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Posted: Tue Oct 20, 2009 7:51 pm
by notjarvis
derfmancher wrote:QUOTE (derfmancher @ Oct 20 2009, 07:32 PM) I think that would be an excellent idea. The solution to me sounds like to use a newer version of directx, or to totally change protocols.
How hard would it be to entirely remove Directplay from the code?
It's a substantial rewrite of a big comms class, and all the dependants which use the types. It's boring code too, which is why no-one has done it yet. Not to mention you would probably need at least a spare PC in your house to test and debug your code properly. I looked it up at one point. if I've time I'll look into it some more at some point.
DirectX may no longer provide a communications layer at all. The recommendation from Microsoft is to use Windows Sockets to roll your own comms layer/class. (the justification Microsoft used for this was that Directplay was outdated, being initially designed for small scale LAN games, and the job could be done better by other means.....)
Edit: pkk posted while I was waffling and he's right - it is not totally removed, there are just no headers and library to develop with DPlay in newer versions of DirectX.
QUOTE No single word about total removal of DirectPlay on Vista.

[/quote]
Sorry -the correct word I should have used was
deprecated.
Wwe cannot rely on it permanently
http://msdn.microsoft.com/en-us/library/bb318767(VS.85).aspx
They may be fully removed in the future, and the directplay headers and librairies are
not in the SDK since Aug 07.
Posted: Tue Oct 20, 2009 8:00 pm
by derfmancher
So basicly the big boys got lazy. Hmmm.. sounds like something to put into R6.

Posted: Tue Oct 20, 2009 8:07 pm
by pkk
notjarvis wrote:QUOTE (notjarvis @ Oct 20 2009, 09:51 PM) DirectX no longer provides a communications layer at all. The recommendation from Microsoft is to use Windows Sockets to roll your own comms layer/class. (the justification Microsoft used for this was that Directplay was outdated, being initially designed for small scale LAN games, and the job could be done better by other means.....)
Or use XNA 2.0 or higher (Which means to port the whole Allegiance code from C++ to C#)...

Posted: Tue Oct 20, 2009 9:20 pm
by fuzzylunkin1
Or find a non-Microsoft solution (of which I know none).
Posted: Tue Oct 20, 2009 11:42 pm
by Orion
pkk wrote:QUOTE (pkk @ Oct 20 2009, 03:07 PM) Or use XNA 2.0 or higher (Which means to port the whole Allegiance code from C++ to C#)...
*balks*
Posted: Fri Oct 23, 2009 3:40 pm
by fuzzylunkin1
derfmancher wrote:QUOTE (derfmancher @ Oct 20 2009, 03:00 PM) So basicly the big boys got lazy. Hmmm.. sounds like something to put into R6.
If it works there's no reason in fixing it this was never a priority behind oh, DirectX 9 graphics?
I actually am very interested in working on this and I'm going to be looking up different possibilities for replacement of the deprecated DirectPlay code. Going to be a huge learning experience on my part.
Maybe if I go crazy enough I'll start doing OpenGL, too

.
Posted: Fri Oct 23, 2009 5:09 pm
by deathgoat
even though i think it is a good idea if implemented....
one of the reasons I play this game is because i can... it is currently still moderately dialup friendly....
the addition of this will surely make it unplayable for any dialup connection ( i cannot currently use TS)
-- (not like anyone really cares about dialupers)--
my 2c
Posted: Fri Oct 23, 2009 7:56 pm
by fuzzylunkin1
deathgoat, we could easily have an option to enable/disable voice chat.
Posted: Fri Oct 23, 2009 8:41 pm
by Broodwich
Posted: Sat Oct 24, 2009 1:50 am
by Jimen
It's worth noting that if it becomes a feature, everybody will be expected to use it. Say what you like about making it an optional setting, but everyone who has a mic will use it instead of text chat, so anyone who doesn't have a mic will have a hard time getting info out, and those who disable it for whatever reason get next to no information. It's already hard enough to get everyone to read the chat in a PUG, despite it being the only way to communicate; make looking at the chat optional, and things just get worse. Of course, it's a lot more difficult, logistically speaking, to log voice chat. Having voice chat be relegated to TeamSpeak, an optional program, mostly solves these problems; if you give Allegiance official voicechat support, then just letting people opt out of it isn't going to fix any of voice chat's inherent problems. You can completely disable voice chat in Xbox Live too (or at least you used to be able to), but try playing a team game in absolute radio silence because everyone's only sharing info over the voice channels you disabled.