tribes mods, maps, and other resources by Jesus


This site has been set up for the sole purpose of hosting of mods, maps and other resources pertaining to Starseige:Tribes, as well as other random items created, improved upon, or enjoyed by it which is known as Jesus. Where credit is not already given in some degree to others which may have helped with certain projects, specific credit will be given on this site. If you know of credit that is still not provided, please email me and let me know.
Visit the JMods Forum by clicking the link below.


Link to the old forums





Current Events




1/14/07

Again, things were slow. This should change (possibly). I've got a new place to live now, and after battling for a few days have resolved my networking issues and have more bandwidth than ever before (this should mean a larger server). It also means I'll be on more often than the last few months.
Now for Tribes related information. First, I will be hosting Dune inconsistantly from now on, until I have a stable build of the new mod, which will then be hosted full time (and Dune and DAF will be hosted on request at that point). Before that point in time, I'll host Dune primarilly, but will not host it when testing and doing active work on the new mod.
And now some info about the new mod. This will eventually be condensed into another section of the website but for now... here's your teaser:
The mod is currently (tentativly) called "Celestial Domination." As mentioned, the objective is to conqure your enemies. Here's how it works:
-A group (at least 2) of players start a new game, and split into two teams. Each team picks a Grand Admiral that controls the strategic portion of the game. He is able to pick Admirals to assist him in these duities. He is also, along with his enemy, responsible for saving and loading the game.
-The game consists of Rounds and Phases and Conflicts. Each round completes when all outstanding conflicts are resolved, and the commanders have finished their planning. There are three phases.
--The first phase is Fleet Combat. This is initiated when any two enemy ships, (where at least one is capable of destroying the other) are located at the same planet. In this phase, players spawn on capital sized starships and can either manage and defend the various capital ships in the fleet, attempt to board enemy ships, or use the starfighters to engage the enemy fleet. A fleet battle is won when the enemy has no more ships in orbit around that planet (either because they retreated, or because they were destroyed and/or captured and/or neutralized. Neutralization occurs when all enemy ship crews have been killed, and thus there's no one to fight back.
--The second phase is Ground Combat. If any team has selected a planet for invasion, and has an invasion capable ship in orbit, he will invade that planet. A planet also has to have enemy personnel in a defendable base to result in ground combat. The exception to this rule is if a planet is unoccupied yet, at which point the invader must eliminate the naturally existing lifeforms on the planet to capture it. For the attacker, there are three types of places for them to spawn and attack. The primary way is via an invasion ship that lands in the target area. Each invasion ship holds a set amount of infantry; when they're dead, the attacker has lost. The secondary way is via a ground assault ship, which carries ground vehicles (tanks, apcs, fast strike vehicles and mechs). The third way is via a Carrier. The carrier drops starfighters into orbit, which can then assist in the ground battle. The final way is via "Zuit Pods." These pods are launched from Zuit capable Capital Ships in orbit, and contain a marine wearing a Zuit suit. Once at a certain altitude the pod ejects the marine, who parachutes down to the ground to assault. THis powered Zuit armor is not only a hard exo-armor for defense, but has limited jumpjet capabilities and heavy weaponry. They are expensive, but potent, being able to capture an enemy ground base with a fraction of the number of standard troops necessary. To win, the attackers must simply capture the enemy base. Options such as orbital strikes and supply drops are available if the appropriate capitalships are in orbit.
--The third phase is the planning phase. During this phase, the majority of the team can work on their aim and practice using the infantry weapons available in the game on a training field. The Admirals however work to organize their fleets, assign planets for invasions, distribute troops and manufactured weapons, construct capitalships, transport resources from owned planets, and set up defenses.
-There are a variable number of conflicts per phase. THe planning phase has no conflicts, and ends when both commanders are finished (or a timer runs out to keep things moving). In the Fleet combat phase, one conflict occurs for each planet in which two attack capable enemy fleets face each other, until all such conflicts are resolved. In the Ground combat phase, one conflict occurs per planet for each assaultable base on said planet. Only a certain number of assaults can be made on each planet per round, so a planet with many ground bases could take multiple rounds to capture completely. If commanders find that a planet might not be worth the cost of capturing, they may opt to "delta-base-zero" the planet in the planning phase, which means to use some of the capital ship bombardment capabilities to eliminate all life and possibility of life on the planet. This doesn't capture the planet, but renders it uncapturable by both sides from that point on, as well as unable to be built upon, or produce any resources.
-There is an unlimited list of ships that can be purchased (thus room for continued expansion in the mod), but are segmented into a finite number of catagories: Frigates, Dreadnaughts, Destroyers, Cruisers, Battleships, Carriers, Invasion Ships, and Cargo Ships. Ground bases are set up similarly, and are classified as Defensive Bases, Colonies, Manufacturing Bases, Barracks. Only defensive bases and a few select bases from the other catagories are points of conflict in a ground battle. There are orbital bases as well, which participate in fleet combat: Shipyards, Orbital Defensive Bases, and Orbital Carrier Bases. -There are a number of different pieces of military equipment that can be manufactured. This include a set of starfighters: Starfighters, Bombers and Assault Boats. It includes ground assault equipment: Three classes of ground vehicles, Mechs, and Zuit Pods. Individual infantry weapons and ammo are not required to be built. -There are three different "armors" available for use, but their availablility is limited by the conflict's location: Marines, Zuits, Pilots, Engineers, and K'Wiltur fighters. Marines are the mainstay forces on ground and in fleet combat. They have available a variety of Blaster based weaponry, as well as light artillary focused weaponry, and a bullet based deployable machinegun. Zuits have available heavy weapons, mostly focusing on wide area destruction as opposed to individually targeted destruction. This includes a bomb rack, some blasters, flamethrowers, grenade launchers, rockets and a tatical nuclear warhead. Four types of grenades are also available to each of this classes. Pilots primary job is to pilot starfighters. In any other role they're insufficient. Engineers' roles change during fleet and ground combat. In fleet combat, they pilot the capitalships, command their gunnery positions, and make repairs to damaged systems. On the ground, they keep equipment repaired, troops supplied, and deploy and control heavy defensive equipment. K'Wiltur fighters act as shocktroops for ground assaults. A domesticated alien species, they're unable to use any modern weapons and rely on thick hides, superhuman speed and strength, and melee weapons to rush enemy locations. While expensive to train, if used right they can swamp an enemy position quickly.
-Various new tools are available in the game for better movement around conflicts. All elevators and some stairs will be replaced with grav-chutes, which allow players to propell themselves up or down depending on which direction they look. During fleet combat, inter-ship transports can be used to move marines to locations of enemy bording attempts, engineers to ships requing heavier repairs, and a way to save as much of a crew as possible if the Admiral orders them to abandon ship in the face of immenent destruction. -The game progresses until one of the two team's home planets are captured. This could involve strategic decisions by the commanders to become possible, or focus instead on team skill to win individual battles.
-Different maps are available for different games. These maps provide different starting resources, planet layouts, starting fleets, ect.
-Different research options may become available. These could include things like upgraded weaponry, or new commander options to assist in their decision making, or support during conflicts.
-Capitalships come with a wide array of components that can be disabled resulting in problems for the occupants. Shield generators of course protect the ship with sector shields, and prevent damage to other components of the ships. Engine generators provide power for movement. Weapon System generators provide power to weapons. Transport generators provide power to the transporters. Gravity generators provide power to the artificial gravity systems. Life support generators provide breathable air and pressure settings for the ship. Main generators control everything else (in some cases, main generators may control the systems in which a generator is not present; for instance, in some ships, there may be no transport generator, and thus transports would be powered by the main generator). The main generator also reflects hull damage. So if the main generator is "down" your ship is exploading, and has only a few seconds before structurally being destroyed.
-AI will be available for commanders to use and fill up empty slots. When infantry sources are low, AI will be sacrificed for player slots. AI include standard game Ai during ground assaults, but also special AI that command capital ship weapons during fleet combat, and special AI that control alien species during initial conquring of planets.

That's about all I can think of for now. And it's late, so I'm going to bed. I hope it sounds as exciting to you as it did to me (and so far is to me).

11/02/06

I know things have been kind of slow lately. The Dune server has been down, ATS' DAF server hasn't been too active (has it? that leads me into #3) I haven't been on much ect. Here's why and some other info that might excit you.
I recently moved locations for a new job about two weeks ago (approximatly when I dropped off the radar, and didn't end up behind you with a missile lock), and as such was placed in temporary housing, where I still am, until I can find an appartment. For the first week or so, I didn't have internet access at all. I finally tapped into a wireless network, but am unable to host while I'm on it. Combined with having a job again, the nature of which is turning me into a work-a-holic, I've been mostly incognito. THe activity I have been able to moniter suggest that things have died down a lot and need something to get them going again. Here's the good news:
We're going to see about doing just that, with a new mod. It's in the works and I won't be able to host of course until I get an appt. and a decent connection, but just for your consideration here's a small sketch of what's being worked on: Think Starship Troopers (the book) mixed with DarkGalaxy, mixed with X-Wing vs. TIE-Fighter mixed with some space-oriented Civ game. Instead of mission by mission win/lose basis, you'll be responsible for a whole sector. You don't win until it's under your control. The matches could take a while to play, so they'll be saved and remain active for joiners. I'll probably make it so they can be saved and reloaded at any time so that if you and your enemy can only be on for an hour, you can pick up where you left off later.
Anyway, that's it for now.

09/05/06

I'm looking for someone with some website experience (nothing complicated, just the ability to design and create a fairly simple website with some astetic value that's easy to use, with readable source; preferably not auto generated). They'll also need a little bit of time on their hands to do it.
Essentially I'd like to reformat this website and put it up on another (less popup-y) server, and add a new (less retarded) forum for it. The forum of course I can take care of; lots of freebees out there.
Let me know if you're interested via email (check the bottom of the page).

08/20/06

I've uploaded a new version of the server source, with a few new additions to it, such as some admin options and the ability to run DF_Pinnacle_Nucflash on your server. Be sure to read the release fixes for instructions if you're *updating*. You can get away with not doing it, but I suggest doing it...
Also, I've updated the DAF_UpdatedMaps.zip file for server hosts. In order for any missions to show up, you need to have *both* the update map files, and the new server source. Otherwise the changes made in one will conflict with those not in the other, and you'll end up with no missions on your list. The updated maps also include a new "lighter" version of DF_HeartOfDarkness, as well as DF_CannonCrusade (an old map I realize I never released).
Last, the list of downloads is getting fairly large, so it's probably about time for a mappack released. It'll have all of those maps in it, Cannon Crusade, possibly a new map or two, and possibly some maps that Diddily/Lamadar has that arn't available officially.

08/20/06

Your CO has just entered the rec room where you and your squad were enjoying a few moments of relaxation. He has one thing to say: Pinnacle Nucflash.
Download the newest map for DAF here! Don't miss out!

07/30/06

A small taste of possible things to come (DAF wise)...

07/25/06

A new download is available for the DAF server source code. The update fixes some crash issues, and resolves some exploitable bugs. Check the readme.txt file for the full changes. I've also been reviewing/fixing some older maps that we phased out for various reasons. If you want any of these maps let me know. I'll probably, eventually, include them in either a new mappack, or in the mapupdate download.

07/06/06

I updated the DAFClientpack to include a clipbox (like in Dune) as well as an Altimeter, (I thought I had done this before, but apparently not), and also an autopilot option written by KatGurl-lolz.
For the server hosts, there's a minor update to the DAFServer code, for which I didn't bother changing any of the version dates, that fixes a bug with weapon changing in AI missions, and also fixes a vital crash bug (actually a freezing bug due to the occasional appearance of an aTan2 Domain error popup; but on an unwatched server, this fucks shit up). Last, I packaged up some maps that needed updating due to new code, and put them in a new download called DAF_UpdatedMaps. Currently BoaOps, WAR, UC and UC_Ret have been updated and are awaiting your download.

06/16/06

DAF has recieved some pretty spiffy upgrades, and a new version of the server source is ready for download. Most especially, it's more stable after a crash bug was fixed, and Radar has been added, along with two new vehicles.
Also note that |ATS|Lamadar has purchased a professional server to host DAF on, and so that should be up quite soon. Make sure he isn't wasting his money.

05/23/06

Seems about right for a new post. It isn't a very happy one though. FETL has decided to pull their tribes server (including the Dune server "The Landsraad") due to lack of interest. I.e. you guys didn't play enough and didn't get enough other people to play. So we're back down to the one server again running only on partial uptime. If anyone has any alternate solutions let me know or post on the forum about them. Apo suggested donations could keep the server up and running, but I told him that wasn't likely to happen. If I was wrong, let me know but...
In other news, I still have to finish the Spice and Ice campaign, and plan on doing so soon. There's also a few other potential projects in the works, including a small interactive training mode for new players to the Dune server, and possibly some bots to keep people's attention when no one else is available to play.

02/24/06

The server will be going back to being up part time instead of 24-7. This of course is the result of having to pay for my electricity once again. On the plus side, this also will probably mean that it won't be down for a week at a time while I download massive files.
But at any rate, due to the new uptime schedule, we should redirect all traffic to "The Landsraad" server hosted by apo. It *should* be up 24/7, and is a pretty slick server, so by all accounts it should be better then my own. If you ever find it down, I encourage you to go to http://wokka.org/cgi-bin/irc/irc.cgi and send a private message to Apo bugging him to get it back up STAT :).
Last thing I wanted to mention, was I had the urge to create a few more maps for Dune. I have some in mind that'll probably use up all my urge, but if anyone had some nifty suggestions, go ahead. I wanted to do some that focus more on making for a good game then having a completely detailed novel backdrop. Here's what I've got so far:
-Finish the Spice And Ice campaign (making it a completely serverside campaign, assuming you have DOX)
-Make a new campaign based in a large canyon; basically a big multi-mission "Push"
-Two more ISS maps, possibly allowing for a campaign to be made out of them (although I'd prefer 4 maps for a campaign)

09/08/05

And we're back! Just in time for all you kiddies to have homework that you want to ignore! And even better, we're now up 24/7 because I managed to find a place where electricity is included in the price (until I get evicted for sucking up more power then the state of montana). So... have some fun. Also, the connection should be fairly wide, so hopefully I'll be able to fit as many people on the server as before, if not more.

09/01/05

Sounds like it's time for another update!
First off, the server will be down for a few days starting probably tomarrow afternoon/evening. I'm not sure how long it will be down, but it will probably be a few days. Two weeks at the worst I'd assume. I'm moving, and so I need to switch my ISP. Which means I have to wait for a cable company to get me my connection back...
Once it's back online however, I may leave it up 24/7, depending on how well I can sleep with the thing going. Good for those who don't like to wait on my schedule to play. The possible downside to this, is I don't know what kind of upstream bandwidth I'll get with a new ISP, so I may not be able to hold as many people as before.
Lastly the DAF code is more or less updated and ready for rerelease. I'll probably get that up for download when I get a connection again. Included will probably be a release including Alamo and Extraction.

07/31/05

It is complete! The new movie, entitiled DuneII (due to it's design being based off of the DuneII intro, which I completely forgot to include in the credits) is finished, and available for downloading. I'll also post it in the movies download section asap. Enjoy.
DuneII

07/20/05

We have returned to normalcy.
Server is up again during standard operation times (would have been done sooner but I ran into NIC issues)
Diddily is back to slacking off.
The forum is back to it's "high traffic" state. har har.

07/11/05

This is an update. -The map I mentioned last post is sort of done, but not really. It still needs a bit more work, but that could push it off another week or so. You see, the next two update points are relevent here. By the way. If I were you I'd look forward to it, but there's a problem: chances are it'll suck when you play, because you'll lose. Quickly. -I was gone all weekend, so there was no server. I'll be gone again for a few days starting wednesday. -Diddily decided to leave without asking. He'll be punished. In the meantime, his server probably isn't up for about a week either. This is the primary reason for nothing being done. No slave = not a lot getting done (which is why I decided to skip out. Not really but it sounds good). -For those that acted for me, the movie is comming along well. It will also be done soon, but is delayed since I won't be working on it while I'm gone. There are still a few more scenes to be done. I might be able to squeeze a few in before I leave, but I need to get a few stages made first.

06/16/05

For those of you who have been wondering where the server (House Corrino/Happyland) has been too lately, I've been using it to test some DAF changes for a new up and comming map.
Although I don't want to spill too much, I will say that the new DAF map is a player Vs. AI map that should blend the benefits of both Alamo and Hunt togeather into one awsome sweet tubular map. In fact, this map goes way beyond what either of those two maps, and is requiring a whole separate DAF script add-on that I like to call "AdvancedAI." If that scares you, good; it should. You won't be able to run amok like you did in Hunt, blasting the AIs from out of their range, or charging in circles as they sit pitifully helpless. Nor will you be able to sit behind secure walls as enemy after enemy charges up against Alamo's bulworks and gets mowed down by your guns. Instead, in this mission, a *well* rounded team, and a mixture of stealth, coordination, timing, and brute force will be the only means to success. Making a lot of ruckess at the wrong time could put you in deep water, as more AIs will reenforce the ones you're fighting, handing you more then you bargened for. Stealthy movement and assasinations work well, but if used at the wrong time, you could find yourself "sneaking" into a wall of bullet fire. Either way, you're going to have to use all your assets, and all your skills to complete this mission because here's the kicker: You each only get one life.
I'll leak more information before the map is released, which should be sometime soon. Both Diddily and I are working hard to get it done, and so far we both feel that it'll so completely change the way you thought about DAF (damn that sounds cheezy.. but true) you won't believe it.

06/02/05

There has been a small change to the Dune clientpack. Feel free to download it again. If you don't want to, then simply change line 368 and 369 in ./Tribes/config/StartDune.cs to:
%item[%x++] = "Assault Rifle";
%check[%x] = (getItemCount("Rifle Clip")==0 && getItemCount("Rifle Bullet")==0 && getItemCount("Assault Rifle")>0);

Basically "Semiautomatic" is changed to "Assault" and you're all set.

05/22/05

The Server Source for Dune is up for download with the most recent revisions. Additionally, Mappack1 for Dune is up with a few revisions.

05/22/05

There is an updated clientpack for Dune. This version fixes the crash-on-connection bug that occured when you joined a server, left, and tried to rejoin that (or another) server. It also has added clipbox resizing (depending on what you have in it), and binds your '8' key to select empty weapons with weapon looping. I should also mention that this does have in it the team-specific favorites change that was posted in the forum a while ago.
A new version of the Dune mod source code, as well as a new version of the DAF mod source code will be on their way out real soon. Just need to get them cleaned up, and make sure they're stable.

03/26/05

Just when you thought it couldn't get better, another video comes out and blows your mind. Go grab "The Rabban Effect" here, and get your mind imploded again.!!

Also, I figured that now that there's two videos, they should have their own section. You can find said section in the DUNE section near the SS page link.

03/20/05

That's right. The moment you've all been waiting for, the cinimatic thriller and tear-jerking tradgedy, "Tribes:DUNE - Fight in Harko Arena"!!

03/08/05

Well, first I suppose I should let people know what the new DUNE hosting times are.
Monday, Tuesday and Thursday the server will probably be up at around 6:30/7:00pm and closed down around midnight. Wednesday, it might be up around noon or so and close at midnight. Tuesday and thursday may occasionally see it stay up past midnight. All other days it'll have "normal" operation (noon->midnight operation.. on average). Also If anyone has any suggestions for site updates (i.e. information that's been wrong for years...) let Vincent know. He appears to need a little assistance with it.

02/19/05

Well, among various super important news items, the master servers were down. They're back up now. You can find a soap-opera calibur blow by blow in the forum.
Also in the news is a small bit of convenience brought to you by Diddily. Basically it lets you have team specific favorite lists in DUNE. All you need to do is add the line:
$ServerFavoritesKey = "DUNE"@%team;
to your StartDune.cs file (assuming you have the clientpack) located in your ../tribes/config/ directory. The line needs to go inside the function "function remoteSetTeam(%client,%team)" I suggest putting on line 52.
As Diddily puts it, this code is like toilet paper. Evidently it'll keep your ass from being covered with fecies.

01/18/05

A few problems were found with the last NightAttack mission, and have since been fixed. If you've downloaded DUNE_NightAttack04 already (before the date of this post) (or the whole NightAttack zip) you'll want to download that fourth one again in order to be able to log onto the server. Additionally, an updated Server Source has been prepared for download, that along with a few other bug fixes, has support for the Campaigns.
Lastly, I'd like to point out that new submissions for House leaders and members should begin again, given inactivity by the previous leaders and members. Currently, only HC can be said to be active enough to not have open membership requirements, or leadership positions. HH might also be closed out due to Agent's possible return. HA, HH, IX and BT all appear to be open at this time, unless the previous members reinstate their command over the houses (at which point the leadership positions would be determined internally, and membership acceptance regulated by those leaders). Comments reguarding this issue should be posted in the forum.

01/08/05

The moment you've all been waiting for... The forth, and final mission in the NightAttack campaign (DUNE_NightAttack04), depicting the destruction of the House Atreides forces by way of Harkonnen artillary sealing off the Shield Wall cave enterences, is available for download. With this, all 4 maps are available in one downloadable package, suitable for both players and servers. Check the DUNE section for the NightAttack campaign map download page. And enjoy.

12/08/04

The third mission in the NightAttack campaign (DUNE_NightAttack03), depicting the capturing of the Arrakeen Palace by the Harkonnen (complete with Duke Leto himself) is available for download. Check the DUNE section for the NightAttack campaign map donwload page. There you will find the download link.

11/26/04

As promised, the new map is up for download. Check the DUNE section for the NightAttack campaign map download page. There you will find the download link.

11/25/04

For today's menu, I've prepared the next mission in the NightAttack campaign (DUNE_NightAttack02), depicting the capturing of Atreides controlled Arrakeen by the Harkonnen. It's the second in the campaign that recreates the battle from the book in which.. well, if you've read it you know: the Atreides as a Imperial house are eliminated. Part II of IV will be posted as soon as I get it tested (either it will be posted this evening, or tomarrow). For now, read the "O" page description:
Location - Planet Arrakis; Centeral Arrakeen City. Early morning.
- The two thousand orbital House Harkonnen war ships have begun their decent. Rapidly they flood into their designated targets. The targets of the invasion have been selected with a preciseness dedicated to supurb intel.
- At High Command's signel, the attack has begun. By morning, House Atreides will no longer exist. House Harkonnen's vast wealth has seen to the transportation of it's entire armed forces, as well as 10 legions of Sardaukar.
- The main focus of the attack--5 full legions--is focused at Arrakeen, where the Duke and his royal family await unknown destruction. To win, the starport must be secured, the city neutralized, the Palace captured, and all enemies destroyed.
- House Harkonnen's trap has been sprung, and the pieces have begun to quickly fall into place. Every moment invasion ships drop fresh battalions into the captured starport. The current objective is to secure the central Arrakeen City.
- Capturing the centeral city proper will neutralize House Atreides's ability to launch a meaningful counter attack. Again, the Sardaukar fight hidden among House Harkonnen's forces with devistating results.
- Capture of the barracks, will prevent solid counter offenses; capture of the main 'Thopter yard will eliminate air threat; capture of the Imperial Administrative building, will prevent any outgoing communications to friendly houses.
- Most important of all, capture of the single existing enterence to the Palace grounds has been made possible by the sabatoge of the palacial shields. Ground cars, including the augmented artillary cars, have been provided from the star-port.
- House Atreides must maintain a solid defense, and launch a successful counter attack on the starport terminal and customs. Air support and building cover will be critical to counter enemy ground cars.
- Loss of either the defendable barracks, or the less defendable Palacial enterence will give House Harkonnen a solid position from which to assult the remaining city strongholds rapidly.
- The Imperial Administrative building in the center of the city is already considered a loss for House Atreides. With no allies close enough to Arrakis to assist, and rumors of the Imperials supporting House Harkonnen,
- all hope of external salvation is futile. Thus, the building can best be used only as a resupply point once a counter offensive has been organized.
Main Objective - To secure victory, and end the Attack on Arrakeen, House Atreides must defend their current positions, and launch a successful counter attack against the enemy held starport customs and terminal.
- House Harkonnen must capture all enemy locations in the city, without being cut off from startport reenforcements, once complete, the enemy's main forces in Arrakeen will be too disorganized to stop the assult on the Arrakeen Palace.

10/29/04

My email appears to be working again for all those concerned. Har har.
Also managed to dig up some Dune information. Basically, we screwed up a bit with some of the skins/flags. Opse... If you're interested I can link my findings. I wonder what else we missed.
Oh, I also did a little update and fixed the bottom of the Strat page with the House Banners. If anyone is interested, I could still use a bit of cleanup work for the sight (updating the invalid information, fixing links, ect). It's a boring job, and someone's got to do it; just not me :D. I believe vincent expressed interest beforehand. Anyone may help out if they want, just email me about it. I'm willing to strike "deals" with people as well now. (i.e. Vincent, or That other person who's name I can't remember that's allways annoying the hell out of me for modding information. Course, I doubt he visits the site at all. And if he does, he might not know how to maintain a website.)

10/27/04

Long Time. I've been quite busy externally. Irrelevent I know. Anyway, main news is... if you need to contact me, best way to do so is to make a post in the forum right now. It appears that yet another email host doesn't like me and has terminated my account. This might just be a problem with their server; I don't know yet. But for now, defer non-private questions to the forum where I'll actually see them. If you have a private question then.. say so in the forum if it's immediate, and I'll see about contacting you. If it isn't immediate, hold off until I get my email woes worked out.
On issues that the rest of you (meaning probably most) care about, there isn't much. I have been hosting DUNE on "regular" hours for at least a week or so, since there are other DAF servers up, but I have not done the maps I said I might do (because I haven't had time). If I find time, I might do them because I'm interested in how they'll turn out. If you're interested in seeing the maps, then voice your enthusiasm in the forum and it might motivate me to do it, incase I find I suddenly lack motivation when I have time.

8/10/04

DUNE lovers rejoice. The DUNE Server source and MapPack1 has been placed in their respective places for download. All bans/penalties have been removed of course in the download (but will still be active on my server). It's generally stable, but I'll issue updates as need be if/when problems are found.

7/16/04

The DAF Server source has been updated again. A lot of bug fixes were put into this version, and a few features from both diddily and myself. Download it from the spangle server download if you're running a DAF server.
For DAF players, there was also a remote call added called remoteGetAltitude. To call it, call the function remoteeval(2048,getAltitude); in your clientscripts, and be sure to have a new function in place to recieve it called "remoteReturnAltitude(%server,%alt)" where the %alt is obviously your returned altitude.
All other bug fixes and updates can be found in the README.txt file in the download. Along with this download, I've posted the new Extermination mission DF_Hunt (sorry about the name; I couldn't think of a better one at first, and that one was used too long to change afterwords) in the DAF section.

6/24/04

DAF update. I updated the server source. The changes as per the readme:

-Grendes made more realistic thanks to Diddily
-Random bugs fixed
--Vehicle hard points not decrementing properly
--Exp pack blowing up when dropped
--Others i can't remember.
-Parachute updated:
--No longer hurts the user when deployed
--Takes a second to deploy...
--Might fail on first deploy. If it does, the second will attempt to deploy in a second or so.
--Second one might fail to deploy. If it does, you die. Sorry.
-Phoenix Missile made.. realistic. One per hardpoint (not 6). Requires lock. Moves faster and does more damage then sidewinder.
-Veteran code added!
--3 levels of vets
--Improved accuracy with guns for each level
--Improved damage with knives for each level
--Improved resistance to flamethrower for each level -
-Level is GUN specific. If you get a Level-1 with the Pistol, you do NOT automatically have a level 1 with the M16.

To get these changes, download the server source again in the DAF section. Be sure to use the updated link.

6/21/04

Ever wonder what it must have been like to be part of the initial assult force on Arakeen? Curious as to the hell the local Atreides garrison must have went through attempting to defend a whole spaceport against wave after wave of frigates full of Harkonnen troops and Sardaukar alike?
Well, now you can find out! I just completed the first of the Dune_NightAttack campaign that recreates the attack on Arakeen that almost wiped out the Atreides' House. Check the main dune page for the download link, and download the terrain file. Place it in your ../Tribes/DUNE/Missions/ directory. Create it if it doesn't already exist.

6/14/04

Alright. Fun stuff for you. First, screenshots of the last of the skins has been uploaded in the screenshot section. Second, the clientpack is complete, and ready for download. Check the DUNE mainpage for that. Third... well.. there is no third.. good thing too, because chances are you're not reading this, but have already left to get the clientpack. That or I misjudged how super cool it was.

6/03/04

For those of you that haven't noticed, the Server address keeps changing. To be more precice, it's the Port number that keeps changing. What this means to you however, is that you won't be able to set it as a server favorite, if you were before. You'll have to refresh the list each time in order to find the server. I've done what I can to correct it, but haven't been able to yet. Sorry.

5/31/04

Sorry about the downtime. As of this post, the server is back up and running.
Hosting times are going to be modified for a few weeks. The server will start going up at about noon, and won't go down (in general) until somwhere between midnight and 300am. The server will then be down on random weekends. I'll attempt to make a forum post for those weekends to alert everyone.

5/23/04

Some updates:
Skins are almost done. Just have to do the fremen and fedaykin. After that, the pack just needs some cleanup before release.
Fixed the jetpack bug (getting stuck) thanks to Diddily. No clientpack requried.
Changed the fall damage (be careful now).
You shouldn't be able to climb walls very effectivly anymore.
Skiing isn't as obnoxious as it was, and hopefully i can cut it down some.
The wall climbing and skiing fixs caused a bug that can get you.. stuck.. heh. But it isn't as bad as the last. in addition, I've added in a new command to help take care of any problems with getting stuck like that. Bind a key to:
"remoteeval(2048,climb);" to use it. It will allow you to climb over obstacles that are in your way, that you might not be able to jump over. Just aim at the top surface of the object, and up you go. Also, if you add a boolean to the end ("remoteeval(2048,climb,true);") it will automatically put your weapon away for you before climbing.

5/4/04

Screenshots of the most recently copmleted skins are up. Check em out!

4/28/04

There haven't been some updates in a bit, and things have been kinda slow, so I figured I'd let you in on a few things that have changed if you haven't seen em already. Only problem is.. I have to remember them, as no doubt I didn't write them all down.. and I've fixed quite a few things.
The hunter seeker has been updated. It no cannot be "ramed" into people without it dieing. This also means that shields are a defense against it, as the only form of attack it now has is it's normal "fire" mode. If it does hit an unshielded person however, they'll probably die of poison before they can even press their repairkit button. The nuke/laser problem that happened when you shoot it is fixed as well.
I've randomized the size of the lasgun/shield explosions. Now you could get anything from just killing yourself in the middile of a group of fighters, or take out most of the board.
The fuel pack and the piller of fire now feed off of the same "ammo" source, which is, by the way, no contained completely inside the fuel pack. Drop the pack, and you drop all your fuel. Pick up the pack, and you pick up whatever fuel was in it. Logical no?
You can only tackle people if you hit them with the front of your body now. Of course, if they TRY to tackle YOU, they hit your back, they're small, and you're backing up at them quickly, they will still be knocked down.
We finally realized that none of the mission descriptions were showing up in the "Escape" mission description... interesting... well, that's a "flaw" of the engine if you want to call it that. As a result, the mission description now is displayed entirely in the O screen. Press O ("oh") and it brings up the misison objectives like usual, with the new description at the top.
Face Dancers now have a grapple pack, so they can get inside more easily and be sneaky bastards. That and they didn't really have many interesting pack options before. Now they have... slightly interesting pack options. I wonder which one will always be used :).
Oh ya.. new map. Hark's get points for hitting the switch, Atreides get points for killing harks. Go at it.
Could be more stuff, but i can't remember them right now.

4/11/04

For anyone that may be interested, I'm going to start hosting on a regular basis, The Dirt Project, or in other words, the MUD I'm working on. All it is is a project right now. It isn't really playable in the sense of a MUD, but you can use it as a fully functional chatroom at the least. You can also make restricted characters, login, and interact a bit with one or two limited ability mobiles.
Feel free to do so. It will be changed and updated, although slowly. We could always use the testing help to flush out any bugs. Get your friends and bring them on for a nice group chat.
If you log on and find that the account you saved the other day is gone, don't panic; just make a new one. It probably just means we just made a large change that required everyone to make new accounts. Same with any players you make. In general, it will be hosted at the same times as the House Corrino Tribes:DUNE server will be. If it isn't, it's probably because the last compile didn't go well, and some critical bugs need to be worked out before it is put up again.
Some information on it can be found in the "Mud Info" section of this website. More information can be found inside the program, using the HELP command. If anyone is interested in helping us out on a more regular basis, there are a few non-coding things that do need to be completed. But I don't promise that they won't be boring.
To log into the system. You need to have a Telnet client. Everyone that has windows, a *nix system, or a Mac, has at least the telnet application. To use it, in windows, go to start->run type in TELNET and it'll popup for you. The server is dirt.kicks-ass.org and the port is 4000.

4/10/04

Server is back up and running. Everything was taken care of as of 8pm Saturday night.

4/7/04

The server will be down for an unspecified amount of time. I've run into a problem I'm attempting to solve, and it could take some time to resolve, possibly well into the weekend. The problem is not with the mod, but the server. I'll make another news item with things are taken care of.

4/5/04

Let me know if your spawntime on login problem is fixed. Or.. guess a better way to put it, since it can never really be prooven to be fixed, is let me know if you have any more problems with it.
I've been going through my bug list lately slowly updating and fixing things. After that's done, I'll probably pump out a few maps.
Maps I'm currently considering making: Stand alones:
-Harkonnen/Corrino/(or other) raid on a fremen/local village. Probably limited equipment (melee only), and attacking objective is to kill all noncombatants in the village. Defenders have to defend. They'll get points somehow.
-More Salus Secondus Imperial Installation maps.
-Maybe a Guild Highliner one.. Although probably not.. not very cannon. But maybe just for kicks.
Campaigns:
-Finish Spice and Ice campaign
-Harkonnen attack on Arrakeen recreation, starting with securing the starport, then the city, palance, and sealing of the caves. (No fremen for atreides)
-Harkonnen/Atreides hunting. Harkonnen start by "hunting" fremen and remaining Atreides, with sardaukar, then without sardaukar, then Atreides/fremen attacks on spice production and outlying provences. Basically a recreation of the middle of the book
-Maybe.. maybe.. a recreation of the final fremen assult on Arrakeen.. although that won't exactly be too feasable or easy to do.
All the while, skins are being made, for the clientpack release.

3/21/04

I hesitate to do this since I don't think there's enough people yet for it to work successfully... but none the less I'm going to issue an executive decree :P to harden the Houses. In other words, work them like clans now. Leaders by necessity of numbers will be Agent for HH, Orlandu for HA, Jesus for HC, Scytale for BT, and Stealth for IX. If you don't want the position, let me know and I'll open it up again.
Let me start by saying to the leaders: this is not a chance for you to be haughty, egotistical or controlling. Play your part but don't push people away.
Each leader will be responsible for their own clan, organization and recruitment. You'll also have to manage your player's reputations properly. Each team should also consider submitting me (no rush but.. sometime :)) a "house page" as well as a house specific strat. Both will be linked on the site here. If you want your page and/or your strat to be on a separate webserver so you can make changes without having to wait aorund for my slow ass to get to posting it, that's perfectly fine, but let me know so I can link it initially.
A few things I want the leaders to keep in mind and start working on:
-Agent, You're Harkonnen. Harkonnen don't whine. They devise complex plots to take advantage of what someone else thinks is their advantage. If you see a problem don't whine about it and piss off your HC ally ;). Devise some devious way around it instead.
-Orlandu, You're an Atreides. Your fremen can work in a machiavellian fasion, but your Atreides soldiers/troopers cannot. Both hold honor before all else, but a Duke's man's honor is that of the universe, in which flight is a weakness. A House Trooper would die in the name of the Duke before eminiating weakness. Fremen's honor comes from the tribe. If fleeing allows you to kill your enemy quicker then it would be acceptable. You have a tough team to run Orlandu, as it encapsulated two completey different ideologies. But remember this is made up for by the fact that it's arguably the best House in the game/universe at the time these conflicts are taking place.
-Scytale, You're a Bene Tlielaxu. Bene Tlielaxu are subversive. They have their own plots. Complaining about their weaknesses (of which they have many, since fighting isn't their forte by any circumstance) only weakens them further. You're soldiers, like the Ixians, are mostly all highered mercenaries. You *shouldn't* have a chance in a straight on fight with a house like Corrino or Atreides. Prove me wrong.
-Stealth, You're an Ixian. Use your teams superior knowledge of all things logical. Technology will get you quite a ways despite having limited troops. You'll have to properly ballance your Corrino and Atreides allies unless you want one to initiate your destruction.
-For those of you considering, or have on, the Corrino tag. I'll talk to you later... and I'm going to be a hard ass, so come prepared to cry you sorry pieces of slig!

For *EVERYONE*. When you recruit, don't just look for "skills." Above all else, look for the proper ideology of your House. If you're unsure of what that is, pick up the books and start reading with that in mind. Get out there in the community and look for new players. The code is getting to the point where it's almost complete (guess I've said that before though...) so we need to keep the community growing.

Other things... skins are on their way, and over half way done. Completed are the following: HH soldier, trooper and sardaukar, HA soldier and trooper, MH soldier and trooper, HC Sardaukar.

3/12/04

Just for reference... nothing is getting done this weekend. Just like nothing got done this week. Where as I was busy all week, I'll be dead as a doornail all this weekened. So unless diddily does some work nothing will get done :P

3/9/04

Alright we have some, more or less, final decisions on the questions raised in the forum, as well as just basic "What the future holds" for the Dune mod.
Here's my todo list. I took everything from the forum, and attempted to apply it in a way that could best reflect all the player's opinions, my opinion, limitations of the engine, game balance, and game playability. This is what I came up with. Again, provide some last level feed back on it, as I want to make sure it's at least grugingly acceptable by the majority. So, here's my list (with a few clarification comments):
Rapier = Give to atreides soldier/trooper. Knife damage, Kindjal attack rate, saber reach. (I'm sure its been noticed that the atreides' "house armors," meaning non-fremen armors, are.. weaker in what they can deploy, then other house's armors of the same kind. I originally hoped that that would be made up by good players, thus reflecting the house infantry's skill, with actual skill, but that probably wasn't the best idea, judging from how I layed out the rest of the mod. So in order to boost their ability, i'll be giving them this extra weapon. It isn't any more "poweful" then the knife/kindjal/saber which effectivly average out to the same "power" using a crude scale, but I think it's range will make give it saber like quality for those with decent pings, but still be worthwhile, like the kindjal, for those with other pings. My only worry, which will have to be delt with if it comes true, is this pushes the atreides over the edge of being too powerful.)
Block = 100% when shielded, 100%*DefArmor*WeaponAttack*WeaponDefend when unshielded with weapon. (Fremen need a weapon to block, but generally will be good, if not perfect, at it.)
Poison = Repkits/Reppacks cure it, Attack rate -> kindjal. If still a problem, institute resistance. (I realize some people, after discussion, decided that there really wasn't anything wrong with the poison as it stands, and in fact is too weak, compared to the cannon, but we do have to consider the game a bit as well. Something still needs to be done. This should take care of it effectivly, and if not, we can use the packup in replacement, or combination of the initial changes)
RepairPack = Can't autorepair (simple enough)
Disarm = 100%*AttaArmor*WeaponAttack*WeaponDefend*POSSIBLEAttackArmor (small weapons are harder to disarm, but also harder to disarm with (you've got a good grip, but can't knock around, or roll around the enemy's weapon well).
Stunner = No deviation, possible speed decrease, possible range decrease (The poison restrictions will make this usless compared to it's cost. The stunner should still be effective. The no deviation change should make it easier to use, to reflect this, while the possible decreases will make it unable to "snipe" with, as well as reducing the chance of it beinging the "ultimate" weapon on the field.)

Unarmed Abilities:
Soldier = trip (Best we could come up with. I think it'll work out just fine)
Fremen = Sand in eyes or redirect tackle when being tackled. (reasonable i think. Maybe less poweful then it should be.)
Fedaykin = Steal/disarm weapon or redirect tackle when being tackled. (Steal weapon won't be too bad. It really isn't much worse then the current 100% disarm now.)

Lastly, the skins are still moving along. The Harkonnen Trooper is done. It looks menacing, but not nearly as bad as the Corrino Sardaukar :D (which you've seen). The Atreides's House Trooper is done, and looks good (looked REAL good before being placed on the armor but was too detailed to look as good on the armor... well, we can't have it all I guess). The Harkonnen Sardaukar is almost done, as it isn't much different from the Harkonnen Trooper. The Ix Soldier is... in the works.

3/1/04

This is just a quickie update. The skins.. are still being worked on. Got more done on the harkonnen Trooper today in fact. Also, I finally got my hands on a copy of the original Dune 1984 movie soundtrack. I've mixed and matched songs from that, the Dune2000 game, and the Emperor: Battle for Dune game, and split them into the different houses. What I'll do then, is probably have them as a separate download, to reduce download time for people on slower connections. It'll probably come with some music scripts, to change what music is played in game and when (I believe there's already one out there I can put a link to instead). That way, you can download the music for your own House, and listen to it while in game, if you want. Or, if you want, you can download all of them, and find out which you like best and use those. Or play all of them. Whatever you want to do. All the game music was based off of the original movie music, so it all meshes in quite nicely. Btw.. the downloads for the, when they are up, are for educational purposes only. They are not to be redistributed or sold. If you wish to play them in places other then this educational game, you must purchase the games or movie soundtrack on which they normally sold for enjoyment purposes. :)

2/29/04

First off, if you haven't been able to get into the server, it's probably because my IP changed. It does this occasionally, so if you can't find the server every once in a while, it might behoove you to reload the game list. Second, for those of you that don't know yet, the semiautomatic has been given dual modes (as it should have). To toggle between full auto and singleshot mode, you'll have to bind a key (or just type it straight into the ~ menu) to the command "remoteeval(2048,RifleSingleOnOff);" (without the ""). When the clientpack is done, then this command will more offically be tied to a key for you (at which point you can customize it and switch it back to whatever you want). Also, the current "unarmed" weapon attacks are in, just as they are described below: FaceDancer, Trooper/Sardaukar, Burseg/Bashar. I'm still trying to figure out what to do with the others. We probably should get another thread going for it, this time without flaming or sidetracking; just suggestions (even keep the discussion and cross commenting to a minimum so we can just.. get as many suggestions in as possible). A few ones i've heard already that arn't going to be in, are "speed boost", and "steal any weapon." Currently, tripping is being considered for the soldiers, but I'm not too sure I like it much. Once all the unarmed attacks are done, I'll post the command for you to bind, and of course it will go into the client pack. Lastly... if you press reload (mine button) while you have a melee weapon out, it will "sheathe" it for you.

2/16/04

As promised, the screenshots from the first round of skins is in. We have the House Atreides' Soldier, the House Harkonnen Soldier, and the House Corrino Sardaukar. I think all of em look great, and Diddily deserves some congrats for his work on the HA soldier's body, and cleanup on the HH soldier. When we get the next three done, i'll be sure to post more SS :) The skins of course won't be ready for use until they are all done, and the clientpack is ready. Btw.. the SS are in the Dune SS section.. of course.

1/30/04

Just kinda a whole smattering of things here. First, updates.

I put in some tackling/checking into the mod. To use it, you must be "blocking" (grenade button) when you run into the person. Remember that you "block" for 0.5 seconds after you press the button so you have that time to do it in. If you make contact during that time, you'll push them back. If you jump you can add some extra velocity to yourself, and have a better chance of knocking them down on the ground. If someone is tackling you, and you manage to "block" right before they hit, you lessen your chances of being knocked down, but will still be knocked back. All armors *can* be knocked down, but the heavy ones (trooper, sardaukar and bashar) are fairly difficult to do so. A soldier or face dancer really has to build up speed, from skiing down a hill for instance, in order to knock them down.

Second thing... I'm still looking for people with a version of PaintShop Pro that can compile skins for me. Until I find someone, I'm not really going to do work much more on said skins, since I don't really know if it will be worth my time. So let me know.

Third thing. The site needs some updating, and thus far, I haven't had the time/motivation to do it. Mainly it's the Strat Guide that needs the updates. If someone has the time and is willing to help out, rightclick on the page, and press the "view source" button. Save it somewhere in a text file and do the updating. Then email it to me when you get done. You don't necessarily need to know HTML to do it, as it really is all very basic stuff. I'm not worried about any HTML enhancements. Just to get the information equivelent to the mod.

Last thing. After the tackling, I've been considering an ability to "throw" your opponent when you arn't using a weapon. But I thought.. I can do better 'n that. So here's my plan so far. When you don't have a weapon equipped, you're "attack" is variable by armor:
Trooper/Sardaukar: Pick up your opponent. For the time you're holding them, they can't do anything. Move one direction or the other and let go, and you'll "throw" them in that direction, as if you tackled them. Distance is based on their weight.
Burseg/Bashar: Garotte by shagwire. You'll have to be behind the person, but once you get ahold of them, they are immobilized and will rapidly suffocate; it'll take a few seconds. It will also be a silent death (no message)
Face Dancer: Despite them *not* being assasins... I'm still a compromising person.. I'll give them an insta kill on the target *it* they hit the back. Basically they will snap the guys neck real quick like. It'll make a click, but will be instantanious, and silent (no message)
Fremen/Fedaykin/Soldier?: Donno yet.

If you have any comments, or suggestions on the information above, or are willing to accept any of the above "jobs" let me know by email or via the forum. Comments!

1/28/04

Not much going on except not having a lot of time. I've been slowly making some skins for Dune, but since I do not have Paintshop Pro, they are worthless. As a result, unless someone that is willing has the program, or can otherwise complete the skin creation, then we won't have skins to use. So if you can help out, let me know.

1/18/04

Got some more Dune Screenshots submitted by Diddily put up in the screenshot section for dune. They're pretty nice.
Also, some changes have been made to the mod:
-It appears the worms have been fixed again and are working fine.
-Weapons that use clips (or cells) have been gone over again. You can now reload them at any time (while they arn't firing) with your "drop mine" button.
-You can't drop, sell, pick up, or buy bullets/blasts anymore. Only clips/cells. When you drop a gun, the bullets stay on the gun.
-Flamethrower and piller of fire still use ammo like they used too, but you can't "buy" or "pickup" the ammo. you have to get more at a station from the resupply.
-Rockets need to be reloaded between firing now.

One last thing. We have no official individual forums where the different houses can talk. But.. I do have the chatroom program (front end of the MUD; you can read about it in the "Info on MUDs" section) that if people want, we can use, and can set up individual rooms for each of the houses. Unfortunately, it will only be able to be hosted at the same time as the server, (at which point most people would rather be playing on the server if they could).

Lastly. When people get the time, each of the houses should develop a leadership heirarchy forthemselves. Nothing official is necessary, just something loose to easy the giving of commands ingame. Also, we still don't have the house specific stratigies layed out for the webpage. If each person would like to start brainstorming ideas for it for their specific house, then either work on it togeather, or have one person do it, that'd be great. Nothing important, but i'd be good to have for new recruits to read so you don't have to take the time ingame to explain it.

1/09/04

This is just getting out of control...
But at any rate. Just some somewhat disruptive news. The DUNE server, House Corrino, starting on monday will be hosted for less time during weekdays. It will probably start going up at around 5:00pm now, and going down by midnight. Obviously, this reflects my own schedule, which has changed as well.
As a result of the new limited hosting of the mod (and it's recent surge of players) I've been considering releasing it, at the very least, to certain people to host. But in order to do this, I would need to know if it is worthwhile to do, given that it still has some issues I would like to work out. So, how many people would like to host it? How many would be *ABLE* to host it(connection, pc, and hosting times are all something you would need to consider)?

1/07/04

I know what you're thinking. Another update in the SAME month!? It's crazyness! But... yes, it is.
Anyway. I'm considering putting out a clientpack for Dune. I'll probably put some dune specific hotkey (v standard button) messages in it, obviously fix the jetpack for you, and I'm also considering a skin pack. As a result I'm curious... Does anyone that visits the page, and would like to assist, know how to skin? I've never bothered to figure out how, and always assumed (probably incorrectly) that i need photoshop or some special program to do it with, since that's what the skinning sites always proclaimed. Anyway, if you know how to skin, and would like to help out, let me know. We'll talk, and i'll tell you what we need.

1/04/04

Hey wow! Another update. Ok, a few new things added. Popularity is increasing in DUNE, so if people want to, they could probably start breaking off into "clans" for their favorite specific house. Just put a tag in front of your name for whatever house you like best. If/when people ask you what your tag is for, or if they can join, point em to the server. Tags probably should be [HA] [HH] [HC] [IX] and [BT].
Updates in the mod. I've reverted the heavy machinegun back to its original form. Most people will probably be happy for it. The previous version caused too many problems, including increasing lag, and the radius damage issues. Further more, the whole point of it was so it would provide a bit of kick back on people, and it never did, and probably wouldn't work out well if it did. I've "upgraded" the explosive charges, so they should be more effective now. Rocket launchers have been made better for locking onto vehicles with. They now have better range for locking when passing by a vehicle, and they will also lock on if you get a direct line-of-sight. Prices have been modified a bit, so AMMO costs more now. You also can no longer buy clips, and sell ammo to increase TE. The cost of the stunner was lowered by 600 points, and the cost of it's projectiles set at 100per. A new map was put into rotation, Dune_Four_score, a map [FBI]Agent made for us. If you don't like the map, bug him. Most probably know, but the knives were also modified, in that throwing them now is more effective. Both knives are garunteed to do damage if you hit (and they are going fast enough). If you get a hit, it is enough to take out a soldier in one hit, and seriously damage most everyone else. Sliptips, and Crysknives have an 80% hit, kindjals are at 70%, and sabres are at 50%. All armors now throw knives without any sort of % penalty, although the speed that some armors throw them with will provide an extra damage boost.
The website. I'm going to go through and try to get the information on the website updated. If you see any information on the website that isn't consistant for the mods for example, or any broken links, let me know so i can fix it! Either email me, or post the problem in the forum.

11/18/03

Monthly update! A few (little) changes have been made in Dune, most notably the new Heavy Machinegun format. I like it better :D.
In the realm of DAF, I've made 2 new maps. DF_CannonCrusade is a serverside map that turns CanyonCrusher (ya, another variant of it) into a tank busting roundup. DF_OverTheTop, a clientside mission, is.. how do I put this... sweet as hell. Basically, your in a WWI western front theme with modern weapons. Welcome to Hell. Both can be obtained in the same DF_OverTheTop.zip file on the DAF page.

10/02/03

If you're looking for the water texture used on P-Diddily's server, you can find it here. A more "permenent" link will also be placed on the DAF page. Not much to update about besides that at this time.

9/21/03

My map submit address at mapsubmit@hdvestmail.com no longer works. From now on, direct all maps to my normal address at deathknight@hush.com.

9/19/03

Had a quick idea for DUNE the other day, so i stuck it in. Most people don't like the heavy spawn time that's part of DUNE, even if you haven't done anything wrong. And.. it does get pretty boring just sitting there for 30 seconds after you make an "opse." So, in an attempting to lessen that bordem, I've configured it so once you're dead, you can "observe" your other teammates (or their corpses if they've died as well) by left clicking. When your ready to spawn, you will still spawn normally (by left clicking). This i think will make the spawntime less unbearable. However, having put this in, i had to disable teamchat while people are dead so they can't watch their teammates back and let them know someone is sneaking up on them. It only make sense anyway to not be able to talk when you're dead...

9/11/03

Got a new email address.. No more Deathknight@hehe.com bullshit. Send all messages to me through DeathKnight@hush.com now.

9/1/03

The server has been running well lately, and there have been a few good games. A few new maps have also been added: two submitted by RandomSin that act as some fun indoor generic maps, and another by me based around the senario mentioned in the first Dune book about the Atredies' raid on the spice storages on Gedi Prime.

In addition, the site has been slightly updated. A list of Ghola commands has been added to the BT section of the Strat guide, a new email humor has been posted, probably with more to come soon, and the MudInfo section has been updated to be a generic MUD guide, and to reflect an on going project of my own.

A note on DAF, P-Diddily has been hosting his server fairly regularly, and has made a few changes to the code which from what I have seen, work out well in providing a bit more realism without much sacrifice in playability. At some point, I'll try to get a copy and put it up for download under the DAF server downloads, as a separate and improved version of DAF.

8/21/03

House Corrino has been down more often then not lately, due to a string of deterants. But, it is up as of this afternoon, and may be up more often for a while. But as a result of my inability to provide a more dedicated situation for the server, I'll ask this question, and await any response on the forum under the new "Dune" thread.
Who wants to host a DUNE server?
Who has the connection/system to run a DUNE server?

If there are enough responses, I may just pack up a mappack with all current maps, fix one or two other small things and set it for download. If not, I'll just sit on it and keep steadily working on it for a while longer (which from recent trends, means something new every two months or so).

I also had a sudden urge to do some site updating, but I still don't really have the time for it. So if anyone wishes to assist, feel free to write up some HTML pages for any incomplete page, and email them to me. Team effort right?

6/26/03

This is an update. Because there hasnt been one in quite some time. As a result... well.. heres an update:
I fixed a few buggs on DUNE today. If you find anything else, please email me with as much detail as possible.

5/29/03

DUNE_DesertPower has now been put into rotation on the House Corrino server, and can be downloaded in the DUNE section. It is a clientside mission, so you MUST download to play.

5/28/03

I updated the DAF server download with a new "5/28/03" version. It includes a heafty list of changes made, mostly relating to vehicle hardpoints and the choppers. Includes gunpods, firelinking, apache changes and more.
I also updated the DAF ClientPack download with a new "5/28/03" version, that supports use of the third firelinking option on the updated server version. Check the individual readme files for more detailed information.
A fixed version of BackToIraq has been uploaded. Fixes the bad spawnpoints.

5/22/03

I updated the DAF server download with a new "5/22/03" version. It fixes a few bugs, notably the "command station turret control" bug that made you leave the station before accessing control of another turret. It has updated groundvehicle code, and a better grapple hook (you can now repel easier. basically lets you set your "grapple point" at any time, but wont activate unless your at 60deg down. It did btw make it more difficult to grapple onto the top of a building by hooking on the top of the side. Just start jumping forward when you get to the top of the grapple, and it will kick you over the edge). The MOTD was also reactivated.
The serversize mission DF_BackToIraq is also now available in the DAF section as a nonpackaged map.

5/7/03

As mentioned in the forum, the worms are back in and working almost properly. I believe theres still a bit of a bugger in there or two, but they do regulate their height properly now, and wont jump at things that are too high up (could have let them do that but.. would have been some nasty lag).
The server itself is also back to being hosted, but somewhat sparatically... I've had quite a bit of personal work to attend to, so changes/additions are pretty slow comming and I've neglected to throw up the server on a frequent occassion. This pattern pay continue for another week or three, and maybe beyond. However, there is a list of things to do:
-Make Dropship afterburners work better
-Decrease backpeddle speed to see how it helps ingame.
-Put different commander types, and restrict ranged weapons to the differernt types.
-Further debug the carryall's pickups
-Change the passenger vehicles to not allow access to passengers unless a same-team driver is inside
-Consider activating the different atomics when commander stuff is in.
-Play with thrown weapons to see if they cant be made easier to throw.
-Maps.. more maps.. mostly C&H, maybe some "conquest" maps, as done in DAF's recent "DF_BackToIraq" maybe a few more D&D, with hard to penetrate bases.
-Miss anything? Post it on the forum.


4/25/03

For those of you that didn't know but still care, the worms are in the shop for repairs currently. Might get it done this weekened. Other then that, the server will be hosted (just without worms), so grab your friends and show em how to play. Maybe we can get a nice set of games going this weekened.


4/19/03

We are back and ready to roll! Or at least back and have the server running again anyway. After two weeks of server downtime due to lack of competency at the cable company (that or i pissed them off by a phone call everyday or more), the connection is finally restored. The server will begin being hosted again today at about 12:00 noon eastern probably.


3/28/03

Good news! Current testing and projections suggest that my original theory of the vehicle stall issues (that the wormboxes were making so many pollies with them that it completely fucked up the server) was probably, in at least some way, correct! Thus, i was able to reduce all boxes to a thin 0.02 thinkness, and set them all at z = "0" Now not only do vehicles never interact with them, but they don't make arrakis maps more laggy like they did, because of the increased pollys due to just normal interaction with the prefabs! In translation, vehicles and worms (from what i can tell at this point) can live togeather in harmony! Or at least without any lag. AND we dont have to resort to "mars" maps to simulate Arrakis!


3/12/03

Not much... Loaded on some SS of DUNE. Still contemplating the stall issues that happen with the vehicles. Right now, it appears the vehicles may not be able to be used. At the very least, they wont be able to be used on desert missions. I MAY be able to substitute the "mars" terrain for the desert ones, as the mars terrain simulates the desert just as good. I test it, and if the lag doesnt occur with that type, then the rest of the Arrakis missions will be made from that.


3/03/03

Most of you probably have noticed that the server has been locked out a lot lately. I've been working on a new map. Based on Arrakis, 5 switch capture and hold with up to 4 teams. It is pretty much done, but it utilizes some new code, which is why the server has been locked out.
Basically, its "drop ship" code, that allows for automated drop ships to be placed into any level that the builder wants, as long as he follows the rules correctly. The drop ship will then come semi-randomly, set down, preform a function (currently either boosting team energy as imported resources, or activating spawnpoints as an invasion ship), then fly away. Currently, everything works fine no it, except for the dropship boosters. Grr... once thats done though, i'll throw up the map for download (as it is a clientside).


2/22/03

DUNE_War has been reworked, and hopfully is less laggy now. Download it again, as it IS a clientside map. We will see how well it works out this time.


2/6/03

As most of you probably have noticed, there hasnt been a lot of work done on the site or mod lately. This is basically because i've been inundated with work. This weekend i may be able to put some more into the mod or site, but its only a maybe.
Btw. Whos up for about a week of me hosting DAF instead of DUNE since I dont seem to have much time to work on it?


1/26/03

Got a little work done on DUNE. The vehicles for the most part all all set to be used, except they cause crashes for an extreamly unknown reason.. Ive posted at varius tribes sites, but doubt ill get an answer. Theres a large possibility that i may never be able to resolve this problem, but thats the pessimist comming out.
The Face Dancers are done and in, but still may need some bug fixes. Check the strat guide for how they work.
Since all the houses function as they probably will upon release, with the exception of vehicles, i've activated the voting that will switch the teams. Don't abuse it (i.e. use it when i'm testing. It makes it really obnoxious when the missions switching all over the place).
On another note, i could still use quite a few screen shots for the DUNE mod. More for the DAF mod would be great to.


1/21/03

The server is back up after being locked out for over 24 hours. Found a critical bugg that needed to be fixed before anymore playing was done. Evidently, if a worm trys to attack an occupied vehicle, it laggs the server to the point of crashing it. The only way i was able to prevent it was very crude, but will avoid the crash. If a worm attacks a vehicle, the players in the vehicle are now thrown out of it immediately before it is destroyed. Sorry guys. It's a hack, and it ain't perty, but its the best I could do.


1/20/03

Well.. the new map was almost a waste of time. It lags like a bitch. Pure and simple. Not the type of map that should lag that much either. Even after turning up the terrain morphing, which of course makes it look shitty, it still lagged like a bitch. So for now, dont bother downloading it. You'll probbaly just have to download it again later after i fix it somehow.


1/19/03

The new DUNE map, Dune_WAR, is loaded up, and the link is now active. I'll start hosting it on the server today. Go to the DUNE section of the site to get it.
The download is about 6megs, so its fairly large. But thats because it includes the DOX maps as well. I'll post a second link that has it without the DOX maps to reduce its size (for those that already have DOX).


1/19/03

Been doing some small minor changes to DUNE, which.. I don't even remember what they were... but, I also did some updating on the website. The email humor has been updated with two new articles, and I made a few fun little flags for each of the Houses' strat guides (which arn't started or completed yet mind you).
More importantly, i have finished the first custom map for DUNE. Once I get a chance to upload it to the download server, then the download link in the DUNE section will work for it, and you can download it. I will then also start hosting it on the server. Course that means i really have to get the vehicles under way but...
Still need more screen shots btw.


1/5/03

Ok. Did some more cleanup work on the DUNE code: fixed player reported bugs, cleaned up shell bugs (like you care :P), and made the spawntime-stick code (the code that makes it so logging off and back on doesnt help you get rid of your nuke count, or your spawn time) more efficient, and harder to get rid of.
On top of all that though, i have done a lot of work updating the webpage. I have completed the general "How To" guide for DUNE (a more indepth look at the mod, tips on how to play better, and even insights to the code to help your playing), and will start working on the individual house info soon. I will also start working on the "clans" for the mod if anyone is interested. As mentioned in the "how to" there will be 5 static clans for each of the main houses, that will each have a page or two on this site. These will be regulated quite a bit, and will be more structured as the name implies. In return of course, they get to use their specific house while in game. Any other clans that pop up will be defaulted to using the minor house (not exactly a disability mind you, just a little less unique perhaps) except in rare circumstances. All of the DUNE mod clans will probably be slow growing, and wont get too far until further down the road, but if anyone is interested in leading/joining any of them feel free to email me your request. I will personally be controling the House Corrino clan, so the rest (Atreidies, Harkonnen, Ix, and Bene Tleilaxu) all have open leadership positions. All will be open for accepting players at this time.
On the DAF front, not much to say except we have a few more screenshots loaded up.
Almost forgot; i increased the pentalites for nuking. First offense is now pumped up to 60seconds, and +20 seconds after that. It still starts checking for kicks after the 3rd, and by the 6, or 7, you WILL be gone. Also, the banning now works. So unless you want to take the time to drop your connection and try to dial up to a new hub (for those of you that have dynamic ips), you'll have to wait for... i think its 5 mins before comming back. Subject to change of course. Additionally, TKing increases ST by 10, and everytime you damage a teammate, it goes up by 2.


12/29/02

Got a lot of little things done on the MOD. Mostly bugs and clean up work:
-turrets/sensors/deployables damage fixed; both damage conversions for different damage types, and total damage amounts.
-Forceshields fixed: shoot with a lasgun? cause nukes. Shoot with any projectile? Nada. Melee weapons? Nada. Use high explosives to knock em down as overloading the shield is your only option. Well, besides getting on the other side of it, and killing the pentashield gen (the little beacon thing). That will kill the shield as well.
-Lasgun firebug fixed. You may have noticed, that if someone is shooting at you with a lasgun and is out of range, and you kill them, suddenly their lasgun does damage, and doesnt give an attacker reading if you die. Well.. thats fixed.
-Rear firebug fixed: you may have noticed that many of the guns will often randomly shoot out the back. That SHOULD be fixed. (Hasnt happened since i "fixed" it so..)
-Shield sound lingering bug fixed: Ya.. the shield sound staying behind... it doesnt do it anymore.
-Suspensor sounds adjusted: I made it so the suspensor, when on and idling, always makes the "disk" sound. When you hit your jets (and juice up the suspensor) it makes a generator like sound. It is also the same sound that the hunterseekers make now.
-Artillary exp sound changed: They sound more nifty now hitting.
-Mortar(artillary) turret fire sound changed: They sound more nifty now when firing.
I'm also doing some updating of the site here, specifically the DUNE part. At the tail end, hopefully ill get in some more emailhumor.


12/28/02

Happy holidays and all that crap.
Now onto the stuff you care about.
I made the gholapacks avilable for purchace by BT, and will probably start rotating the teams more often. The BT are still undergunned as i dont have their facedancers done yet. Hopefully ill do some updating to the site soon, and put a better "how to play" up, along with the crucial Ghola commands. I will probably enable voting and restrict it to team-swaping at some point.
I put in a "CamoPack" for fremen/fedykin. What this does, is allows them to bury themselves into the ground (in sand only. i.e. where there are no wormboxes) and remain hidden from view. They can then use it as an abush, or as a way to avoid someone. When your ready to come back up, just JUMP (the packbuttons are disabled in the overview mode that i have it stick you into). While you are under there, you ARE protected to a degree from bullets and lasguns (although some lucky shots can still hurt or kill), but any proximity damage WILL hurt, or kill you. If you die while under ground, you will be popped back up to the surface. Additionally, you CANNOT fire or switch eq or anything like that while underground.
Btw... its pretty sweet.
I also reranged the lasguns:
cutteray, fulldamage distance = 1.3, maxdist = 10
small lasgun, fulldamage distance = 16, maxdist = 30
rifle lasgun, fulldamage distance = 100, maxdist = 200
heavy lasgun, fulldamage distance = 45, maxdist = 75
deployable lasgun, fulldamage distance = 100, maxdist = 200


12/18/02

Worm code is all done and it, although it still is buggy, and will have to go through a process to get... debugged, but they do work ok so far, and look pretty damned spiffy.


12/6/02

Ok, thanks to Spangle, we now have an alternate download site. If that is down for any reason you'll still have to use FP, but for most cases, you can use that download link. All of the downloadable files now have active links there. Make sure to leave a note on the forum thanking Spangle for the webspace!


12/6/02

I updated the page a bit; the DUNE section has been de-spelling-error-afied, and the DUNE How-To has been started. Spangle and I have set up a process to host downloads on his webaccount, given that it has unlimited bandwidth, so i'll be moving over the download files and setting up the links soon. I'll post an update after they are all set.


12/1/02

Well, havn't updated in a while. I've been working on getting DUNE more complete. I'm still looking for decent webhosts, but have yet to find them. Spangle offered to host mirror sites, but has yet to email me about it yet. DUNE is comming along nicely. The ghola AIs for the Bene Tleilaxu team are pretty much done. I'll have a list of all the commands you can send them put up on the DUNE portion of the site, under the how to play section. Lots of buggs have been worked out and i think dispite the fact that its still pretty incomplete, its still playable, and i encourage players to drag their Tribes friends on to try it out. ESPECIALLY if they have read the books. Like DAF, its a teamwork encouraged mod, so lots of players is pretty important to it. Also, if you want to make maps for it, please contact me. I think we can start adding in some more instead of the 3 that are getting pretty boring. I wont be able to make maps for it until its more complete, as ill be working on building the mod.


11/10/02

I looked into what happened with the web provider I used for the downloading material, and from all I can see, dispite not actually breaking their rules, they have deleted all my files (as stated before) and locked me out of actually DOING anything with the account (although I can still sign on) presumably, because they believe I broke their rules. So... until i can find another webclient that will let me host those files for download, then ya'll will have to stick with FilePlanet.
So where is everyone? Things have been quiet lately. Haven't seen any DAF servers besides Sharp's around, and the forum activity is pretty dull.
Btw, Dune is looking better. I cleaned up the Ix team, and they are pretty sweet now, so that just leaves the Tleilaxu before the houses are basically fleshed out. The server is also suprisingly stable. As of now, its been running without crash for 11 hours and 20 mins. Quite impressive given the track record I gave DAF :P (although i think we can thank the DF team for some of those crash bugs ;))
Also, if any of you are Dark Forest players or fans, get more people playing! We can get that place absolutely rocking if we can get each person to bring one new person as they join. If you haven't tried it, I highly enoucrage you to try it at least twice (because the first time you won't probably like it or enjoy it, where as the second time you probably will be into it. I promise).
If you DONT know what im taking about with Dark Forest, click on the "MUD Info" link on the side bar!


11/5/02

So apparently FP decided not to update the mod until tonight, so if you downloaded it thinking you got the bug patched with the new version, well... you didn't. Sorry bout that... so if you downloaded it to get the patch before today, then you'll have to get it again to make sure you got the patch all right. Still working on getting the files back up on the alt server. should be done by the end of the week.
Oh ya, i fixed some buggs in DUNE so it wont crash as much anymore. And you don't get stuck with weapons your not supposed to have when you switch armors anymore.


11/2/02

Looks like the host I'm using for my file downloads decided to delete all my files on that account, but didn't delete the account. Odd, but ok... for now all the files will have to be downloaded from fileplanet if you want. I'll try to get all the files back up on that account soon, but it probably won't be for a few days. As for the bug fix, if you want it fixed immediately, then just download the DAF server source file again. It should be updated on FP correctly. Its a pain in the ass, but I would strongly recomend it for a more stable server if you are going to be hosting it.
I have also updated the links page, and have began adding to the email humor page. I've got one done, and am working on a second. I may be able to get three or four done tonight. We will see.


11/1/02

Found one of the crash bugs, relating to objective handling, so i put up a critical update in the DAF Server source download section. If your running a server, make sure to download it to help minimize crashing. You only need to grab the update if you downloaded it before 11/2/02


11/1/02

Haven't updated for a while, so i figure ill do a new one now. After waiting for too long for people to submit the maps they said they had, i decided to say screw them, and put out the second mappack containing only my files (there was another that someone else made but... apparently i lost it. again.). As a result, you can now download it from the download source, and soon from FP. Oh btw. I released the server source code, so you can host your own DAF server now. I'll probably do even more updating to the site later on today. So check back.


10/24/02

Ok. Files are on FilePlanet now. Check the individual pages for the links. I've also placed them on an alternate download location useing another webserver. Probably will want to use that one first, and if that fails, then use FP. In the process of getting other hosts, but for now, use those links.


10/24/02

I've disabled all the downloads due to the high traffic. Apparently the webhost doesn't like to have traffic come through their servers. Traffic is bad for business evidently. It causes people to (heaven forbid) click on their links. Thus, all downloads have been disabled until i can find a webhost that i can put them on, and link to from this page. If your in desparate need of the dafmappack1, original maps or dafclientpack email me and i'll see if i can get them out to you. Meanwhile, im out looking for a decent webhost. Any suggestions? They need to accept files that are at least 1meg big, *.zip or *.rar file type, and have more then 20megs bandwidth a day. Also has to be free... if i can find a bunch of them, then i can put the downloads on all of them, and people can just click down through the list and download what they can. Ive placed the files into FilePlanet, and so they should be available through there in a few days (ill put up links); unfortunately that might become the primary, and only download (sorry). Suggestions for other webhosts that i can host the zips on? email me.


10/23/02

Ive set up a new email account for map submissions. Anyone that wants me to review their map for the next mappack (can include prefabs if you want) should send the maps to
mapsubmit@hdvestmail.com
It can take transfers up to 10megs as long as i keep it cleaned out, so maps shouldnt be a problems. Maps can be either clientside or serverside. Don't worry about converting them to be compatible, as i can do that myself, but make sure they would be compatable with standard DeltaForce.
When you submit a map, make sure to send me an email with NO attachments, to my normal email at deathknight@hehe.com to make sure i check the alternate email, as i wont be checking it every day; only when i know theres a map or other exchanged file sitting in it.


10/22/02

Found a bug in the Clientpack. Seemed that when you blew up in a vehicle, and happened to have your jetpack button down, then when you spawned again, your jetpack would be on permenenty until you entered another vehicle and pressed and let go of your jetpack button again.. whopse! fixed it though, so if you downloaded the pack before this post was put up, then download it again to fix the bug. You need only download the first one, as it is the one that had the bug in it (specifically "StarDeltaAirForce.cs").
Additionally, I fixed up the the flak turrets so that they can now be shot manually making them much deadlier to jets as well as choppers that are futher away. The range on all the AA turrets were upped, but their sensor range was kept constant. Thus, if they have visual or alternate sensor confirmation of an aircraft at a distance, they will fire (as long as its in the new range. 500 for SAMs, and 300 for Flak).


10/21/02

DAF Clientpack page has been updated, and clientpack is available for download. If you like DAF go grab it to make your playing experience better. Additionally, I updated the original DF maps converted to DAF maps.. page... and they can also be downloaded. I think thats it thus far...


10/19/02

Haven't done much work to the site lately; been busy, but i should get around to it soon. Still waiting for maps from a few people that offered before DAF is released.... so, if your looking for someone to beat up, look to "CopKiller" and "|ATS|Unknown."

10/15/02

Forum added, MUD Info section added, minor changes made.
Btw, I am fully aware that the DAFServer download link doesn't work. That is because the link isn't there yet. The only download link that currently works is the DAFMapPack1.


10/10/02

Updates will be far and few between, but lets start with a simple one. The site has be set up and is ready to go.

-Look for updates, mappacks, mod releases and general information pertaining to the DAF mod.

-Look for updates, mappacks, mod releases, a technical guide for DUNE beginners, and general information pertaining to the DUNE mod.

-Look for other things.



Don't like the layout? Hate the admin? Hate the mods? Hate anything? Like anything? Does red and black together scare you? EMAIL THE ADMIN with any complaints/compliments.
Want to submit a map for the either of the mods? Send an email with your map attached, to Deathknight@hush.com Serverside maps, upon approval, will be put into rotation immediately, and both clientside and serverside maps will be placed in the next available mappack for that mod. If you use any prefabs that are not either in the standard tribes compliment(includes the open call upgrade) or the DOX maps, then make sure to send them with the map.

**Warning: I do save emails that i find humorous, and do post them on this site. All names, email addresses, sign-names or other information that could inform others as to the original author are removed before posting.