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oo RUMRUNNER oo |
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Hey guys, We are searching for Gramps. Anyone here know how to reach him maybe?
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JGZinv |
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posted at hp what i knew
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB 10 7 |
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Rum, did you try over at SM?
Or is that a dead place also? |
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JGZinv |
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SM is more dead than HP, which is more dead than here.
Neechi is somewhere in the middle. VA, IK, and ND are relatively busy, but they having nothing to do with tach.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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Hell, I haven't seen Gramps in a game since before NL messed with the servers, and it was a brief pop in on an arena match - and that was the first time
I've seen him in a long time.
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JGZinv |
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I hope you're going to be live tomorrow Fox... you got a leaky fuel pump on your ship?
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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(NINE DAYS LATER) |
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JGZinv |
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Well what I suggested a while back (and we're talking October for the tournament here)....
Was the GSC client. GSC takes care of IM, voice, has ways of displaying who's in a room on a web site, and integrates with some games. It's got bare basic support now (had to bug the developers, but I got it) for FreeSpace 2, so by association... for FringeSpace. So I figured that was the all around best way to go, at the time. The problem being... that there's basically no one ever on, so even though we have all this functionality, it goes to waste. Most people I see, are by regular IM. I've got pidgin, which is a multi IM free client. So I'm jacked into YIM, AOL, MSN, Gmail, IRC, ICQ, etc... all the time. That's how I usually try to look for people if a game gets going. Regular games now are Saturday and Sunday 8 to 10 PM EST. Over and Nova are usually on early afternoon on Sundays. Xfire and Teamspeak I tried, and found to have worse audio quality and were a pain to setup compared to GSC. Figuring they have several servers all over the world and I can change the location at my choice, I can help offset lag for some players. It helped quite a bit in the tourney between me an RK, as I believe it was among the reasons why we beat Eurofighter's group in arena.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NBSpike 02 |
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Perhpas he (Gramps) has snuffed it
at last
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JGZinv |
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Well Tachyon is now on Steam for the cost of 8.99 USD
Seems there's still people out there that like the thing.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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Ahaa!! Was just going to ask you about Steam. Although I really do not use it (because I have no one to game with), it came with Left 4 Dead (an excellent
first person zombie shooter). I don't know about paying to add other games, (never really tried) but from what I can see it definately allows the addition
of quite a few games - old and new.
As for the October match/es, I am not sure what to say. I am really not that great in arena - BW has always been my haven, you know, War CP-ing, Galspan whining, and old friends making the ocassional visit. I am greatful that someone mentioned it though. Thank you.
As well, I am currently on the road for a few weeks and may be laid off again untill August, when our next project (Philly) starts up. Lol, found out today that they almost decided to send me to Nebraska to manage some test wells at a missle silo. If that had happened, I would have been royally screwed with limited (if any) gaming capability. Honestly JGZ, I don't know what to tell you but I'll try to plug in whatever app you all decide and make it a point to get back in da game.
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JGZinv |
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Well just get on some IM if you've got it, or state a time and we'll try to meet.
I still think pidgin is about it best if you don't want something bloated. I just get bored fighting only 1 other player really unless it's like Ghostrider, RK, Euro, Raven, or Megaman. Each of them is above my level so it's good competition and makes me work for it. Playing with newer guys, while I don't have negative feelings toward em, isn't nearly as challenging. Get a couple vets in, and things get a bit more interesting. I'm pretty much stopping for the day - I technically set my hands on fire a few minutes ago. Was hooking up extention cords and got electrocuted and it burst into flames in my hands at chest level. Got some flash blisters and a 'cuted thumb, but I'll live. The cords will have to be thrown out, completely charred and melted the heads down. Could have been worse considering I was standing in front of a pile of ceiling insulation fluff, and had open gas cans past that. So thank God I'm not in ER right now.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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BTW, I should probably mention that A vs P Colonial Marines is still on the table - apparently someone was spreading the rumor that Sega cancelled production
(retards) and of course I bought into the lie. StarCraft 2 should be here by the end of the year, and I heard some rumors about 8 core processors being
available (to us consumers) by the end of the year - hell, were supposed to be out end of last year but the recession postponed them due to profit fears.In any
event, lots of exciting things in the works.
My point: I really hate to say this, but given the choice between playing Original Tach and the new up-and-comming games/technologies to play with, I'm going to have to choose the latter. I mean no disrespect, (I love tach) but I have been saying for a long time now that NB has to branch out into other games, just like IK. Why? 1. It broadens the playing field for those with multiple gaming interests. 2. It brings new players to be hulled, shot, or raped (whatever your lingo preference). 3. It ensures the survival of this community. Think about it; look at how busy IK is - then ask yourself what if NB recruited players for something like...... MW 4 Mercenaries while it was in its hayday. In all reality, Tach most likely would have found itself a few new pilots here and there throughout the different games it decided to add to its roster. When it comes to Tach, no pilots= no new interest. NL not supporting the game= even less interest. Ha, Tach is the only NL game I own and will be the only NL game I own untill there is either a sequel (never happen) or untill I head for the big Warhammer in the sky. So, if I can generate interest in NB by playing the newer games out there maybe I can also generate some new interest in Tach. Problem is that it isn't too likely to happen. So I simply have to go where the action is. |
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JGZinv |
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untill there is either a sequel (never happen)I'm hurt.... Yeah I understand the mentality... same thing goes for HP and SM and Neechi. My point was that, if you enjoy the game and the company you're not really wasting your time.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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More specifically: "Official NL, Bonified, Tachyon Sequel".
I didn't think that FS was a sequel - is it? I mean I kind of got the impression that you all wanted to take the game towards the simmilar ends of Mystica & Deckor (please excuse spelling if wrong). - by making an area of space for each clan, adding more functionallity, and eliminating the age old patch/problems issues so on and so forth. Functionallity - yes! I remember so much that I've heard and spoke about with players long before the board went down and even while the greats were still playing: like being able to opperate a base turret, adding custom decals/paint to ships- that identify its pilot, being able to pilot a capital ship, adding extra ships that are not hacked versions of the original ships that could maintain the ballance of gameplay, the credit bank that allows pilots to earn credits and spend them on weapons, ships, base upgrades, mines, and ect. It's your fault - you got me started. lol
Last question: Is there going to be stick support for FS? |
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JGZinv |
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Actually I like these kind of questions. It tends to produce thinking and I can reveal things here and there by being vague. ^_^
Ain't going to happen. Buy the rights from NL and we could do something and I'd have a fair guess that 3-4 of the old devs would help out. It's still their baby... just one the "other" parent has custody of and they don't get to see except on holidays. I didn't think that FS was a sequel - is it? Yes and no. On one hand we are not an official sequel. Furthermore doing something in the veins of a SP campaign is something that has been under debate since FS began. Eventually I saw things RK's way, with some reservations. RK's way says that doing a campaign is a (insert infinite space term here) amount of work, most of what we need for basic SP we need for MP, people play multi more so than SP (ie get more use out of - long term), and if you do a direct sequel - then "someone" is always going to pop up to complain about it not being accurate some way. My stance is that we need a SP for several reasons, but I concede on the amount of work, the MP/SP, and people play multi more. There'll always be folks that complain, so whoop te doo. To counteract the multi usage issue, you can do a SP campaign entirely in co-op mode. As to the work, there's no way around that. What we're hoping for is a resurgence in players, who want to try their hand at freding (map making) or modding, and we will have the hands to perhaps try SP. NOW... all that being said.... how much have RK and I talked about campain ideas? A lot.. like enough to fill a monthly magazine for a 3 month special feature series. We've layed out about 3 or 4 different plots on a universal scale, some at last reiteration, got morphed together. They are all in the future, not outside the lifetimes of the existing cast. We've thought up some drastic stuff which would change how the tach universe works on a large scale. yadda yadda yadda... In the test mission we put together for the alphas (yeah I know), megaman wanted a script. I scribbled one up from nothing in about an hour. Main character in that was Alex Rory, only son of Redship... so you can figure on some dark and not too pretty history there. We're talking more along the lines of his mother trying to escape with him as a child while Redship was in jail, fending for themselves in the slums on a backwater world. Might have been some abuse in there... So ol' "Alexis" is more likely to want to break his old man's jaw then bear hug him at first sight. On the other hand, perhaps he doesn't have the whole story. There's more to it than that, but I don't want to spill a lot of beans for a temp character. Suffice to say when I do characters, I make them with a history in mind as to "why" are they the way they are. I like to build things around them as well as plot devices... such as copilots & "meatbags." But that's a temp character, entirely of my design. We might keep him, we might not. RK wanted to get the old fanfic writers to write the plot for SP actually... so we'll see how it pans out. I mean I kind of got the impression that you all wanted to take the game towards the simmilar ends of Mystica & Deckor (please excuse spelling if wrong). - by making an area of space for each clan, adding more functionallity, and eliminating the age old patch/problems issues so on and so forth.I talked to Deckor around the time of the tourney, siad he might give me all his files from Revolution and Mystica... then he vanished on me. Space for each clan is sort of the idea, although technically most of the clans had made up areas of space they controlled. We did have in mind to use them as locals and in the lore. So you'd have a chance to visit place X perhaps. As to actually making it some kind of MMO esque war, the only thing close to that is the old PXO Squadwar which was part of FS2. All I've got on it are descriptions from some manuals. The coders behind the FS2 open source group, are looking at finally putting it back in in the next major overhaul. Evidently when the code went open, due to licensing between different publishers it was ripped out. I've tried to ask about mod support... but I get snubbed so we'll have to see once it's reborn. As to functionality - yes... patch problems aren't an issue any more.
There's a coder that hacked something together to do that in FS2, so it could potentially be applied in theory. It is largely hackish and incompletely though.
Already available in FS2 SCP. being able to pilot a capital ship, If you said that at a FS2 forum, you'd get verbally stoned and then hit with a cap beam. It's talked about by noobs on an every other week basis, for as long as we've been around. Again there's hackish things for turret control (and that's stretching it there), there's another guy who basically got it 98% of the way done, and requested some new features so he could complete it... he was basically told to wait until they were good n ready, or he could figure out how to code himself. That's how that status is. If you want to simply have the body of a cap, and piddle around, sure that's easy. The problem is playing bridge commander, or gunny, or whatever. Believe me me and RK went round in round for about 6 -8 hours yakking about whether or not a high ranking officer should be able to hop in a fighter and use some kind of stripped strategic display to organize the battefield... based on a complicated ranking system. It came about from Tach discussion, but it's totally not possible in the FS2 engine... basically we designed a whole different strategy/space sim/ star wars battlefront esque system in the course of a day. How we want to handle caps is similar to what is done in a certain popular FPS that came about in the last year or so. Makes much better use of them than trying to fly one. Will you never fly a cap? I can't say that. Maybe it'll be a derilict drifting carcass through enemy territory.. I dunno.
That's already basically what we are done now.... just with stock vehicles. So it depends on the modder and his tweaking. There are some ships mention in Tachyon that didn't get seen or made, as well as ones RK knows about that got cut. I've got at least one fighter and a cap in mind that'd fit nicely (completely new), and I know RK want's to flesh out the demon pirate's fleet. the credit bank that allows pilots to earn credits and spend them on weapons, ships, base upgrades, mines, and ect. There be a problem of sorts being that there's no system at all for buying or selling anything in FS2. Obviously this means the death of ship cards, although a long long way down the road those might be emulated by modding subsystems. Weapons swapping around like in BW isn't a problem though now. the only thing I can think is that since your stats are already kept, such as kills... you might be able to some how set it up via a website. Trade in kill points for something, which somehow you redeem and the server allows you a one time thingy. On the positive side of things, won't have to tell the noobs "back out and go get boosters, lats, the reserve cards..." etc etc etc... Can't express how tired I am of repeating myself. Last question: Is there going to be stick support for FS? Surely you jest. People been using sticks with FS2 since 99. If you want to ge really funky, there's head motion tracking support so you can look around the cockpit in FS2 mods as you look around in real life. That's been working for about a year now. I doubt we're going to use cockpit tubs unless we go back and add em later... but it's there. One guy if I remember, wired it up so the view switched to the missile when fired... and he steered it with his head. Didn't work all that great.. but hey... bored coders leads to some strage... stuff.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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NB StarFox |
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The cap ship comment was perhaps overstated by myself. Do I believe one man should have the power of an entire cruiser linked to his hud/crosshairs - no, I don't. (armegedon lasers, ahhhh!) The idea you mentioned was far more interesting - that would be some slick gaming stuff right there: 6 people in one vessle relying on each others skills to keep alive. I guess what I mean to say is, something like a minelayer, cargo ship, trade ship, or heavy crystal miner. There are many oppurtunities to use a credit system here alone, plus add to tactical objectives - but we will save that for another day. More specifically: cap ships are awesome, massive, stay the f__k away from me things - when they are in action. I just think it's kind of lame to have such a huge chunk of military hardware sit in one place and basically take pot shots at fighters - or minelayers that don't strategically place mines, or even demon pirates that don't chase you half the time. There has to be movement to add to the realism (at the very least) - with intellegent motion/actions being the ultimate goal. That's the only reason I suggested it. Sides, even with all that fire power they are slow, cumbersome things. I'd much rather thread the needle.
Well, I know that you all have talked about ideas and most of the planning phase of your project appears to be complete; but can I toss a few more around? How
about a scaled down version of a minelayer, say give mines laying capability to something like a cutty. 12 mines that do x amount of shield/hull damage, and
let the pilots choose where to put em. Or how about making a sapper that can be dropped (not attached) that only does its intended purpose when enemies get
within x radius - even limit the amount per sector of space that can be deployed?
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JGZinv |
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Well I think we're a long way off (and by we I mean the FS2 engine or the brains behind it)
from getting a multiperson cap command. The idea in theory is sound. Unfortunately most of the brightest minds think it's a fool's errand. Their come back is that FS2 is about flying fighters, you want to go play cap battles then go play... whatever. As to a mid size ship, I as one time tried to convince RK that a 2 person ship would be useful. Basically a gunner, and a pilot. You have to rely on each other to stay intact. Something a bit larger than a Phoenix... essentially a gunboat class. Y-wings in SW used the idea, it's even done in Halo with the vehicles. The hack involved in doing it, would be complex to say the least, but it's a lot closer in reach than a cap. You essentially have two separate ship hulls, but one for the gunny pod is enclosed by the frame of the other and you have to do some table magic to keep them from exploding due to friction. Pretty much, after great debate RK didn't like it and figured that such a vessel would easily fall prey to standard fighters in every circumstance. So it's just a shelved idea. Other people in the FS2 fandom have been making little progress here and there along the same ideas but for turret or cap control. Caps and junk can move in FS2, we couldn't do that in tach due to the map editor. You still do largely have to plan a mission out though, particularly when doing cap vs cap. One slight change and the wrong outcome can happen. Minelaying from a fighter was possible as of about a year ago. Someone came up with a script to basically spawn a mine at location X when button X is hit, until such time as there's 0 ammo (in short of course). It was sort of a countermeasure hack. I think what you're more wanting, is something like the sonic charge seen in the Jango Fett / Obi Wan duel in the asteroids of EP 2. The sapper, wouldn't be a sapper by definition, but a proxy mine. Proxy mines are already do-able. Join this with what I said before and it's possible. You can also think about such things as virus sappers, leeches, gravity mines, devices that seek you out, devices that can be spawned to protect your ship and aide you. Weapons that can be triggered, things that take several players working as a group to pull off. These being part of the reason our list of ideas thread has 93 items in it and spans over 200 pages. A lot of it doesn't have a method by which it can come into reality currently - but I believe we have the most radical re imagining of any space sim project - commercial or freeware, in existence. Indeed talking is nice and helpful, but nothing will come to fruition without work. If you stop by BC, I've got some long discussions over there too.
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True power comes not from strength, but from the soul and imagination. Non mihi, non tibi, sed nobis. (Not for you, not for me, but for us.)
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