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 Post subject:Hack.Net
PostPosted:Mon Mar 27, 2006 4:10 pm 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
Location:Southern California, USA
I've been working on the design documentation for Hack.Net, an uplink mod. I was hoping to get some feed back on what I have described thus far. I don't have my own forums up and running yet, but you can email me if you feel interested enough in it. Or with miah's permission we can discuss it here. I'm also open to you guys ripping what ever ideas you want, I just requrie that my name be listed under credits for game design.

Hack.Net


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PostPosted:Tue Mar 28, 2006 1:10 am 
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Joined:Wed Feb 01, 2006 4:28 pm
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erm you think its allright to post in a forum for another mod? :twisted:
The other thing is: why making more than one mod ?

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PostPosted:Tue Mar 28, 2006 11:52 am 
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Website:http://constablebrew.googlepages.com
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Well, I think miah is doing a great job with Onlink, but the goals I have in mind (i.e. all the features in Hack.Net's design) aren't part of Onlink. If I can convince miah to adopt enough of my design elements then I would be happy to work with him in development of it.


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PostPosted:Tue Mar 28, 2006 3:01 pm 
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Joined:Wed Feb 01, 2006 4:28 pm
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ATM progress on onlink is slow because miah seems a bit bussy and thers his computer prob too.

Another Prob were facing is the lag of good c++ coders.

But i was mainly adressing the fact that onlink is a mod itself and youre making advertisement for your own here :)

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PostPosted:Tue Mar 28, 2006 3:05 pm 
 

Joined:Sun Mar 13, 2005 8:34 am
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Why not splitting it into The Designdocument + the impls(multiple, Onlink, other?), which implement an specified DD-Version. How about that?


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PostPosted:Tue Mar 28, 2006 4:31 pm 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
Location:Southern California, USA
Quote:
But i was mainly adressing the fact that onlink is a mod itself and youre making advertisement for your own here :)
I agree and do feel a tad bit bad about posting here. To be fair, I did say that miah can rip whatever ideas he wants off of my design, so long as I get credited. Isnt that essentially the same as posting ideas up in the "future" forum?

I also know c++.
And my computer is working;)


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PostPosted:Wed Mar 29, 2006 4:36 am 
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Joined:Mon Mar 07, 2005 9:32 am
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Hehe, Miah doesn't give coder status to just anyone you know.
But I'm sure he'd like to see some of your ideas and how you code them.

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PostPosted:Wed Mar 29, 2006 9:14 am 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
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Of course. That's why I've been working on the global routers idea I posted in the future forum.


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PostPosted:Wed Mar 29, 2006 11:49 am 
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Joined:Sun Oct 02, 2005 3:33 pm
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Location:Brighton, United Kingdom
Just had a quick scan of the website and it intriques me alot. Why not join forces with Onlink (as others have been saying) or instead of making this an uplink mod make it an Onlink modification :D


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PostPosted:Wed Mar 29, 2006 11:58 am 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
Location:Southern California, USA
A mod of a mod? Is Onlink really a complete game or just a set of new features?


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PostPosted:Wed Mar 29, 2006 12:19 pm 
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Joined:Sun Oct 02, 2005 3:33 pm
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Location:Brighton, United Kingdom
It depends how you look at it, miah has stripped away all of uplinks code and rewritten most of it from scratch and created the core modules again and then is adding features more than any mod in the history of uplink, i'd say it was a game personally. :lol:


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PostPosted:Wed Mar 29, 2006 12:50 pm 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
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Its still pretty much possible to play onlink without using the unique features, essentialy giving one the experience of plying uplink. Thus it really is a mod. A good mod, don't get me wrong. But not a game.


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PostPosted:Wed Mar 29, 2006 12:58 pm 
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Joined:Wed Feb 01, 2006 4:28 pm
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but its still a mod because it needs uplink to run.

not anyone gets coder status but good ones will.

personaly i think the progress on onlink could be much faster but without good programmes miah cant speed it up.
As for me im realy bussy making lots of new code but my time is limited :/

so if anyone is good in vc++ or php and is a teamplayer im sure miah (or myself) has use for him.
(onlink is not my only project)

also you must realize: uplink isnt that popular, so wasting time on many mods maybe isnt the best solution. Instead we could make a big one that looks realy new and gets more attention by new players :)
(if someone sees uplink for the first time he thinks: "how old is this? some stupid rpg on text basis?")

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PostPosted:Wed Mar 29, 2006 1:17 pm 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
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I think that making a mod of uplink isn't enough to attract attention. A new game has to be created. Not new as in start from scratch - uplink is the perfect foundation to work from. New as in modes of game play. In Hack.Net I'm introducing one very new game play feature, one long desired feature, and combine those with other features that are essentially mods of uplink.

Onlink has specifically said that it will never be multiplayer. If the goal is to create a popular mod of uplink that could possibly ressurect it from the doledrums of old, then I think that this is a mistake if only because of the huge demand for it.

I also introduce palyer ran company lans. The player owned lan is not an entirely original concept, however my implementation of it is clearly unique and original. In fact, Hack.Net's company lans is really it central driving game play feature (as described in the document)


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PostPosted:Wed Mar 29, 2006 1:28 pm 
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Joined:Wed Feb 15, 2006 4:27 pm
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Website:http://constablebrew.googlepages.com
Location:Southern California, USA
I'm going to avoid saying anything further here until miah gives the all clear for us to continue this discussion.


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