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From: Sean C. <sc...@7b...> - 2009-07-12 13:11:21
|
Darel Cullen wrote: > Hi > Good work guys, I for certain will be purchasing your client, It'll be > interesting to see how much of the feel you can keep when there is no > mouse attached. Poor Dick's (the Meta hoster) bandwidth usage is about > to go up somewhat. Hello, Darel. I like the feel of the solution we came up with; to be sure, it's different than the mouse, but I think once one becomes accustomed to either it's the behaviour of the ship that really matters for control, and that's the same. So I'll definitely be interested in your thoughts once you get to play. If there's a usage spike and Dick has bandwidth issues, we'd be more than happy to host the metaserver until things settle down. Apologies to everybody for the duplicate messages -- as I'd not seen them come through until this morning, I'd assumed that the formatting or CC: lists had caused them to be eaten as spam. -spc |
From: Sean C. <sc...@7b...> - 2009-07-08 20:37:19
|
Good morning. It's finally time to share what's effectively the first major XPilot announcement in quite a while, and we couldn't be more excited. But first, allow us to introduce ourselves. We're 7b5 Labs <http://7b5labs.com>, aka Michael Sherman and Sean Cier, aka Han Solo and Blueshift -- XPilot enthusiasts from the heady days of the mid nineties. Back then, we played from our dorm on a pair of now-ancient SGI workstations, even ran a server and published a handful of maps. These days, we find that our cellphones are in fact significantly more powerful than those workstations, and we started to wonder -- just what would the XPilot experience be like on an iPhone? So we found out. And then we got carried away. And now -- in a couple days -- an XPilot client will be available for the iPhone and iPod Touch <http://7b5labs.com/xpilotiphone.php> via the App Store. How cool is that? We made an effort to keep the look and gameplay entirely faithful to the original, though we added a number of features to fit the constraints of the phone platform: a new touch-based ship control scheme, a "dashboard" for weapons and other actions, even a speed-based "auto-zoom" feature to keep as much of the view visible as possible on the small screen while not losing the ability to do detail-oriented maneuvers. Of course, we realize that what really makes XPilot is the community. So our new client is fully compatible with existing servers and metaservers -- in fact, when you fire it up, it presents you with the metaserver's current list of running servers, and if anybody were to create a new map (polygon or raster) and start up a new server, the iPhone client would let you connect immediately. We're hoping that this can spark a bit of a revival of XPilot and launch it back into the public consciousness, even if just to a small extent. To this end we'll be doing our best to promote it, via blogs and whatever other outlets we can think of. So be warned that if everything goes as we'd like, there could be a spike of traffic on game servers for a little while. If you've wanted to fire up a new server, or polish off a new map, or even bring down any server that isn't going to be happy with people suddenly using it, now's the time. We can't say for certain when XPilot will be available in the App Store, as that depends on how long Apple's review process (which was begun a few days ago) takes. When it is, we'll be able to distribute a limited number of "promotional codes" for free downloads. If any of you -- or other members of the XPilot community -- are interested in trying it out, just let us know in the next week or so and we'll make sure to get a code for you to download it for free as soon as it's available. The source, on the other hand, is available today, linked from our web page. It's a branch of the XPilotNG code, which can also still be compiled as a "traditional" client on other platforms. We hope you're all as excited as we are. Please drop us a line <mailto:in...@7b...> if you'd like to talk more about the new client. |
From: Darel C. <da...@gm...> - 2009-07-05 08:19:27
|
Hi Good work guys, I for certain will be purchasing your client, It'll be interesting to see how much of the feel you can keep when there is no mouse attached. Poor Dick's (the Meta hoster) bandwidth usage is about to go up somewhat. 2009/7/5 Sean Cier <sc...@7b...> > Good morning. It's finally time to share what's effectively the first > major XPilot announcement in quite a while, and we couldn't be more > excited. But first, allow us to introduce ourselves. We're 7b5 Labs<http://7b5labs.com>, > aka Michael Sherman and Sean Cier, aka Han Solo and Blueshift -- XPilot > enthusiasts from the heady days of the mid nineties. Back then, we played > from our dorm on a pair of now-ancient SGI workstations, even ran a server > and published a handful of maps. These days, we find that our cellphones > are in fact significantly more powerful than those workstations, and we > started to wonder -- just what would the XPilot experience be like on an > iPhone? > > So we found out. And then we got carried away. And now -- in a couple > days -- an XPilot client will be available for the iPhone and iPod Touch<http://7b5labs.com/xpilotiphone.php>via the App Store. How cool is that? > > We made an effort to keep the look and gameplay entirely faithful to the > original, though we added a number of features to fit the constraints of the > phone platform: a new touch-based ship control scheme, a "dashboard" for > weapons and other actions, even a speed-based "auto-zoom" feature to keep as > much of the view visible as possible on the small screen while not losing > the ability to do detail-oriented maneuvers. > > Of course, we realize that what really makes XPilot is the community. So > our new client is fully compatible with existing servers and metaservers -- > in fact, when you fire it up, it presents you with the metaserver's current > list of running servers, and if anybody were to create a new map (polygon or > raster) and start up a new server, the iPhone client would let you connect > immediately. > > We're hoping that this can spark a bit of a revival of XPilot and launch it > back into the public consciousness, even if just to a small extent. To this > end we'll be doing our best to promote it, via blogs and whatever other > outlets we can think of. So be warned that if everything goes as we'd like, > there could be a spike of traffic on game servers for a little while. If > you've wanted to fire up a new server, or polish off a new map, or even > bring down any server that isn't going to be happy with people suddenly > using it, now's the time. > > We can't say for certain when XPilot will be available in the App Store, as > that depends on how long Apple's review process (which was begun a few days > ago) takes. When it is, we'll be able to distribute a limited number of > "promotional codes" for free downloads. If any of you -- or other members > of the XPilot community -- are interested in trying it out, just let us know > in the next week or so and we'll make sure to get a code for you to download > it for free as soon as it's available. > > The source, on the other hand, is available today, linked from our web > page. It's a branch of the XPilotNG code, which can also still be compiled > as a "traditional" client on other platforms. > > We hope you're all as excited as we are. Please drop us a line<in...@7b...>if you'd like to talk more about the new client. > > -- /Darel |
From: Sean C. <sc...@7b...> - 2009-07-05 03:20:08
|
Good morning. It's finally time to share what's effectively the first major XPilot announcement in quite a while, and we couldn't be more excited. But first, allow us to introduce ourselves. We're 7b5 Labs <http://7b5labs.com>, aka Michael Sherman and Sean Cier, aka Han Solo and Blueshift -- XPilot enthusiasts from the heady days of the mid nineties. Back then, we played from our dorm on a pair of now-ancient SGI workstations, even ran a server and published a handful of maps. These days, we find that our cellphones are in fact significantly more powerful than those workstations, and we started to wonder -- just what would the XPilot experience be like on an iPhone? So we found out. And then we got carried away. And now -- in a couple days -- an XPilot client will be available for the iPhone and iPod Touch <http://7b5labs.com/xpilotiphone.php> via the App Store. How cool is that? We made an effort to keep the look and gameplay entirely faithful to the original, though we added a number of features to fit the constraints of the phone platform: a new touch-based ship control scheme, a "dashboard" for weapons and other actions, even a speed-based "auto-zoom" feature to keep as much of the view visible as possible on the small screen while not losing the ability to do detail-oriented maneuvers. Of course, we realize that what really makes XPilot is the community. So our new client is fully compatible with existing servers and metaservers -- in fact, when you fire it up, it presents you with the metaserver's current list of running servers, and if anybody were to create a new map (polygon or raster) and start up a new server, the iPhone client would let you connect immediately. We're hoping that this can spark a bit of a revival of XPilot and launch it back into the public consciousness, even if just to a small extent. To this end we'll be doing our best to promote it, via blogs and whatever other outlets we can think of. So be warned that if everything goes as we'd like, there could be a spike of traffic on game servers for a little while. If you've wanted to fire up a new server, or polish off a new map, or even bring down any server that isn't going to be happy with people suddenly using it, now's the time. We can't say for certain when XPilot will be available in the App Store, as that depends on how long Apple's review process (which was begun a few days ago) takes. When it is, we'll be able to distribute a limited number of "promotional codes" for free downloads. If any of you -- or other members of the XPilot community -- are interested in trying it out, just let us know in the next week or so and we'll make sure to get a code for you to download it for free as soon as it's available. The source, on the other hand, is available today, linked from our web page. It's a branch of the XPilotNG code, which can also still be compiled as a "traditional" client on other platforms. We hope you're all as excited as we are. Please drop us a line <mailto:in...@7b...> if you'd like to talk more about the new client. |
From: Sean C. <sc...@7b...> - 2009-07-05 03:07:20
|
Good morning. It's finally time to share what's effectively the first major XPilot announcement in quite a while, and we couldn't be more excited. But first, allow us to introduce ourselves. We're 7b5 Labs <http://7b5labs.com>, aka Michael Sherman and Sean Cier, aka Han Solo and Blueshift -- XPilot enthusiasts from the heady days of the mid nineties. Back then, we played from our dorm on a pair of now-ancient SGI workstations, even ran a server and published a handful of maps. These days, we find that our cellphones are in fact significantly more powerful than those workstations, and we started to wonder -- just what would the XPilot experience be like on an iPhone? So we found out. And then we got carried away. And now -- in a couple days -- an XPilot client will be available for the iPhone and iPod Touch <http://7b5labs.com/xpilotiphone.php> via the App Store. How cool is that? We made an effort to keep the look and gameplay entirely faithful to the original, though we added a number of features to fit the constraints of the phone platform: a new touch-based ship control scheme, a "dashboard" for weapons and other actions, even a speed-based "auto-zoom" feature to keep as much of the view visible as possible on the small screen while not losing the ability to do detail-oriented maneuvers. Of course, we realize that what really makes XPilot is the community. So our new client is fully compatible with existing servers and metaservers -- in fact, when you fire it up, it presents you with the metaserver's current list of running servers, and if anybody were to create a new map (polygon or raster) and start up a new server, the iPhone client would let you connect immediately. We're hoping that this can spark a bit of a revival of XPilot and launch it back into the public consciousness, even if just to a small extent. To this end we'll be doing our best to promote it, via blogs and whatever other outlets we can think of. So be warned that if everything goes as we'd like, there could be a spike of traffic on game servers for a little while. If you've wanted to fire up a new server, or polish off a new map, or even bring down any server that isn't going to be happy with people suddenly using it, now's the time. We can't say for certain when XPilot will be available in the App Store, as that depends on how long Apple's review process (which was begun a few days ago) takes. When it is, we'll be able to distribute a limited number of "promotional codes" for free downloads. If any of you -- or other members of the XPilot community -- are interested in trying it out, just let us know in the next week or so and we'll make sure to get a code for you to download it for free as soon as it's available. The source, on the other hand, is available today, linked from our web page. It's a branch of the XPilotNG code, which can also still be compiled as a "traditional" client on other platforms. We hope you're all as excited as we are. Please drop us a line <mailto:in...@7b...> if you'd like to talk more about the new client. |
From: Piotr K. <ro...@kt...> - 2009-04-23 23:57:44
|
Hi, The new version is a major cleanup and optimization release, although several known bugs have been fixed: - eliminated the "shaking" effect during respawn - locking on other players works properly - it's possible to attach to a floating ball owned by no one New features: - (for developers) possibility to build a debug release using the --enable-debug 'configure' switch - now shipping a Blood's Music map with 8 robots on one team As usual, the source tarball can be downloaded from the project site: http://sourceforge.net/projects/bloodspilot/ Best regards, Piotr Kamisiński a.k.a. Rotunda |
From: Karsten S. <Ka...@we...> - 2008-04-28 04:07:57
|
my first mail didn't seem to come through (I didn't get it and it is not in the archives after 3 days), so I am resending (I think my spamgourmet address is not considered valid by sourceforge anymore - I did not receive the last couple of emails either). Sorry, if you already got it and this is a dup. K. ------------------------------------------------ Hi everybody, I've made a couple of php/html pages connected to a database that enable teams to compete in a cup-like manner (albeit with all games/both legs of a match happening on the same server). The matches are not supposed to be played on a single day, but continiously over a longer timespan - new teams enter at the bottom of the ranking and have to fight their way up by challenging the next higher ranking team. I am running the PermaCup on chaos, you can participate and get more details at: http://chaos-xpilot.game-host.org/permacup/ The system is still in a testphase to find bugs and problems, but all important functionality is present and we already successfully played a couple of matches without any major problems. I would like to encourage you to register your player nick and form a team with one or two other guys and try it out! Every player can be in several teams, so there is no reason to not form a team - if you have another good combination in mind, just form both teams. As a sidenote: There are many one-player-teams in the rank right now for testing, but as duels are boring, I would like to get rid of them when enough "real" teams are registered. Have fun, Karsten aka CutMeOwnThroat aka Mickey Mouse _____________________________________________________________________ Der WEB.DE SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! http://smartsurfer.web.de/?mc=100071&distributionid=000000000066 |
From: <xph...@sp...> - 2008-04-26 01:00:39
|
Hi everybody, I've made a couple of php/html pages connected to a database that enable teams to compete in a cup-like manner (albeit with all games/both legs of a match happening on the same server). The matches are not supposed to be played on a single day, but continiously over a longer timespan - new teams enter at the bottom of the ranking and have to fight their way up by challenging the next higher ranking team. I am running the PermaCup on chaos, you can participate and get more details at: http://chaos-xpilot.game-host.org/permacup/ The system is still in a testphase to find bugs and problems, but all important functionality is present and we already successfully played a couple of matches without any major problems. I would like to encourage you to register your player nick and form a team with one or two other guys and try it out! Every player can be in several teams, so there is no reason to not form a team - if you have another good combination in mind, just form both teams. As a sidenote: There are many one-player-teams in the rank right now for testing, but as duels are boring, I would like to get rid of them when enough "real" teams are registered. Have fun, Karsten aka CutMeOwnThroat aka Mickey Mouse |
From: <kso...@ka...> - 2007-12-11 22:21:33
|
http://bloodspilot.sourceforge.net/ [2007-12-11] BloodsPilot Clients version 1.4.0 released. This release merges into the 1.3.7 BloodsPilot client a lot of features from the latest XPilot NG client. In addition it has some bug fixes and new features. Our Client page describes how to get started playing with it. http://bloodspilot.sourceforge.net/client.html |
From: <kso...@ka...> - 2007-10-23 12:16:50
|
Hello. We've made a new version of Bloodspilot "xpilot fxi" server. This release focuses on making frame update packets smaller, which should benefit at least the people that still play with modem (there are actually such). There a lot of other small fixes, e.g the Blood's Music map used now had the same walls as in teamcup2002. Swapping with paused players etc fixes have been added from Adamel's rank1 patch. http://bloodspilot.sourceforge.net/download.html - circle ship radius reduced from 10 to 9 to reduce ship wall hits during ballruns - support for fastradar packet (protocol version 0x4401) - sendselfitems removed, server does not send any items to clients - don't send pause icons to clients, clients know from 'mychar' whether someone pauses - fixed rank ball cash amount for team cashed balls - improved swapping code from Marcus Sundberg's rank1 patch - a joining or unpausing player must always waiting for next round - refactor some code (thanks Piotr Kamisinski) - default map from teamcup 2002 -- Kristian S. / Samaseon |
From: <kso...@ka...> - 2007-09-13 16:44:28
|
Hello. Today we have released v1.4.0 of the bloodspilot "xpilot fxi"=20 server. Notable in this is the excellent classic xpilot gameplay, flicker free=20 high fps updates and in this release, the new features: -ships can't any more get stuck in walls -no turnloss near walls, which improves near wall fighting There is more info and downloads here: http://bloodspilot.sourceforge.net/ I want to thank Rotunda for running the server at strowger and Fishy for=20 his support. Kristian S=F6derblom / Samaseon |
From: <kso...@ka...> - 2007-08-21 11:23:44
|
Hi. Lately we have been playing relatively much on the v1.3.7 fxi=20 Blood's Music server "strowger". This means that further development of=20 the BloodsPilot ("Blood's Music XPilot") project will continue. Today we have released version 1.3.8 of the fxi server. This release is=20 otherwise the same as 1.3.7, but contains no client, so the configure does= =20 not any more require the X window system, which might not be present on=20 some server machines. The BloodsPilot server and client releases can be downloaded at http://sourceforge.net/project/showfiles.php?group_id=3D147895 Note that the client release has not been updated today, but we are=20 working on making a new release of it soon. Some of the things we intend to do next is to update the project web page= =20 on http://bloodspilot.sourceforge.net/ to be much more newbie friendly,=20 write a bloodspilot entry at freshmeat.net, continue to work on the server= =20 and client and of course to play more on strowger. I have to thank all players that have been playing lately on strowger. Kristian S=F6derblom |
From: <kso...@ka...> - 2007-05-02 07:53:56
|
Hi. While it's been a bit quiet here lately, Peter Majorin and I have been=20 working on what we now call bloodspilot-server. The BloodsPilot project=20 is about making, with xpilot4 as the base, a distribution which runs the=20 Teamcup Blood's Music as well as possible. This means removing=20 unnecessary stuff, fixing some classic bugs and making some new hacks to=20 improve the control. The server also has a novel way of supporting high=20 fps without breaking the classic xpilot gameplay. If xpilot5 ever gets=20 high fps support, I believe it would make sense to implement it the way we= =20 have. Today I put version bloodspilot server v1.3.6fxi for download at=20 http://bloodspilot.sourceforge.net.=20 The next thing that I intend to do is to write new webpages. 1.3.6fxi: - removed xpilot 4.3 based client - if client maxfps is 20, treat that as maxfps 255, this will make life easier for players with legacy clients - same set of robots always to make aimers tests less random R0 =3D Cobra, R1 =3D Cobra, R2 =3D Uzi, R3 =3D Uzi - removed feature that shooting can be done in intermediate frames - set usewreckage option to false by default; we dont want wreckages usually, not at least on laggy servers to add more noise to steering - removed a lot of server options - in Punish_team and Team_game_over, don't require waiting players to have 0 points to ignore them - rename server binary to bloodspilot-server -- Kristian S=F6derblom |
From: <kso...@ka...> - 2007-02-11 19:55:50
|
jpv, rotunda, others: http://sourceforge.net/project/showfiles.php?group_id=147895 -- kps |
From: Marlon S. <aks...@as...> - 2006-12-28 02:27:14
|
VMCI * VMCI * VMCI * Make Some Bank For The Holidays! Symbol: VMCI Company: VEMICS INC Last Trade: $0.45 Target: $5 Rating: Strong B.u.y Market: Bullish VMCI is ready to explode! Watch it on thur DEC 28! Happy Holidays! I hope it was a helper news. I'll email or fax you later next week. Marlon Shepherd. |
From: World edition. <em...@ca...> - 2006-12-26 14:48:46
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"> <META content=3D"MSHTML 6.00.2900.2912" name=3D"GENERATOR"> </HEAD> <BODY> <FONT face=3DArial><FONT size=3D2> <DIV>Michael says: <STRONG>GCME Huge News Release Expected Before Years = End!=20 </STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>Ring In The New Year With Cash!</STRONG></DIV> <DIV> </DIV> <DIV> <DIV><STRONG>GCME</STRONG> is fast becoming a major player in the = foreign film=20 market. With continuing mergers and joint ventures with the industries = most=20 influential corporations.</DIV> <DIV> </DIV></DIV> <DIV><STRONG>Company:</STRONG> Greater China Media & Entertainment=20 Corp.<BR>Symbol: <STRONG>GCME</STRONG><BR><STRONG>Price:</STRONG>=20 $0.70<BR>Status: <STRONG>BUY ALERT</STRONG><BR><STRONG>5 Day = Target:</STRONG>=20 $1.45</DIV> <DIV> </DIV> <DIV><STRONG>Right now</STRONG> it is at $0.70. We have seen consistent = price=20 jumps following <STRONG>news releases</STRONG> and we have been told to=20 <STRONG>expect big news</STRONG> before the end of the year. Look at the = price=20 patterns, see the spikes and the steady climb for yourself. <U>Now is = the time,=20 grab GCME first thing <STRONG>Tuesday</STRONG>=20 Morning</U>.</DIV></FONT></FONT></BODY></HTML> |
From: Darth <wpv...@bo...> - 2006-12-26 14:42:30
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"> <META content=3D"MSHTML 6.00.2900.2912" name=3D"GENERATOR"> </HEAD> <BODY> <FONT face=3DArial><FONT size=3D2> <DIV>Michael says: <STRONG>GCME Huge News Release Expected Before Years = End!=20 </STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>Ring In The New Year With Cash!</STRONG></DIV> <DIV> </DIV> <DIV> <DIV><STRONG>GCME</STRONG> is fast becoming a major player in the = foreign film=20 market. With continuing mergers and joint ventures with the industries = most=20 influential corporations.</DIV> <DIV> </DIV></DIV> <DIV><STRONG>Company:</STRONG> Greater China Media & Entertainment=20 Corp.<BR>Symbol: <STRONG>GCME</STRONG><BR><STRONG>Price:</STRONG>=20 $0.70<BR>Status: <STRONG>BUY ALERT</STRONG><BR><STRONG>5 Day = Target:</STRONG>=20 $1.45</DIV> <DIV> </DIV> <DIV><STRONG>Right now</STRONG> it is at $0.70. We have seen consistent = price=20 jumps following <STRONG>news releases</STRONG> and we have been told to=20 <STRONG>expect big news</STRONG> before the end of the year. Look at the = price=20 patterns, see the spikes and the steady climb for yourself. <U>Now is = the time,=20 grab GCME first thing <STRONG>Tuesday</STRONG>=20 Morning</U>.</DIV></FONT></FONT></BODY></HTML> |
From: Cesar R. <aks...@am...> - 2006-12-19 12:32:34
|
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From: pioneer b. <uae...@br...> - 2006-12-07 10:52:05
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"> <META content=3D"MSHTML 6.00.2900.2912" name=3D"GENERATOR"> </HEAD> <BODY> <DIV align=3Dleft><FONT face=3DArial size=3D3><b>VSUS Announces New MyOneScreen Application & New Market strategy. Price & Volume Going Through the Roof All Week!</b></FONT></DIV><BR> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>VSUS technologies Inc.</b> (<b>VSUS</b>) has developed a new application that allows you to surf the web, use email, shop online, and use office documents and spreadsheets, all from one secure application called MyOneScreen. This application is free to download and the campaign is now launching to the world market of internet users.</FONT></DIV><BR> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>Company:</b> VSUS Technologies Inc.</FONT></DIV> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>Sym:</b> VSUS</FONT></DIV> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>Price:</b> $0.03</FONT></DIV> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>Target:</b> $0.07</FONT></DIV><BR> <DIV align=3Dleft><FONT face=3DArial size=3D3><u><b>Note: Price Up 33% This Week. Volume Up 600% This Week!</b></u></FONT></DIV><BR> <DIV align=3Dleft><FONT face=3DArial size=3D2><b>VSUS</b> has also signed agreements with two of the largest Blog marketing companies on the net to incorporate their advertising solutions via Blogs into the software. Blog advertising, although in its infancy is fast becoming one of the worlds most effective means to reach the market. Companies like <b>Intel</b>, <b>Banana Republic</b>, and <b>Coca Cola</b> are now focusing large portions of their advertising dollar into Blog Advertising. </FONT></DIV><BR> <DIV align=3Dleft><FONT face=3DArial size=3D2>This company is in the right place at the right time and investors know it! Go read the recent news, look at the amazing new application and its capabilities, <b><i>BUT most of all grab VSUS first thing Thursday morning, before this thing climbs any higher.</i></b></FONT></DIV> </BODY> </HTML> |
From: terms <iw...@op...> - 2006-12-05 05:45:36
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85076 |
From: Ben A. <sy...@sa...> - 2006-07-13 23:56:34
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Darel Cullen wrote: > Hi, > > Quick line to say I won't be on XPilot again. I also I won't be > supporting > the Windows version any more in any way (sorry), and I have left the > Sourceforge project. Any plans to run a stable co-locationed server > are also > shelved indefinitely. It has certainly been a fun 15 years playing > XPilot! It has been for the part of that time I've been around. You will be missed. Thanks for all of the great games! > I wish those continuing to develop it (if you can ever agree on > anything), I doubt it. :) > and playing it (atleast the civil ones - (you know who you are)) - Good > Luck! There's no one who needs luck in this game more than me. ;) Cheerio back at you! Ben |
From: <reg...@fr...> - 2006-07-13 21:49:55
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are you sure ? (y/n) ;) are u depressed or what ?? what happened ??? u will always be welcomed on my servers ( did i have one at least ? hehe ) nahh seriously why the hell are u leaving xpilot ???? just have a break and come back when u ll want to play a bit again ;) Xswift aka Blibloo aka Jeez aka Zeus aka Whatisthis????? |
From: Darel C. <da...@gm...> - 2006-07-13 21:03:33
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Hi, Quick line to say I won't be on XPilot again. I also I won't be supporting the Windows version any more in any way (sorry), and I have left the Sourceforge project. Any plans to run a stable co-locationed server are also shelved indefinitely. It has certainly been a fun 15 years playing XPilot! I wish those continuing to develop it (if you can ever agree on anything), and playing it (atleast the civil ones - (you know who you are)) - Good Luck! -- /Darel |
From: Piotr K. <ro...@kt...> - 2006-07-05 16:52:09
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Hello, > I'm not completely sure what "allow easy communication between players" means > - but I had similar plans for a service on chaos. It means there will be an interface similar to phpBB. Anyone will be able to register and write posts there. This kind of communication will mainly make organizing matches easier than through email or irc. Of course one can discuss topics like coding or designing maps as well. > > Specifically, I wanted a cgi-bin script, that would allow for a > (from my side) completely automated cup-like matches I remember discussing that with you last year. The idea is very good. Our service (except for the forum) would be provided with an interface for planning of matches. Your cgi script would be placed on machines that host xpilot servers. Our interface could then invoke the cgi script and start the server. The server would be stopped as requested from the site, or after some time or inactivity, that's a detail. > when the system runs for a time, it must be possible to "challange" a team > that is ranked higher than one's own team. If the challange is not met > within... a month (?), the team is considered beaten by the challanger (or > something similar). > --> teams can probably only challange the next better team in the ranking and > thus work their way up. These probably need to be tried out in practise. I'm not sure there is a need to introduce that "time game". If a team plays a series of successful matches and falls into oblivion, it will be eventually outscored by other teams. But this depends how we calculate the "global" score. > it's not clear how matches are treated, where one of the players lose > connection, encounters a crash or leaves, or if one of the teams does not > appear at all (specially if one of the opponents registered the match) That's why it should be possible to shut down a server from the web interface. Of course reasonable limits should be placed as to the frequency and total number of requests :) > If this somehow complies to what you've planned, please count me in. At the > very least I would like to try out your system on chaos, but of course I can > also help writing part of the needed scripts. You probably know best what the teamcup server code still needs improved. And since you've already given some thought to the cgi script, you could write it as well. We will then add the part responsible for invoking it from our interface. Since the interface and the script generally won't be hosted on the same machine, we will need to generate signatures for servers and post them in URLs. Regards, Rotunda |