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Car Wars - Amateur Night event

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Car Wars - Amateur Night event

Postby Glenn Jupp » January 13th, 2008, 11:31 pm

On January 19, starting at 23:00 EST, I'll be running an Amateur Night event for Car Wars live on Vassal. I have room for two or three more players. Sign up before it's too late.

What you'll need:
- Vassal 2.9
- A copy of the Car Wars rules. I'll be using the "Classic" 4th edition, the last small box. They're a sub-set of the Car Wars Compendium, so if you have that, then you're ready. If you have an older edition, you can probably get by. Just keep in mind that the referee is always right.
- "CW 1.0.mod" by JC Locke, available (for now) only from The Newfoundland Autoduel Association's Yahoo Group
- "FLAC.mdx" by myself. An extension with the map of the FCLife Autoduel Centre, and notes (found in the help menu) on the arena, including the car to used for the event. This extension must be placed in a directory called "CW 1.0_Ext", a sub-directory of wherever "CW 1.0.mod" is.

Though not strictly necessary, I'll be using the free VOIP program "Ventrilo" to help move things along a little faster. Thanks to the magic of dynamic IP addresses (me, sarcastic? nah) the address for the Ventrilo server to be run will be announced in the game's chat area.

I think that covers it, but if you have any questions, ask away.

Keep driving offensively,
Glenn
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Postby meng » January 14th, 2008, 6:41 pm

Sounds like fun, I'd like to take part, but I haven't played Car Wars for ages. Will VASSAL 3.0 will be no good? I can't Ventrilo as there's no Linux client yet.
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Postby Glenn Jupp » January 14th, 2008, 11:55 pm

The mod and extensions are for 2.9. (Did I forget to mention the extensions? You probably ought to download all those too, though I have trouble imagining that folks wouldn't automatically do that.)

There has been some work done on upgrading the mod to 3.0 compliance but the author, JC Locke, is sticking with 2.9 for a few reasons for now. Good thing, too. Otherwise I wouldn't be able to play, for reasons I've explained elsewhere on these forums.

I wouldn't worry overmuch on the Ventrilo thing. I expect there will still be plenty of type-chat happening. I just want to grease the wheels a little, 'cause it's gonna be a long night.

So, is you in or is you ain't?
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Car Wars - Amateur Night event

Postby uckelman » January 15th, 2008, 9:12 am

Thus spake "Glenn Jupp":
The mod and extensions are for 2.9. (Did I forget to mention the extensions?
You probably ought to download all those too, though I have trouble imagini
ng that folks wouldn't automatically do that.)

There has been some work done on upgrading the mod to 3.0 compliance but the
author, JC Locke, is sticking with 2.9 for a few reasons for now. Good thing
, too. Otherwise I wouldn't be able to play, for reasons I've explained else
where (http://www.vassalengine.org/forums/viewtopic.php?t=179) on these forum
s.

Did you try what I suggested?

Do you know what the reasons are that the Car Wars mod author is sticking
with 2.9?

--
J.

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Postby meng » January 15th, 2008, 2:29 pm

Okay, I'm in (not thrilled about having to install another version of VASSAL, but I'll do it). I don't have the Car Wars Compendium _with_ me, but I'll manage somehow.
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Re: Car Wars - Amateur Night event

Postby Glenn Jupp » January 16th, 2008, 12:54 am

That's great, meng. And that makes four entrants, enough to qualify for World Autoduel Association points.

Two entry spots remain.

Oh, I forgot to mention in the arena notes: the amateur night car has a front-end power plant, the MicroMissile Launcher fires forward, and the SpikeDropper is on the back end.

And on the technical side...
uckelman wrote:Did you try what I suggested?

Do you know what the reasons are that the Car Wars mod author is sticking
with 2.9?

Haven't followed your suggestions yet. Other stuff going on. I'll give it a go tonight.

From what I gather, JC is holding to 2.9 for now because:
a) He started writing the mod when 2.9 was the current version and he doesn't want to start all over again just yet. Besides, the mod is still a work in progress, and JC is still learning things about making mods. For now, he wants to keep the base mod lean, and experiment through extensions. When it's fine tuned to perfection, he'll redo it as one big mod, maybe for 3.X (see point "c").
b) As with myself, JC is running a system kitbashed from last-gen bits and pieces, and wants to take things easy on the poor 'puter.
c) A natural aversion to anything version X.0. When some more of the proposed v3.X features are in and stable, then he'll upgrade. For now, 2.9 is quite good enough.

Or something like that.
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Car Wars - Amateur Night event

Postby uckelman » January 16th, 2008, 9:42 am

Thus spake "Glenn Jupp":
From what I gather, JC is holding to 2.9 for now because:
a) He started writing the mod when 2.9 was the current version and he doesn'
t want to start all over again just yet. Besides, the mod is still a work in
progress, and JC is still learning things about making mods. For now, he wa
nts to keep the base mod lean, and experiment through extensions. When it's
fine tuned to perfection, he'll redo it as one big mod, maybe for 3.X (see po
int "c").

There'd be no need to start over again---modules made with 2.9 which aren't
immediately loadable in 3.0 can usually be made so with only minor changes.

b) As with myself, JC is running a system kitbashed from last-gen bits and p
ieces, and wants to take things easy on the poor 'puter.

There's pretty much no difference in resource usage between 2.9 and 3.0.
3.1, for which we'll be releasing the first beta soon, is much less
resource-intensive than 3.0 or 2.9.

c) A natural aversion to anything version X.0. When some more of the propos
ed v3.X features are in and stable, then he'll upgrade. For now, 2.9 is quit
e good enough.

I'll have to remember that, so that someday we can skip 4.0 and release
4.1. :)

--
J.

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2.9 VS 3.0

Postby JC Locke » January 17th, 2008, 1:45 pm

Hello everyone, (Minor thread jacking)


First time poster here..

Noticed you guys were talking about my mod..

I just wanted to chime in and say that, at some point I do plan on updating it to 3.0 (I would like to do it sooner) then later.

One of the major reasons why I have not yet, is that I cant seem to get a handle on how to update the mod and the extensions??

A person went ahead and updated the main mod to 3.0 for me, but never told me how he did it (maybe he did, but I never really understood it) but I cant seem to figure out how to Update my other extensions..

If someone would be kind enough to point me in the right direction as to how to update EXT's, that would be super :)

Regards
JC Locke
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Car Wars - Amateur Night event

Postby uckelman » January 17th, 2008, 2:06 pm

Thus spake "JC Locke":
Hello everyone, (Minor thread jacking)


First time poster here..

Noticed you guys were talking about my mod..

I just wanted to chime in and say that, at some point I do plan on updating i
t to 3.0 (I would like to do it sooner) then later.

One of the major reasons why I have not yet, is that I cant seem to get a han
dle on how to update the mod and the extensions??

A person went ahead and updated the main mod to 3.0 for me, but never told me
how he did it (maybe he did, but I never really understood it) but I cant se
em to figure out how to Update my other extensions..

If someone would be kind enough to point me in the right direction as to how
to update EXT's, that would be super :)

Regards
JC Locke

Probably the easiest way to do this is if you tell us what happens now if
you try to load them in 3.0.

--
J.

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Car Wars - Amateur Night event

Postby rk » January 17th, 2008, 3:25 pm

Usually, a module is incompatible because it uses custom Java code, but the underlying VASSAL code has changed between versions. We will try to do a better job in the future to make the code backward compatible.

Fortunately, most of the custom Java code in use is for features that have since been incorporated into the core VASSAL engine, such as the TurnTracker. In that case, making the module compatible is just as simple as deleting the custom component and reconstructing it using the standard component in the new VASSAL version.

rk

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Postby meng » January 17th, 2008, 7:12 pm

I'm going to have to change my mind and opt out of this game. While signing up for a user account at sjgames doesn't seem like a particularly arduous requirement in order to download the module, I'm not keen on creating yet another account I don't really need. Furthermore, I don't see how this requirement is at all relevant to S J Games' policies regarding copyright as outlined on their online policy page.

Bottom line, though, is that if I have to think twice about enjoying a game that I own that has long since passed its heyday, then there's no dilemma, I'll just move on and enjoy another game that I own where I don't have to worry about this rubbish.
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Postby JC Locke » January 17th, 2008, 10:10 pm

Meng,

Dont worry about the SJGames log in. I really need to change that. Thats How I was first keeping track of all the players as a common place to go.

Just log in sign onto the groups page, let me know its you.. and ill add ya.

regards
JC Locke
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Postby meng » January 17th, 2008, 10:29 pm

Okay, thanks.
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Your in

Postby JC Locke » January 17th, 2008, 10:45 pm

Hey there


You are in the group :) if you got any questions at all, feel free to ask,

Hope to see you on Saturday,

JCL
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Postby meng » January 19th, 2008, 9:29 pm

Have been trying to get the module and extension to work this afternoon. The module itself seems to work fine, but I can't start a game in the FCLife Autoduel Centre, despite having the FLAC.mdx extension, and I can't find notes about the arena/car. Any tips?
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