Hello, for those of you who don't know/remember me I am Karumpa and a while ago, a few of my friends and I wanted to start our own world (Eventia). Well, that idea never got completed and the whole thing was scrapped. Now, since I have gotten a new computer, this liberates my PC and I want to host a world. Since I am an avid BF2 player I wanted to make a world similar to the best aspects of BF2, i.e: Lots of vehicles, tactics etc.
Therefore, if at all possible, my world will be a war/econ planet featuring, 2 teams/countries fighting each other, but the war will not only be fought with tanks, it will be fought with the economies and such because the country with the biggest and best war machine will produce a much more potent force than that of the other side. Furthermore, victory will be achieved when one of the countries' capitals will be captured or destroyed. Apart from those cities there may also be towns or outposts that will be user created. However, the latter will not be available to create for all players. There will be a hierarchy for both sides, much similar to a class system.
I need help, preferably from the devs on this, possibly because I may require a different client due to the fact that many of my friends will want to play on this world only and won't really use/comprehend the space trading aspect that also comes with the Universal experience; As an a-tractor player, I still prefer a good econ game than space trading
Thanks in advance.
Rising from the Ashes.
Re: Rising from the Ashes.
Ay karumpa!
Hello again :)
Anyway - that's something we ought to talk about if & when you get the world completed.
Until then, my guess would be that you'd need help on various other things too... content, settings etc etc. It sounds very ambitious, but perhaps you don't have in mind a "direct" copy of a game like battlefield... more something in that kind of spirit, but on a slightly different scale perhaps. To put it another way, our 3d engine isn't anything like as good as BF2's, so you're gonna be disappointed if you expect to recreate the same kind of fps feel. But take a step back, maybe make it third person, something like a cross between a fps and an rts... now, maybe we're talking. All sounds good anyway - would be interested to hear more about the plan.
f
Hello again :)
This is possible, but only likely if the world's such good quality, and stands up on its own as a game, and if mit agrees, and probably also if forms part of the galaxy nonetheless. The only real difference between the A Tractor client and The Universal client is its name, the graphic on it, and the absence of the space stuff as you know. But the worlds accessible through the Tractor client are equally accessible through the Uni client. Just to be clear.karumpa wrote: I need help, preferably from the devs on this, possibly because I may require a different client due to the fact that many of my friends will want to play on this world only and won't really use/comprehend the space trading aspect that also comes with the Universal experience; As an a-tractor player, I still prefer a good econ game than space trading :D
Anyway - that's something we ought to talk about if & when you get the world completed.
Until then, my guess would be that you'd need help on various other things too... content, settings etc etc. It sounds very ambitious, but perhaps you don't have in mind a "direct" copy of a game like battlefield... more something in that kind of spirit, but on a slightly different scale perhaps. To put it another way, our 3d engine isn't anything like as good as BF2's, so you're gonna be disappointed if you expect to recreate the same kind of fps feel. But take a step back, maybe make it third person, something like a cross between a fps and an rts... now, maybe we're talking. All sounds good anyway - would be interested to hear more about the plan.
I'd really rather you didn't: for one thing, you'll probably waste a huge amount of time trying to convert complex models with multiple textures/materials/submodels to a format we could use - and failing, most likely. For another - the most important thing - that's illegal and we'd have to slap ya :)fhko wrote:you don't know of a way we could hack the BF2's model omni-file do you?...
f
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
I wasn't really looking to copy the model...it's just a bit frustrating to see all these nice models at my fingertips and not be able to use them...
Speaking of half-decent tanks...
Tank and camouflage
I assume you need it as much as I do, Karumpa.
Speaking of half-decent tanks...
Tank and camouflage
I assume you need it as much as I do, Karumpa.
Well first things first, Im going to check and see if my router will colaborate... As for the graphics, no biggie, I wanted a 3rd person game.
Another thing, automated turrets/defences will be required to produce an atmosphere, so the other factions cant just walk in the other country's base while the other team has logged off.
Im not sure how much econ-based its going to be... I might just skip the raw materials. To make things fair I think I am going to implement some kind of reinforcement point as a resource required to build things, these points will be produced by government buildings... Im currently debating wether or not to have these distributed evenly amongst a faction or they could be available on a first come first serve basis.
Is it possible to say "capture" a building by adding some resources to it? i.e:Paratroopers or Marines... a small building would only require 1 or 2 while the more important buildings would require more. This also brings up a place for people who dont want to fight so much ( if there is such a case ) People could trnasport supplies, similar to stock & unstocking.
Another thing, automated turrets/defences will be required to produce an atmosphere, so the other factions cant just walk in the other country's base while the other team has logged off.
Im not sure how much econ-based its going to be... I might just skip the raw materials. To make things fair I think I am going to implement some kind of reinforcement point as a resource required to build things, these points will be produced by government buildings... Im currently debating wether or not to have these distributed evenly amongst a faction or they could be available on a first come first serve basis.
Is it possible to say "capture" a building by adding some resources to it? i.e:Paratroopers or Marines... a small building would only require 1 or 2 while the more important buildings would require more. This also brings up a place for people who dont want to fight so much ( if there is such a case ) People could trnasport supplies, similar to stock & unstocking.
sounds like it will be a great world.
yet another world making helping to the game make a leap towards looking like professionally made, pay to get game
Hopefully it'll become a registered world and if your router can't cope with it, i could host it for you for free. Either way, if it'll be high detail, it'll probably use large graphics, if you want i can set up an ftp account on tuwr for you to link the world downloads to so players can download the models etc much faster.
yet another world making helping to the game make a leap towards looking like professionally made, pay to get game
Hopefully it'll become a registered world and if your router can't cope with it, i could host it for you for free. Either way, if it'll be high detail, it'll probably use large graphics, if you want i can set up an ftp account on tuwr for you to link the world downloads to so players can download the models etc much faster.
-
- Posts: 534
- Joined: Thu Nov 23, 2006 3:20 pm
This would be very useful... i only hope it would work with the problem i have, which seems kinda unique from what i can seeMit wrote:Theres some new tech coming soon that means we can avoid a lot of the setup difficulties involved in routers etc. (Though, if you can, it'd still make things easier if you're able to open a specific UDP port for your world). Details will follow soon..
I dont know whether this is the case in your setup, but one of the common issues with setting up a world on a LAN is not the port forwarding, but the fact that some people cannot connect to their own IP from within the LAN. Hence why in the topic on 'http://theuniversal.net/forum/viewtopic.php?t=132' fooli has replied with details about the 'reroute.txt'.
This is something i have to use on my own setup. I have a server machine running worlds, I use a fixed port number and then I've set my router to open those particular port numbers to the server machine. Doing this allows others to connect, but if i try to use the gal to connect to my worlds, i don't get a connection.
To get round this i create a reroute.txt file in the clients folder, and add an entry that redirects all messages from my external IP (i.e. from my worlds on the server machine) to the internal LAN address (like 192.168.0.2). (Read fooli's post on doing that (or the stuff in the world owners manual) for details on how u set it up.)
All this is fine if, like me, you have a static IP address (so you dont need to keep changing the reroute.txt to reflect your new address). If you don't have a static IP, um, well, you're probably best off waiting till we start offering hosting worlds properly (later this year perhaps..)
This is something i have to use on my own setup. I have a server machine running worlds, I use a fixed port number and then I've set my router to open those particular port numbers to the server machine. Doing this allows others to connect, but if i try to use the gal to connect to my worlds, i don't get a connection.
To get round this i create a reroute.txt file in the clients folder, and add an entry that redirects all messages from my external IP (i.e. from my worlds on the server machine) to the internal LAN address (like 192.168.0.2). (Read fooli's post on doing that (or the stuff in the world owners manual) for details on how u set it up.)
All this is fine if, like me, you have a static IP address (so you dont need to keep changing the reroute.txt to reflect your new address). If you don't have a static IP, um, well, you're probably best off waiting till we start offering hosting worlds properly (later this year perhaps..)