ONe of my previous four or so messages was too big in size but I'm not sure 
which one it was. I think it was this one, so I'm sending it once again. I 
never read my own messages that come back to me - sorry for that, maybe you 
will see it twice. This time trimmed though. :-)
----- Original Message ----- 
From: "Neo" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, April 03, 2006 4:36 PM
Subject: Re: [Audyssey] top speed 2 tracks


> Hi,
> yeah, I see, manuals are often boring and they just take your time when 
> you didn't get to know anything you hadn't already expected or knew so 
> they just bother, but it's also often useful to read them when there is an 
> area you're not perfectly familiar with. :-)
> You know, the developers just put their iefforts into establishing a 
> clear, self-explanatory and friendly documentation when noone reads it. 
> :-D
>
> This particular thing is also explained in the manual. The Topspeed 
> program itself acts just as a client. The server is automatically 
> established on the hoster's computer by the game. So the only thing you 
> have to do is tell the game to host a new game from the multiplayer menu, 
> and then get to know your ip (manual tells you how) and let other 
> potential players know it. Then they will put the ip into their server 
> selector tool and when they enter join an internet game from the menu 
> later, the game just automatically searches for the ip or hostname entered 
> in the serverselector. If it finds the running server and manages to 
> conect to it successfully, all communication between your client and the 
> hoster's server is handled by the game and the game play is interpreted to 
> you from your own point of view by the copy of Topspeed running on your 
> (player's) computer so smoothly and nicely that I've hardly seen any other 
> audio multiplayer game work as well as Top Speed (perhaps just 
> Audioquake).
> HOpe this explains enough and it doesn't sound too confused! :-)))
> Best wishes,
> Lukas 


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