Author Topic: The future of tunneling  (Read 2155 times)

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Offline kj05

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The future of tunneling
« on: May 22, 2004, 10:58:50 AM »
this might be the wrong place to post this but here goes. this is an email being sent to all major internet sites and mag companies.

>May 21, 2004
>
>To Whom It May Concern:
>
>We would like to tell you about our tunneling application for the Xbox,
>Playstation 2 and Gamecube:
>
>Kai is a flexible piece of (100% free) software, based on portable code,
>which allows you to play your Xbox, Gamecube and Playstation 2 LAN
>compatible games online.
>
>Based on the tremendously sucessful XLink Messenger concept, Kai is a ground
>up rewrite of the best gaming tunnel ever created - bringing you awesome new
>features such as integrated Speex.org codec based group chatting,
>multi-console support, seperated engine/UI logic, high performance
>distributed Orbital server technology, 'deep' network support, an open UI
>API specification, dynamic component updates, a super-clean, super-styling
>UI, and so, so much more. Ignore what anyone else tells you to use - if you
>aren't using Kai, you're not even in the game.
>
>some of the main features of Xlink Kai:
>
>-faster speeds then any GC/Xbox/PS2 tuneling app out there, period.
>-no ip's needed, barely any portforwarding needed
>-pc to pc, pc to xbox and xbox to xbox voice chat
>-xbox dashboard support: got a modded xbox? great! Now you can browse through the Kai arena's and voice chat with the people on kai using your communicator without leaving your sofa. Look for kai support in future builds of avalaunch, xbmc, UnleashX and others. (note: having a modded xbox is absolutely NOT required for you to use Kai)
>-xbox emulator support: ever heard of X-ports emulators? well its developer is working with teamxlink to allow you to play emulated games over Kai in the future.
>-Gamecube : multicube gameing is supported right now.
>-Gamecube : plug and play for any new lan enabled game : thats right, because of the way kai tunnels Gamecube, you will not require any updates when new lan games are released. Not that updating is much of a hassle by the way... it happens pretty much automatically.
>
>
>Created on March 13, 2003, XLink was a pet project between the two
>developers,TheDaddy and TeXLink. It came about after the current
>alternatives were full of advertisements or 12 year olds spamming in chat
>rooms. Did we even mention the lag? The first build of XLink only contained
>a simple messenger style mode and was originally just for TheDaddy and
>TeXLink to play their XBoxes online with. After showing a couple of friends,
>a few more people showed interest and began using it. At the time, it was
>90% ideas, 10% software...
>
>A couple of dodgy builds laters, development on Release Candidate 2 began.
>Codenamed 'Omega', XLink RC2 was the first surge of interest XLink received.
>Boasting 2 new modes (WGN and Rooms), a new flurry of signups, and a new
>website, XLink became bigger than TheDaddy ever imagined. Not only did XLink
>receive an upgrade, but Bo-XLink RC2, the XBox counterpart to XLink was
>created. This was the first of its kind, and allowed users to control XLink
>from their XBox and simulated XBox Live to a degree.
>
>While many users were happy with the current state of XLink RC2 Omega, many
>others were not. Problems with Microsoft issuing new MAC addresses to the
>network interface cards on the newer XBoxes and various wireless and WinPCap
><http://winpcap.polito.it>  issues made support a nightmare. While we did
>what we could, it wasn't enough.
>
>Then came the news about the GameCube using a BroadBand Adapter to play
>LAN-enabled games. After one of our users brought this to our attention,
>TheDaddy almost immediately announced support for GameCubes would be
>upcoming in the next release. Unaware that another team was working on a
>similar project, Team XLink didn't let that get in the way of giving what
>our users wanted. And so began the road to XLink Kai...
>
>Ditching Visual Basic for C++, development on XLink Kai began late 2003.
>BETA testing followed of early builds. After 6 builds of XLink Kai,
>development was increased. All features were being written and the new
>website was under development. And that's when news that the PlayStation 2
>supported system-link play through their own BroadBand Adapter...
>
>XLink Kai: Evolution VII is now final. While there may be minor future
>updates to the client, we believe it's time to stop coding and start
>playing. That, in the end, is what it's all about. We hope you enjoy using
>what started out as personal project, and build on the already great and
>friendly community XLink has.
>
>It's at this point in time that Team XLink would like to thank everything
>greatly for supporting our efforts, especially homebrew development teams
>that have worked with us in the past and future.
>
>Thanks,
>Team XLink.
>
>
>
>
>http://www.teamxlink.co.uk/media.php - our media page with banners and
>desktop wallpapers.
>
>http://pictures.xbox-scene.com/4/xlink/screen3.png - more screenshots
>available on request.
>
Come try the only tunneling program for all 3 major home consloes. Visit Teamxlink for more information.  Or email me here

Offline Shift Key

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RE:The future of tunneling
« Reply #1 on: May 22, 2004, 07:46:27 PM »
OH LOOK, THREADS ARE MULTIPLYING! NOW WITH LESS PASTING!

I have little interest in this, but maybe others will.  

Offline Nephilim

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RE:The future of tunneling
« Reply #2 on: May 22, 2004, 08:06:37 PM »
This is more detail then 5lines
I think this is great, all those ex pso 1&2 online players (alot of em), will be able to whip out mario cart and play it online
Im suprised have this went under my noise, I was really only aware of warp pipe and that seems like its atleast 1 year away from being bug free

Offline Shift Key

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RE:The future of tunneling
« Reply #3 on: May 22, 2004, 09:21:36 PM »
Quote

This is more detail then 5lines
Thanks Einstein. I was just pointing out another place where this was being discussed.

Offline Nephilim

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RE:The future of tunneling
« Reply #4 on: May 23, 2004, 01:18:24 AM »
Quote

Originally posted by: Shifty
Quote

This is more detail then 5lines
Thanks Einstein. I was just pointing out another place where this was being discussed.


well noone has replyied to that, so its not really being discussed Einstein

Offline Shift Key

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RE:The future of tunneling
« Reply #5 on: May 23, 2004, 02:20:19 AM »
Quote

well noone has replyied to that, so its not really being discussed Einstein
Ooowwww, my mighty heart is breaking. Creative insults are my achillies heel and all

And as I said before, maybe others are interested. I'm not. They're more likely to notice a topic placed in Talkback than this. I don't run this place.

LOLLERSKATES CHIEF! PERHAPS THIS THREAD WAS ABOUT SOME SORT OF SUPER-BADGER AND THEIR PLOT TO USURP THE POWERS THAT CONTROL THE WORLDS SUPPLY OF SUNGLASSES SO THEY CAN ALL BE UBER-COOL BADGERS?

Offline DrZoidberg

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RE: The future of tunneling
« Reply #6 on: May 23, 2004, 06:06:15 AM »
mushroom mushroom oooh it's a snake.

I'm more than five lines, contradicting forum rules like what.

einstein
OUT OF DATE.

Offline mjbd

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RE:The future of tunneling
« Reply #7 on: May 24, 2004, 01:14:00 PM »
Wow, can we all take a chill.  Why do we have to be so hateful.  Anyway, I dont know that this will be any better than warppipe, and warppipe is coming out with their finalized version soon.  Also, warppipe seems to have a good community going, so I guess we will have to wait and see which is better.
Formerly Known As Mike_OPN2000

Offline NinGurl69 *huggles

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RE: The future of tunneling
« Reply #8 on: May 24, 2004, 01:41:39 PM »
The tunneling solution that manages to run games at full framerate (I don't want any <60fps Mario Kart nonsense) will be the one I support.  Games should run at full framerate, no slo-mo.  Lag ghosts are tolerable.
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Offline mjbd

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RE:The future of tunneling
« Reply #9 on: May 25, 2004, 01:20:52 PM »
I dont know that any tunneling program can ever get full speed games unless the players have an excellent ping.
Formerly Known As Mike_OPN2000

Offline NinGurl69 *huggles

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RE: The future of tunneling
« Reply #10 on: May 25, 2004, 05:44:47 PM »
I just want my games to run without slo-mo.  Just like how Rainbow Six would run on a 56k decently, back in the day.
:: Six Sided Video .com ~ Pietriots.com ::
PRO IS SERIOUS. GET SERIOUS.

Offline kj05

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RE:The future of tunneling
« Reply #11 on: May 29, 2004, 07:09:19 PM »
im not sayin to not use wp but u can always give it a try plus the xlink community is very cool were are global we have 2 us mods 1 belgian mod and 1 from the netherlands.

so give it a try and plz note that updates r coming out about every 3 to 4 days.

-kj05
Come try the only tunneling program for all 3 major home consloes. Visit Teamxlink for more information.  Or email me here

Offline anubis6789

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RE:The future of tunneling
« Reply #12 on: May 30, 2004, 09:45:40 PM »
I just tried this and it worked pretty well considering the fact that I live in Texas and the other guy lived in California.

When I find more people closer to me this will be uber-cool.
"Imagination was given to man to compensate him for what he is not; a sense of humor to console him for what he is." - Francis Bacon