TR2N Origins History
Most recent history updated 2/19/2010
The development team worked hard on this project that had been six months in the works. We proudly released the public version 0.4.2. on Jan. 16, 2010 We kicked off the new game with a series of opening week tourneys. Winners of these and all TR2N Origins Official Tourneys won special badges for the Hall of Fame. The top spot on each of the 5 ladders at the end of the first day also received special opening week badges. Many bugs were discussed and fixed. Zoidberg got the badge profile system up and running and the first challenge series "Love TR2N Badges" Series was kicked off along with the first "Super Badge" for those who earned all eight badges in the series. Euro servers were added and behind the scenes issues were resolved. Update on the project January 7, 2010
After many months of inactivity, the team started back up in the later part of October 2009 to get the project underway. The graphics team which consists of Zurd, Ram, Pathetique, Rebel, 3dEngine and Destiny began work on things like movie packs, website elements, clan avatars and badges. This is the team that gave the game and the website the look it has. Zurd, Neal and Destiny worked on the content that went into the website, and Zoidberg wrote an entire content management system which allows multiple users to access and edit parts of the website, which serves to split up the responsibility of the main website to the entire community. Zoidberg spent many hours helping Manta and Destiny work out bugs in the website. Compguygene and Neal spent lots of time compiling information, and Compguygene looked into all the licensing issues with Teamspeak as well. Manta spent many hours pouring over the code and streamlined the menu, Arilou helped by mapping out the current menu. Manta finally came out with a Beta, then Beta's 2, 3 and 4, with each one adding features and working out bugs. Zurd and Manta designed a feature that allows tail and bike colors to be chosen in the player settings rather than the console. Sub and Manta worked on changing the sound features of the game, including an option to turn menu music sound on and off. Pathetique took on the monumental task of figuring out a Mac compile to go along with Manta's Linux compile. Subliminal is still working on the Windows compile and we hope to have it ready soon. Destiny kept the team going and facilitated communication between the members of the team and kept everything on track. There were a lot of people who tried out the game as beta testers as well: Ram, Dimitrio, Monkey.D.Luffy, Arilou, Shock, Star, Rebel, Pathetique, Nano, Tremor, Force, Compguygene, Zoidberg, Neal, Zurd, Subliminal, Destiny, Manta and Destiny's Academic Bowl Team. There was a lot more work on this project than I mentioned here, but this was the bulk of it. History of How TR2N Origins Got Started Written by Neal Monday, 20 July 2009 12:10 A brand new article is sweeping the nation! Some even say its greater than the story of Beowulf! It is the HISTORY OF TR2N!!!!!! The epic tale of how TR2N Origins got started and how the Original 6 began the revolution of the light cycle world! Read more about it in the article below On Friday July 17, 2009, a few players from the popular open-sourced 3d light cycle game Armagetron Advanced got together to discuss a revolution in the Armagetron universe; they wanted to remake the game. Here is where the revolution begins. Subliminal, Zurd, Compguygene, Pathetique, Manta and Destiny (the Original 6) all met on that fateful night to discuss the current game and where it is headed. The group decided it was time for a radical change in Armagetron, and began to plan for the revolution. On that night, which ended up becoming the next day, Subliminal began work on the databases and the Sourceforge page where the game work would be done. She also started on the audio aspect of the game. Destiny was starting to recruit others and to try to gain interest in the up and coming project. Manta set up the domain for the site and the email as well. All of the Original 6 began to brainstorm on the project, like what it would become and where it was going. Compguygene began looking into the documentation and the licensing of Armagetron Advanced and began compiling a manual for future use, while Pathetique began to think about the different game modes Tr2n could offer. After the planning was done, Destiny, Manta and Zurd began to work on the main website, where Manta installed Joomla and installed the add-ons that Destiny and Zurd had found. At this point, Destiny came up with the idea of splitting the development into two groups, the game and the community. At this point, RAM began creating cycles and skins for the bikes while Destiny worked on the roadmap of the project and continued to work on the website. The entire team was also exploring Joomla, which was unknown to them before. Shoe and Robo were working on ideas for the music part of the project and Robo suggested using Shoutcast to stream the music on (he didn’t quite know about the project at that time). Sinewav was making one of his epic movie packs for the game, but didn't want to be on the development team and Arilou started mapping out the current menu. Destiny began talking to Plato at this time to discuss how the game engine works and how the open source laws work, as well as other things. Also, Manta and Subliminal were talking about replacing the existing Armagetron game engine with another one, to allow for more freedom and versatility. This is also where I began chronicling the projects history (with many thanks to Destiny who posted the events that had happened before I joined). The entire team contributed ideas and brainstormed, although not every idea was workable. At this point the team consisted of Manta, Destiny, Subliminal, Pathetique, Zurd, Compguygene, Neal, Arilou, Shoe, Ram, and Plato.
This was the beginning of TR2N Origins.
Wild West Clan History
The Wild West Clan was originally an Armagetron clan that was started in April 2008 by Manta and Destiny, who had been running the Wild West servers, tournaments and forums for quite a while. It started out as an April Fool's Day joke, but then a lot of people wanted to join and thought it would be a good idea. Since they had a strong following of players already, members were easy to come by, but hard to choose. Leviathan helped Destiny in the formation of the clan and soon they had a good group of members. Some of the original members included Shock, RAM, Dimitrio, Monkey D. Luffy, Doom and Minxy. The clan eventually went to being recruit only, because of the many players that wanted to be in the clan. Wild West has been a powerhouse in the CTF division pretty much since the beginning, but has branched out into other divisions. As of December 28, 2009 there were 24 active members in a myriad of divisions. Some of their more popular and stronger divisions include the fortress team, sumo team and CTF team. If you would like to learn more, feel free to visit http://www.lagtest.net and check out their awesome forums.
 


Developer History
Manta studied network infrastructure and how Armagetronad worked and experimented with settings before he set up the Wild West servers in 2006. He slipped into the scene quietly and watched the development in the background. No one knows exactly when Manta started Armagetronad, except for Manta and he isn't saying. He prides himself in knowing exactly how to allocate resources for the servers. From time to time you might get a rare glimpse of Manta when he goes into a server and does "lag testing". In these rare times, he talks to players and changes settings that appears as tho it's for mere pleasure and mischievousness than for true testing. His fine tuning of the Wild West settings has been the foundation of the success and popularity of the Wild West servers. He also set the scene for others to mess with settings and many game modes have stemmed from the group of players "lagtesting" with him. He has a deep understanding of what TR2N Origins needs and also how to get it to do what he wants it to do. He is the driving force behind the success of TR2N Origins, but he won't agree. His meticulous programming on both the game and website made the fork possible. He used his experience learning about how Armagetronad works and was able to make all the changes that you see in the new game TR2N Origins.
Destiny started playing Armagetronad in August of 2006 under the alias blonde_driver and believe me that fit, she always ran into walls and had no idea how to play. During those early tron days she met Manta and Durka and the wheels of fate were set into motion, tho none of them know it at the time. In June of 2007, she got on the name Fate's_Destiny and hung with the BD clan a lot and eventually shortened her name to Destiny and it stuck. The BD clan, Punish, Nano, Tsugaru and Zurd took her under their wing and taught her how to play, and how to admin a server and all about forums. So the summer of '07 was instrumental for Destiny in learning everything she knows today about the game. After meeting Manta in August of 2007, Destiny turned the Wild West upside down, hosting CTF tourneys, forming a forum and then eventually founding the Wild West Clan in April '08. Manta and Destiny got married in March '08. Destiny dabbles in every aspect of the game, from tourneys to the forum/website and graphics to making servers, from running a clan to just enjoying a good laugh on the grids. Destiny is at the heart of Wild West and TR2N Origins.
Armagetron Ad History
Tr2n Origins is a game that began as a fork of the popular 3-D light cycle game Armagetron Advanced. Armagetron Advanced was a fork of the original Armagetron game, which was based on the Disney movie Tron (1982). The original Armagetron game was released in 2001 by Z-Man. About a year later, Z-man abandoned the project. Armagetron Advanced was created in 2003 by Tank Program, known then as Guru3, as a fork of Armagetron. Development continued from then on With a number of people joining the team. Luke-jr created the code necesarry and first server that used more than 4 axes, with a server called Hexatron. Groundpig created the "pigsty" or "sty" patch that allows us to play Capture the Flag, Shooting of any type, and styball or hockey. Voodoo, as a member of the Crazy Tronner clan created the "ct" branch that at first was just an improved ladder. Eventually Voodoo created the "sty+ct" branch that has not only an improved ladder, but allows the creation of very unique maps and servers that use advanced scripting via php or other scripting languages. TR2NOrigins is based on the "sty+ct" branch as of December 2009.
The Background Behind the Fork This project started out originally as an effort to make Armagetron Ad more user friendly in regards to new players. Destiny and Zurd started to map out a new web-page and design it so that a new player would be able to come into the game and understand how a lot of the basic rules of etiquette work. The problem was, in order for that to happen a lot of changes would have to be made to the internal structure of the main community and Armagetron Ad was too established for that to happen. After talking to a few people and getting input, Destiny got a team together to come up with ideas and a plan for a new community. By starting fresh, it gave the team freedom to develop without a lot of politics of trying to fit it into an existing community.
The ideas of the team for the new community center around a theme of being unified and streamlined with the focus being on competition. The competitions are integrated with the community web-page which is not clan affiliated. Some of the features that help this happen are a web-page that is editable by several people of the community, instead of the burden falling to one person. Also utilizing a calendar on the main page that is able to be integrated with individual clan calendars make the need for a wiki-ran tourney obsolete. A central authentication system helps the problem of imposter's, and is less confusing than having multiple auth lists.
Clans are integrated equally on the main community website, the ranks and avatars on the main forum are clan based, and every clan has the opportunity to submit their information to be added to the main web page.
The game itself has a lot of new features that help new people navigate. The menu is streamlined and grouped together. The bike and tail colors can be edited using the player set up menu instead of the console. There are more insta-chats and some of them include help topics already built in.
All of these features are the reason we decided to make a fork, and set up a new community in order to reach out to new players, while at the same time accommodate the existing players that want to be a part of this new and exciting venture. This game has its own master server and does not require that Armagetron Ad be un-installed in order to play. Both games can run simultaneously and free from one another.
Developmental History
If you have a historical article to submit. Please PM it to Destiny on the forum.