View Full Version : [OPINION] Dump GameSpy!
dtgilbert
9th Aug 04, 9:15 PM
I dont mean to be rude i know GameSpy is cost Efficient. The problem is GameSpy is very flawed. I do not reccomend using it. Unfortunatly i dont have any alternatives but there has to be some other way.
Talsworthy
9th Aug 04, 10:48 PM
Have to agree, gamespy lobby is the worst thing about the game :( Very hard to find people/games etc. Maybe the interface just needs changing around. The Blizzard lobbys I always found very good.
Tals
Gamespy is over rated
p.s BLOOD FOR NUGLE!!!
P.P.S SLANNEsh needs a new hawain shirt!...
P.P.P.S I borrowed KHORNES whipe to slap Marik around...hehe
Have to agree, gamespy lobby is the worst thing about the game :( Very hard to find people/games etc. Maybe the interface just needs changing around. The Blizzard lobbys I always found very good.
Tals
My opinion, too. The Battlenet-Lobby (Blizzard) is fast, nice and as "game-flooded" as the Gamespy-Lobby.
MoleUK
10th Aug 04, 4:16 AM
Too late in the dev stage to change from gamespy now. Will have to deal with it :).
EternalThought
10th Aug 04, 4:21 AM
Erm, I don't have problem with gamespy, only with the rooms and online lobby.
But, if thats gamespy's fault they HAVE to change it.
The fact you have just 3 rooms and everyone have the same text color and all is just terrible.
Actually I think that this online lobby is probobly the only thing which is really BAD in this game right now.
MoleUK
10th Aug 04, 4:27 AM
The difference is, you can't really use a no-cd crack and play the game online as it uses a different .exe and the game if made well will pick up on that.
If they made it so it didnt require a CD all you would need is a CD-key to play online, and there will be plenty of keygens around for the game when it releases.
So it does help prevent piracy :).
EternalThought
10th Aug 04, 4:30 AM
Mmm, I think you wanted to post that in the no cd thread right?
aeturnum
10th Aug 04, 5:19 AM
I really don't like gamespy either, but I think we're stuck with them, more's the pity.
God, what a way to run a company, how can they make money? Who (besides relic) pays for their services?
ÜberJumper
10th Aug 04, 7:57 AM
It's not Gamespy that is causing problems with the lobby, it's Relic's game interface.
It's poorly laid out, confusing, and cluttered. Their game list refresh issues are being sorted out next patch, and more channels will be added. The one thing that gamespy's SDK apparently does not allow is the creation of channels from in game. As far as I can tell, that's the one thing that limits Relic right now in making the lobby more functional.
Gamespy's Chat servers are IRC based, so theoretically, friends/buddy lists, private channels, locked/passworded channels should all be possible.
mecha
10th Aug 04, 8:04 AM
Uh, no.
The "refresh" issue is in fact nothing to do with refresh, it's just the UI being rebuilt every time a game is added or removed.
User created channels, buddy lists, chat to players in game, invitations, team automatch, custom player data and much more are all possible with the GameSpy SDKs. Every feature takes time and resources to implement and those are features that didn't make the cut.
ÜberJumper
10th Aug 04, 8:07 AM
What he said.
/me points at Mecha
DeadJohnny
10th Aug 04, 8:38 AM
Mecha, will the refresh issue be delt with? Without the game column (type, password,etc) sorting feature working, joining a game at the bottom of the list is like playing pin the tail on the ferrari.
The whole screen could be improved by reducing the font size.
Drunk
10th Aug 04, 9:11 AM
It's not Gamespy that is causing problems with the lobby, it's Relic's game interface.
It's poorly laid out, confusing, and cluttered. Their game list refresh issues are being sorted out next patch, and more channels will be added. The one thing that gamespy's SDK apparently does not allow is the creation of channels from in game. As far as I can tell, that's the one thing that limits Relic right now in making the lobby more functional.
Gamespy's Chat servers are IRC based, so theoretically, friends/buddy lists, private channels, locked/passworded channels should all be possible.
Come now Uber, gs not causing problems? Lmao. Do you forget HW2 so soon?
How many times in the last year have you seen the phrase "fucking gayspy"?
:bandit:
MoleUK
10th Aug 04, 9:18 AM
Hrm, my post ended up in the wrong topic.
Gh0St
10th Aug 04, 9:31 AM
haha gamespy really sux imo.. well with this kind of server i think ill not buy the game.. couse creating channels is verryyyy important... clan channels etc... omg i cant see why relic dont make their own server... the game will be aloooooooot better if it heppens, and plz dont talk about "no money" couse it isnt that expensive...i know lots of small game companys that have their own server with quality, and im pretty sure that if u make ur own server u will atract alot more ppl, then win more money :)
plz make ur serverrrr
ÜberJumper
10th Aug 04, 10:07 AM
Drunk:
Don't be stupid, HW2's problems weren't with Gamespy either, it was Relic's use of DirectX for the networking and not Gamespy's networking SDK (replace with appropriate mecha quotes). Note how good DoW performs with routers? Heck, you don't even need to do port forwarding for the most part.
I'm sick and tired of people placing the blame on gamespy when it's Relic and it's publishers who decide which features to implement in it's code. I'm cool with saying gamespy's evil for its policies on hosted sites, and getting exclusive content, but don't blame gamespy for a developer not wanting to implement features that Gamespy's SDK supports.
Deathscythe61
10th Aug 04, 10:11 AM
Will Sync errors ever be fixed? Or at least reduced with better netcode?
ÜberJumper
10th Aug 04, 10:15 AM
Sync errors are not caused by the netcode per se, but rather by the simulations suddenly veering off track on each machine.
This could happen by something not being sent between the machines (doesn't imply a network error) or the wrong data being transmitted.
If you get sync errors a lot, get your friends together and use the -sync_high command line switch so Relic gets more data in the event of a de-sync.
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