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  • Server hosting:

    To host a Meltdown 2 server, you need to know/have a few things:
    Constant upload rate of your internet (not burst)
    A seperate Windows computer.
    TribesNext (MD2 is compiled with TN, and therefore does not support Bouncer or any other T2 master server alternative)
    Meltdown 2 - You can find the download links for the latest version above.

    Installation:
    To install Meltdown 2, simply unzip the contents of the .zip file into your T2's GameData folder. It will create a folder called Meltdown2. As an extra step, go into your Base folder and check for a 'scripts' folder. If one exists, delete it. This will not harm your Tribes 2 installation in any way, the files in that directory are simply intermediate files, however this folder and it's files overrides key Meltdown 2 files, causing your server to crash on startup if this folder exists when running Meltdown 2.

    Server Configuration:

    In order to run a server (especially dedicated), you will have to set up your server. In your installation, starting with the GameData folder, there should be a "Base" folder. Inside this folder, there should be a prefs folder. Copy this folder to where you installed Meltdown 2. In the Meltdown2/prefs folder, there is a file called ServerPrefs.cs - you can open this file with any text editor. Inside it, there will be several lines that will be important in configuring your server. If a line mentioned below does not exist, you can safely add it to this file.

    Unicode Users: This file is not unicode-compatible (so no Japanese or Korean server names), so please save in ASCII format.

    Lines:
    $Host::GameName = "Meltdown 2 Server";

    This will allow you to set the display name of your server.

    $Host::Info = "Welcome to a Meltdown 2 server. To download or find out information on this great mod, go to <a:forums.radiantalpha.com>http://forums.radiantalpha.com - Created by Keen <a:PLAYER\tKeen>Keen.";

    This shows the information when a player clicks on "Server Information" in Tribes 2. T2HTML is accepted.

    $Host::Map = "Katabatic";
    $Host::MissionType = "CTF";

    This is the default map to start out with.

    $Host::PureServer = 0;
    $Host::Dedicated = 1;

    These values should appear as-is, otherwise Meltdown 2 will not run (properly) in dedicated mode. Pure servers remove modability (to prevent cheating) and Dedicated is obvious.

    $Host::BotCount = 8;
    $Host::BotsEnabled = 0;
    $Host::MinBotDifficulty = 0.5;
    $Host::MaxBotDifficulty = 0.99;
    $Host::NoSmurfs = 0;
    $Host::MaxPlayers = 64;

    This defines the maximum number of players able to connect to your server. This includes bots (as specified by BotCount), so the real number should be BotCount + Max Players. The max player count can go as high as 255, however most servers cannot handle such demands in processing. If you wish to include bots, be sure to set BotsEnabled to 1, or no bots will spawn. The NoSmurfs option will allow players that come in with purple (smurf) names to come in as their real name, regardless of their smurf status.

    $Host::warmupTime = 5;

    Time (in seconds) of pre-mission warm-up countdown on changing maps, which usually helps players who have slower computers start on even ground. Set to 0 to disable.

    $Host::allowAdminPlayerVotes = 0;

    Set to 1 to allow players to vote other players admin status temporarily.

    $Host::TeamDamageOn = 0;

    Set to 1 to allow team damage.

    $Host::SingleCoreServer = 1;

    This is especially important if you have a dual or multi-core CPU. Set this to 0, or else T2 will attempt to take advantage of multiple cores in some strange fashion, and cause the stutter aiming/shooting lag that is sometimes experienced.

    $Host::WormholeTickRate = 10;
    $Host::RepulsorTickRate = 10;

    These values allow you to control how fast/accurate wormholes and repulsor effects are. Lower numbers update more frequently (this is in msec or 1000x/sec) while higher numbers do not. If you experience server-end lag with these settings, set them to higher numbers (at the cost of Repulsor projectile detection speed) to a max of 32-50. Any higher and noticeable failures to detect projectiles with wormholes/repulsors will follow suit.

    $Host::AdminList = "";
    $Host::SuperAdminList = "";

    To automatically assign a Super Admin or regular Admin, you have to add their GUIDs in a space-seperated list, or just as the contents if you only want one admin. More info on GUIDs below.

    Advanced Meltdown 2 Configuration options

    $Host::MD2::SuicideRespawnTime = 5;
    $Host::MD2::RespawnTime = 2;

    Respawn Timers (in seconds)

    $Host::MD2::Die1stPerson = false;

    Set to true to enable dying in 1st person view instead of 3rd

    $Host::MD2::AntiBaseRapeCount = 6;

    Number of non-bot players before anti-baserape turns off.

    $Host::MD2::NoFireModeText = "New to Meltdown 2? Visit forums.radiantalpha.com for more information.";
    $Host::MOTD = "Welcome to the server - see server information for rules.";
    $Host::LoadScreenMessage = "Are you ready for fast-paced intense action? Meltdown 2 is for you!";

    Messages seen around Meltdown 2

    $Host::DisableBotTalk = false;

    Set to true to enable bots that talk on the server side.

    $Host::MD2RandomMissions = true;

    Set to false to disable random mission selection order.

    Other options for Meltdown 2-specific server settings can be found in the Meltdown 2 manual.

    Server startup and operation:

    When starting a Meltdown 2 server, you simply need to create a shortcut to your Tribes2.exe in the Target box. Examples:

    To start a Play server:
    C:\Dynamix\Tribes2\GameData\Tribes2.exe -online -mod Meltdown2

    To start a Dedicated server:
    C:\Dynamix\Tribes2\GameData\Tribes2.exe -dedicated -mod Meltdown2

    Upon startup, Meltdown 2 will automatically create several folders. These will be under the db/ and logs/ folders. Each db folder will be seperated by GUID, these are individual player accounts. Each Logs folder has a different kind of log (Chat, Connection, etc) sorted by date. In the connection logs, all incoming connections will show a number, usually starting with a 2 - Examples:

    [9:09:30] Connected: Keen Keen 2207260 local
    [9:20:41] Connected: Papa Smurf Keen 2207260 local

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