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Many, many moons ago someone was working on a networkable version of EV. They had developed a realBasic module for reading EVO resources correctly. Now, I offered the modules I made to do the same thing to someone, but because I'm still learning realBasic, I'm assuming my routines are crappy compared to this module I remember.
Does anyone remember this module, and if so, where can it be downloaded. I'd rather I not embaress myself with my terrible spelling--I mean with my cludgy code.
-STH
------------------ -STH
To my knowledge there was no such application, the nearest thing that came to it was a co-project (I was working on it) made in RB featuring helians/turncoats/kraits flying around and killing each other. The last I remember of it it was in basic Appletalk testing and then it sunk without a trace. Sorry ! (If however you want to look for it it was known as Helian Wars (But the newest version which was only given to Beta-testers was known as Renegade Wars.
------------------ -------------------------- Wham!Man - The original and still the best I took a course in speed reading recently and read War and peace in 15 minutes. It involves Russia - Woody Allen
I had a copy. Unfortunately, I deleted it in favor of a newer version. What I thought was a newer version was actually a buggy recreation of EV. Norton Utilities didn't recover it.
------------------ Signed, Brian Schack "DOS Computers, manufactured by millions of companies, are by far the most popular, with about 70 million machines in use worldwide. Macintosh fans, on the other hand, may note that cockroaches are far more numerous than humans, and that numbers alone do not denote a higher life form." --The New York Times, November 26, 1991 (also quoted in MacAddict 4)
Quote
Originally posted by Wham!Man: **To my knowledge there was no such application, the nearest thing that came to it was a co-project (I was working on it) made in RB featuring helians/turncoats/kraits flying around and killing each other. The last I remember of it it was in basic Appletalk testing and then it sunk without a trace. Sorry ! (If however you want to look for it it was known as Helian Wars (But the newest version which was only given to Beta-testers was known as Renegade Wars. **
I remember the chatter about that project, but I was talking about EVArena prior to its fusion with HelianWars. I went digging and found the documentation I remembered (Oi, without a search feature, finding info is painful). This is from 2000.08.11:
Originally posted by sebek.du.law: **the code has been released. i worked the whole night. see ANN: EVOLib OpenSource **
which refers to:
Originally posted by sebek.du.law: **I did it. I just posted the REALbasic SourceCode. http://www.sebek.de/evolib/
Download it (800k) and have fun. Mail suggestions and modified code to sebek@sebek.de.
sebek **
Unfortunately, the link is dead and google can't find anything. Guess it's email time.
(This message has been edited by seant (edited 09-05-2001).)
hey
just thought i might post a little note telling everyone tycho gave me all his source of helian wars, renegade wars, event horizon, and the endless list of network testing apps.
i'm slowly working through it all. i hope to get out a working, stable copy soon. looks promising as well. tycho's code is quite comprehensive. most of the grunt work has already been done. just in the process of putting all the parts together and hooking it up to sebek's evo lib. which gets me to sebek's evolib-give me a few days and i'll upload it somewhere.
funk
------------------ No matter how hard you try, you can't stop us now.
Originally posted by funk: **give me a few days and i'll upload it somewhere. **
One of the links that I thought was dead was incorrectly entered. Anyway, I found what I was looking for:
(url="http://"http://homepage.mac.com/sebek")homepage.mac.com/sebek(/url)
(This message has been edited by seant (edited 09-10-2001).)
Hey funk, Tycho gave me the original Renegade Wars/Helian (Summer 2000) Wars but my iMac went caput. Could you send me the SOURCE code to anything and everything you have because I've got some ideas running around my head (I'd love to see your version when it comes out). paulos@gofree.indigo.ie
a question.... are people working on this? it may look a bit basic (but thats ok) but I really wanna play this!
------------------ before, we scraped along like rats on the ground, but now we soar, yeah! like Eagles! Eagles on PogoSticks! ------------------------------- Terminal Corruption: A Nova TC - (url="http://"http://www.arazon.co.uk/termcorr")click here(/url)
haha, no probs wham.
currently i'm just using tycho's 2 player deathmatch idea. it's practically the same as before but i put in a health meter and limited needles. also i cleaned the code up a bit.
lukily, the emergence of a player, ship and weapon class are evident in some of the later tests so i was able to use them without to much complication. i'll send you those classes and you can just build your idea around those. i was thinking of making a pirate ship game with them--all i'd have to do is change the graphics and physics a bit. so look forward to pirate wars, or better yet, renegade pirate wars.
nah, pirate wars would be better
As I look through the source I see they took a way diferent approach to the editing of EV data than I did. Is this good or bad?
(This message has been edited by ThorPrime (edited 09-13-2001).)
I'm glad to hear that the helian wars/renegade wars/what-have-you project is still active. It looked very promising as a way to provide some sort of easy-to-use multiplayer EV. If anything comes of it I'd love to hear about it; if you ever start beta testing I've got a moderate size ethernet LAN (8 or so macs) set up in my house, and would love to do some testing. my email address is rebelswin_85@yahoo.com
------------------ Pinky, Are you pondering what I am pondering? I think so, Brain, but if they called them sad meals, kids wouldn't buy them.
aah! is 'this program' (whats its real name?) network only? no internet play?
Originally posted by ThorPrime: ...I see they took a way diferent approach to the editing of EV data than I did. Is this good or bad?
Neither. As a mol. biologist by profession, I look at code as DNA, connected subroutines as operons, etc. With that in mind, it doesn't matter how an organism(program) does something; it only matters that it lives(works).
Of course, some organisms/programs need to have highly ordered, effecient code to work quickly. If your code is tight and effecient, your program will be fast.
Example: I'm using subroutines that require TMPL resources to tell them how to correctly parse EV resources. While this gives me a great deal of flexability (just change the TMPL to read EV or EVO resources), it is slower than if I'd written how to parse the resources in the code. I sacrficed speed for flexability.
All I can remember is a french friend of mine that was working on EV-Synchron. Some kind of app that synchronized mission bits and could manage four players at the same time. It worked with a test plug of four systems and a specially arranged storyline. So if someone did a mission already, the mission bit was set in the other players' copies... The project was abandonned because that friend switched to the PC - thats the same friend who GAVE me Lightwave 5.6...
I think seant was thinking about a similar project or am I wrong ?
------------------ Pesmo's Profile Refresh no. 10.1 Silent Ruins of Earth is coming .
Originally posted by pesimist_guy: All I can remember is a french friend of mine that was working on EV-Synchron. Some kind of app that synchronized mission bits and could manage four players at the same time. It worked with a test plug of four systems and a specially arranged storyline. So if someone did a mission already, the mission bit was set in the other players' copies...
Wow, that's a very interesting concept. Sortof like EV RPG. Are there any copies of it around?
Originally posted by pesimist_guy: **EV-Synchron. Some kind of app that synchronized mission bits and could manage four players at the same time. It worked with a test plug of four systems and a specially arranged storyline. So if someone did a mission already, the mission bit was set in the other players' copies.... I think seant was thinking about a similar project or am I wrong ? **
You are correct, sir, but I don't think such a mod is practical using the EVO engine.
I've got the basics--pilot file reading/writing, creation of plugins based on pilot file data--but the necessary storyline is lacking. It would take a specially designed storyline (or at least a modified EVO storyline) to work. There's also the problem of time synching different pilots, which is something I haven't given any thought to.
It wouldn't be multiplayer, but it would be a "shared universe".
There's also the problem of updating. EVO writes to a pilot file everytime the player lands on a spob, but it reads the file only once. There's no way to do a "refresh" unless you go to the intro screen and open the file. This means that the longer a player is "in game" the more it will deviate from the "shared universe".
Also, the method I was thinking of using would rely on plugins that would be made based on info in the pilot file/s. Again, EVO lacks an ability to update what resources it's using. The only way the player could use a newly made plugin would be to quit EVO and launch it again: a huge pain in the ass.
Soooo, while it is an interesting idea, and might work with a different engine (one in which updating was either automatic or controled by the player by clicking a button), I don't think it's worth it.
(This message has been edited by seant (edited 09-13-2001).)
well boys.
i've got a copy of funk's latest version. pretty cool, i like the AI's as they are funny and amuse me. hee hee. pity they aren't synched for net play.
arazon-itr supports tcp/ip and therefore lans and the internet. the response with two human player is pretty good. even with three the lag is only noticeable with the data being spewed out beside the game. ***--nil data 'no data recieved ***--nil data ***--nil data ***--nil data ***--1BLAM!!! 'player one shoots ***--2clock 'player 2 turns clockwise ***--2clock ***--2clock ***--nil data ***--2clock ***--2clock ***--nil data ***--2clock
is doesn't really affect gameplay as everything is calculated on the server, as should be. funk also created an inteface class for loading different ships/weapons with there sounds and physics data. it hasn't been linked to the game though.
pretty cool though.
------------------ Where the Hell's my roof?
on a semi side note, i caught this on the ev board. (url="http://"http://www.AmbrosiaSW.com/webboard/Forum6/HTML/001807.html")http://www.AmbrosiaS...TML/001807.html(/url)
if it's real, to cool, if it's not then what a loser. making a terrible mock up that just looks awful. i mean come on, where is people's imaginations and photoshop skillz?!??!?!
funk wants to make something which is final before releasing publicly. i couldn't care less. (url="http://"http://www.uq.net.au/~zzmkirkw/hw.sit")http://www.uq.net.au/~zzmkirkw/hw.sit(/url)
the email address in the readme ain't worth two cents. no offers please. send me mail to n2740281@student.qut.edu.au