Everything except the actual code and the "RB[0]'s design docs" wiki page on
here is outdated, but:

http://code.google.com/p/galaxymageredux/

Cheers, and good luck :)

On Mon, Sep 20, 2010 at 1:02 PM, Thiago Chaves <[email protected]> wrote:

> Can you provide a link to your library, RB[0]? I googled Galaxymage but I
> keep bumping into galaxymage.org, and the address is cybersquatted from
> here.
>
> I understand what you said about the routing issues, and that's quite true
> and I run into that problem quite often and shamefully enough, I haven't
> considered that.
>
> I'm pushing on anyways and finishing a first draft of the first bot (to
> which I won't give that much more thought if someone else is willing to take
> the job) and then I'll get a minimalist client and network game going. But
> thanks a lot for the input. =)
>
> -Thiago
>
>
> On Mon, Sep 20, 2010 at 7:41 PM, RB[0] <[email protected]> wrote:
>
>> Hmm, perhaps I should explain better.
>> The users/hosts wouldn't interact on the master server, except to connect
>> to game servers, start servers and possibly chat.
>> The game servers would be programmed by the games using them, so either
>> one server = one game, or like in GMR, one game server hosts multiple
>> games...
>>
>>
>> On Mon, Sep 20, 2010 at 11:39 AM, RB[0] <[email protected]> wrote:
>>
>>> Well, this is something we had an issue with in GMR.
>>> Not everyone can "host" a game, if you have a router like mine is it is
>>> quite nearly impossible to create a server that others can connect to.
>>> The way we planned to do it in GMR, was to have people create their own
>>> server, and register it with the master server.
>>> The master server in turn would check to ensure the game server was
>>> really visible, then load up it's data (game, version, max users/games,
>>> password, etc.) and provide that to people wanting to use the service.
>>>
>>> You could do this via irc, but I think a simple PB solution would be
>>> simpler and more extensible. But if you make this up and it takes off we'll
>>> definitely at least support it in GMR :)
>>>
>>>
>>> On Mon, Sep 20, 2010 at 12:37 AM, Thiago Chaves <[email protected]>wrote:
>>>
>>>> Missing end of sentence here: a default bot could/should exist for use
>>>> by developers with no interest in customizing it for their own game, or to
>>>> be extended by developers who want to add other features specific to their
>>>> game.
>>>>
>>>>
>>>> On Mon, Sep 20, 2010 at 8:11 AM, Thiago Chaves <[email protected]>wrote:
>>>>
>>>>> It's very cool to hear about two other people so soon after the initial
>>>>> post interested in getting this going. =)
>>>>>
>>>>> For purposes of not commenting about how much I'd like to get a better
>>>>> name for the thing everytime I mention it, I'm gonna use "Pyttle.net" on 
>>>>> the
>>>>> email, but leave here stated that I'm not suggesting this as a name for 
>>>>> the
>>>>> system. =P
>>>>>
>>>>> So, things I was thinking of:
>>>>>
>>>>> 0. Users have a collection of more than zero games that support getting
>>>>> started by Pyttle.net / having matches started by.
>>>>> 1. Chatting between users, emoting actions, registering and confirming
>>>>> of usernames is handled by the chosen protocol and the chosen protocol's
>>>>> servers.
>>>>> 2. The client connects automatically to the chat server(s) and joins
>>>>> channels according to the collection of Pyttle.net-capable games present 
>>>>> in
>>>>> the user's machine. #fog-of-war-chess, #galaxymage, #ssof, for instance.
>>>>> 3. Each game/channel has it's own bot running in there, which deals
>>>>> with negotiation of matches, scorekeeping (if there's any interest in the
>>>>> game for that), messages-of-the-day, etc. A default bot could/should.
>>>>> 4. Once a match has been arranged, the bot informs all involved clients
>>>>> that the match is gonna start, who are the players and in which IP's they
>>>>> can be found.
>>>>> 5. Once a client has been informed of a match, it takes care of
>>>>> launching the game and it deals with the network connections and data on 
>>>>> its
>>>>> own accord.
>>>>> 6. Once a match is over, if there's interest by the developers to have
>>>>> some scoreboard, the clients inform the results back to the bot, who logs 
>>>>> it
>>>>> and whatever.
>>>>>
>>>>> I'm totally open to negotiating/discarding/changing any/all of these. I
>>>>> want something like a game-agnostic "battle.net" to happen. =)
>>>>>
>>>>> Opinions? What is missing? What could be added? What is poorly
>>>>> explained?
>>>>>
>>>>> -Thiago
>>>>>
>>>>>
>>>>> On Sun, Sep 19, 2010 at 9:25 PM, Alex Nordlund <
>>>>> [email protected]> wrote:
>>>>>
>>>>>> On Sun, Sep 19, 2010 at 7:22 PM, RB[0] <[email protected]> wrote:
>>>>>> > I've been reading Twisted documentation and this sounds like a
>>>>>> > less-than-guru-level thing to build on top of the IRC protocol.
>>>>>>
>>>>>> I'd like to contribute to this project!
>>>>>>
>>>>>> I enjoy IRC and have been building bots that play games over IRC for a
>>>>>> while.
>>>>>>
>>>>>> ---
>>>>>> //Alex
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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