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 Post subject: Temporary Wiki
PostPosted: Mon May 01, 2006 10:31 pm 
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Engineer
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Joined: Sun Apr 23, 2006 1:21 am
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As there is no Wiki atm. I will leave mine online to put in Notes and usefull information regarding the project, which IMO do not belong into a forum.
Feel free to add stuff if you like. I hope we will soon have an official wiki again.

Here's the address again: http://tempire.selfip.org


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 Post subject:
PostPosted: Tue May 02, 2006 8:34 pm 
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Transport Empire Developer
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iLess wrote:
I hope we will soon have an official wiki again.

Thanks for the temporary wiki.

I too hope that we will soon have the official wiki again. (Hopefully, including all the content that used to be in there)

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Code:
+------------Oo.------+
| Transport Empire -> |
+---------------------+

[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...


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 Post subject:
PostPosted: Mon May 15, 2006 6:26 am 
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I've been looking around in that wiki. Interesting stuff.

_________________
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)

Code:
+------------Oo.------+
| Transport Empire -> |
+---------------------+


[ General TE Discussion ] [ TE Development ] [ TE Coding ]

Under construction...


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 Post subject:
PostPosted: Mon May 15, 2006 10:28 pm 
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hehe. I collected it when i was trying to make my own small arcade-style 1v1 game for playing over the network. It was meant to be a pre-project to get familiar with networking and other game related stuff. But unfortunately my friend who assured me his support on the project didn't write a single line of code, so i ended up writing everything alone. Eventually the project died in the end. I did a working prototype though (which included a windowing system, sound using OpenAL and font-rendering using FreeType and graphics all done in OpenGL). But controlling the game speed to be stable with changing latencies was something i didn't really solve properly. Its the hardest part of networking. I tried to implement some kind of Age of Empires Networking model, but it didn't work out as smooth as i was hoping. Because as soon as latency gets high the game has to realize that very fast and make order turns contain more gameframes than before. But when latency drops again the game becomes faster again. This all made the gameplay very jerking and therefore unpleasant.


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 Post subject:
PostPosted: Tue May 16, 2006 11:19 pm 
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It appears to be down...

This could be moved to the official Transport Empire site on my server if desired, even if it just remains a temporary wiki. (I'm not sure how possible it'll be to get the old data back, to be honest).

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Owen Rudge
owenrudge.net | Owen's Transport Tycoon Station | Owen's Locomotion Depot | The Transport Tycoon Wiki


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 Post subject:
PostPosted: Wed May 17, 2006 9:57 am 
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orudge wrote:
It appears to be down...

It's a Dyndns address... The two most likely situations are:

1. The server is switched off or disconnected or whatever. (:P)
2. The IP address changed and the DynDNS records aren't updated yet.

_________________
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)

Code:
+------------Oo.------+
| Transport Empire -> |
+---------------------+


[ General TE Discussion ] [ TE Development ] [ TE Coding ]

Under construction...


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 Post subject:
PostPosted: Wed May 17, 2006 11:42 am 
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Engineer
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Joined: Sun Apr 23, 2006 1:21 am
Posts: 38
Sorry for the inconvenience. But atm they are working on the electric lines in our building so it got turned off a couple of times. but it should be back online now. The Ip changing is not a problem as i have a small daemon that keeps updating it.


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