Tribes 2 // Mod Development Handbook GitHub

55 · GibMatch

A standalone combat mod with its own gametype family, by Gibbz (lead, modelling) and supaGu (coding).

   
Version Beta 1.1 (docs), with a later standalone GibMatch13.exe installer present but not run
Ships as -mod gibmatchdocs/Read Me.txt: run with -online -mod gibmatch
Lineage Undetermined — scripts ship as .cs.dso, source not available
Scope 285 files: audio, docs, gui, scripts, shapes, textures, plus a bundled NighFall.vl2

The mechanic that names it

The readme explains the mod’s premise directly [community]:

“gibamatch is a bonus awarded to a player at random, after he/she frags a player”

A “gib” bonus, granted stochastically on a kill — the specific hook GibMatchGame.cs is presumably built around, though the file itself ships only as compiled scripts/GibMatchGame.cs.dso, not source.

Its own gametype family

scripts/ carries four distinct compiled gametypes rather than one: GibMatchGame.cs.dso, gmTEAMGame.cs.dso, gmCTFGame.cs.dso, and InstaGibGame.cs.dso — a base mode, a team variant, a CTF variant, and an instagib variant, alongside admin.cs.dso and damageTypes.cs.dso. This is a fuller gametype family than most single-purpose mods in this section attempt, though — as with 54 · Masters mod — the compiled-only distribution means the mechanics behind each variant cannot be read directly.

The Beta 1.1 changelog documents an instant-hit railgun among its headline changes, alongside new models, code, textures and sounds credited to the two-person team.

What this handbook cannot verify

As with Masters mod, GibMatch’s actual scoring and gib-bonus logic live only in .dso bytecode in this capture. What’s confirmed here is structural: the mod’s scope (four gametypes, a full asset pipeline, a multi-year installer history from Beta 1.1 through a 2010-dated GibMatch13.exe) and its stated central mechanic, not the mechanic’s implementation.