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11/16/2013, 16:28
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#61
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elite*gold: 0
Join Date: Oct 2010
Posts: 165
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but continue with cp1 :P
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11/16/2013, 18:57
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#62
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elite*gold: 1
Join Date: Apr 2013
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Just to let everyone know: I'm supporting this Project a lot.
In other words: I'm helping Basser at some point to get it working.
#fame lol
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11/30/2013, 10:06
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#63
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elite*gold: 0
Join Date: Sep 2008
Posts: 1,683
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I'm back from Istanbul!
Development will continue shortly...
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03/29/2014, 00:24
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#64
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elite*gold: 0
Join Date: Sep 2008
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For whoever is still interested in this project; this project is "discontinued". However, there my new project NAWE is an improved version (as I learned more about WarRock's networking for example) and is currently developped behind closed doors. I will most likely release a version (excluding files I do not wish to share - these are not essential for running the server) of the project at some point, however this is not in the near future.
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03/29/2014, 03:08
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#65
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elite*gold: 158
Join Date: Sep 2011
Posts: 878
Received Thanks: 2,493
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Quote:
Originally Posted by Basser
For whoever is still interested in this project; this project is "discontinued". However, there my new project NAWE is an improved version (as I learned more about WarRock's networking for example) and is currently developped behind closed doors. I will most likely release a version (excluding files I do not wish to share - these are not essential for running the server) of the project at some point, however this is not in the near future.
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would you mind telling us the reason for stopping the project?
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03/29/2014, 10:59
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#66
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Quote:
Originally Posted by Cyno™
would you mind telling us the reason for stopping the project?
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First of all, as I had little experience with WarRock emulation before this project, I learned a lot about it. I feel I would benefit from this in a second project, as instead of rewriting / "fixing" code, I roll new code. This is the reason I started a new project, other reasons are; I wanted to have many projects in my solution for better organization and relationships AND I wanted to have a GUI and better logging accross these projects.
Secondly, the reason I stopped developing in the first place, is probably the lack of time in combination with disinterest from (and towards) the WarRock community.
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03/29/2014, 11:47
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#67
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elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
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Quote:
Originally Posted by Basser
Secondly, the reason I stopped developing in the first place, is probably the lack of time in combination with disinterest from (and towards) the WarRock community.
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That's because you're asking in the wrong place. Gather the right people around you, those interested in the project. You came out of nowhere, nobody knew you at first (and most still don't).
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03/29/2014, 12:15
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#68
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Quote:
Originally Posted by Raz9r
That's because you're asking in the wrong place. Gather the right people around you, those interested in the project. You came out of nowhere, nobody knew you at first (and most still don't).
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Well, I assume you mean other programmers / developers. This is partly ture, but the disinterest that is more worrying is from players / testers, and other self-proclaimed 'coders' and server owners. I'm aware that there is a handful of skilled programmers working in the scene, but thats a large minority. Idem goes for the players - skilled being helpful.
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03/29/2014, 12:41
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#69
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elite*gold: 297
Join Date: Dec 2010
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Quote:
Originally Posted by Basser
Well, I assume you mean other programmers / developers. This is partly ture, but the disinterest that is more worrying is from players / testers, and other self-proclaimed 'coders' and server owners. I'm aware that there is a handful of skilled programmers working in the scene, but thats a large minority. Idem goes for the players - skilled being helpful.
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Not necessarily developers, but those falling in either category being a minority. I experienced the same over the years running WR-Cheats: we just were four people when starting, and now if I were to choose again I'd have dozens of helpful people to work with.
Personally I think players don't like playtesting War Rock servers anymore because of the bad experience they had testing other servers presented here. They're all unfinished and just not fun at all.
On the other hand delivering a finished program constantly being is what attracts the crowd. It works the very same for cheats.
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03/29/2014, 16:56
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#70
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Quote:
Originally Posted by Raz9r
Personally I think players don't like playtesting War Rock servers anymore because of the bad experience they had testing other servers presented here. They're all unfinished and just not fun at all.
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The problem is that the only way this project can turn into a truly stable private server sourc is with the help of testers.
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03/31/2014, 19:54
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#71
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Quote:
Originally Posted by Basser
The problem is that the only way this project can turn into a truly stable private server sourc is with the help of testers.
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iam right here
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04/25/2014, 02:33
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#72
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Join Date: Feb 2014
Posts: 397
Received Thanks: 205
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Question, why do you choose ini files when .NET has XML integration?
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04/25/2014, 10:31
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#73
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Quote:
Originally Posted by InsomniacPro
Question, why do you choose ini files when .NET has XML integration?
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XML is a way better but .ini is classical :P
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04/28/2014, 15:31
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#74
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elite*gold: 0
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Quote:
Originally Posted by InsomniacPro
Question, why do you choose ini files when .NET has XML integration?
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Previous experience I guess, I also prefer .ini over XML for some reason. So there's no reason in regard to efficiency or whatever
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