Ta3D ver.0.4.0 is out! Anyone wanna help?
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That is uncalled for. What's to say Linux developers should just drop all their development and work on Microsoft's projects for free [or vice versa]?Satirik wrote:useless project ... you should improve spring and make OTA campaign for it instead of doing a new useless engine
edit : wasted skills and time
EDIT: Nvm, repeat of what everybody else is saying: Satirik, that was a stupid comment.
Satirik. By saying that you have possible cause for offense not just for the TA3D developers, but for the spring developers too.
Namely, why should TA3D developers waste time on another engien when theyc an work on spring, if spring developers have formed the Command Engine project? Stating that springs internals are horrible and there is a lot nobody understands and lots of bad programming practices resulting from when SJ was first learning about OpenGL and C++.
You have demonstrated a complete lack of tact and understanding of spring and TA3Ds internals and the reasons why people have done things. In future just keep your trap shut or say nice things, you have a habit of causing an uproar and a great mass of e-drama unnecessarily.
In th meantime both TA3D and Sprign are Opensource GPL projects. There is no reason there cant be code exchanges between the two projects.
Namely, why should TA3D developers waste time on another engien when theyc an work on spring, if spring developers have formed the Command Engine project? Stating that springs internals are horrible and there is a lot nobody understands and lots of bad programming practices resulting from when SJ was first learning about OpenGL and C++.
You have demonstrated a complete lack of tact and understanding of spring and TA3Ds internals and the reasons why people have done things. In future just keep your trap shut or say nice things, you have a habit of causing an uproar and a great mass of e-drama unnecessarily.
In th meantime both TA3D and Sprign are Opensource GPL projects. There is no reason there cant be code exchanges between the two projects.
Especially AI btw.In the meantime both TA3D and Sprign are Opensource GPL projects. There is no reason there cant be code exchanges between the two projects.
I'm wondering why they want to make there own AI instead of using a spring one. One look at the spring AI development should make someone realise that a TA AI is not a trivial thing to do.
Taking the KAI or NTAI code for example and modifying it to use a different interface would maybe be a few days work.
lolIn future just keep your trap shut or say nice things, you have a habit of causing an uproar and a great mass of e-drama unnecessarily.
Less being an asshole, more mug of shut the fuck up.Satirik wrote:useless project ... you should improve spring and make OTA campaign for it instead of doing a new useless engine
edit : wasted skills and time
Of course, this project is an interesting one, and has different goals, good luck in reaching your goals.
Overall stability, solid netcode, online play, and a rich statistics output.
If you really want to be original, try to implement the following:
A broadcast system for games, both online and off. Pseudo-real-time. Example: Lets say we have a 3v3 going on between, say, tN and CN. Other people will want to watch it. Maybe dozens of other people - as its going on. But the host's machine and connection is completely occupied, on upstream and downstream.
So what happens is a few of the other players' machines transparently begin to multicast the battle to the desired specs outside of the battle. Now they're maxed out too. Well, the specs then in turn multicast to whoever else wants to watch.
For security/whatever reasons, in case of a paranoid group, the host could implement a "delay"; so that, for example, the multicasting and whatnot "starts", say, ten minutes after the game begins, so that the entire game is offset by ten minutes. Or maybe people don't care enough about the game itself, or everyone is trustworthy. So there is a 0 minute delay and the game is multicast live. Suddenly the whole playerbase online can see epic battlez.
And of course, the aforementiond Rich Statistics allows specs to pull up multitudinal information at any given time - shots fired by one team, metal produced, metal excessed, etc. all information written out to an intermediary stream so that if desired, an external app can process it in real-time.
Have fun implementing it! If you do, i will give you many internets B)
If you really want to be original, try to implement the following:
A broadcast system for games, both online and off. Pseudo-real-time. Example: Lets say we have a 3v3 going on between, say, tN and CN. Other people will want to watch it. Maybe dozens of other people - as its going on. But the host's machine and connection is completely occupied, on upstream and downstream.
So what happens is a few of the other players' machines transparently begin to multicast the battle to the desired specs outside of the battle. Now they're maxed out too. Well, the specs then in turn multicast to whoever else wants to watch.
For security/whatever reasons, in case of a paranoid group, the host could implement a "delay"; so that, for example, the multicasting and whatnot "starts", say, ten minutes after the game begins, so that the entire game is offset by ten minutes. Or maybe people don't care enough about the game itself, or everyone is trustworthy. So there is a 0 minute delay and the game is multicast live. Suddenly the whole playerbase online can see epic battlez.
And of course, the aforementiond Rich Statistics allows specs to pull up multitudinal information at any given time - shots fired by one team, metal produced, metal excessed, etc. all information written out to an intermediary stream so that if desired, an external app can process it in real-time.
Have fun implementing it! If you do, i will give you many internets B)
- SwiftSpear
- Classic Community Lead
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Cal HL matches have been using HLTV broadcasting since forever. It's a really nice way of doing things, since spec behavior is very low taxing and unessential to the running game, splitting spectators into separate hosted groups that don't feed any more information back/forth than the primary spec host to the main game mean many many many many people can spec a game without any negative effects at all to the players.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I've seen the delay time pulled down to about 30 seconds before successfully... but ya, delay time is generally used. It makes alot of things about playback alot safer/easier.hunterw wrote:HLTV also has an inherent 2 minute delay or so in order to prevent ghosting - a feature that should not be overlooked