Tribes 2 // Mod Development Handbook GitHub

76 · Team Gauntlet client

The client-side half of a gametype whose server logic isn’t preserved in this workspace — documented for what it confirms about client/server mod distribution, not as a complete account of “Team Gauntlet.”

   
Ships as TeamGauntletClient.vl2, 4.9 MB, 53 files
Contents scripts/autoexec/TGClient.cs, TGObjHud.cs; interior prefabs; loading-screen textures
What’s missing Any server-side TeamGauntletGame.cs gametype logic

scripts/autoexec/TGClient.cs labels itself directly in its own comments as the client-side lobby and menu code for a gametype named Team Gauntlet [mod-script]. TGObjHud.cs implements that gametype’s objective HUD, explicitly referencing a TeamGauntletGame class it expects the server to provide. Alongside the scripts, the archive carries several interior prefabs — ruin, bridge, and base structures, including one named btf_base1.dif — and a set of Load_*.png loading-screen textures, but no readme.

No server-side gametype file is present. This is exactly the shape Client/server split predicts: a client cannot function without a server willing to run the matching gametype, and this archive is only the half a player would need to download — the operative half for someone joining a Team Gauntlet server, and the wrong half for anyone trying to reconstruct how the gametype actually scores.