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Banner Control Panel 1.2 - SFE Software

Banner Control Panel 1.2

Error:


Script Error

Error:

Can't create lock file - aborting.

Make sure the following has been observed:

Unix Servers:
  • data.cgi is writable by this script
  • If a file locking problem, make sure the directory this script resides in is writable. Note, the directory does not have to be writable for the script to write to files, only for it to create files. File creation is required for proper file locking.
Windows NT systems:
  • data.cgi must be writable and accessible by the script
  • banner.cgi must be able to write to files and create files
  • On some NT systems, the variable near the top of banner.cgi must be set. It is currently set as follows:
      $main::data_path = ".";
    Note that under most systems, "." is fine. This specifies that it is set to the current directory. However, some NT systems require the full server path. Contact your system administrator to find the full path to your cgi-bin directory.
If you still have trouble, contact BannerCGI@HostFacts.com and I will attempt to help.

SFE Software

Main Menu | Add Banners | Preferences | Log Out
© 1999 SFE Software. All Rights Reserved.

Expires: Mon, 26 Jul 1997 05:00:00 GMT Pragma: no-cache Cache-Control: no-cache, must-revalidate Content-type: text/html Banner Control Panel 1.2 - SFE Software

Banner Control Panel 1.2

Error:


Script Error

Error:

Can't verify file locking - aborting.

Make sure the following has been observed:

Unix Servers:
  • data.cgi is writable by this script
  • If a file locking problem, make sure the directory this script resides in is writable. Note, the directory does not have to be writable for the script to write to files, only for it to create files. File creation is required for proper file locking.
Windows NT systems:
  • data.cgi must be writable and accessible by the script
  • banner.cgi must be able to write to files and create files
  • On some NT systems, the variable near the top of banner.cgi must be set. It is currently set as follows:
      $main::data_path = ".";
    Note that under most systems, "." is fine. This specifies that it is set to the current directory. However, some NT systems require the full server path. Contact your system administrator to find the full path to your cgi-bin directory.
If you still have trouble, contact BannerCGI@HostFacts.com and I will attempt to help.

SFE Software

Main Menu | Add Banners | Preferences | Log Out
© 1999 SFE Software. All Rights Reserved.

Expires: Mon, 26 Jul 1997 05:00:00 GMT Pragma: no-cache Cache-Control: no-cache, must-revalidate Content-type: text/html Banner Control Panel 1.2 - SFE Software

Banner Control Panel 1.2

Error:


Script Error

Error:

Can't verify file locking - aborting.

Make sure the following has been observed:

Unix Servers:
  • data.cgi is writable by this script
  • If a file locking problem, make sure the directory this script resides in is writable. Note, the directory does not have to be writable for the script to write to files, only for it to create files. File creation is required for proper file locking.
Windows NT systems:
  • data.cgi must be writable and accessible by the script
  • banner.cgi must be able to write to files and create files
  • On some NT systems, the variable near the top of banner.cgi must be set. It is currently set as follows:
      $main::data_path = ".";
    Note that under most systems, "." is fine. This specifies that it is set to the current directory. However, some NT systems require the full server path. Contact your system administrator to find the full path to your cgi-bin directory.
If you still have trouble, contact BannerCGI@HostFacts.com and I will attempt to help.

SFE Software

Main Menu | Add Banners | Preferences | Log Out
© 1999 SFE Software. All Rights Reserved.

Content-type: text/html Default Banner Expires: Mon, 26 Jul 1997 05:00:00 GMT Pragma: no-cache Cache-Control: no-cache, must-revalidate Content-type: text/html Banner Control Panel 1.2 - SFE Software

Banner Control Panel 1.2

Error:


Script Error

Error:

Can't clean lock file - aborting.

Make sure the following has been observed:

Unix Servers:
  • data.cgi is writable by this script
  • If a file locking problem, make sure the directory this script resides in is writable. Note, the directory does not have to be writable for the script to write to files, only for it to create files. File creation is required for proper file locking.
Windows NT systems:
  • data.cgi must be writable and accessible by the script
  • banner.cgi must be able to write to files and create files
  • On some NT systems, the variable near the top of banner.cgi must be set. It is currently set as follows:
      $main::data_path = ".";
    Note that under most systems, "." is fine. This specifies that it is set to the current directory. However, some NT systems require the full server path. Contact your system administrator to find the full path to your cgi-bin directory.
If you still have trouble, contact BannerCGI@HostFacts.com and I will attempt to help.

SFE Software

Main Menu | Add Banners | Preferences | Log Out
© 1999 SFE Software. All Rights Reserved.

Expires: Mon, 26 Jul 1997 05:00:00 GMT Pragma: no-cache Cache-Control: no-cache, must-revalidate Content-type: text/html Banner Control Panel 1.2 - SFE Software

Banner Control Panel 1.2

Error:


Script Error

Error:

Can't verify lock file for cleanup - aborting.

Make sure the following has been observed:

Unix Servers:
  • data.cgi is writable by this script
  • If a file locking problem, make sure the directory this script resides in is writable. Note, the directory does not have to be writable for the script to write to files, only for it to create files. File creation is required for proper file locking.
Windows NT systems:
  • data.cgi must be writable and accessible by the script
  • banner.cgi must be able to write to files and create files
  • On some NT systems, the variable near the top of banner.cgi must be set. It is currently set as follows:
      $main::data_path = ".";
    Note that under most systems, "." is fine. This specifies that it is set to the current directory. However, some NT systems require the full server path. Contact your system administrator to find the full path to your cgi-bin directory.
If you still have trouble, contact BannerCGI@HostFacts.com and I will attempt to help.

SFE Software

Main Menu | Add Banners | Preferences | Log Out
© 1999 SFE Software. All Rights Reserved.

ARMADA 2 INFORMATION

Information supplied by mark - Of course, everything is subject to change for the final release!

[page 1] [page 2] [page 3] [page 4] [page 5] [Armada 2 Links]

"How many players can we expect via the modem? I would assume 4, but would it be feasible to have even more?"
--We are sticking with 4. In theory, there could be more, but 4 strikes a good balance between performance and fun.

"Why you don't make a game with 200 players who play online?"
--A2 is 4 player on-line. What makes A2 unique is that any game world is a subset of the larger whole of the game. Teams of four can cause certain game worlds to flourish, and open up special challenges on the server (for their clans or for everybody). A2 is built on a matchmaking server, which makes it impractical to have 200 players. However, you will find that in A2 you will spend much more time working together with your friends than in a normal on-line game. Also, you will own a small unique game world that people will want to visit in order to get special tech that only you have. You will still chat with the whole on-line community, compete with other clans, and be ranked among a much larger group, but A2 is different from the other 200 person on-line games. The focus is on building a small team and a strong world.

"In the multiplayer game over the internet, in A2, will all of the players have to be in the same screen or will they, all four of the players in the clan world, be able to move about the universe without the other players?"
--The 4 players will not be confined to one screen when playing on-line. They can go to the far corners of the mini-map (which is a pretty far distance). But we basically want the teams to work together. Complete freedom results in the players never seeing each other, and it causes some problems for the game design.

"How will I be able to communicate with other players while in the game? I don't own a keyboard, and i'm not sure how they work, but will you be able to plug your controller into one slot to play, and type on the keyboard that is plugged into another slot?"
--You can use the keyboard, and we will allow you to use a virtual keyboard (using the controller), and we let you store some common statements (like "follow me") that you can activate with the controller.

"You said you would build your game world up. With economics and such. How do you do this?"
--Everything you do helps build up the world. You will have to make many choices about how you shape the world. Even simply destroying a single Armada entity can be approached from different directions with varying results (this is something I'll talk about more in May).

"Will the records of your clan world be stored when there is nobody online and active in your current world?"
--Yes. The server only stores the top five clans in each category. When people jump out of a game, or enough time passes, the server updates the best clans in the clan list.

"Will your clan records etc. exist on a server, or will someone always have to have a DC on?"
--The top clans get written to the server.

"Is your clan 'world' ranked on the activities that happen within your world, or is it ranked based on the members involved (their rank), or both?"
--It only looks at your world. The clans are only judged by the worlds they build up. There is a separate list for individual players (like highest level, etc.).

"I do not understand exactly what you mean by leaving your DC on in server mode."
--This is for when you want to go to sleep, but your clan members live in a different time zone and want to pump up the game world while you sleep.

"If we leave our Dreamcast on server mode (over 56k modem), what would happen if our ISP's disconnected us, as they tend to do if we leave dialup on for extended periods of time?"
--That would be bad. If the host disconnects, the game is over, but no data (up until that point) would be lost. You would have still built up the world.

"Was this an option for those with a cable modem instead (assuming that the cable modem connection comes out for DC in a timely manner?) ? I have a cable modem, and I just don't see the server thing being possible without a full time connection (not to mention that it might violate ISP user agreements)."
--Hmn... My understanding of dialup is that they will disconnect you like 4 times a month, and mostly if the link is inactive. Server mode is pretty active when people are playing, since your host machine has all the game data. We'll have to test this.

"If the creator/owner of the world got disconnected from the internet, what would happen to the people/gamers on that world?"
--Everybody gets dropped. The ownership of a world can never change. Your world cannot be taken from you--it resides on your VMU.

"Also, are our worlds ultimately stored on your server, or are they stored in our VMU's?"
--VMU.

"If they are a shared world, do we each have our own copies of that world?"
--No. Only the world's creator/owner has a copy of that world.

[page 1] [page 2] [page 3] [page 4] [page 5] [Armada 2 Links]