--
Zach
http://www.fidei.org
Heh.
"netrek community"
That's pretty funny. When was the last time there was t-mode on a real
server?
John
--
IRC - Where men are men, women are men and little girls are FBI.
> On Sun, Oct 09, 2011 at 12:22:40AM -0400, Zachary Uram wrote:
>> Nice work Andy. Thanks! I'm sure the netrek community will make good use of it.
>
> Heh.
>
> "netrek community"
>
> That's pretty funny. When was the last time there was t-mode on a real
> server?
For about 4 hours last Sunday night on pickled. We had a queue very briefly. Maybe we'll get some folks again this weekend!
A few months?
--
Zach
http://www.fidei.org
Cool. Thanks for the info. Will start checking the metaserver during
prime time again.
--
Zach
http://www.fidei.org
Heh. One time. In months. I don't think I'll hold my breath on the
gaming coming back from the brink of death.
John
--
If I'm having trouble with my wife, I come here and watch the traffic. I
thought I had problems, but look at these poor people. They sit in this
traffic every day. These people have it so bad compared to me.
-- Angelo Ramirez, a retired police officer, on the Cross Bronx Expressway,
New York Times, 2 April 2010
> On Sun, Oct 09, 2011 at 12:40:03AM -0400, Karthik Arumugham wrote:
>>
>> For about 4 hours last Sunday night on pickled. We had a queue very
>> briefly. Maybe we'll get some folks again this weekend!
>
> Heh. One time. In months. I don't think I'll hold my breath on the
> gaming coming back from the brink of death.
I believe that's the 3rd or 4th time in the past couple months that we've had extended T with 12+ players and such.
No, it's not good, and it's not going to sustain the game. Playing more once in a while will sustain the game until we can make it more attractive to newbies. :)
My stats don't reflect it. And, to be quite honest, I disabled my
t-mode alert system many months ago and I rarely ever look at a plist
and my days of camping on the server are over so I really have no way
of knowing when there might be t-mode or even critical mass to form
t-mode.
I will probably drop the cacti graphs as well at some point, especially
since I apparently am blocked from the tard server's plist port.
All that being said... I still maintain that the game's dead :)
> No, it's not good, and it's not going to sustain the game. Playing
> more once in a while will sustain the game until we can make it more
> attractive to newbies. :)
I have little desire to play at all; and unless the people playing are
actually playing and not the normal run-of-the-mill "watch me run away
and fart torps at you" twinks I can't picture that changing.
I hope for the sake of those that have some misguided delusions about
the game coming back from the dead that playing hours do indeed continue
to pick up. Hell, it would be hard for it to be any worse than the _no
players_ that was the case for the past many months.
But until the rogue and extraneous servers get removed from the metas I
don't see anything really changing nor do I see anyone in a position to
do something about it wanting things to change.
Same old shit, just a different day.
*shrug*
John
--
<@rattle> I am fully confident that the cisco feature train is maintained by a
schizophrenic sadist.
Troll much?
Troll much?
Nah, James and Karthik have been around much, much longer. You did get
the 'old' part right, though :)
Truth be told I started losing interest when I was put through the third
degree when I offered services to replace the dead infrastructure in the
netrek.org core. Hell, even getting wiki.netrek.org setup was really
more trouble than it was worth. I kept going as I thought that there was
hope for the game. But nothing ever changed. Bill continued to be permitted
to crap all over the game. Extraneous servers are allowed to remain on
the meta. And the metas themselves remain open. The single best thing
to happen in the past few years was the dissolving of the of the NIT;
again I though things might change. But it's just status quo as normal
except without Carlos.
Hint - it will never, ever change.
> sustaining the game up until it's player base train wreck a few months
> ago. If it's not more obvious that the game is dead than the fact that
> we've had extended T-mode some four times or less in the past couple
> of months, then I don't know what is.
It's been dead for far, far longer than the past few months.
And I place this firmly on the backs of Bill and those that thought that
their views on "openness" were good for the community. Yeah, well, we
see where that got us. Good job.
John
--
What happened should never, ever have happened. The families of those who
died should not have had to live with the pain and hurt of that day, and a
lifetime of loss.
-- Prime Minister David Cameron of Britain, apologizing for the Bloody Sunday
killings of 14 unarmed demonstrators by British soldiers in Londonderry,
Northern Ireland, in 1972, New York Times, 16 June 2010
Don't know wtf you're talking about much?
John
--
I don't know why everybody is running to buy these expensive and useless
machines. I can overcome the body scanners with enough explosives to bring
down a Boeing 747. That's why we haven't put them in our airport.
-- Rafi Sela, Israeli airport security expert, referring to Tel Aviv's
Ben Gurion International Airport, addressing Canada's Parliament,
22 April 2010
Last week, two others and I taught 24 teenagers how to play Netrek at a
technology holiday camp. They had a great time learning. The last game
was a leaders vs campers, and the leaders genocided the campers 40
minutes in.
An Android app for being told about Netrek sounds great, has anyone
reviewed the code yet?
--
James Cameron
http://quozl.linux.org.au/
On Sun, Oct 9, 2011 at 11:48 PM, Jared Thirsk <jth...@shaw.ca> wrote:
>
> I for one dream of its rebirth.
--
Zach
http://www.fidei.org
Excellent. A regular Sunday game could be the base we can build from
to revive netrek pickup. I will be there next weekend!
> Last week, two others and I taught 24 teenagers how to play Netrek at a
> technology holiday camp. They had a great time learning. The last game
> was a leaders vs campers, and the leaders genocided the campers 40
> minutes in.
Woot.
> An Android app for being told about Netrek sounds great, has anyone
> reviewed the code yet?
Ah good point.
--
Zach
http://www.fidei.org
> On Sun, Oct 9, 2011 at 11:46 PM, James Cameron <qu...@us.netrek.org> wrote:
>> Well, I had a nice game today on pickled, twice in fact, we even had a
>> queue at one stage. Thanks for playing, those who did.
>
> Excellent. A regular Sunday game could be the base we can build from
> to revive netrek pickup. I will be there next weekend!
…T is still ongoing (with 12 players at the moment), after 3.6 hours. I think we'll end up with more player-hours than last week by a good bit.
On Mon, Oct 10, 2011 at 12:03 AM, Karthik Arumugham <kar...@karthik.com> wrote:
>
> …T is still ongoing (with 12 players at the moment), after 3.6 hours. I think we'll end up with more player-hours than last week by a good bit.
>
> --
> To post send mail here: netrek-...@googlegroups.com
> More info: http://groups.google.com/group/netrek-forever/
> Nota bene: Please be civil and treat list members with respect.
>
--
Zach
http://www.fidei.org
Stop top-posting :(
I'll take that bet. Say... $1000 USD?
John
--
It's probably tough to count votes when you're in a cave.
-- Defense Secretary Robert Gates, on the 7 weeks it took Al Qaeda to name
Ayman al-Zawahri to succeed Osama bin Laden, final Pentagon press
conference, 16 June 2011
s/week/the past few months/
John
--
<zu22> i've talked with Jesus several times
<zu22> i even touched his robe
<zu22> and arch angels have appeared to me
<zu22> such as Gabriel and Michael
<zu22> they trained me in battling demons
<zu22> this was 2 years ago
<zu22> yeah i better not say anymore
<zu22> you guys aren't ready
Simply making a Java client that was usable in a web browser, that
would connect to current servers, would probably be a boon to getting
players. Heck, has anyone ever tried a Flash client? Would it be
possible? I don't know enough to answer that myself, but if it were
possible, even just putting a Flash client on Kongregate would be a
great plan for at least getting people to try the game.
-Allen Tipper
Insert witty .sig here
I know I would be interested in points 1, 2, 4, and 5.
The problem
with a mobile client is that it simply isn't possible to make a usable
method of input on Android and have anywhere near the current
complexity of the game, which is a lot of why I enjoy the game as much
as I do.
However, rewriting a new version essentially from scratch may
be worthwhile, and making it run within a browser is certainly
possible and sane.
I'm a fellow coding professional myself, and
although I do know C/C++ in general, my knowledge of them is pretty
limited. I'm far better with Java and Python.
Simply making a Java client that was usable in a web browser, that
would connect to current servers, would probably be a boon to getting
players.
Heck, has anyone ever tried a Flash client? Would it be
possible?
We ran the server on 64bit for a long time without incident other than
bots which was solved with a -m32 in CFLAGS. The reason is that when
the server core was made to be 64bit compliant the bots were not
modified in a similar manner. The common bot code does not use the same
headers as the server core and the code bases diverged. Patches to
resolve that issue have been welcome for a long time.
> The server setup itself is archaic.
Editing a couple files is archaic?
> Re-starting the server
> multiple times gets you banned from the metaservers, and there is no valid
> reason for that.
DOS protection. While it _may_ be a little too sensitive (to be fair
I've not looked at that code in many months) it is there for a necessary
purpose. There is no reason for rapid server restarts; if you are doing
development or initial server setup don't solicit the metas. Even
better, don't add unnecessary servers to the metas at all.
> And my requests for help were answered with "patches
> welcome". We all know that "patches welcome" is another word for "sod off",
That's not true at all. _You_ may interpret that saying as such, the
rest of us didn't.
> so I did. Now before you sort me into the clueless drawer, I am a fulltime
> software dev, I do code in C/C++ (though mostly Java professionally these
> days), and I do participate in community projects such as coding for EECH (
> eechcentral.com)
> I'm not an expert in the intricacies of 32 vs 64 bit problems and the kinds
> of responses I got didn't exactly motivate me.
I do believe you were told of the -m32 issue, were you not? I know you
were asking questions back then and I even remember spending some time
with you on the issue and then you just disappeared. I 'spose I can go
look through my logs and refresh my memory.
> Heck there's almost more conquest players than netrek players these days,
> and no wonder - setting up a server is a breeze, and if you find a bug the
> maintainers patch it.
Setting up a netrek server takes about 30-45 minutes if it is your first
time; this is not overly long.
> Here's my two cents, my suggestion for a roadmap to revive Netrek:
>
>
> 1) Start from scratch.
Then it's not netrek.
> Seriously, ditch the code. There simply can not be a discussion about
> whether or not it "works fine".
Of course there can not be. It works; whether it works "fine" or not is
another story but the facts are:
1) "Fine" is subjective.
2) It's worked for over 20 years.
2) There are active servers and if it didn't work there could not be.
> 2) Do a cross-platform implementation that's playable on the browser
> There's a reason why Minecraft was a success, but Infiniminer wasn't: No
> matter what system, you just go to that website and play the game right from
> the webpage. I'm completely aware that I'm biased towards Java here (despite
> what Oracle is doing to it right now) but that's just my suggestion here.
> Scala would be an idea too, I must say that I'm learning to love this
> language.
This comes up all the time. I wish you luck but considering the track
record of java clients I feel it's pointless. If it was doable people
would have already done it. There has yet to be a fulling working
netrek java client. Yeah, I know. "Start from scratch." And again,
it's no longer netrek.
> 3) Think about a mobile version from the start
> See 2. - and if you write in Java, doing an Android version is that much
> easier.
Impossible due to HID limitations. Unless you stupify the game. And,
once again, not netrek.
> 4) Encourage and support server operators
> Having more servers is good, not bad.
This can not be further from the true. Server and player base
fragmentation is a long known and documented problem that has done as
much if not more to kill netrek than any other single factor. This
dates back to the bot servers in the mid 90s and still holds true today.
> Consolidating servers makes sense if
> you have an MMO with 1000 players on three servers, so you end up with one
> server with 3000 players. But if you have 0 players, like Netrek currently
> does, then fewer servers don't help. More servers give people a choice so
> they can pick something that has a good ping near them. But of course you
> need to do 1, 2 and 3 first.
This is mostly patent nonsense. A difference of 20-30 ms only matters for
the very best df'ers; for the majority of the rest of the player base it it
totally irrelevant. If you are talking a significant difference, say in the
60+ ms range, that is another story. And at that point it's really a
global issue of having a regional server in Asia, Europe, Australia,
etc. At this point netrek isn't suffering from that particular problem.
> And remove the meta-ban on too frequent updates, or at least raise the limit
> so that troubleshooting sessions don't get the new server banned before it's
> up.
Stop soliciting the metas if you are developing or troubleshooting.
> So the question is... who of you would be interested?
> >Stop top-posting :(
>
> If that's what riles up people here, I don't have much hope...
Top-posting on mailing lists is idiotic and in 99 out of 100 times due
to no other reason than pure laziness.
John
--
One original thought is worth a thousand mindless quotings.
-- Diogenes of Sinope (412 BC - 323 BC), Cynic philosopher of ancient Greece
At that point, it seems superfluous to me. However, if we're coding it
in Java anyways, it wouldn't be that hard to put up an Android port of
a decent Java client, if it were coded in a sane manner.
>>
>> However, rewriting a new version essentially from scratch may
>> be worthwhile, and making it run within a browser is certainly
>> possible and sane.
>>
>> I'm a fellow coding professional myself, and
>> although I do know C/C++ in general, my knowledge of them is pretty
>> limited. I'm far better with Java and Python.
>
> In the browser, Java Webstart makes a lot of sense to me, so that should be
> no issue ;)
>
Another idea to think of for a "quicker fix" to get in-browser play,
at least in Google Chrome, might be nativeclient. I plan on taking a
look at it more seriously when I wake up after finally getting to bed.
For more info, look at http://code.google.com/p/nativeclient/
>>
>> Simply making a Java client that was usable in a web browser, that
>> would connect to current servers, would probably be a boon to getting
>> players.
>
> Frankly I'd shoot for a complete rewrite, including the server. Did you take
> a look at the server code? It looks exactly like you'd expect from a piece
> of software grown over many years and with many cooks in the kitchen.
>
I haven't, yet, as John so eloquently said, at that point it's not
Netrek. It might be based on Netrek, but it's really a different
thing. It might be an awesome thing, but it's definitely not Netrek.
>>
>> Heck, has anyone ever tried a Flash client? Would it be
>> possible?
>
> Flash is very limited. I had some bad experiences running into walls of the
> API in actionscript recently... I'm not saying it's impossible, but it's
> certainly a fairly limited thing. Plus you can't just offer a desktop
> version (unless you go the hacky route of packing a flash file in an
> executable)
>
I'm not a big fan of Flash myself, but it does seem to be something a
lot of folks are using for games in the browser these days.
>
> --
> To post send mail here: netrek-...@googlegroups.com
> More info: http://groups.google.com/group/netrek-forever/
> Nota bene: Please be civil and treat list members with respect.
>
Also, in general, John made (at least) one other good point in his
post: we really don't need more servers so much as more players on the
servers we have. When we struggle to get one T-mode game a week, and
the fact that it happened two weeks in a row was impressive, it tells
me that we need to get all the people logging into one server.
It does give me one idea, though: queues are bad, if we start having
them happen too much. A cool thing that might be able to be added to
the server code is to allow a server to fork games, and run two games
at once. Even better if when this happens players from both games can
talk to one another. Just a random idea.
On Mon, Oct 10, 2011 at 10:01:54AM +0200, Toumal Rakesh wrote:We ran the server on 64bit for a long time without incident other than
>
> When I tried to set up a server months ago, I found the code to be broken on
> 64bit platforms.
bots which was solved with a -m32 in CFLAGS. The reason is that when
the server core was made to be 64bit compliant the bots were not
modified in a similar manner. The common bot code does not use the same
headers as the server core and the code bases diverged. Patches to
resolve that issue have been welcome for a long time.
> The server setup itself is archaic.Editing a couple files is archaic?
> Re-starting the serverDOS protection. While it _may_ be a little too sensitive (to be fair
> multiple times gets you banned from the metaservers, and there is no valid
> reason for that.
I've not looked at that code in many months) it is there for a necessary
purpose. There is no reason for rapid server restarts; if you are doing
development or initial server setup don't solicit the metas. Even
better, don't add unnecessary servers to the metas at all.
> And my requests for help were answered with "patchesThat's not true at all. _You_ may interpret that saying as such, the
> welcome". We all know that "patches welcome" is another word for "sod off",
rest of us didn't.
> so I did. Now before you sort me into the clueless drawer, I am a fulltimeI do believe you were told of the -m32 issue, were you not? I know you
> software dev, I do code in C/C++ (though mostly Java professionally these
> days), and I do participate in community projects such as coding for EECH (
> eechcentral.com)
> I'm not an expert in the intricacies of 32 vs 64 bit problems and the kinds
> of responses I got didn't exactly motivate me.
were asking questions back then and I even remember spending some time
with you on the issue and then you just disappeared. I 'spose I can go
look through my logs and refresh my memory.
> Heck there's almost more conquest players than netrek players these days,Setting up a netrek server takes about 30-45 minutes if it is your first
> and no wonder - setting up a server is a breeze, and if you find a bug the
> maintainers patch it.
time; this is not overly long.
> Here's my two cents, my suggestion for a roadmap to revive Netrek:Then it's not netrek.
>
>
> 1) Start from scratch.
> Seriously, ditch the code. There simply can not be a discussion aboutOf course there can not be. It works; whether it works "fine" or not is
> whether or not it "works fine".
another story but the facts are:
1) "Fine" is subjective.
2) It's worked for over 20 years.
2) There are active servers and if it didn't work there could not be.
> 2) Do a cross-platform implementation that's playable on the browserThis comes up all the time. I wish you luck but considering the track
> There's a reason why Minecraft was a success, but Infiniminer wasn't: No
> matter what system, you just go to that website and play the game right from
> the webpage. I'm completely aware that I'm biased towards Java here (despite
> what Oracle is doing to it right now) but that's just my suggestion here.
> Scala would be an idea too, I must say that I'm learning to love this
> language.
record of java clients I feel it's pointless. If it was doable people
would have already done it. There has yet to be a fulling working
netrek java client. Yeah, I know. "Start from scratch." And again,
it's no longer netrek.
> 3) Think about a mobile version from the startImpossible due to HID limitations. Unless you stupify the game. And,
> See 2. - and if you write in Java, doing an Android version is that much
> easier.
once again, not netrek.
> 4) Encourage and support server operatorsThis can not be further from the true. Server and player base
> Having more servers is good, not bad.
fragmentation is a long known and documented problem that has done as
much if not more to kill netrek than any other single factor. This
dates back to the bot servers in the mid 90s and still holds true today.
> Consolidating servers makes sense ifThis is mostly patent nonsense. A difference of 20-30 ms only matters for
> you have an MMO with 1000 players on three servers, so you end up with one
> server with 3000 players. But if you have 0 players, like Netrek currently
> does, then fewer servers don't help. More servers give people a choice so
> they can pick something that has a good ping near them. But of course you
> need to do 1, 2 and 3 first.
the very best df'ers; for the majority of the rest of the player base it it
totally irrelevant. If you are talking a significant difference, say in the
60+ ms range, that is another story. And at that point it's really a
global issue of having a regional server in Asia, Europe, Australia,
etc. At this point netrek isn't suffering from that particular problem.
Stop soliciting the metas if you are developing or troubleshooting.
> And remove the meta-ban on too frequent updates, or at least raise the limit
> so that troubleshooting sessions don't get the new server banned before it's
> up.
> >Stop top-posting :(Top-posting on mailing lists is idiotic and in 99 out of 100 times due
>
> If that's what riles up people here, I don't have much hope...
to no other reason than pure laziness.
> a look at the server code? It looks exactly like you'd expect from a piece> Frankly I'd shoot for a complete rewrite, including the server. Did you take
> of software grown over many years and with many cooks in the kitchen.
>
I haven't, yet, as John so eloquently said, at that point it's not
Netrek. It might be based on Netrek, but it's really a different
thing. It might be an awesome thing, but it's definitely not Netrek.
>>I'm not a big fan of Flash myself, but it does seem to be something a
>> Heck, has anyone ever tried a Flash client? Would it be
>> possible?
>
> Flash is very limited. I had some bad experiences running into walls of the
> API in actionscript recently... I'm not saying it's impossible, but it's
> certainly a fairly limited thing. Plus you can't just offer a desktop
> version (unless you go the hacky route of packing a flash file in an
> executable)
>
lot of folks are using for games in the browser these days.
Also, in general, John made (at least) one other good point in his
post: we really don't need more servers so much as more players on the
servers we have. When we struggle to get one T-mode game a week, and
the fact that it happened two weeks in a row was impressive, it tells
me that we need to get all the people logging into one server.
It does give me one idea, though: queues are bad, if we start having
them happen too much. A cool thing that might be able to be added to
the server code is to allow a server to fork games, and run two games
at once. Even better if when this happens players from both games can
talk to one another. Just a random idea.
On Mon, Oct 10, 2011 at 10:01:54AM +0200, Toumal Rakesh wrote:
> When I tried to set up a server months ago, I found the code to be
> broken on 64bit platforms. The server setup itself is archaic.
We have this documented. It follows the GNU package standards;
configure, make, install. These standards are not archaic, they are in
regular use by tens of thousands of software packages.
But I've checked the mailing list archives at
http://mailman.us.netrek.org/pipermail/netrek-dev/ and your 64bit
problem was with the add-ons, not the core. I'm tempted to remove the
add-ons and leave them in a separate package, as they haven't had the
same level of code review.
> Re-starting the server multiple times gets you banned from the
> metaservers, and there is no valid reason for that.
There is a valid reason, and it is documented in the metaserver code,
which is also open for review. See "check for flooding" in scan.c.
> And my requests for help were answered with "patches welcome".
Not so. I checked the mailing list archives just now to make sure. I
tried really hard. Sorry I didn't try hard enough, but if you have a
problem with that, why not talk to me instead of flaming me on the
player mailing list?
I see myself as entirely responsible for the server code base, and I'm
sorry it didn't meet your expectations of quality, but on the other hand
I don't see any way that I can do so ... your expectations are hard to
fathom and seem to shift.
What you say has offended me in particular because I thought I had taken
so much care to respond to your problems last year, and because I am
the maintainer of the server code.
On Mon, Oct 10, 2011 at 10:01:54AM +0200, Toumal Rakesh wrote:
> When I tried to set up a server months ago, I found the code to beWe have this documented. It follows the GNU package standards;
> broken on 64bit platforms. The server setup itself is archaic.
configure, make, install. These standards are not archaic, they are in
regular use by tens of thousands of software packages.
But I've checked the mailing list archives at
http://mailman.us.netrek.org/pipermail/netrek-dev/ and your 64bit
problem was with the add-ons, not the core. I'm tempted to remove the
add-ons and leave them in a separate package, as they haven't had the
same level of code review.
> Re-starting the server multiple times gets you banned from theThere is a valid reason, and it is documented in the metaserver code,
> metaservers, and there is no valid reason for that.
which is also open for review. See "check for flooding" in scan.c.
> And my requests for help were answered with "patches welcome".Not so. I checked the mailing list archives just now to make sure. I
tried really hard. Sorry I didn't try hard enough, but if you have a
problem with that, why not talk to me instead of flaming me on the
player mailing list?
I see myself as entirely responsible for the server code base, and I'm
sorry it didn't meet your expectations of quality, but on the other hand
I don't see any way that I can do so ... your expectations are hard to
fathom and seem to shift.
1) Start from scratch.
Seriously, ditch the code. There simply can not be a discussion about whether or not it "works fine".
2) Do a cross-platform implementation that's playable on the browser
There's a reason why Minecraft was a success, but Infiniminer wasn't: No matter what system, you just go to that website and play the game right from the webpage. I'm completely aware that I'm biased towards Java here (despite what Oracle is doing to it right now) but that's just my suggestion here. Scala would be an idea too, I must say that I'm learning to love this language.
3) Think about a mobile version from the start
See 2. - and if you write in Java, doing an Android version is that much easier.
Considering that your ideas may all be technically possible, who is going to dedicate the man-hours to completely recode the server base, build a Java or otherwise interface for a website, and build and maintain an Android/iOS client, all for a next-to-dead game? Also, if you recode the server, you'll also probably have to do some reworking on the client side for the three (or four, if you count pygame) clients that we have "actively" in development. It would take the few people that are willing to do this a very long time to accomplish this.All three of your ideas have been brought up multiple times in the past. A few have been attempted but failed, others were shot down before they ever got out of the idea stage. The problem is that it's simply not feasible to do what you're proposing with the small development base that we have now, and the existing developers have other things to worry about than, for all intents and purposes, recoding a dead game. There's no point if what we have now works and it's worked for over 20 years, so why put such a dramatic time investment into something that probably will never revive from it's current state?
Another option is a middle of the road approach that QuakeLive uses.
Play is driven from a web interface, but a a small local client is
installed once, well it is updated infrequently as well, which IIRC
uses Direct X so you can take advantage of your graphics card, so the
web interface is a sort of bridge passing data. Netrek is not very
graphics intensive currently, but a newer netrek might want more
polished graphics. If this really happens, and that is a huge if, I
think that we allow players to setup profiles online and be able to at
any moment see their complete stats, and the stats would be publicly
viewable by anyone. We might also want to borrow from the
achievement/medals model which has been so popular in recent years in
online gamin. I think CoD was one of the main popular games to push
this. So every time a player earns an achievement they will get a
medal or something on their profile. Some would counter that, "stats
don't matter." While this is true at higher levels of gameplay for
newbies and even for a large percentage of any popular playerbase,
perhaps even a majority, stats are something cool which they want to
see, and they want to see their friends' stats. As others have said,
such bold initiatives usually don't come to fruition. There have been
3 Java clients that I'm aware of at least. First was Robert Temple's
JTrek which was really old like Java 1.x-2.x, purely 2D, then there
was Nick Slager's GLTrek which used an OpenGL library, not a true 3D
client (MacTrek is much closer), but it had some 3D objects for
dimensionality, and IIRC used Java OpenGL bindings, then there was Jay
Corrales' OBSTrek which was a more basic observer only client. I know
there are a number of professional Java developers on the list so
perhaps this is a good path to take. Has anyone had experience with
Aviatrix3D?
--
Zach
http://www.fidei.org
> 4) Encourage and support server operators
> Having more servers is good, not bad. Consolidating servers makes sense if you have an MMO with 1000 players on three servers, so you end up with one server with 3000 players. But if you have 0 players, like Netrek currently does, then fewer servers don't help. More servers give people a choice so they can pick something that has a good ping near them. But of course you need to do 1, 2 and 3 first.
> And remove the meta-ban on too frequent updates, or at least raise the limit so that troubleshooting sessions don't get the new server banned before it's up.
I'm not going to address the other points, since others have addressed them quite a bit.
More servers splits the player base. If you do it to add choices for latency, then you get players with lower average latency perhaps…split amongst multiple servers.
As far as Bronco servers go, pickled is specifically where it is since that's the best location I've found to give players from all over the country (and Europe/Asia) the most fair overall latency. There are several other locations I *could* run pickled from, and have in the past, but the average latency/stdev of all players would go up. (Even if players in certain areas would drop.) I personally think that's a better solution to improving ping times with the number of players than tossing up servers.
We have two active Bronco servers as has been pointed out, and just pickled being full is a rare thing. There's not going to be a game on both at the same time. Adding more servers just adds more places that you might get 1 or 2 people sitting on for no reason…when you could instead have all 16 on a single server. If one server was regularly full and the other had a decent number of players, then yes, having more servers would be necessity. It is not, at the moment, and indeed harmful.
On Oct 10, 2011, at 4:01 AM, Toumal Rakesh wrote:
> 4) Encourage and support server operatorsI'm not going to address the other points, since others have addressed them quite a bit.
> Having more servers is good, not bad. Consolidating servers makes sense if you have an MMO with 1000 players on three servers, so you end up with one server with 3000 players. But if you have 0 players, like Netrek currently does, then fewer servers don't help. More servers give people a choice so they can pick something that has a good ping near them. But of course you need to do 1, 2 and 3 first.
> And remove the meta-ban on too frequent updates, or at least raise the limit so that troubleshooting sessions don't get the new server banned before it's up.
More servers splits the player base. If you do it to add choices for latency, then you get players with lower average latency perhaps…split amongst multiple servers.
We have two active Bronco servers as has been pointed out, and just pickled being full is a rare thing. There's not going to be a game on both at the same time. Adding more servers just adds more places that you might get 1 or 2 people sitting on for no reason…when you could instead have all 16 on a single server. If one server was regularly full and the other had a decent number of players, then yes, having more servers would be necessity. It is not, at the moment, and indeed harmful.
Toumal wrote:> Let me answer your first question: Who.
> Who is those who are interested in the game and want to see it
> revived. That means everyone on this list plus the folks outside who don't
> know about it yet, but would have to be brought in and enticed to join.
>> Why: Because I believe that netrek is pretty much timeless. It's
> a fun game.I am interested in seeing netrek immortalized, at least for another generation.I am a solo indie game developer working on something tangential: a commercial game that is inspired by netrek, and both "not netrek" and not netrek ...but hopefully awesome.I hope the netrek community can be sparked to renew life into netrek in a dramatic way, so I am trying to be careful not to distract from that. For me personally at least, I think it is worth it to consider is trying to establish some kind of direct commercial support for netrek, to at least solve the manpower issues and enable dreaming big enough to capture a larger and even mainstream audience. I envision a commercially self-sustaining (for-profit) game that has netrek as we know it today as a classic mod, and ideally given away for free (including game engine) in the spirit of netrek. (Ideally it would be cross-platform too.) As this mod would be from scratch, it would be "not netrek", but hopefully there would be enough resources to get it indistinguishably close to verbatim.As a fallback (which I don't personally see happening but who knows), or if the netrek community revived itself before the above happens (I'm hoping but not holding my breath), a benevolent commercially successful netrek-inspired game could give back to its roots by paying small chunks of money (or donating code or other infrastructure) to today's netrek developers. Of course, such a game could also advertise and encourage people to try netrek, at least until the creation of a verbatim replacement that everyone is happy with. (In the context of this group, 'everyone happy', even for small sets of everyone, seems like a humorous concept but I can hope.)
> I don't know if I can be that guy to drive the development a newGo for it! Get a thick skin (if you can tell from reading this list, you probably need it), take time to get a good vision, and run, dude.
> Netrek, I already am heads over tails in the further development of that
> website - but at the very least I'd be more than happy to contribute.
Quoting earlier ideas:> > 1) Start from scratch. Seriously, ditch the code. There simply can not be a
> > discussion about whether or not it "works fine".Unless you have grandiose plans (like me) I'm not convinced rewriting the server is a good idea (even as an OOP guy like you who thinks C is archaic). Unless you plan to change planet names, why in the world would you care whether they are hardcoded?
After peering around the code for a bit, the pragmatist in me rose up and appreciated that it does indeed work, and that is indeed enough unless you have a good reason why it's not (which you have yet to provide.)
I am a framework junkie and I also understand the exponential gains in building from a good framework (I have seen hundreds of thousands of development dollars wasted on bad frameworks, and spent hundreds of thousands of my employer's money creating new ones), but I have also learned that the only benefit of code beautification for its own sake is warm fuzzies when you are dreaming about code at night.
And for the next week/months/years when you're doing QA/bugfixing for no reason, you'll be cursing the decision. (Note: I am effectively rewriting everything so I definitely think it can be a good idea -- I'm just saying you need to prove your reasons.)
If you did totally rewrite something, I would think the server is fine and netrek is most lacking in clients (most urgently, at least - lots of things there to improve before thinking about the server, unless you have specific ideas for the server I haven't thought of).
Are there (m)any successful Java games? (Other than minecraft, I see now.)
Have you looked at Unity3D? It is a free/cheap top tier game engine and does Windows, Mac OS X, web (IE, Firefox, Chome and more) for Win/Mac, Wii, iPhone/iPad, Android, Xbox 360, PS3. Linux support is apparently in the works, though I'm not holding my breath. (I wonder what percentage of current netrek players use linux? (Although given the current size of the player base perhaps any percentage is negligible.))
A simple "delist my server please" would be too easy to forge. We have
had very hostile players in the past.
What you are probably missing is that the server to metaserver
solicitation protocol is entirely open and without authentication, so as
to achieve the lowest latency and the most up to date display.
It was designed in the days when computing a crypto key was reasonably
expensive stuff.
It might be redesigned to use public key crypto ... but for what
benefit? Ease of understanding? It's easy to understand now, just take
the time to do so.
> This is a free app I wrote to allow people to easily see who is
> playing Netrek at any given time.
This is great! However, the current version seems to require one to
proactively check the servers.
Could you have the app run in the background and alert the user when a
server either passes a certain number of players (user defined) or
attains T-mode?
People have their phones on them nearly all the time. Think of how
much more often critical mass would be achieved if folks were alerted
once just a handful of players were on a server.
Cheers,
Benjy
A simple "delist my server please" would be too easy to forge. We have
had very hostile players in the past.
It might be redesigned to use public key crypto ... but for what
benefit? Ease of understanding? It's easy to understand now, just take
the time to do so.
I'd also like to see icons used instead of only text. See
http://quozl.linux.org.au/gytha/0.7-servers.jpg for how I did it on the
cross-platform client.
I'm curious ... Andy, are you using the UDP query protocol or the TCP
query protocol? I look after the metaserver, you see, so I'm interested
in making sure it can handle the load of handsets. ;-} UDP is much
faster and consumes less data. It could also give us stats of usage,
which I can pass back to you.
Yes, you're right. An existing server shown by the metaserver can be
removed by someone forging a delist request with matching source
address, hostname, type and port. Glad to have this reviewed, thanks.
> Implying a lack of understanding on my part about this particular
> thing is not helping your argument.
You did not initially demonstrate a convincing level of understanding,
so I was obliged to consider it in order to get a response.
> I know there is no authentication involved there, but this statement makes little sense. Surely you have to agree that if one can forge the packet's source address for a delisting request, he/she can also forge multiple listing requests, thus flooding the meta and causing a false delisting. So if that's your fear, your solution doesn't protect you in any way, shape or form.
There are a wide range of attacks, such as source address spoofing, that could be used against Netrek. It was, obviously, developed in a friendlier era (as far as the Internet goes.) I was mildly concerned about solicit in general due to the very reason you give, but again, there are plenty of other attack vectors. So not worth the time to weed out minor ones like this, unless actively being exploited.
Since we've been limited in development resources, I think we've been focused more on things like looking for buffer overflows and the sort that could lead to the system the server or meta is on being compromised. That's much more of a concern to me than someone attacking the infrastructure (which, again, can be done in countless ways.)
Yes, it's a little silly that the rationale for not having a delist is to avoid spoofing, since as you mentioned, you can just flood it if you can spoof your source address. But there are a thousand other silly things in the code that are worse than that. :P
The quality of Netrek code is unimportant. So is the metaserver
delisting issue. The real problem with Netrek for the last decade or
more has been that no new leaders have stepped up to fill the void
that us old geezers left behind when we moved on to real life. It's a
shame that the FOCS/history/blame/whatever is being used to discourage
contribution at a time when any contribution at all could be helpful.
If you have the time and inclination to do something, I suggest you
just do it.
What will the implementation language be?
--
Zach
http://www.fidei.org
--
This conversation has moved far off-topic for this list. If you want to
contribute back to netrek, fine. If you want to talk about some
non-netrek variant this is the wrong place to continue.
John
--
Be in charge of your own destiny, or some one else will.
-- John Francis "Jack" Welch, Jr. (1935-), past Chairman
and CEO of General Electric
On Tue, Oct 11, 2011 at 02:28:17PM +0200, Toumal Rakesh wrote:This conversation has moved far off-topic for this list. If you want to
> Hey there, I tried to take a look at your game a while back actually but
> couldn't reach the server, is it still up?
contribute back to netrek, fine. If you want to talk about some
non-netrek variant this is the wrong place to continue.
I client that had a 3-D view option. The game would still be 2-d, but
give the view angle something
other than top down and give the ships 3D shapes and effects.
Also maybe a mode that just followed your ship from above and behind
looking forward.
You would still have the main top down play field on the side panel to
look at.
(this would not require any server code changes)
It could really enhance the playing experience (I know this from playing the
old Star Fleet Command on Pc's in the w95-w98 era in league play.. it
was only
2D but looked 3D)
I am not talking about 3D glasses etc.. just some perspective.
MaxFerret
In principle I say this are ideas are worth being considered, but coming
back to the topic, I thing what really would help will be an iPAD and
Android 3 client implementation.
Of coarse one would need to completely rethink the whole navigation to
gestures, but IMHO this are nowadays the devices where this kind of games
will be played by the mass.
Just my thoughts
Kurt (007)
I think an iPad or even Kindle Fire client would be lots of fun. Take
advantage of the technology, the built-in gyroscope can be used for
turning left or right, for more precise turns which are needed in
dogfighting you can have them touch the screen and just move their
finger in the angle they need, to fire torps single tap finger, to
fire phasers double tap or something. I had an idea where distance
would be used to calculate acceleration (and speed) based on a
distance vector. The shorter the distance from A to B, determined by
pressing a button and then tapping or whatever, the slower the
acceleration will be. So if you tap all the way across galaxy, which
would be very quick on a touch pad device, you will get the maximum
acceleration and reach warp 9. That way a user can intuitively learn
how to control speed through distance vectors and you don't need to
worry about defining speed keys.
--
Zach
http://www.fidei.org
Paul I've been in favor of this for a long time. It will make for a
more enticing gaming experience for newbies. More info:
http://en.wikipedia.org/wiki/Video_game_graphics#2.5D.2C_3.2F4_perspective.2C_and_pseudo-3D
--
Zach
http://www.fidei.org
Toumal I love your enthusiasm and discussion of close netrek variants
is within the list guidelines. I have updated the boilerplate to
reflect this:
Description
Discussion relating to netrek and organic variants:
* bronco - standard netrek
* chaos - wackiness
* hockey - PASS ME!
* paradise - more stuff
* INL - clue play
* sturgeon - insanity
* other forks and variants
So please stay and let the good discussion continue. I request we
create a new thread so that list members who don't want to follow this
discussion can just ignore/filter the new thread. I will start the new
thread after this post.
--
Zach
http://www.fidei.org
-Allen Tipper
---------------------------------
Insert witty .sig here
Welcome Allen. I think discussion of variants will end up helping
classic netrek. Strategies, practices, implementation ideas and
features that are discovered by thinking outside the box and pursuing
variants can later be incorporated into bronco clients. And what
bronco desperately needs is people playing. Player retention is still
the Holy Grail, but things are so anemic now that if no one is playing
at all, except for a handful or two of regular veterans, any
discussion of retention would be purely academic. If a variant takes
off and succeeds we can easily steer that playerbase toward classic
netrek. When I started playing around '94 the Golden Age of netrek was
already in its terminal phase and even then we had no problem
sustaining multiple concurrent bronco, hockey, chaos and paradise
games. The strong teamplay aspect, strategic richness and tactical
shoot 'em up fun is still there in netrek. We just need a new
generation of players to give netrek a chance. Once they get over the
initial learning phase and appreciate all three aspects of the game,
which takes time, a number of them will become diehard players and
possibly netrek evangelists! In the 90s most online gamers were
university students, but now we have millions of middle aged gamers,
even elderly gamers. We shouldn't be trying to appeal to the Call of
Duty: Black Ops or World of Wacraft crowd. Just focus on making netrek
easy to play (a web client is a must in my view), easy to configure
(all of the current clients suffer from UI problems - we need to adopt
an industry standard HUD display or something that players are
accustomed to using IMHO), aesthetically and aurally pleasing, and I
think we need to leverage social media
(buzz/g+/twitter/facebook/linkedin/etc...) so that new players can
easily share their new found enthusiasm for the game which will help
with adoption. Another feature which I think will help to win over
newbies is a unified, web-accessible stats system with
medals/achievements functionality and detailed publicly viewable
stats.
--
Zach
http://www.fidei.org
I agree, and this has been my plan now for about five years.
I've made COW on Linux much more usable, by adding a persistent entry
dialog, playing instructions, display of playing tips, and resilience in
the face of network disconnection or loss of UDP flow. Also got it
packaged into Ubuntu, and maintained the code against the continual
change of the compiler infrastructure.
I've written the new Gytha client, cross-platform, with a full-screen
dialog sequence, playing instructions, playing tips, and higher
resolution 2D graphics. It is written in a scripting language, and is
fairly easy to change.
For teaching the game in a classroom, which I do once or twice a year,
I've recently added some gradual discoverability scripting, so that the
teacher can avoid the distraction of weapons during the first few
minutes of the lesson plan ... allowing the lesson to focus on
elementary concepts like your position, the position of planets, of
other players, and how to move your ship.
Flattening the learning curve is important. Among 24 teenagers that I
taught last week, four of them needed guidance to realise that the
universe moved around them when they turned on their engines. They
thought they were stuck in the centre of the screen.
From: Toumal <toumal...@gmail.com>
> > Rewriting the entire code base doesn't solve Netrek's
> problems. Even
> > if we had had a redesign and reimplementation of the code 10 years
> > ago, the outcome would not have changed.
>
> I think this one deserves an answer.
>
> First of all, how do you know? Also, the history of netrek is
> one of
> rewrites, otherwise you guys would be playing Empire (or
> Conquest for that matter)
I'm confused now. Are you suggesting to make a different game that is loosely based on netrek?
Are you sure your skin is as thick as you think? You seem to getting flustered for no good reason and it makes you harder to follow. Relax...we all want to figure out the best approach(es) to moving netrek forward, and we are all grown up enough to deal with differing viewpoints.
> Second of all, the thing is that this is not just about
> rewriting the
> server at all cost, but there are real reasons for it. If all you
> concentrate on is the client, you're missing the big picture. For
> example, can you make new interesting pre-T-mode gameplay without
> modifying the server? No. Any gameplay change will require server
> modifications.Freedom to experiment with better pre-T modes is a great idea. It would have helped the discussion with me at least if you shared your 'real reasons' to start with, rather than say "let's rewrite thousands of lines of code and use unit tests and IOP.. it will be good, honest" :)Here's some logic. (Maybe it would help if we stopped speaking english.)- Low amount of development effort available => look for biggest bang for buck.- Expectation of a new long-term development arc => rewrite everythingI agree with both logical conclusions. It sounds like you only find the second scenario interesting, so I hope you succeed at it and find others to work with you.
- Biggest bang for buck (for a small development effort) is making the client look modern (like GC) with nice help screens and a smoother interface, I would think. Instead of server-side tutorials, simply make youtube videos (I think something like it exists already, but I'm sure it could be made more accessible, or embedded in the client).
- Biggest bang for the buck (given a small effort available) is not to rewrite the server to do the exact same thing and then run out of steam. That, my friend, is by definition exactly zero bang for the buck. I know you are imagining more, but it's your fault in this discussion for not laying out a nice roadmap of features that you hope for.
It's still to be seen how much development effort is available. As it stands now, even you admit it is not enough. My secret agenda: that you might entice more developers to join you if you talk up all the awesome things you hope to do, given a revamped codebase foundation.
> Doing a cross-platform client should be a no-brainer.> It's what made Minecraft a success while nobody even
> remembers the .net-jailed InfiniminerNot that I'm against cross-platform, but evidence I find here and on wikipedia suggests fragmentation was the downfall:
> (Yes there's mono, I know... good luck with that)Mono+Unity: Windows, OS X, web, iOS, Android, Xbox, Wii, proprietary set top boxes, and soon Linux (not that it matters much), on what's becoming triple-A game engine with a complete pipeline.... I don't think they need any luck
I admit I'm intrigued by Apache Mina. .NET lacks a lot of nice things in the Java world like all the great libraries under the Apache umbrella. I have no experience mixing Java with games, but Java could very well be a great choice, especially if you're the ringleader and you are comfortable with it.
Regarding concentrating on the client:> You still have multiple clients that look and feel different on every platform,> and a webstart-enabled client, [is something you can only> dream of]This appears to be an assumption on your part of what a client effort would omit.Furthermore, having a client look the same on two different OS's is not a benefitto the vast majority of users. "I just rebooted from Windows to Linux and it looksslightly different and I'm so confused! Gah! *ragequit*"I can see how a unified cross-platform client would benefit development time, which would in turn promote a higher quality client. But if improving development time was a goal I'd start by, oh, say, not rewriting the server ;) (But go for it dude)
> or a client that can spawn its own local
> server transparently for the user is something you can only
> dream of.I'm not sure why this would be hard.I haven't set up a server lately, or tried running it on Windows, but I would think it would be relatively low development effort to port it and have some mechanism to start a server with an appropriate config. But if you want to do a rewrite, just do it and I'm happy for you that it is that much easier. In my rewrite, I architected it to transparently start a server, as well as support in-client server to skip all netcode, and I'm happy.(Having players on local servers instead of public ones seems like going in the wrong direction, but I'm sure you have un-expressed reasons why you think it would be a good idea.)
> If you want to concentrate on the client, all you'll get is prettier
> sprites, maybe better controls and perhaps a nicer UI.My sincere concern here is that your efforts translate to a larger playerbase.Taking the other viewpoint, if you focus on the server, and you get:
...
Maybe I forgot some (I'm omitting 'change planet names without recompile'), but I honestly can't see these things causing a dramatic revival of the netrek playerbase. Do you?? I think co-op T would help a bit, just like I think pre-T bots have maybe helped a bit.
If you do your fancy server rewrite but still have clients that like an air traffic control application from the 80s, I still think players will still be scared to try it en masse. Java over the years has been known for having awful UI that nobody likes to use so if you have been in a Java world for the last several years maybe you don't get it ;).
- TutorialsI think tutorials would help a lot, as would simplified training game modes. To me this is the most compelling user-feature reason for a server rewrite, (but perhaps still an insufficent reason on its own, if I was to do it all myself.) And I think it would go hand in hand with a client UI that is not intimidating, that holds your hand with tooltips, and that has buttons that appear on-screen for dropping armies, etc., like GC. Since the client part could be done without a rewrite, I personally would start with it. Even if Toumal goes and spends a while working on a rewrite, other people could work on these features for a client.I am a little annoyed (but who cares) that you have seemed to be talking more about developer features than player features.
Facetious feature proposal: in addition to the red alert indicator in the client, you have a red alert indicator if someone breaks your CI build, and next to the player list you have a green-red light indicator to show which unit tests are broken, and a new macro for "Please ogg bug #1234".
I'm sure you and I and others could think of more improvements, but I think it would be helpful and inspiring to list them all. The thought of different features coming to fruition may appeal to different would-be developers and get them on board.
> Sure, the server works, but so do the currently available
> clients. By that rationale, there should be no change at all.
This statement is not helpful.
> Making nicer explosions or better keybinds in
> Netrek client XYZ is not going to yield a revival of Netrek.This is a strawman. There are prettier clients and I couldn't care less about nicer explosions. I unfortunately find the prettier netrek clients that have come along harder to look at (partly because they're in early development and have weird zooming. I think I did try a 3D aspect one that seemed harder to play with but maybe it takes getting used to. I mostly like GC). Often in games I wish I could simplify the graphics for a more distilled view.
> My last suggestion is that you folks decide what you want. The ones> who don't want change obviously can keep using their old stuff, the
> others could move on.Potential development streams coming out of these discussions:1) Toumal's plan of rewrite everything and add new features-) Need to list potential new features-) Need a mission statement-) Need to find enough devs to contribute2) Client improvements3) Server improvements4) Android/iOS app
Thanks Zach for clarifying list topics. At some point, perhaps after a mission statement is established and an initial team gets on board, I think it might make sense for discussion about a rewrite to be split to a different list. (Of course, it would be natural anyway to have a dev list.)
It could be a multi-year effort before it successfully recreated netrek (assuming it even tried, Toumal's intentions are unclear to me) and it would detract from those who wanted to work on 2, 3 or 4 above and make for an uncomfortable list atmosphere of mixing old and new. I may not have time to contribute code right now (since I'm doing my own rewrite) but I would be interested in following and discussing it, and would prefer an email list environment that did not mix two distinct thrusts so I didn't have to worry about annoying people who didn't care about a rewrite effort, or who do not care about it until it is like netrek. But discussion of both GC and a non-netrek rewrite (until it became a netrek clone) would always be on topic as case studies that relate to potential netrek improvements.
There is NO meaningful hope of directly attracting the PC (WOW, FPS, etc) / PS3 gamer crowd ... accept this, deal with it and move on
Netrek's only revival hope is to attract the Motorola-droid-1,2,3/LG-Ally/Samsung-Epic/Stratosphere/etc keyboarded-android-users and the various tablet usersAND get them addicted to a single-player-game-with-lots-of-quasi-independant-bots and tell them to go to netrek.org for the multiplayer experience.
Thanks.
> (I saw in the Galactic Combat game that there was a dedicated artist.
> I especially liked the layout for the help screen: nice layout, font
> size and whitespace, although it may be a lot harder to do in netrek.)
It didn't seem too difficult to improve the layout in Netrek. Have a
look at Gytha. http://quozl.linux.org.au/gytha/ ... has screenshots so
you can see some of the layout, font sizes, and whitespace. These
screenshots are slightly unrepresentative, as I've captured them at
800x800 pixels. It looks a bit different on the standard size of
1000x1000 pixels. Also, the screenshots are missing the subgalactic
view added in the latest version.
Have you an example of the layout in Galactic Combat?
In what way is Gytha immature? In the context of features you need
before you would write for it. I'm interested, for prioritisation of
planned work.
My Two cents,
Hi guys,
I gave up playing when I moved to Australia but I still love the game and play when I am back visiting in Canada.
I think what we would need to do would be to first establish a steering committee
The steering committee will then:
1) Establish a timeframe where by all suggested can be submitted for the new project (see if we can canvas as many people who have seen netrek as possible)
2) What should be the high level goals of the project (This might include technical goals, marketing goals)
3) Understand what resources are available (Programming, Graphics, Marketing, Financial if any)
4) The committee would then vote on which features netrek should have
5) The committee would then vote on which technologies can best meet the requirements
6) Next set a timeframe to achieve these goals
7) Set up a meeting schedule
8) Next assign / volunteer the resources to implement the functionality
9) Get backup strategies for when planned resources suddenly become unavailable
If you have any suggestions on this approach or feel I have missed something please let me know. I would also like to know if you think this approach would work.
As for me personally I think it would be get more players if:
Netrek was very pretty and had a 3D look to it
It had better sound and nice voice overs for each of the different races (my friend does a good Klingon voice)
It could be played through a web browser and from a client
Players from higher ranks can give you accomodations
You can get achievements like: 'geno in under 20 minutes' 5 times, MaxKills > 10 3 time, Took last planet 6 times, Dooshed a carrier with 10+ armies 50 times etc…
It could be played in single player or multi player mode
Different websites could have different modes i.e.
Ensign mode you can only dogfight
Lietenant mode tractors pressors shields and repair mode become available
Captain mode orbiting is done automatically so is beaming up and down armies and bombing, messaging is enabled
Admiral mode = the Normal Netrek that we all know and love
Whenever you reach a new level it tells you what your new abilities are
Yours,
Craig "happyfish" Cameron
Flame away.
Nice to hear from you again. Yes, organisation would be useful, please
continue to push it.
I agree playing from a web browser is essential. I haven't got a good
grasp on how to implement it. ;-) I have noticed that people like
large downloads though. There's a higher perceived value for a game if
the download takes a while.
Gytha has achievements. It prevents on-death refit to anything but a
cruiser until the player has died enough times, then they are granted
access to assault ship and scout. They have to die even more times
before they are given access to battleship and destroyer. The kids at
camp called them "ship upgrades".
(When asked "how do I get the upgrade", we told them "die more often",
and they asked "why is that?", and we pointed out that their explosion
was the best weapon they had, and if they aren't firing this weapon
properly they need to learn how).
The refit at home planet or base was never prevented though. ;-}
The playing tips also serve as useful "non-upgrade" warnings, but I'd
like to see them formalised as icons down the side of the screen.
Player list is missing, but frankly it hasn't proved useful yet to the
new players. They are encouraged to use 'i', and actually look at the
galactic.
Graphical dash was most requested feature at camp last week. Shouldn't
be difficult.
There's a subgalactic, overlaid on the tactical on the bottom left
corner, but it doesn't include ship numbers, only team colours.
> I'm not sure how easy it is to add GUI stuff -- have you considered
> using a (themable) gui library, like Gtk? I'm not sure how/if it
> would work in your case.
Yes, considered GTK+ (PyGTK), I'm reasonably familiar with that because
of my Sugar work. But it isn't so easy to do blits and blends. I've
also considered Cairo, and did some prototyping with another developer.
What convinced me in the end was cross-platform support. GTK+ sometimes
doesn't look particularly good on Windows.
Ripping out the Pygame rendering and substituting OpenGL probably
wouldn't be all that difficult.
>>> I dream of that also. Netrek will rise from its ashes like a
>>> glorious phoenix! A new generation of developers will lead the way hehe.
>>
>> I'll take that bet.� Say... $1000 USD?
>
> Betting for or against? �I am betting a chunk of my life savings on it.
Betting that something will never happen is a bet that can only be lost.
So if someone wants to bet me 1000 USD that netrek will never once again
get an active community (let's define that by having one season in a
league with at least 8 teams) then that's a bet I'd love to take.
--
Niclas
You're on with one stipulation. Must occur in the next couple of years.
Netrek is dead. Has been for a long time. I still graph contact usage
and it's effectively flat-lined.
John
--
It's like picking a team when you really don't want to root for either
team.
-- Kristin Johnson, 23, on the two political parties, New York Times,
3 September 2010
Tis tragic.
--
Zach
http://www.fidei.org
It is what it is. It's not ever coming back. Pull the plug, let it
expire already.
John
--
<zu22> Hellow: bears are wonderful animals
<zu22> I love bears!
<zu22> I want to feed them marshmellows.
Do you think if it dies completely it could be rebooted in the future?
--
Zach
http://www.fidei.org
Only if one were to get an exhumation order. The proper thing to do is
pull the plug; let it expire; give it a nice burial; move on with life.
John
--
Motivation is the art of getting people to do what you want them to do because
they want to do it.
-- Dwight D. Eisenhower (1890-1969), Thirty-fourth President of the USA
Yep :)
John
--
The things that will destroy America are prosperity-at-any-price,
peace-at-any-price, safety-first instead of duty-first, the love of soft
living, and the get-rich-quick theory of life.
-- Teddy Roosevelt
> On Mon, Jan 09, 2012 at 01:34:46PM +0100, Niclas Fredriksson wrote:
>>
>> Betting that something will never happen is a bet that can only be
>> lost. So if someone wants to bet me 1000 USD that netrek will never
>> once again get an active community (let's define that by having one
>> season in a league with at least 8 teams) then that's a bet I'd love
>> to take.
>
> You're on with one stipulation. Must occur in the next couple of years.
I guess you and I have different definitions of never.
If I could play from the sofa with the computer in my lap or on the subway
on my way to the gym I'd totally start playing again.
--
Niclas
You'd be playing against bots :/
John
--
What lies behind us and what lies before us are tiny matters compared to
what lies within us.
-- Ralph Waldo Emerson
Do you have a tablet computer?
--
Zach
http://www.fidei.org