Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
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
>   


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Re: [Audyssey] Another Direct X Question

2006-12-28 Thread Thomas Ward
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
>
>
>   


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Re: [Audyssey] A Follow-up to my last post

2006-12-28 Thread Thomas Ward
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.



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Re: [Audyssey] Listener object in Direct X

2006-12-28 Thread Thomas Ward
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?


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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
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
>
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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Thomas Ward
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
>
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[Audyssey] intro.

2006-12-28 Thread ian and riggs
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 

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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread ian and riggs
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
>   


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[Audyssey] winboard for jfw and online chess

2006-12-28 Thread Daan Staes
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
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> 


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Re: [Audyssey] Another Direct X Question

2006-12-28 Thread Cara Quinn
   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
> >
> >
> >
>
>
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Re: [Audyssey] A Follow-up to my last post

2006-12-28 Thread Cara Quinn
   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.
>
>
>
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>
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Re: [Audyssey] Listener object in Direct X

2006-12-28 Thread Cara Quinn
   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?
>
>
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>
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Re: [Audyssey] USA Games Holiday News.

2006-12-28 Thread Cara Quinn
   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
> >
>
>
>___
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>
>
>
>___
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>­ The Wall Street Journal
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>
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Re: [Audyssey] winboard for jfw and online chess

2006-12-28 Thread Rob
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



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[Audyssey] Star Conquest is back!

2006-12-28 Thread Orin
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!


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[Audyssey] Judgement day gameplay podcast

2006-12-28 Thread Orin
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.


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[Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Thomas Ward
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.


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Re: [Audyssey] Judgement day gameplay podcast

2006-12-28 Thread ian and riggs
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.
>
>
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Re: [Audyssey] Judgement day gameplay podcast

2006-12-28 Thread Sylvester Thomas

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.
>
>
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> 


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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Raul A. Gallegos
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

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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Charles Rivard
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.
>
>
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> 



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Re: [Audyssey] Listener object in Direct X

2006-12-28 Thread Thomas Ward
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);
}



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Re: [Audyssey] Another Direct X Question

2006-12-28 Thread Thomas Ward
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!
>   



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Re: [Audyssey] A Follow-up to my last post

2006-12-28 Thread Thomas Ward
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!...
>   



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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Thomas Ward
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.





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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Richard Sherman
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.


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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Thomas Ward
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.
>   


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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Richard Sherman
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.

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Re: [Audyssey] Listener object in Direct X

2006-12-28 Thread Cara Quinn
   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);
>}
>
>
>
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>
>
>
>
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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-28 Thread Phil Vlasak
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


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[Audyssey] hi all.

2006-12-28 Thread ian and riggs
hi allwhat is the next new game due for realease is their going to be any new 
games besides sarah comming out. 
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