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Topic: Multiplayer on Net (Read 15465 times)
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NECRO-99
*Smell* controller
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Androsynth Combat Tactics Specialist
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Oh lord, that brings back memories... 8 player war we were having at my old highschool. Myself and three of my buddies (one is the one I make tacs off of) and a slew of other guys that said 'they were good'.
Myself: Cholari Extractor Nate: Tulkon Ram Loran: Chmmr Avatar Richard: K'tang Crippler
We start off vs. a Druuge Mauler, a Harika-Yorn Ravager, a Yush Ranger (how do these guys work?) and a Yev Mech. Nate gets himself all pulled in, Richard starts laying mines, and I go after the Mech. The guy has to close...he does, swinging away, and I grab him. "Get to the planet, my side!" I yell at Nate. He does so, and I go crushing-speed at it. When I get there, Mech still in my evil grasp, the Ram is waiting. *BGONG* goes the Mech, flying away. Loran, who had just, as he puts it, "pwnd" the Ravager, targets the Mech and Tractors it in, hoping for an easy kill. The Mech, however, is going too fast, and sails past Loran, but bent it's trajectory enough to lead it right into the now-massive minefield that Richard had been laying the whole time while dancing Druuge fire. The Mech took about 6 mines all at once, and the explosion stretched about a quarter of the screen. We were laughing so damn hard... Good times, good times.
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I love being a clone. Everything I do bad gets blamed on the real me!
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Nic.
Guest
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a Yush Ranger (how do these guys work?) As someone who enjoys that ship immensely, I believe I can answer that:
The primary weapon consists of "lances", as I call them, that can be steered somewhat after firing (hold down the fire button and use the left and right controls to steer) When they hit your opponent, they do damage, but then they also "stick" onto the ship. From that point on, hitting either the enemy ship or one the the lances will do damage; and the lances can/will stick to each other. With a modicum of practice, you can create lavish constructs of lances that turn your opponent into "the broad side of a barn," as it were. Quite fun.
The secondary allows you to abuptly change direction; If I recall correctly it pushes the ship at 90 degree angles, so you can "sidestep" incoming fire. Not quite as adept as the Supox, but a fairly good "panic button" defensive special.
</offtopic>
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Death 999
Global Moderator
Enlightened
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We did. You did. Yes we can. No.
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I so wish that TW was available for mac... ::sigh::
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Culture20
Enlightened
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Posts: 917
Thraddash Flower Child
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If I had a mac, I'd compile an OSX version. Allegro supposedly compiles for OSX now, so that means TW should work (probably needs a few tweaks). I'll bet if you pestered us with compile errors on TW's discussion board, it'd eventually work.
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Nic.
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Funny that, I posted some issues with OSX to the TW discussion board last night. I'm breathlessly awaiting a response.
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« Last Edit: November 06, 2003, 09:27:18 pm by Nic. »
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Culture20
Enlightened
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Thraddash Flower Child
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Maybe I shouldn't read UQM's boards first.
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Antoine
Zebranky food
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"We are strong, but you are weak. We HATE weak!"
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I have a suggestion that may help get UQM online.
http://www.zsnes.com
SNES games were never programmed with the Internet in mind. Yet, this SNES Emulator allows two people to play together over the Internet via TCP/IP. It's not the greatest Internet feature in the world, but it works.
What's to say the same type of connection couldn't be made between two people running UQM? Maybe the developers could get a look at the source for ZSNES. I haven't seen whether it's coded in C or C++, though.
I hope this helps out.
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Michael Martin
Core Team
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ZSNES includes a concept of "resimulation" that's completely lacking in the our pre-existing combat model. That could be changed, of course, but it's on the list of "Wow, that's a lot of work, and it would be easier if we had (a single input interpretation regime, singlethreaded gameplay, etc.)
The reason I personally am so lukewarm about the concept is because I tend towards twitch ships, so by the time I know I need to react, it will be too late except in hotseat or LAN play.
It's not that it's impossible. It's that we won't make 1.0 wait on it because we think it's a lot of work that 1.0 won't need.
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Michael Martin
Core Team
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Your misinterpret our position on all these things.
The "impossible" thing is that we do it before 1.0, because if we get to the point where we could add it, we wouldn't do it pre-1.0, we'd release 1.0. Also, as I mentioned, adding netplay isn't a prospect that really excites us, so we wouldn't do it if we had "anything better to do."
However, if a coder were to try to add such a thing, it's not like we'd try to stop them. It's just that we don't think it's a good use of our time. (Should someone take this on, do let us know, either in #sc2 or here... if you're going to try to hide it behind the input layer, then I'm the one you'll want to talk to.)
There's still no real interest from the current batch of developers in working on it, though. If this changes in the future you'll hear about it, rest assured.
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