Tribes 2 // Mod Development Handbook GitHub

01 · Getting Started

Before you write a line of TorqueScript, you need to know what is on disk, what tools open it, and how to make the engine load your code instead of Sierra’s.

Page Read it for
Install anatomy What every file and folder in GameData/ does, and how to confirm you are on build 25034
What you need The toolchain: archive tools, text editors, and how to unpack .vl2
Your first mod A complete working mod, from empty folder to visible in-game change
Launch options Every command-line switch console_start.cs parses, and what each does

The shortest possible summary

  1. Tribes 2 lives in GameData/. Game content is in base/, packed into .vl2 archives (which are ZIP files).
  2. A mod is a sibling folder — GameData/MyMod/ — holding only the files you want to change.
  3. You launch it with Tribes2.exe -mod MyMod. The engine searches MyMod/ first and falls back to base/.
  4. Your .cs scripts are compiled to .cs.dso on first load. Delete stale .dso files when you edit.

Everything else in this handbook is detail on those four sentences.

A note on patched installs

Your Tribes 2 is almost certainly running a community patch — nothing else has worked since the WON servers shut down in 2008. The four sentences above hold anyway: the patches do not change how mods work.

What they do change is documented at the end of each affected page under “Under the community patches”, and in full in 07 · Community Patches. The two pages here with meaningful differences are Install anatomy (different files on disk) and Launch options (same switches, different destinations).