Tribes 2 // Mod Development Handbook GitHub

66 · Ultimate Build 2.0

A Construction fork organised around a serverScripts/ subtree, an RP money system, and — unusually for this family — a bundled third-party server-administration package shipped as .vl2 archives.

   
Base Construction 0.69a
Scripts 149 .cs — 30 identical to base (27 %), 69 changed, 50 new, 11 removed
Size 162 files, 3.5 MB
Installs as GameData/Construction/
Bundles Tricon2Server.vl2 (94.7 KB), Tricon2ServerExpansion.vl2 (18.1 KB)

The serverScripts/ tree

Ultimate Build’s distinguishing structural choice — a whole parallel tree for its own content [mod-script]:

serverScripts/
├── exec.cs              entry point
├── chatcommands.cs
├── packs/
├── scripting/
│   └── RPMoneySettings.cs
├── vehicles/
│   ├── vehicle_bomber.cs      vehicle_Bomber1.cs
│   ├── vehicle_Saucer.cs      vehicle_WARPscout.cs
└── weapons/
    ├── Nukegun.cs             plasmacannon.cs      FireworksGun.cs
    ├── flakgun.cs             PaintballGun.cs      railgun.cs
    ├── quadchain.cs           photonmissle.cs

The exec.cs entry point is the right shape — one file to load the subtree, so the whole addition is identifiable and removable. Compare Power Edition’s PowerPack/start.cs; both forks independently arrived at “put my stuff in its own directory behind one entry script”, which is the pattern this handbook recommends for any sizeable addition.

Where Ultimate Build differs from Power Edition is that it also changed 69 base files — so the tidy subtree sits on top of a substantially reworked base, and only 27 % of 0.69a survives intact.

Note quadchain.cs: the quad-barrel chaingun from the 2003 community tutorial corpus (quadchain.html, tutorial index) shipping in a production mod.

Tricon 2

Ultimate Build ships two .vl2 archives that are not Construction content at all [mod-script]:

Tricon2Server.vl2            94,686 bytes
Tricon2ServerExpansion.vl2   18,096 bytes

Tricon 2 is a third-party remote server-administration suite — telnet-driven, with its own GUI client, prefs file, and in-game admin authentication. Its quick-start, shipped inside c2kconstruction, documents the setup [mod-script]:

Set $Tricon::Telnet::PasswordFull to your main telnet password.
Set $Tricon::Telnet::PasswordRead to your read-only telnet password.
Set $Tricon::Telnet::Port = to the telnet port you want. (Don't set it to your 28000 game port)
Set $Tricon::ClientPassword to your in-game admin password.
…
Join your server.
Type a text chat message (global or team) that contains nothing but your in-game admin password

Two things worth noting for a modder:

  • It uses the engine’s telnet console (telnetSetParameters — see Console functions), the same facility documented in Debugging. A mod cannot open a new socket type, so remote administration on this engine means telnet.
  • Authentication is a chat message containing only the password. That is a workable pattern given the available surface, and a reminder that anything typed in chat reaches the server through serverCmdMessageSent (Text and messaging) — so a mod must be careful never to echo or log such a message.

Shipping Tricon 2 as .vl2 archives rather than loose scripts also means it drops into base/ and is mounted through the normal archive scan (Mod paths and overrides) — independent of the mod directory, and therefore usable with any mod.

Tricon 2 also appears, unpacked, inside 60 · c2kconstruction. Two independent forks bundling the same admin suite says something about how badly server operators wanted remote administration.

The RP money system

serverScripts/scripting/RPMoneySettings.cs [mod-script] — the fourth independent currency or progression system in this family, alongside MooCon’s CashScripts/ with jobs.cs, QuantiumX’s rpgFunctions.cs, and CCM’s RankStuff.cs.

None of them share code. Four teams, same base mod, same conclusion — that a persistent building server needs an economy — and four incompatible implementations. That is the composability cost of file shadowing (What it changed) stated as plainly as it can be.

Other content

vehicles/B17Bomber.cs      vehicles/vehicle_bak.cs      weapons/mortar.cs
textures/                  additional texture assets

B17Bomber and Saucer mark the direction: recognisable real-world and science-fiction craft rather than Tribes-universe vehicles.

For someone working on it

  • Put new content in serverScripts/ behind exec.cs. The convention exists; the fork’s tidiest aspect is that subtree.
  • Tricon 2 is separate from the mod. It lives in base/ as .vl2 and is administered through its own prefs. Do not fold it into the mod directory.
  • Check RPMoneySettings.cs before adding anything economic — the system is already there.
  • 69 changed base files means section 58’s description of baseline behaviour needs verifying against this tree before you rely on it.