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Next: Dump 9x compatibility or dump this coder?
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Since: Jul 20, 2004 Posts: 57
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(Msg. 1) Posted: Mon Jan 31, 2005 12:08 am
Post subject: UC:AWA Archived from groups: comp>sys>ibm>pc>games>space-sim (more info?)
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http://www.gamershell.com/news/19861.html
I'm really starting to wonder how many times they can re-package and
re-sell the same game over and over again.
This game really hasn't changed since BCM 1.09, but it's got the life
of the energizer bunny!
It might be worth the extra $20 if Derek FINALLY takes out the 56k cap
that is FORCED on everyone in UC MP (which creates excessive packet
problems for people on broadband, basically making UC MP unplayable).
I hope he finally pulls his head out of his ass, 'cause the game could
really rock in MP once he figures out that 56k is too slow for
server/client updates. Hell, there might even be more that 3 people
online at any one time.
However, I've decided against holding my breath or anything. =P >> Stay informed about: UC:AWA |
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Since: Mar 07, 2005 Posts: 999
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(Msg. 2) Posted: Mon Jan 31, 2005 12:35 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 31 Jan 2005 00:08:16 GMT, Shingen <shingen DeleteThis @aolsuks.sbcglobal.net>
wrote:
>http://www.gamershell.com/news/19861.html
>
>I'm really starting to wonder how many times they can re-package and
>re-sell the same game over and over again.
>
>This game really hasn't changed since BCM 1.09, but it's got the life
>of the energizer bunny!
>
>It might be worth the extra $20 if Derek FINALLY takes out the 56k cap
>that is FORCED on everyone in UC MP (which creates excessive packet
>problems for people on broadband, basically making UC MP unplayable).
>
>I hope he finally pulls his head out of his ass, 'cause the game could
>really rock in MP once he figures out that 56k is too slow for
>server/client updates. Hell, there might even be more that 3 people
>online at any one time.
>
>However, I've decided against holding my breath or anything. =P
I cannot believe he released yet another game. It seems like another one comes
out every few months or so. I just took a look on his site and some of the
screenshots do look rather good but I tell you what it does need: some kind of
shadows. Everything just looks plain odd without them. >> Stay informed about: UC:AWA |
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Since: May 03, 2004 Posts: 133
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(Msg. 3) Posted: Mon Jan 31, 2005 5:30 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Shingen" <shingen DeleteThis @aolsuks.sbcglobal.net> wrote in message
news:m7tqv0hdchbvqhh2d9ubaqc04kqill8o3v@4ax.com...
> http://www.gamershell.com/news/19861.html
>
> I'm really starting to wonder how many times they can re-package and
> re-sell the same game over and over again.
>
> This game really hasn't changed since BCM 1.09, but it's got the life
> of the energizer bunny!
>
> It might be worth the extra $20 if Derek FINALLY takes out the 56k cap
> that is FORCED on everyone in UC MP (which creates excessive packet
> problems for people on broadband, basically making UC MP unplayable).
>
> I hope he finally pulls his head out of his ass, 'cause the game could
> really rock in MP once he figures out that 56k is too slow for
> server/client updates. Hell, there might even be more that 3 people
> online at any one time.
>
> However, I've decided against holding my breath or anything. =P
What's his rational for restricting it to 56k? >> Stay informed about: UC:AWA |
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Since: Jul 20, 2004 Posts: 57
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(Msg. 4) Posted: Mon Jan 31, 2005 5:51 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1.TakeThisOut@san.rr.com>
wrote:
>
>What's his rational for restricting it to 56k?
>
From what I've been told, he capped it to even things for 56kers
(thinking that BB users would have an edge because of faster updates).
In truth, what really happened is a major bottleneck in packets
between server and client.
In MP, this equates to ships being stuck in hyperspace, targets
jumping and hoping around, weapons doing no damage to targets, and
planetside ops being a serious waste of time because of server/client
update issues! >> Stay informed about: UC:AWA |
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Since: Jul 13, 2005 Posts: 48
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(Msg. 5) Posted: Mon Jan 31, 2005 10:40 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> In my opinion, he's taking BC in the wrong direction entirely. He
> should've scrapped the fancy graphics and went with a persistant
> universe, expanded the trade model, allowed building of bases in space
> and on planets, and fleshed out all of the races/castes that are in
> the game already.
Uhhhh what fancy graphics?
Any word on how his BC MMOG is progressing? >> Stay informed about: UC:AWA |
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Since: May 03, 2004 Posts: 133
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(Msg. 6) Posted: Mon Jan 31, 2005 5:00 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Shingen" <shingen.RemoveThis@aolsuks.sbcglobal.net> wrote in message
news:lghrv09bbqge5nunj0gpkug6fek2nh3od8@4ax.com...
> On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1.RemoveThis@san.rr.com>
> wrote:
>
> >
> >What's his rational for restricting it to 56k?
> >
>
> From what I've been told, he capped it to even things for 56kers
> (thinking that BB users would have an edge because of faster updates).
> In truth, what really happened is a major bottleneck in packets
> between server and client.
>
> In MP, this equates to ships being stuck in hyperspace, targets
> jumping and hoping around, weapons doing no damage to targets, and
> planetside ops being a serious waste of time because of server/client
> update issues!
I would guess that the real reason is that server code is so slow and that
information passing so inefficient that only a few (2or 3?) fast connections
would bring it to its knees. >> Stay informed about: UC:AWA |
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Since: Jan 27, 2005 Posts: 6
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(Msg. 7) Posted: Wed Feb 02, 2005 12:14 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Jan 27, 2005 Posts: 6
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(Msg. 8) Posted: Wed Feb 02, 2005 12:40 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Bill Huffman" <bhuffma1.DeleteThis@san.rr.com> wrote in message
news:AnjLd.1777$BS.1675@twister.socal.rr.com...
>
> "Shingen" <shingen.DeleteThis@aolsuks.sbcglobal.net> wrote in message
> news:m7tqv0hdchbvqhh2d9ubaqc04kqill8o3v@4ax.com...
>> http://www.gamershell.com/news/19861.html
>>
>> I'm really starting to wonder how many times they can re-package and
>> re-sell the same game over and over again.
>>
>> This game really hasn't changed since BCM 1.09, but it's got the life
>> of the energizer bunny!
>>
>> It might be worth the extra $20 if Derek FINALLY takes out the 56k cap
>> that is FORCED on everyone in UC MP (which creates excessive packet
>> problems for people on broadband, basically making UC MP unplayable).
>>
>> I hope he finally pulls his head out of his ass, 'cause the game could
>> really rock in MP once he figures out that 56k is too slow for
>> server/client updates. Hell, there might even be more that 3 people
>> online at any one time.
>>
>> However, I've decided against holding my breath or anything. =P
>
> What's his rational for restricting it to 56k?
>
>
maybe he dont know how to program games that actually work right so with it
going at 56k u think its moving at the speed its suppose to >> Stay informed about: UC:AWA |
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Since: May 31, 2004 Posts: 220
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(Msg. 9) Posted: Thu Feb 03, 2005 1:13 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Bill Huffman wrote:
> "Shingen" <shingen DeleteThis @aolsuks.sbcglobal.net> wrote in message
> news:lghrv09bbqge5nunj0gpkug6fek2nh3od8@4ax.com...
>
>>On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1 DeleteThis @san.rr.com>
>>wrote:
>>
>>
>>>What's his rational for restricting it to 56k?
>>>
>>
>>From what I've been told, he capped it to even things for 56kers
>>(thinking that BB users would have an edge because of faster updates).
>>In truth, what really happened is a major bottleneck in packets
>>between server and client.
>>
>>In MP, this equates to ships being stuck in hyperspace, targets
>>jumping and hoping around, weapons doing no damage to targets, and
>>planetside ops being a serious waste of time because of server/client
>>update issues!
>
>
> I would guess that the real reason is that server code is so slow and that
> information passing so inefficient that only a few (2or 3?) fast connections
> would bring it to its knees.
>
Its the memory banks of his AI Asteroids that take the time to sync. >> Stay informed about: UC:AWA |
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Since: May 03, 2004 Posts: 133
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(Msg. 10) Posted: Thu Feb 03, 2005 2:44 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Walter Mitty" <mitticus.DeleteThis@yahoo.co.uk> wrote in message
news:ctt4gq$dml$01$1@news.t-online.com...
> Bill Huffman wrote:
> > "Shingen" <shingen.DeleteThis@aolsuks.sbcglobal.net> wrote in message
> > news:lghrv09bbqge5nunj0gpkug6fek2nh3od8@4ax.com...
> >
> >>On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1.DeleteThis@san.rr.com>
> >>wrote:
> >>
> >>
> >>>What's his rational for restricting it to 56k?
> >>>
> >>
> >>From what I've been told, he capped it to even things for 56kers
> >>(thinking that BB users would have an edge because of faster updates).
> >>In truth, what really happened is a major bottleneck in packets
> >>between server and client.
> >>
> >>In MP, this equates to ships being stuck in hyperspace, targets
> >>jumping and hoping around, weapons doing no damage to targets, and
> >>planetside ops being a serious waste of time because of server/client
> >>update issues!
> >
> >
> > I would guess that the real reason is that server code is so slow and
that
> > information passing so inefficient that only a few (2or 3?) fast
connections
> > would bring it to its knees.
> >
>
> Its the memory banks of his AI Asteroids that take the time to sync.
He did his dissertation on Asteroid AI you know. >> Stay informed about: UC:AWA |
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Since: Jul 20, 2004 Posts: 57
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(Msg. 11) Posted: Sat Feb 05, 2005 9:33 pm
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 03 Feb 2005 13:13:16 +0100, Walter Mitty
<mitticus DeleteThis @yahoo.co.uk> wrote:
>Bill Huffman wrote:
>> "Shingen" <shingen DeleteThis @aolsuks.sbcglobal.net> wrote in message
>> news:lghrv09bbqge5nunj0gpkug6fek2nh3od8@4ax.com...
>>
>>>On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1 DeleteThis @san.rr.com>
>>>wrote:
>>>
>>>
>>>>What's his rational for restricting it to 56k?
>>>>
>>>
>>>From what I've been told, he capped it to even things for 56kers
>>>(thinking that BB users would have an edge because of faster updates).
>>>In truth, what really happened is a major bottleneck in packets
>>>between server and client.
>>>
>>>In MP, this equates to ships being stuck in hyperspace, targets
>>>jumping and hoping around, weapons doing no damage to targets, and
>>>planetside ops being a serious waste of time because of server/client
>>>update issues!
>>
>>
>> I would guess that the real reason is that server code is so slow and that
>> information passing so inefficient that only a few (2or 3?) fast connections
>> would bring it to its knees.
>>
>
>Its the memory banks of his AI Asteroids that take the time to sync.
I could be wrong (but I don't think so), I think the astroids where
taken out of UC MP, so your argument is moot. >> Stay informed about: UC:AWA |
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Since: May 03, 2004 Posts: 133
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(Msg. 12) Posted: Sun Feb 06, 2005 12:07 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Shingen" <shingen DeleteThis @aolsuks.sbcglobal.net> wrote in message
news:nsea01tn98b93rp6840q6qnn1hebopqtcq@4ax.com...
> On Thu, 03 Feb 2005 13:13:16 +0100, Walter Mitty
> <mitticus DeleteThis @yahoo.co.uk> wrote:
>
> >Bill Huffman wrote:
> >> "Shingen" <shingen DeleteThis @aolsuks.sbcglobal.net> wrote in message
> >> news:lghrv09bbqge5nunj0gpkug6fek2nh3od8@4ax.com...
> >>
> >>>On Mon, 31 Jan 2005 05:30:08 GMT, "Bill Huffman" <bhuffma1 DeleteThis @san.rr.com>
> >>>wrote:
> >>>
> >>>
> >>>>What's his rational for restricting it to 56k?
> >>>>
> >>>
> >>>From what I've been told, he capped it to even things for 56kers
> >>>(thinking that BB users would have an edge because of faster updates).
> >>>In truth, what really happened is a major bottleneck in packets
> >>>between server and client.
> >>>
> >>>In MP, this equates to ships being stuck in hyperspace, targets
> >>>jumping and hoping around, weapons doing no damage to targets, and
> >>>planetside ops being a serious waste of time because of server/client
> >>>update issues!
> >>
> >>
> >> I would guess that the real reason is that server code is so slow and
that
> >> information passing so inefficient that only a few (2or 3?) fast
connections
> >> would bring it to its knees.
> >>
> >
> >Its the memory banks of his AI Asteroids that take the time to sync.
>
> I could be wrong (but I don't think so), I think the astroids where
> taken out of UC MP, so your argument is moot.
I'm not surprised because computer hardware has not yet caught up the
advanced asteroid AI that Derk has put into his game. >> Stay informed about: UC:AWA |
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Since: Jul 20, 2004 Posts: 57
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(Msg. 13) Posted: Sun Feb 06, 2005 2:45 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 06 Feb 2005 00:11:23 GMT, "Bill Huffman" <bhuffma1.DeleteThis@san.rr.com>
wrote:
>
>Shin likes to flame people so that if they respond in kind then he can
>insult them even more.
>
Oh hell, Bill. You really aren't one to talk about flaming. Oh wait..
let's be hypocritical.
It's funny that you didn't address any issues in my post, since you
have no practical experience and anything you say would be an exercise
in stupidity anyway. >> Stay informed about: UC:AWA |
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Since: Jul 20, 2004 Posts: 57
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(Msg. 14) Posted: Sun Feb 06, 2005 3:54 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 06 Feb 2005 02:35:07 GMT, Shingen
<shingen RemoveThis @aolsuks.sbcglobal.net> wrote:
>>
>>More flames from Shin.
>>
>you people need to lighten up... take a pill or something.
....after all, it's all in fun anyway...ain't it? >> Stay informed about: UC:AWA |
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Since: Jul 20, 2004 Posts: 57
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(Msg. 15) Posted: Sun Feb 06, 2005 4:27 am
Post subject: Re: UC:AWA [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 06 Feb 2005 00:11:23 GMT, "Bill Huffman" <bhuffma1.TakeThisOut@san.rr.com>
wrote:
>
>Shin likes to flame people so that if they respond in kind then he can
>insult them even more.
>
OK Bill, I'm bored, slightly intoxicated, and wondering why you feel
as you do...being that I've never actually, really, "flamed" anyone
here ( except BP, but he's easy to flame),
So, how is it that you can say that I: "flame people so that if they
respond in kind then he can insult them even more". Who and whom did I
insult? Are actions; people? Can I flame HL2 without ever having
played it? What about KOTOR2? Can I flame it without ever having
played it? Would my opinion matter? What about Starshatter? FFE?
Would I have a clue if I never loaded these games up and spent any
time playing them? I fail to comprehend your point of view.
Damn..where is Br d and Bret when you need them? I feel like I'm back
at 3000AD! Tell me Bill, would you ban me from CSIPG Space-Sim as
well?? >> Stay informed about: UC:AWA |
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