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January 19th, 2004, 09:32 AM
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Captain
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Join Date: Nov 2002
Location: Finland
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Re: PBW, First Impressions.. (Multiplayer discussion)
Quote:
Originally posted by tesco samoa:
Well there really needs to be a game admin area...Where the game admin can go in and see what is going on in the game... View the scores and see the game itself.
And to make sure that the game admin does not use it when playing . Put a note each players log that the game admin has logged into the game to view it...
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Admin area would be nice but that note suggestion won't work. If admin uses the view possibility but didn't upload anything, nobody would know.
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January 19th, 2004, 10:56 AM
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Sergeant
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Re: PBW, First Impressions.. (Multiplayer discussion)
Quote:
Originally posted by Asmala:
Admin area would be nice but that note suggestion won't work. If admin uses the view possibility but didn't upload anything, nobody would know.
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The viewing of it should put a note in the turn file that is uploaded to the server, thereby forcing the notification to be uploaded on completion of the admin's next turn. To prevent the admin from simply closing and relaunching the game, the game should make a note when the viewer is used. When the game is relaunched, the note is read and written to the turn file when it's generated. 
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January 19th, 2004, 06:05 PM
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Second Lieutenant
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Re: PBW, First Impressions.. (Multiplayer discussion)
I like the save-in-mid-turn option.
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January 19th, 2004, 07:58 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: PBW, First Impressions.. (Multiplayer discussion)
Quote:
Originally posted by Sivran:
The viewing of it should put a note in the turn file that is uploaded to the server, thereby forcing the notification to be uploaded on completion of the admin's next turn. To prevent the admin from simply closing and relaunching the game, the game should make a note when the viewer is used. When the game is relaunched, the note is read and written to the turn file when it's generated.
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But with PBW, the game host almost never uploads the turn anyways. He just plays like a regular player, and the PBW server processes the turns. So, the turn file is generated on a different computer than the host would be using to cheat...
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January 20th, 2004, 06:05 PM
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General
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Join Date: May 2002
Location: Canada
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Re: PBW, First Impressions.. (Multiplayer discussion)
I just tried a TCP/IP game with rollo, and although it had a bug where the player turns were not being sent (forcing the host to process a turn and have the AI play for the second player)
It did seem to be a very good method of play. I now agree with you all,.. 'Don't touch the PBEM or PBW' just fix the TCP/IP mode of play.
I can see 10 turns/hour being easily pumped out in this tcp/mode.
Cheers! 
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January 26th, 2004, 09:43 PM
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General
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Join Date: May 2002
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Re: PBW, First Impressions.. (Multiplayer discussion)
Update,..
Rollo and I tried the PlayByWeb_RealtimeClient that comes on the se4:Gold CD and it works really nice. I think that if anyone wants to have another PBW-Athon that this option should be given serious consideration.
there was only one thing that needs tweaking, the rtc does not like the use of mods. the path.txt file must be edited to point to the mod dir, but even with this, the savegame folder contents must be moved to the default savegame and the mod savegame folder then deleted. Other than that, it worked like a charm.
Just thought I'd let you know how that experiment went.
Cheers! 
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January 26th, 2004, 10:20 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: PBW, First Impressions.. (Multiplayer discussion)
Yes, RTC alone does not support mods. The one oddball thing is that your mods cannot have a savegame folder. They musr default to the stock savegame folder, otherwise the modpicker can't find the .plr file to upload it when you are done. It will download and let you play your turn, assuming you have changed the path.txt file, but it won't be able to upload the .plr file to PBW.
As far as changing the path.txt file, any method works for that, depending on your taste. I have a method that works fairly well for me though. I use Matryx's Mod picker.
1. Launch modpicker and click the mod in the left-hand list, and then click the "Play SEIV" button in the bottom left.
2. Once Se4 starts, click "Quit Game" in lower right hand corner of SE4 start screen. Don't close the mod picker though. This rewrites the path.txt file.
3. Launch RTC and select your modded game. Play.
4. When you are done playing, click "none" in mod picker left-hand list and click "Play SEIV" button. Quit SE4 and close modpicker. This changes your path.txt back to none.
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