AQTV
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Isn't Half-Life build from the Quake1 engine? Meaning CS is actually buildt from the Quake1 engine?
Sooo, if Counter-Strike has a CSTV, buildt from the Quake1 source, shouldn't Quake2 be easier?
I know nothing about coding, but I just came to think about it..
Anyway, of course I voted YES, but I also voted YES for AQ4.. Well, in my head anyway..
Might be hard to get legal rights to the "Action" name though..
Well, anyway, AQTV would rockz0r j00
Would be cool with a few commentators too.. Remember the launch of RQ3, with people spectating and some dude with a Winamp-server thingy where he was commenting the games.. Funny as hell
Edit: Wouldn't it put a huge strain on the server, if allot of people were to connect? Or is it sort of like a client, connecting from another network which kinda shares a server-recording or something?
Sooo, if Counter-Strike has a CSTV, buildt from the Quake1 source, shouldn't Quake2 be easier?
I know nothing about coding, but I just came to think about it..
Anyway, of course I voted YES, but I also voted YES for AQ4.. Well, in my head anyway..
Might be hard to get legal rights to the "Action" name though..
Well, anyway, AQTV would rockz0r j00
Would be cool with a few commentators too.. Remember the launch of RQ3, with people spectating and some dude with a Winamp-server thingy where he was commenting the games.. Funny as hell
Edit: Wouldn't it put a huge strain on the server, if allot of people were to connect? Or is it sort of like a client, connecting from another network which kinda shares a server-recording or something?
Plummet is my middle name..
Yes HL is built on the Q1 engine, but it's heavily modified by valve. The engine doesn't matter, if anything, it's harder to make this for a newer game since the client (which needs to be implemented at least to some extent) is more complex.Proto wrote:Isn't Half-Life build from the Quake1 engine? Meaning CS is actually buildt from the Quake1 engine?
Sooo, if Counter-Strike has a CSTV, buildt from the Quake1 source, shouldn't Quake2 be easier?
At least the applications doing this that I've seen, work as being a sort of proxy. The aq2tv "server" connects to the aq2 server, and then the aq2clients connect to this server. So there would actually be only one client on the game server spectating, and then alot of people could in turn connect to this proxy to see the same thing as the aq2tv operator (or whoever has control over it) is seing...Proto wrote:Edit: Wouldn't it put a huge strain on the server, if allot of people were to connect? Or is it sort of like a client, connecting from another network which kinda shares a server-recording or something?
Imo it would be a poor design choice to make aq2tv (if ever made) reliant on the q2 servers. This would not only make connections unreliable (people getting connection refused when playerlimit is hit) but also possibly lagging the server. If you want to go down the "connect directly to the server" road, why not just use a q2 client and connect to the server and spectate?Mortah wrote:How many people at once do you reckon might be using the TV view? Just trying to think about whether or not to make it use clients on the Q2TV as servers themselves in some sense
(btw... are you in some way involved in the possible development of aq2tv?)
I'm the one that will be making it... The idea, as it stands at the moment is:
Have an Q2TV program connect to the server as a spectator. Have that program then act as a server for other clients to connect to. Ideally the Q2TV program would be ran on a machine other than the server so it would only eat up the bandwidth used by a single client.
Then further spectators would connect to the machine hosting the Q2TV program.
As it stands there it is still limited to only a few spectators, depending on how much bandwidth the host has.
Would that be OK?
The alternative is that clients connecting to the Q2TV machine could in turn act as hosts for further clients and these would be allocated when initially connecting to the Q2TV machine.
Have an Q2TV program connect to the server as a spectator. Have that program then act as a server for other clients to connect to. Ideally the Q2TV program would be ran on a machine other than the server so it would only eat up the bandwidth used by a single client.
Then further spectators would connect to the machine hosting the Q2TV program.
As it stands there it is still limited to only a few spectators, depending on how much bandwidth the host has.
Would that be OK?
The alternative is that clients connecting to the Q2TV machine could in turn act as hosts for further clients and these would be allocated when initially connecting to the Q2TV machine.
This idea is kinda cool imo. There was a game once, naql or eaql, can't remember, where a client were at our server and other people could check the match from his pov by connecting to some ip, don't really know how it works but I assume it's something like that . After that match, the idea sank like a rock. Would be cool if it was brought back to usage. Especially to cupmatches where spectating ain't allowed in some cases.
cool as fcuk
Ideas
- some sort of in-game browser to 'flick between channels'
- commentary
- broadcast delay is essential, to stop voice-comm cheating
- recording facility, probably in conjunction with the elusive MVD support
- all your regular view points + top down mode
- possible tactic board, a sort of mix between some of those J-mod facilities and those path-plotting tools that NRGizeR made
- replay mode, thinking something like getting the Sky+ groove on (playing from a demo that is recording/streaming to your PC as you watch)
- some sort of in-game browser to 'flick between channels'
- commentary
- broadcast delay is essential, to stop voice-comm cheating
- recording facility, probably in conjunction with the elusive MVD support
- all your regular view points + top down mode
- possible tactic board, a sort of mix between some of those J-mod facilities and those path-plotting tools that NRGizeR made
- replay mode, thinking something like getting the Sky+ groove on (playing from a demo that is recording/streaming to your PC as you watch)
I don't give a shit.
well well
It aint new.
Allready back in the 2k3, I was a host for q2tv in the naql game cSu vs Jägarna, (which I also brought to you with sound of my lovely voice over winampradio). At that time we were at DreamHack so I have no knowledge about the bandwidth I consumed.
Poorly, I can´t recall excatly what program I used, but it worked fine anyway . And it was nice to be able to see all people connecting to my temporary host. And watch one of the best game ever (cSu was leading with 2-0 in maps, when Jägarna made the impossible rebound and took 3 maps in a row ).
Someone knew what I´m talking about ?
ask arild for more info, if I´m not misstaking, he was helping me setting up the shit
Allready back in the 2k3, I was a host for q2tv in the naql game cSu vs Jägarna, (which I also brought to you with sound of my lovely voice over winampradio). At that time we were at DreamHack so I have no knowledge about the bandwidth I consumed.
Poorly, I can´t recall excatly what program I used, but it worked fine anyway . And it was nice to be able to see all people connecting to my temporary host. And watch one of the best game ever (cSu was leading with 2-0 in maps, when Jägarna made the impossible rebound and took 3 maps in a row ).
Someone knew what I´m talking about ?
ask arild for more info, if I´m not misstaking, he was helping me setting up the shit
AMATOR
Well i've been searching the net but i cant find the source anywhere.
Q2pro source: http://sourceforge.net/project/showfile ... _id=103107
Q2pro source: http://sourceforge.net/project/showfile ... _id=103107
There's a chopper coming in 3 days and there's a katana on top of the cafe and that's all you need to know