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PostPosted: 29 Jan 2003, 09:40 
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Kuski

Joined: 19 May 2002, 19:13
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magicman yes..and it was awful...lagging alot...and we played just warm up about 3 times...it was hard to see where to go..we just managed to finish warm up multiplayer ..maybe those patches are better now,and I don't know if they work in elma...but they suck...better if it's internal online thing


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PostPosted: 29 Jan 2003, 10:18 
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Kuski

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yeah, I play unreal tournement withought lagging, with like 10 pplayers, and I have 37 k connection only. :/ So even elma multiplayer with 2 players should be so easy..

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PostPosted: 29 Jan 2003, 12:34 
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Donator duck

Joined: 20 May 2002, 13:59
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Online FPSes are not so lag-sensitive, even 300ms latency is playable (at least in Counter-Strike), but imagine 300ms latency in online elma, it's not even watchable...

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PostPosted: 29 Jan 2003, 14:38 
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Le pilote

Joined: 19 May 2002, 23:21
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if you transfer the physics engine data, not only the positions and angles, you will get a "fluid" display, but still a very buggy behavior, because in elma if you release one button for a quarter of second you can get a big difference of movement, while in FPS games you are more predictable in short amounts of time.
a good looking online elma game is possible to make of course, but a patch would not allow some optimisations and other tricks. that's why i say the *patch* would have a crappy display. but, as long as you roughly see where the 2nd player is, and as long as your kuski is perfectly displayed, it's playable and fun. so it's still a very cool project. and i'm still interested in helping anybody who takes the project.


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PostPosted: 29 Jan 2003, 18:15 
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Kuski
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YE com'on now when we have 1 that helps us with the online-version ;)
<-Hibernatus ok!


COM'ON ;)

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PostPosted: 30 Jan 2003, 21:08 
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it looks somehow easier to do after the THING with big T, H, I, N and G came

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PostPosted: 31 Jan 2003, 10:31 
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Le pilote

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the THING doesn't help, milagros... i already answered on the FORUM ;)


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PostPosted: 31 Jan 2003, 17:55 
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maybe you will be suprised

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PostPosted: 2 Feb 2003, 18:00 
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Le pilote

Joined: 19 May 2002, 23:21
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Surprised by how bad a not-real-time display can be?


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PostPosted: 12 Feb 2003, 01:52 
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Kuski

Joined: 23 May 2002, 01:10
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:idea: Think about elma online in another way...
A Built in battle mode:

:arrow: Set battletime, and press start battle....

:arrow: ...Auto send level to all the players...

:arrow: ...wait until all players press "Ready"...

:arrow: ...Start the Battle




:idea: Show best time (and the kuski having the time)

:idea: Show top 10

:idea: Show battle time left

:idea: Chat

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PostPosted: 12 Feb 2003, 19:32 
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Kuski

Joined: 9 Dec 2002, 21:11
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and it will need to check everyone has EXACTLY the same elma.exe to stop cheating

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PostPosted: 13 Feb 2003, 09:26 
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Kuski

Joined: 14 Jul 2002, 11:48
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If 1.2 will go over beta testing i guess it will be the common version. It would be good if Balazs accept this, but i think it won't happen, so it will be still "unofficial". Dunno what's the reason i write it here, but i'm a n00b so don't kick me.

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PostPosted: 13 Feb 2003, 10:00 
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Kuski

Joined: 9 Dec 2002, 21:11
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thatz an Idea, add online to 1.2! :lol:

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PostPosted: 13 Feb 2003, 10:38 
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Kuski

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doing online code is not that easy, even if hib could do it, i think lag would ruin it, or at least make it not that good to play at all. I like watching my teammate's ride too when we are playing multi, and if he crashes his head (or it seems so coz lag) then it confuses me i think. But doing a battle server would be nice.

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PostPosted: 13 Feb 2003, 12:06 
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Kuski

Joined: 12 Nov 2002, 19:43
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Yes, let's call it battle.net. :D
Seriously though, I reallly like Toaster's idea.


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PostPosted: 13 Feb 2003, 15:42 
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that will be my next goal in the future after finishing the anticheat0r
the main problem is the speed...in LAN it is possbile to make quite ok but through inet it would probably freeze for a few hundreds sometimes and that would cause problems
..so maybe in the faaaaar future

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PostPosted: 13 Feb 2003, 17:20 
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Loz, why would everyone need the same elma.exe? I don't think that's necessary.

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 Post subject:
PostPosted: 13 Feb 2003, 17:24 
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Kuski

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Maybe it isn't necessary, but there's no reason why everyone shouldn't have the same elma.exe, so you might as well do it.


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PostPosted: 13 Feb 2003, 17:38 
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What if someone is really against 1.12 for example?

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 Post subject:
PostPosted: 13 Feb 2003, 18:14 
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Donator duck

Joined: 29 Aug 2002, 08:44
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Some thoughts on #across,

<Dickybird> if there is ever an elma online, there should be a "shit" key. Like if you make a bad move, you press it and the word shit comes up on screen. Also should be a "hah, im beating you" key.
<Dickybird> just a thought
<MagnusB> you should be able to bind your own keys
<Dickybird> yea. that would be very cool
<darm> and slap ur opponent during run
<darm> with large trout ofcourse
<Dickybird> yes.
<Dickybird> we're just full of great ideas

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 Post subject:
PostPosted: 13 Feb 2003, 19:25 
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Kuski

Joined: 12 Nov 2002, 19:43
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SveinR wrote:
What if someone is really against 1.12 for example?

I suppose the online capabilities would only be included in the 1.12/1.2 patch.


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 Post subject:
PostPosted: 13 Feb 2003, 19:36 
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Kuski

Joined: 9 Dec 2002, 21:11
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everyone would need the same file that controls speed ect. ect. to stop cheating

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 Post subject:
PostPosted: 24 Feb 2003, 17:41 
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Le pilote

Joined: 19 May 2002, 23:21
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Location: France
Ok, i'm going to make the first step :)
I'll add the network capabilities in elma.exe thanks to wsock32.dll.
That's a very tiny part of the project, but i know it will motivate the programmers.
About the battle mode: Would be easy to make. An external program would make the server. Actually, if you don't like patching etc. you can make a very good 100% external solution. About the anticheating, just transfer the code sections of elma.exe to the server. But we shouldn't care about that, just wait for the anti-cheat patch.

About the online multiplayer mode: Well if i make the new import table for wsock32.dll, patchers don't have any excuse not to make it :)
It would look like a normal multiplayer game, but the 2nd player's display would have some lags. Not THAT bad :) I think the replays shouldn't make valid WRs, but we don't care, do we?
Mila, you said "maybe you *will* be suprised" about the THING. Are you planning to try it? You must remember the FPS of the 2 players cannot be the same. A time shifting between the two players would suck (and flag tag is then impossible).
Anyway, i hope you'll make it the other way :) That would rule.


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 Post subject:
PostPosted: 24 Feb 2003, 20:36 
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lack of time is the biggest opponent

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 Post subject:
PostPosted: 24 Feb 2003, 20:50 
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Le pilote

Joined: 19 May 2002, 23:21
Posts: 229
Location: France
Indeed. There's much work, mainly for the reverse engineering.

http://membres.lycos.fr/realathlon/pv/elma12/ Net12.exe
Program in 59000-5CFFF (RVA: 95000-98FFF)
Put your static variables in 5D000-60FFF (RVA: 99000-9CFFF)

wsock32.dll functions (god bless emacs :) ):

accept, bind, closesocket, connect, gethostbyaddr, gethostbyname, gethostname, getpeername, getsockname, htonl, htons, inet, addr, inet, ntoa, ioctlsocket, listen, ntohl, ntohs, recv, recvfrom, select, send, sendto, setsockopt, shutdown, socket, WSAAsyncGetHostByAddr, WSAAsyncGetHostByName, WSAAsyncGetServByName, WSAAsyncGetServByPort, WSAAsyncSelect, WSACancelAsyncRequest, WSACleanup, WSAGetLastError, WSAStartup,

in alpha order, call d,[00491180] to call d,[00491204] (step = 4, obviously).

-> no excuse! ;)

If you want to program in C++ instead of asm, make a dll. Now you can easily modify the import table, i've left some room after each structure.


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 Post subject:
PostPosted: 7 Mar 2003, 05:12 
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Le pilote

Joined: 19 May 2002, 23:21
Posts: 229
Location: France
I have finally decided to make the online multiplayer patch myself.
I announce it here in case some programmers would decide to do it too.
I have already tried a first version with onla. The lag was huge but that's because it lacked many of the features i've planned for it.
It will take a long time and i'm sometimes very busy, so don't expect something too quickly. I might even give up. But of course in that case, any programmer will be able to make the missing functions. So it should be made anyway, soon or later.


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PostPosted: 7 Mar 2003, 12:59 
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Kuski
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Joined: 23 May 2002, 13:59
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Location: In a northern danish city beating YOUR record.
what about the 1.2 patch, when will the final version be ready ?

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PostPosted: 8 Mar 2003, 00:12 
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Le pilote

Joined: 19 May 2002, 23:21
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Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?


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 Post subject:
PostPosted: 11 Mar 2003, 17:35 
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Kuski

Joined: 5 Mar 2003, 20:50
Posts: 15
Yes we are! :D No bugs so far... only maybe the auto save reminder...
sometimes it automaticly starts replaying or it restarts a level before you get a chance to save your replay (although this mostly happens(always?) when you die)

(sorry for posting in wrong topic, but I gotta run of to be in time for a meeting)


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 Post subject:
PostPosted: 16 Mar 2003, 04:50 
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39mins club
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ok hib

i was just talking on #across for a while about this

and everyone wants to see this online patch as soon as possible

so i think u should release is as soon as possible

we are all counting on u

:*

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 Post subject:
PostPosted: 23 Mar 2003, 16:28 
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Le pilote

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Bartek, if you had seen the last test, you would know that it doesn't suck at all. And you should know that an online version would work perfectly on a LAN (what you're asking for).
About flag tag, it may be possible to make the wheels bounce, but only on the local version, and it would require much work.


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 Post subject:
PostPosted: 26 Mar 2003, 03:18 
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Kuski

Joined: 23 Jan 2003, 18:11
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Location: Ontario, Canada
why not release the LAN version now? :D That would be good :D

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 Post subject:
PostPosted: 10 Apr 2003, 16:40 
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Kuski

Joined: 19 May 2002, 19:13
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hibernatus where are you......time is running...damn


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 Post subject:
PostPosted: 10 Apr 2003, 17:59 
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Kuski

Joined: 23 Jan 2003, 22:13
Posts: 98
Location: USA
I already only use Elma 1.2, I think it is overdue for a release!
It would be good to release it as soon as possible.

And ElMa online is great idea!

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PostPosted: 10 Apr 2003, 19:08 
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Kuski
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OMG, u will ruin my life... i love battles... and now omg :)
my i-net bill will be $$$

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 Post subject:
PostPosted: 5 May 2003, 07:20 
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Kuski

Joined: 30 Aug 2002, 23:27
Posts: 28
Location: Israel
just wanted to remind everyone that i want the ELMA ONLINE!!!


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 Post subject:
PostPosted: 6 May 2003, 18:02 
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Kuski

Joined: 15 Aug 2002, 08:41
Posts: 732
You want ELMA online....and I want that blonde chick....she is just to fine ;)

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PostPosted: 6 May 2003, 18:08 
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Kuski

Joined: 2 Apr 2003, 08:21
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And I want both of them


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 Post subject:
PostPosted: 8 May 2003, 20:52 
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Kuski

Joined: 13 Dec 2002, 16:58
Posts: 26
Location: Norway
i'm waiting on a surprise hib.... :wink:

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 Post subject:
PostPosted: 4 Nov 2004, 00:21 
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Kuski

Joined: 2 Nov 2004, 21:00
Posts: 25
Hibernatus wrote:
Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?

ok...its been almost a year and you still havent released even the beta for elma online :P i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.


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PostPosted: 4 Nov 2004, 11:40 
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39mins club
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Captain_Goggles wrote:
Hibernatus wrote:
Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?

ok...its been almost a year and you still havent released even the beta for elma online :P i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.


He's talking about elma1.2 there which is already out in both the beta version and the final version. Still would be nice with this online/lan patch though! milagros haven't you been working on it too?!


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PostPosted: 4 Nov 2004, 19:01 
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37mins club
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i could help out too. All i need to know is what program u guys using to read .dat files?


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PostPosted: 4 Nov 2004, 22:30 
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i;ve been working on it too some months ago but don't have time now at all
.dat is not important here btw. (state.dat format is very ez, if you can't read it, hmmm, not high probability to help here)

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 Post subject:
PostPosted: 6 Nov 2004, 14:40 
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Kuski

Joined: 2 Nov 2004, 21:00
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J-sim wrote:
Captain_Goggles wrote:
Hibernatus wrote:
Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?

ok...its been almost a year and you still havent released even the beta for elma online :P i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.


He's talking about elma1.2 there which is already out in both the beta version and the final version. Still would be nice with this online/lan patch though! milagros haven't you been working on it too?!

but Hibernatus said, "I have finally decided to make the online multiplayer patch myself." over a year ago. It shouldnt take a year to make it.


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 Post subject:
PostPosted: 6 Nov 2004, 23:51 
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Captain_Goggles wrote:
but Hibernatus said, "I have finally decided to make the online multiplayer patch myself." over a year ago. It shouldnt take a year to make it.

Hib hasn't been in the scene for over a year.

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 Post subject:
PostPosted: 11 Nov 2004, 14:45 
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Kuski
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thats the solution to the lag problem in trackmania:
1) If you have a bad internet connection, you cant see the other ppls positions, but you send and receive the times(so you only connect to send and receive times)
2) If you have better connection but anyway not the best, you send and receive the times normally, but you can see sometimes the other ppl positions
3) If you have a perfect connection, you receive and send positions and times

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 Post subject:
PostPosted: 14 Nov 2004, 08:40 
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i want an elma online

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 Post subject:
PostPosted: 5 Jan 2005, 21:17 
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Kuski

Joined: 3 Jan 2005, 21:59
Posts: 667
Location: Nikitrail
Now im thinking about Elma Online :p, that would be so sweet!

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PostPosted: 26 Jan 2005, 16:32 
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Kuski
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Then tell us!

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PostPosted: 26 Jan 2005, 16:43 
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Kuski
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yes pleeease :wink:

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