Re: [Audyssey] USA Games Holiday News.
Hi Cara, Yes, doing true sequential play would be very prohibitive. Even though I lost much of the 1.0 source do to an accident some of the original source code can be saved and reused to recreate v2.0. I'd like to save much of the original v1.0 game source as possible to jump-start v2.0. Cara Quinn wrote: >Actually Tom, Quake generates messages as different players / bots do > different things in real time, but I think the work involved in making this > happen for the Trek game would make it prohibitive; in other words, a > complete rewrite. ICK!!! > >-And again, your point with the explosions and such happening all at > once and people not knowing what's going on is a valid one, as many of you > have reported that very thing in Quake, even though there are messages to > let players know, so unless someone actually knows a little bit about the > game ahead of time, and what to expect, it could be rather > disconcerting. Anyway, just a few thoughts > >Have a great evening!... > > Smiles, > > Cara > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Another Direct X Question
Hi Cara, DirectX DirectPlay is basically still there for backward compatibility with older games that still are based on it. Personally, I don't know what Microsoft's problem is with it, but they apparently are ditching DirectPlay in DirectX 10 for Vista. Anyway, the modern approach to working with networked games is using the standard Windows Winsock.dll API which ships with all versions of Windows. Hth. Cara Quinn wrote: >Hey again, Okay, just started reading about > Direct Play for implementing client / server aps with the latest Direct X > release, (DEC 06) and the first note on the very first help topic for > Client / Server Topology is a warning which says that Direct Play is > deprecated? It then goes on to advise one not to use this or rely on any > of it's deprecated elements? > >Okay, what am I missing here? If I shouldn't use the very latest > version of Direct Play to manage a client / server ap, then what in the > world am I supposed to do? lol! They don't seem to list an alternative, > and the warning, though it says that the elements will still work, is > pretty strong and emphatic. *sigh* go figure... > > What are developers here, currently doing in regard to online multiplayer > game play?... > >anyway, any thoughts / suggestions would be greatly appreciated... > > Smiles, > > Cara > > --- > >View my on-line portfolio at: > > http://www.onemodelplace.com/CaraQuinn > >"The only things I really think are important, are love, and each > other. -Then, anything is possible..." > > http://home.earthlink.net/~cara-quinn > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A Follow-up to my last post
Hi Cara, As I mentioned in my previous post most people in the game industry are turning to the Win32 API Winsock programming to do networked gaming. Personally, I think it is a pain in the butt since DirectPlay was nice, easy, and handy for doing this stuff. So instead of accessing Winsock via DirectPlay you now have to write your own code to network games using Winsock. Fortunately, if you are smart and put it in a dll you can probably reuse it over and over again. Smile. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Listener object in Direct X
Hi Cara, Basically, in a nutshell yes. When you write your game client it has one listener object. Now, let's say we have two computers connected to each other playing game x. Since both of those computers have a copy of the client they naturally each have it's own instance of the listner object running. The question is how to sink the two listeners. When player x moves [player y's computer will recieve the change, and there is a couple of ways of doing this. The first is use a timer object that simply checks the position of every player and calls the UpdateListener function to reposition the sounds every so many ms. Probably, good enough, but the problem is it might not change fast enough. The second option is while your client is checking and updating all player's positions, if they fired a weapon, etc update the listener on the client side right then. Does this answer your question? ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Christopher, There is allot of ways of doing this, but i'd still like to keep the game in the turn based relm. I've seen board games randomise games by making each player roll to go first, second, third, etc... I think STFC could be quite successful doing this. Sequentual play isn't something I personally would like to work towards at this point. Smile. Christopher Bartlett wrote: > The initiative idea is a good one, but why not extend it from > races to shipsingstarbases. There are, what, 28 objects to > track? It's no harder to track 28 objects for initiative value > then it is to track 4 race values. > > Note that you can combine Phil's suggestion and mine by having > initiative affect weapons firing, while still having movement be > simultaneous. In fact, you'd have to do it this way if you were > going to track individual ship's initiative, since ships would > move as fleets, not individually. > > Christopher Bartlett > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Christopher, Now, that sounds more reasonable now that I have a clearer idea of what you are talking about. I'll see what I can do. Christopher Bartlett wrote: > Tom, > > I think you misunderstand my idea. Let me clarify. > > There is a game called Diplomacy, originally put out by the > Avalon Hill company that was a strategic-level WWI game. Players > take the part of one of the seven major powers in Europe circa > 1901. Turns consist of three phases, diplomacy, during which > players negotiate alliances, peace treaties, etc, orders writing, > during which each player writes a set of orgers for his or her > units and the resolution phase, where all the orders are compared > and resolved. > > Each player has no advance knowledge of the opponents' orders, > and must construct his or her orders based on an assessment of > what the others are going to do, based on tactical position and > clues gained through diplomacy. As such, the strategic problem > is somewhat more complex, since the game is a game of in-plete > information. > > What I proposed for STFC was a similar concept. You'd eliminate > the preliminary diplomatic phase of course, but the player(s) > would use the normal input methods to plot orders. Other players > computer or human, would do the same. After all moves are > plotted, the game would execute the orders, describe the results > and give messages to the human player(s). > > There is no need for multithreading, simply process all turns > without knowledge of the next turn's movements. The order of > oper'ns might look like: > 1. Get input for all human player turns. > 2. Create computer player turns, based on present positions, not > including knowledge about the human players' moves. > 3. Process weapon firing. Give messages describing results. > 4. Move all ships according to their orders, subject to changes > from weapons damage. > 5. Lather, rinse, repeat until end of game. > > Note that the only change from the way things happen now is that > moves are calculated before the computer paayers know what the > human player(s) are doing. > > Christopher Bartlett > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] intro.
Hi all it is ian mcnamara here I just re subscribed using my new email address. I hope that every one is okay just give you all a reminder of my details. Email [EMAIL PROTECTED] msn [EMAIL PROTECTED] skype heeman2730 thanks very much and glad to be back ian ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
On the agrip sight wheir do I go to get audio quake -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Ward Sent: 28 December 2006 12:31 To: Gamers Discussion list Subject: Re: [Audyssey] USA Games Holiday News. Hi Cara, Yes, doing true sequential play would be very prohibitive. Even though I lost much of the 1.0 source do to an accident some of the original source code can be saved and reused to recreate v2.0. I'd like to save much of the original v1.0 game source as possible to jump-start v2.0. Cara Quinn wrote: >Actually Tom, Quake generates messages as different players / bots do > different things in real time, but I think the work involved in making this > happen for the Trek game would make it prohibitive; in other words, a > complete rewrite. ICK!!! > >-And again, your point with the explosions and such happening all at > once and people not knowing what's going on is a valid one, as many of you > have reported that very thing in Quake, even though there are messages to > let players know, so unless someone actually knows a little bit about the > game ahead of time, and what to expect, it could be rather > disconcerting. Anyway, just a few thoughts > >Have a great evening!... > > Smiles, > > Cara > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Try the all-new Yahoo! Mail. "The New Version is radically easier to use" The Wall Street Journal http://uk.docs.yahoo.com/nowyoucan.html ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] winboard for jfw and online chess
hello, I have a question about winboard for jfw. Is it possible to play online chess matches with this program? I read the read-me but I didn't found good information to play online. Can someone help me? Greetings Daan - Original Message - From: "ian and riggs" <[EMAIL PROTECTED]> To: Sent: Thursday, December 28, 2006 3:59 AM Subject: [Audyssey] intro. > Hi all it is ian mcnamara here I just re subscribed using my new email > address. I hope that every one is okay just give you all a reminder of my > details. > > > > Email [EMAIL PROTECTED] > > > > msn [EMAIL PROTECTED] > > > > skype heeman2730 > > > > thanks very much and glad to be back ian > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Another Direct X Question
Ah, thanks muchly Tom! Might you possibly point me in a general direction of some good starting lit on this? My previous exp as I've said, has been with systems that are already in place, so would really like to know how to get one going from the get go! lol! Thanks so much!... Smiles, Cara At 07:45 AM 12/28/2006 -0500, you wrote: >Hi Cara, >DirectX DirectPlay is basically still there for backward compatibility >with older games that still are based on it. Personally, I don't know >what Microsoft's problem is with it, but they apparently are ditching >DirectPlay in DirectX 10 for Vista. >Anyway, the modern approach to working with networked games is using the >standard Windows Winsock.dll API which ships with all versions of Windows. >Hth. > > > >Cara Quinn wrote: > >Hey again, Okay, just started reading about > > Direct Play for implementing client / server aps with the latest Direct X > > release, (DEC 06) and the first note on the very first help topic for > > Client / Server Topology is a warning which says that Direct Play is > > deprecated? It then goes on to advise one not to use this or rely on any > > of it's deprecated elements? > > > >Okay, what am I missing here? If I shouldn't use the very latest > > version of Direct Play to manage a client / server ap, then what in the > > world am I supposed to do? lol! They don't seem to list an alternative, > > and the warning, though it says that the elements will still work, is > > pretty strong and emphatic. *sigh* go figure... > > > > What are developers here, currently doing in regard to online multiplayer > > game play?... > > > >anyway, any thoughts / suggestions would be greatly appreciated... > > > > Smiles, > > > > Cara > > > > --- > > > >View my on-line portfolio at: > > > > http://www.onemodelplace.com/CaraQuinn > > > >"The only things I really think are important, are love, and each > > other. -Then, anything is possible..." > > > > http://home.earthlink.net/~cara-quinn > > > > > > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A Follow-up to my last post
yes, this was exactly my thought as I read this! Write a bit of generic code and then simply reference it... Thanks again!... Smiles, Cara At 07:52 AM 12/28/2006 -0500, you wrote: >Hi Cara, >As I mentioned in my previous post most people in the game industry are >turning to the Win32 API Winsock programming to do networked gaming. >Personally, I think it is a pain in the butt since DirectPlay was nice, >easy, and handy for doing this stuff. So instead of accessing Winsock >via DirectPlay you now have to write your own code to network games >using Winsock. Fortunately, if you are smart and put it in a dll you can >probably reuse it over and over again. >Smile. > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Listener object in Direct X
Hi Tom, thanks very much. I'd think that latency / connection speed might be the only issue then, yes? I think I understand what you're getting at, but my concept at this point, would be to write an ap which would have clients connecting to a single server rather than to each other, and in the case of one's own games, basically, the host would just be local. Does this make sense?... Smiles, Cara At 08:06 AM 12/28/2006 -0500, you wrote: >Hi Cara, >Basically, in a nutshell yes. When you write your game client it has one >listener object. Now, let's say we have two computers connected to each >other playing game x. Since both of those computers have a copy of the >client they naturally each have it's own instance of the listner object >running. The question is how to sink the two listeners. >When player x moves [player y's computer will recieve the change, and >there is a couple of ways of doing this. >The first is use a timer object that simply checks the position of every >player and calls the UpdateListener function to reposition the sounds >every so many ms. Probably, good enough, but the problem is it might not >change fast enough. >The second option is while your client is checking and updating all >player's positions, if they fired a weapon, etc update the listener on >the client side right then. >Does this answer your question? > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Ian, if you'd like, I have two installs at: http://tbrn.net/modgirl in the AQ folder. One install just installs the game, and the other installs the game along with extra XP voices if you'd like. If neither of these are what you want, let me know and I'll send along a set of links for the agrip site... Smiles, Cara At 01:02 PM 12/28/2006 +, you wrote: >On the agrip sight wheir do I go to get audio quake > > >-Original Message- >From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On >Behalf Of Thomas Ward >Sent: 28 December 2006 12:31 >To: Gamers Discussion list >Subject: Re: [Audyssey] USA Games Holiday News. > >Hi Cara, >Yes, doing true sequential play would be very prohibitive. Even though I >lost much of the 1.0 source do to an accident some of the original >source code can be saved and reused to recreate v2.0. >I'd like to save much of the original v1.0 game source as possible to >jump-start v2.0. > >Cara Quinn wrote: > >Actually Tom, Quake generates messages as different players / bots do > > different things in real time, but I think the work involved in making >this > > happen for the Trek game would make it prohibitive; in other words, a > > complete rewrite. ICK!!! > > > >-And again, your point with the explosions and such happening all at > > once and people not knowing what's going on is a valid one, as many of you > > > have reported that very thing in Quake, even though there are messages to > > let players know, so unless someone actually knows a little bit about the > > game ahead of time, and what to expect, it could be rather > > disconcerting. Anyway, just a few thoughts > > > >Have a great evening!... > > > > Smiles, > > > > Cara > > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >___ >Try the all-new Yahoo! Mail. "The New Version is radically easier to use" > The Wall Street Journal >http://uk.docs.yahoo.com/nowyoucan.html > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] winboard for jfw and online chess
Hello, As far as i know the version which jfw works with supports online play, but it is impossible to check that radiobutton, probably it is a bug. In the latest version of winboard the "bug" is fixed, and it is possible to play, but it doesn't work with jfw. The winboard for jfw was a modified winboard executable, which used the JfwApi interface. As far as i know, there is no update for Winboard for JFW, which would include the latest winboard executable. So, though virtualy Winboard for jfw supports online play, it is not possible to play due to a radiobutton. It is possible that i am not right, and if it is the case, please correct me (maybe somebody found out a trick to check the radiobutton in the game selection dialog). On Thu, 28 Dec 2006 17:48:12 +0100, Daan Staes wrote: >hello, >I have a question about winboard for jfw. >Is it possible to play online chess matches with this program? >I read the read-me but I didn't found good information to play online. >Can someone help me? >Greetings >Daan ***---*** Rob Lighttech Interactive http://www.lighttechinteractive.com ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Star Conquest is back!
Hello former and remaining SquidSoft fans, Well, it's back with new features and things... even a new name, but I can't spell it. Basicly, it uses the same style of space combat you'd expect from SC. I also think there's gonna be new income methods as well, so rock on with that. And yeah, hopefully I'll get used to combat sometime. I picture that combat system as STFC multiplayer, and that's just cool in itself. Well, it's under a new company name as well, and you could get to it by telneting to toastsoft.net 1234 or going to: http://www.toastsoft.net Enjoy all and hope to see you there! ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Judgement day gameplay podcast
Hey all, I've just uploaded a JD gameplay to my podcast. To get it, go to: http://www.wildvoice.com/orin/posts The one about JD you should see is the first one. Damned if I didn't beet the satalight. enjoy. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] A quick STFC 2.0 question.
Hi all, I've been doing allot of thinking about STFC 2.0, and I have decided personally to redesign STFC 2.0 as a strictly TNG game. This means the ships, bases, etc will be based on the STING series. However, I have one question about this. On TNG they often attempted to show off the new Galaxy class such as Enterprise and Yamato, but often as not most of the ships seen on the show Hood, Magellan, Repulse, and many others were based on the older Excelsior and Myranda-class designs. The Ambassador-Class also made an appearance or two. So the basic question is would you like your entire fleet comprised of the Galaxy-class, or would you like the fleet to be more realistic being made up of various different ships with different weapons payloads, speeds, shielding sensors, etc. Personally, I think the mixed fleet is more interesting. With the fleet being mixed up it completely changes the tactical situation. An Excelsior could easily face off with a Cardassian being of the same general weapons payload and speed, could probably handle Klingons, but would be really out gunned when taking on Romulans and Borg. The Galaxy-class being the top-of-the-line for the series would of course be the best for taking on the Romulans and Borg. Better shielding, phasers, speed, more torpedoes, etc... What do you all think. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Judgement day gameplay podcast
well done orin i will take a look at it - Original Message - From: "Orin" <[EMAIL PROTECTED]> To: Sent: Saturday, December 16, 2006 5:35 AM Subject: [Audyssey] Judgement day gameplay podcast > Hey all, > > I've just uploaded a JD gameplay to my podcast. > > To get it, go to: > > http://www.wildvoice.com/orin/posts > > The one about JD you should see is the first one. Damned if I didn't > beet the satalight. > > enjoy. > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Inbox full of spam? Get leading spam protection and 1GB storage with All New Yahoo! Mail. http://uk.docs.yahoo.com/nowyoucan.html ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Judgement day gameplay podcast
Hay Orin! Is it the cast titled speed run from 12-15? that is the only jd cast I see. Later! Sly!- Original Message - From: "Orin" <[EMAIL PROTECTED]> To: Sent: Friday, December 15, 2006 9:35 PM Subject: [Audyssey] Judgement day gameplay podcast > Hey all, > > I've just uploaded a JD gameplay to my podcast. > > To get it, go to: > > http://www.wildvoice.com/orin/posts > > The one about JD you should see is the first one. Damned if I didn't > beet the satalight. > > enjoy. > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hello Tom. I think having different class ships will be a better way to go. I was thinking, there is also the intrepid class ships like Voyager and a few others. Small, but fast. What about run about class shuttles? Basically, they are beefed up shuttles, no match for a Klingon, but many run abouts can be used to gather data on enemy where abouts, and several of these can take on one or two enemy ships. Then there is the Promethius class ships. I think it was a class in any case. They were designed as fighting ships during the Dominion war. Can't remember if Promethius was the name of the ship or if it was the class. Cheers. -- For I delivered unto you first of all that which I also received, how that Christ died for our sins according to the scriptures; -- 1 Corinthians 15:3 Raul A. Gallegos ... IliwSsmc ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
I would think that, in all games, the more realistic and versatile, the better. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, December 28, 2006 5:27 PM Subject: [Audyssey] A quick STFC 2.0 question. > Hi all, > I've been doing allot of thinking about STFC 2.0, and I have decided > personally to redesign STFC 2.0 as a strictly TNG game. This means the > ships, bases, etc will be based on the STING series. > However, I have one question about this. On TNG they often attempted to > show off the new Galaxy class such as Enterprise and Yamato, but often > as not most of the ships seen on the show Hood, Magellan, Repulse, and > many others were based on the older Excelsior and Myranda-class designs. > The Ambassador-Class also made an appearance or two. > So the basic question is would you like your entire fleet comprised of > the Galaxy-class, or would you like the fleet to be more realistic being > made up of various different ships with different weapons payloads, > speeds, shielding sensors, etc. > Personally, I think the mixed fleet is more interesting. With the fleet > being mixed up it completely changes the tactical situation. An > Excelsior could easily face off with a Cardassian being of the same > general weapons payload and speed, could probably handle Klingons, but > would be really out gunned when taking on Romulans and Borg. > The Galaxy-class being the top-of-the-line for the series would of > course be the best for taking on the Romulans and Borg. Better > shielding, phasers, speed, more torpedoes, etc... > What do you all think. > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Listener object in Direct X
Hi Cara, I am certain you will get some latency, in updating the sound listener, but how much really depends on the connection speed of the network connection. At any rate the client must have it's own listener object to position sounds locally. The server side app won't need one. All the client needs to know is the location of all the sounds of the other players or items and position the sounds accordingly in the 3d listener. This is information you will have to obtain from your server side application anyway so you can update the listener as soon as you obtain the information from the server in your game loop. Your game loop might be like this. while (playing == true) { Update all data from the server. UpdateServerData(); // Update the listener. UpdateListener(); // Do something based on the server data. UpdateGame(); // Wait here 10 MS. Wait(10); } ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Another Direct X Question
Hi Cara, I would imagine you could find some documentation on it on Safari, or at the worst searching the Windows platform sdk for info. Smile. Cara Quinn wrote: >Ah, thanks muchly Tom! Might you possibly point me in a general > direction of some good starting lit on this? My previous exp as I've said, > has been with systems that are already in place, so would really like to > know how to get one going from the get go! lol! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A Follow-up to my last post
Hi Cara, That is the ticket. Just write some generic wrapper for Winsock, and then reference it in your on line enabled games. Cara Quinn wrote: >yes, this was exactly my thought as I read this! Write a bit of generic > code and then simply reference it... > >Thanks again!... > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hi Raul, The Intrepid-class and the Prometheus-class were not launched until after TNG had ended. The Intrepid-class was first introduced in ST Voyager, and so was the Prometheus-class for that matter. However, after being introduced on voyager they were seen during the Dominion war on DS9. I am thinking somewhere during the later seasons of TNG. For example the Romulan warbird Kahzara was seen in season 6. The Goraxus in season 5 and again in season 7. The Devoras was in the epasode with the Romulan spy posing as a Vulcan. The Terix was seen in the epasode with the Pegasus. So most of the ships in the game are from TNG mid series. I'd of course have to pick Fed ships that were still hopefully active by then. The Yamato is one of those examples I would like to use, but I think it might have been blown apart by the iconian weapon by the time of when most of this takes place. Not to mention Wolf-359 which pretty much fried everything from seasons 1 through 3. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hi Thom, They say that variety is the spice of life. So variety it is. Rich - Original Message - From: Thomas Ward To: gamers@audyssey.org Sent: Thursday, December 28, 2006 3:27 PM Subject: [Audyssey] A quick STFC 2.0 question. Hi all, I've been doing allot of thinking about STFC 2.0, and I have decided personally to redesign STFC 2.0 as a strictly TNG game. This means the ships, bases, etc will be based on the STING series. However, I have one question about this. On TNG they often attempted to show off the new Galaxy class such as Enterprise and Yamato, but often as not most of the ships seen on the show Hood, Magellan, Repulse, and many others were based on the older Excelsior and Myranda-class designs. The Ambassador-Class also made an appearance or two. So the basic question is would you like your entire fleet comprised of the Galaxy-class, or would you like the fleet to be more realistic being made up of various different ships with different weapons payloads, speeds, shielding sensors, etc. Personally, I think the mixed fleet is more interesting. With the fleet being mixed up it completely changes the tactical situation. An Excelsior could easily face off with a Cardassian being of the same general weapons payload and speed, could probably handle Klingons, but would be really out gunned when taking on Romulans and Borg. The Galaxy-class being the top-of-the-line for the series would of course be the best for taking on the Romulans and Borg. Better shielding, phasers, speed, more torpedoes, etc... What do you all think. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hi Charles, Yeah, I would think having different kinds of ships would make for some very interesting battles. Charles Rivard wrote: > I would think that, in all games, the more realistic and versatile, the > better. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hi, I personally would like to see as many ships from the TNG, Voyageur, and DS 9 era ships as much as possible since they all take place around the same time. just a thought if it is possible. Rich - Original Message - From: Thomas Ward Hi Charles, Yeah, I would think having different kinds of ships would make for some very interesting battles. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Listener object in Direct X
Hi Tom, thanks for the run down. Yes, I brought that point up as I'd been doing a bit of reading on the web about latency and packet loss causing strange effects in some online games depending on the way they updated clients. I'd seen some of the sorts of things I was reading about in Quake occasionally, but with the current generally faster connections people are using, I'm not sure it will be much of an issue. I mentioned it as the scenario you mentioned, reminded me... Anyway, it was more a comment rather than a concern. Again though, thanks for the run down of the game loop. Am still designing what I want to do, so we'll see how I end up implementing all this!... Have a great day!... Smiles, Cara At 07:24 PM 12/28/2006 -0500, you wrote: >Hi Cara, >I am certain you will get some latency, in updating the sound listener, >but how much really depends on the connection speed of the network >connection. >At any rate the client must have it's own listener object to position >sounds locally. The server side app won't need one. All the client needs >to know is the location of all the sounds of the other players or items >and position the sounds accordingly in the 3d listener. >This is information you will have to obtain from your server side >application anyway so you can update the listener as soon as you obtain >the information from the server in your game loop. >Your game loop might be like this. > >while (playing == true) >{ > > Update all data from the server. >UpdateServerData(); > >// Update the listener. >UpdateListener(); > >// Do something based on the server data. >UpdateGame(); > >// Wait here 10 MS. >Wait(10); >} > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] A quick STFC 2.0 question.
Hi Tom, I hope you put as much variety in the enemy ships! They must be using some old clinkers too. Except for the Borg, that is. Of course the Borg could be in some Galaxy class Federation ships that they took over! Phil - Original Message - From: "Richard Sherman" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Thursday, December 28, 2006 7:47 PM Subject: Re: [Audyssey] A quick STFC 2.0 question. > Hi Thom, > They say that variety is the spice of life. So variety it is. > > Rich ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] hi all.
hi allwhat is the next new game due for realease is their going to be any new games besides sarah comming out. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.