Both can interact with this window at the same time and in any way they like - scrolling lists of pitchers, looking at player profiles, checking out the opposing team's roster of hitters, asking the computer manager to nominate a starter, and so on - before choosing a starting pitcher and pressing OK. Instead, it transmits only what it needs to keep the two copies in synch.Īfter the initial transfer of information, each participant is presented with the starting pitcher selection window. (It's actually better than having the other person next to you, for reasons we'll get to in a moment.) That's because DMB is not sending large chunks of information, such as screen images, back and forth. This is the only time a large amount of information is transferred between the participants, so it's the only time you might need to wait a little while before proceeding.ĭuring the remainder of the game, it's almost as if the other person is sitting right next to you, the response is so quick. This transfer is instantaneous on a local area network, very fast on a DSL line, and may take 20-30 seconds on a slower dial-up line. Because DMB automatically saves the state of the game after each play and can resume a saved game from that point, you won't have to start over if your connection is dropped for any reason.Īfter the game has been started by the host, all of the necessary information about the teams, players, ballpark and other game elements is sent to the remote participant. Whenever you are using the internet for any purpose, you run the risk of losing a connection, and it would be very frustrating to have that happen in the middle of your game. NOTE : The ability to restart a previously saved game is is an important safety net. The host can (a) start an exhibition game, (b) start a league game, or (c) resume any game that was previously saved while in progress. When the connection has been established, the participants can chat and/or start a game. The other owner (the "remote" participant) chooses a menu command to initiate the connection, entering the hosts IP address to indicate which computer to contact. One owner (the "host") chooses a menu command to put his copy of the game in host mode, meaning that he is ready to accept a connection from the other owner. The first step in using NetPlay is to establish a connection between two computers running DMB version 11. When designing our new NetPlay capability, we wanted to achieve high levels of speed and flexibility, and we have succeeded on both counts.
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