The site is hosted at a commercial ISP where I pay my monthly cost and have no bandwith limit.
The server is hosted at a supporters machine, but it can take a lot more players:=)
I've not included the name, because I didn't want to be called someone who only posts on slashdot, to get attention to the project. Didn't I say that?:)
90% of the code written since the split was in totally different directions. As I said, we only copied small stuff like GUI addons and so. Nothing which has any major influence on the project.
Thanks for that post. I'm a bit disappointed by the name calling as well, although they're all on my side.
But he's not a twit or a bad guy at all. But he told me that most open source developers would think his way too, so I figured the best way to convince him, that he's wrong would be to ask Slashdot.
He had his reasons for the fork, and I definetly made mistakes myself which encouraged him to fork, in order to make it better.
That's not the point. MegaMekNET is as configurable as Mekwars, or can be made as configurable in a few minutes. One difference is, that the focus is on the main Server while accepting patches for other server, but not intentionally coding stuff to support others. That's because the player base is imho still too small to open up X other servers, but if someone wants to, he can do that of course.
There are game related differences that make up the real difference between the two projects.
We've quiet some Internet Cafe's playing MegaMekNET (Turn bases conversion of the Battletech Tabletop together with a campaign with lots of teamwork and stuff)...
Checkout: http://www.megamek.com
Open Source (GPL), low hardware requirements, free.
Sorry for the advertisment, but it seems to addict cafe players despite the long time it needs to game.. (about 2-4h each game)
The site is hosted at a commercial ISP where I pay my monthly cost and have no bandwith limit. The server is hosted at a supporters machine, but it can take a lot more players :=)
I've not included the name, because I didn't want to be called someone who only posts on slashdot, to get attention to the project. Didn't I say that? :)
90% of the code written since the split was in totally different directions. As I said, we only copied small stuff like GUI addons and so. Nothing which has any major influence on the project.
Thanks for that post. I'm a bit disappointed by the name calling as well, although they're all on my side. But he's not a twit or a bad guy at all. But he told me that most open source developers would think his way too, so I figured the best way to convince him, that he's wrong would be to ask Slashdot. He had his reasons for the fork, and I definetly made mistakes myself which encouraged him to fork, in order to make it better.
That's not the point. MegaMekNET is as configurable as Mekwars, or can be made as configurable in a few minutes. One difference is, that the focus is on the main Server while accepting patches for other server, but not intentionally coding stuff to support others. That's because the player base is imho still too small to open up X other servers, but if someone wants to, he can do that of course. There are game related differences that make up the real difference between the two projects.
We've quiet some Internet Cafe's playing MegaMekNET (Turn bases conversion of the Battletech Tabletop together with a campaign with lots of teamwork and stuff)...
Checkout: http://www.megamek.com
Open Source (GPL), low hardware requirements, free.
Sorry for the advertisment, but it seems to addict cafe players despite the long time it needs to game.. (about 2-4h each game)