
#Tribes 2 skins mod
This meant that if a player wanted to buy an item added by a mod they would either have to include it in one of their 20 favorites or bind a separate key to a special "update buylist" function for that specific item, the latter of which could not be done without significant effort or a client-side download. Tribes 2's Inventory system also complicated matters, as there was no included GUI to allow players to purchase single items not part of their current favorites. Many prospective modders were disappointed with the lack of extra shape files, as Tribes had included a number of unused shapes which were widely used in modding efforts. The new Zone object types-encompassing elements like water, lava, and force fields-had numerous frustrating properties, including unit lengths which differed from game units depending on the rotational position of the Zone, as well as a complete lack of "interaction" functions ("onCollision", "EnterZone", "LeaveZone", etc.) that could be modified or overloaded through scripting. The scripting support allowed for certain object types (static shapes) to be scaled in any combination of their X, Y and Z dimensions, but coverage calculations would still be performed based on their unmodified dimensions. However, despite the positive elements of Tribes 2's mod support there were a number of lingering issues which made mod creation in Tribes 2 difficult at times. These new features allowed not only for easier creation of mod elements but also for the addition of significantly more complex elements to a given mod. Tribes 2 scripting supported newer features such as classes and object-oriented programming, and related properties like inheritance. The scripting language also contained numerous functional improvements, comparable to the additions to C++ from its predecessor, C. Many of the other shortcomings faced by Tribes modders were rectified by Tribes 2, such as the inaccuracy of the GetMuzzleTransform function or the inability to specify different damage types for laser-type projectiles.
#Tribes 2 skins mods
This allowed mods to be distributed freely in a format that did not give server operators access to the source code, one of the main difficulties faced by Tribes modders. Tribes 2 could create "compiled" (partially encrypted) versions of the individual mod files, still interpretable by the game, which could then be optionally compiled into one. Mod support maintained most of the key features present in Tribes, particularly "server-side" (no required client download) mod support, but also contained a number of new features. The " modding" community surrounding these games have created a large number of custom levels, vehicles, weapons, skins, voice file sets, and mission types.


A powerful scripting language built into the game engine, the Torque Game Engine, have allowed prospective " modders" to alter many aspects of gameplay since the textures and 3D models can also be replaced, games that bear little resemblance to the Tribes titles can be created. Normally, however, the events near earth generally do not reach the Wilderzone, making star systems and their planets available to the Tribes of Man.īoth "Tribes" and "Tribes 2" were designed to be highly modifiable by players. The battles themselves are mostly from the Bioderm offensive into the Wilderzone in order gain vantage over the Great Human Empire. All of the planets are far from Earth, which is currently being contested by the Bioderm uprising against the Great Human Empire.
#Tribes 2 skins series
The maps where the battles take place are set on the planets of the 40th century frontier, or "Wilderzone" as the game series calls it. None of the factions differ from each other in strengths or weaknesses, but each has a distinctive look and background story. Players can also choose to play a rebelling human-created soldier/worker race called the BioDerms. Set in the year 3941, "Tribes 2" allows the user to play as a soldier in one of several factions (referred to in the game as tribes), such as the Children of the Phoenix, the Blood Eagle, the Diamond Sword, and the Star Wolf. It was developed by Dynamix and published by the company then known as Sierra Entertainment in March 2001. As the name indicates it is the second game in the Tribes franchise, following. "Tribes 2" (commonly abbreviated to "T2") is a sci-fi first-person shooter (FPS) computer game based in the fictional Earthsiege universe.

Requirements = Pentium II 500MHzWindows 95/98, 2000, NT 4.064MB RAM531MB Hard drive space12MB video card (16-bit color DirectX-compatible)16-bit DirectX-compatible sound card4x CD-ROM
#Tribes 2 skins mac
Platforms = Microsoft Windows, Linux, Mac Released = flagicon|USA Maflagicon|EU April 13, 2001
