Tesla Pod

Allegiance discussion not belonging in another forum.
peet
Posts: 4972
Joined: Sun Jul 16, 2006 6:57 pm
Location: Holland

Post by peet »

That would be cool to fly a bomber in one of those pods.
Image
Cyd
Posts: 18
Joined: Mon Apr 06, 2015 6:32 pm
Location: Minneapolis,MN
Contact:

Post by Cyd »

In the F1 help menus under Connect & Start, Options, graphic device. There is an option listed as "Secondary Device". Can anyone shed some light on this function, seeing we have seven displays available it would be nice to make use of a few of them :)
MrChaos
Posts: 8352
Joined: Tue Mar 21, 2006 8:00 am

Post by MrChaos »

Hey Cyd

Bard lives in your city but with a small child etc he doesn't show as much. I have been thinking about trying to contact him about your place.

Now I may be wearing my pants on my head again but...

After visiting your website I think I have an idea of how you provide your service. Death matches don't require a commander. Frankly they quickly become boring... at least to me... and missing that thing makes Allegiance Allegiance real team play needed to win with a leader leading through clue and personality. Anyhoo typical commander lead game takes over an hour.

It appears a good time for your needs is around 30 minutes. There are a few things YOU could do with the setting to increase the likelihood to lowering the current typical times (aleph revealed at game start, lots of starting cash, miners spawned at game start, map choice, heck even limiting available tech paths). It is also possible to end things before the final base goes boom but those choices haven't proved popular over the years.

Another possibility, without recoding the game, would be to build a special and specific core for your needs. It does require real game clue and clue how to make a core. Phoenix is our current core balance guy and has the knowledge to whip up a new core that would help a game finish faster (everything from faster ships to a rush to game ending cheese come to mind)... assuming my pants are being worn correctly. Just an idea.
Ssssh
Cyd
Posts: 18
Joined: Mon Apr 06, 2015 6:32 pm
Location: Minneapolis,MN
Contact:

Post by Cyd »

Thank you for your insights MrChaos! True the Battletech games run shrot (7-10min). We are looking for something with a little more meet that players can stretch out in, my target is the 45-60 min time frame. I think we would start with simple death match then progress into more real games as people pick up experience.
raumvogel
Posts: 5910
Joined: Sun Jul 20, 2003 7:00 am
Location: My lawn
Contact:

Post by raumvogel »

Cyd wrote:QUOTE (Cyd @ Apr 10 2015, 10:22 PM) Thank you for your insights MrChaos! True the Battletech games run shrot (7-10min). We are looking for something with a little more meet that players can stretch out in, my target is the 45-60 min time frame. I think we would start with simple death match then progress into more real games as people pick up experience.
If you use a small map,the balance of commanders will most likely limit the game to 1 or 1 1/2 hours.If you get 2 good commanders it will last longer.
Image
Archer14
Posts: 936
Joined: Wed Jul 22, 2009 9:58 am
Location: Osijek, Croatia

Post by Archer14 »

And there are the rare games where they last 4+ hours :D
ryjamsan wrote:QUOTE (ryjamsan @ Mar 1 2011, 07:07 PM) Spidey let it go, I have reformed MW and taken him under my wing:)
phoenix1 wrote:QUOTE (phoenix1 @ Nov 16 2014, 05:12 PM) I'll make sure to never make you a commander again :P
jbansk
Posts: 589
Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

Hi Cyd,

I would like to say that your intentions are ideal for promoting this game however, before you start pushing this game in your world you should first be aware of the bug you have already encountered.

In your video at 1:33, you can see that you are having great difficulty acquiring your target. That is due to a code change that occurred back in 2009 when "Revision 5" was released. There was an effort to go from a fixed time step to a variable time step and also the change to utilize a newer version of directx...

Now joysticks and mice are overly sensitive and network jitter prevents many from playing. Since then, we have seen players bail by the groves due to the frustration of chasing jumping ships and not being able to properly aim. We lost all the talent this game once had and now you are seeing what is left.

I'm not posting this to discourage you from presenting it. Instead, I'm suggesting that you see for yourself before you do something you may regret. You already have the messed up version, so I'll provide you a link to a properly working version...click HERE.

Install that download but instead of double clicking the shortcut on your desktop, instead, go to the installation folder and double click the Allegiance.exe file and then configure your settings (controller and graphics) then do the last training mission. You'll see that your ship now behaves smoothly and acquiring and tracking a target is precise.

Now go back to the current version and try,.... HUGE difference (BUG) that is. I don't think your gamers are going to enjoy having their ass handed to them because the game prevents them from hitting their targets.

One more thing, Enhanced Pointer Precision makes aiming impossible too. Goto your windows control panel / mouse settings / Pointer options and uncheck the box that enables EPP. I forget how to do this in WinXP but you get the idea.
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
Cyd
Posts: 18
Joined: Mon Apr 06, 2015 6:32 pm
Location: Minneapolis,MN
Contact:

Post by Cyd »

MrChaos wrote:QUOTE (MrChaos @ Apr 10 2015, 04:10 PM) Hey Cyd

Bard lives in your city but with a small child etc he doesn't show as much. I have been thinking about trying to contact him about your place.

Now I may be wearing my pants on my head again but...

After visiting your website I think I have an idea of how you provide your service. Death matches don't require a commander. Frankly they quickly become boring... at least to me... and missing that thing makes Allegiance Allegiance real team play needed to win with a leader leading through clue and personality. Anyhoo typical commander lead game takes over an hour.

It appears a good time for your needs is around 30 minutes. There are a few things YOU could do with the setting to increase the likelihood to lowering the current typical times (aleph revealed at game start, lots of starting cash, miners spawned at game start, map choice, heck even limiting available tech paths). It is also possible to end things before the final base goes boom but those choices haven't proved popular over the years.

Another possibility, without recoding the game, would be to build a special and specific core for your needs. It does require real game clue and clue how to make a core. Phoenix is our current core balance guy and has the knowledge to whip up a new core that would help a game finish faster (everything from faster ships to a rush to game ending cheese come to mind)... assuming my pants are being worn correctly. Just an idea.
Please do!! I would welcome any input or thoughts Bard may have.
Cyd
Posts: 18
Joined: Mon Apr 06, 2015 6:32 pm
Location: Minneapolis,MN
Contact:

Post by Cyd »

Archer14 wrote:QUOTE (Archer14 @ Apr 13 2015, 04:28 PM) And there are the rare games where they last 4+ hours :D
I would have to literally have to pour people out of the cockpits after a four hour game, presuming they survive that long...
Cyd
Posts: 18
Joined: Mon Apr 06, 2015 6:32 pm
Location: Minneapolis,MN
Contact:

Post by Cyd »

jbansk wrote:QUOTE (jbansk @ Apr 14 2015, 09:01 AM) Hi Cyd,

I would like to say that your intentions are ideal for promoting this game however, before you start pushing this game in your world you should first be aware of the bug you have already encountered.

In your video at 1:33, you can see that you are having great difficulty acquiring your target. That is due to a code change that occurred back in 2009 when "Revision 5" was released. There was an effort to go from a fixed time step to a variable time step and also the change to utilize a newer version of directx...

Now joysticks and mice are overly sensitive and network jitter prevents many from playing. Since then, we have seen players bail by the groves due to the frustration of chasing jumping ships and not being able to properly aim. We lost all the talent this game once had and now you are seeing what is left.

I'm not posting this to discourage you from presenting it. Instead, I'm suggesting that you see for yourself before you do something you may regret. You already have the messed up version, so I'll provide you a link to a properly working version...click HERE.

Install that download but instead of double clicking the shortcut on your desktop, instead, go to the installation folder and double click the Allegiance.exe file and then configure your settings (controller and graphics) then do the last training mission. You'll see that your ship now behaves smoothly and acquiring and tracking a target is precise.

Now go back to the current version and try,.... HUGE difference (BUG) that is. I don't think your gamers are going to enjoy having their ass handed to them because the game prevents them from hitting their targets.

One more thing, Enhanced Pointer Precision makes aiming impossible too. Goto your windows control panel / mouse settings / Pointer options and uncheck the box that enables EPP. I forget how to do this in WinXP but you get the idea.
I'll give that a try too. Also, playing one handed, holding a camera, trying to come up with dialog on the fly, and I am not the best pilot around. I'm sure were all contributing factors.

The Pods are a "special" (I say that in the most loving way ;) beast, 96 total controls and no keyboard or mouse (to speak of). Even if this project takes off I doubt that we will be able to mingle pod and non-pod player games(regularly), the people in the pods would simply be at far to much of a disadvantage. Unless we are able to make use of all of the advanced displays/controls and even then a mouse(y) player would still have a distinct advantage.

The current game we play is Battletech:Firestorm. Which is based on the MechWarrior 4 engine, or the other way around depending on who tells the story.
Post Reply