I have played around with the idea of taking on the challenge of remaking black & white 1 for some time; it is well within my programming capability, and using classes from a rewrite I did of a similar RTS god game I could cut the programming time down considerably.. The limiting factor would be...
sounds like a crude way to force a crc check mismatch of the client state, thus the game host perceives that as an out of sync issue.. I could probably do it from my multiplayer client simply with some TCP stream meddling and eliminate the need for the football addon trick entirely..
I've been working on getting the client UPNP capable, which would automatically handle the port forwarding. The only person that needs to forward any ports at all is the person acting as the game host.
It's been a test of patience, it's taken me several days to reverse engineer BW Phoenix and figure out why its bnwlibrary.dll was failing on newer windows versions. Now I have picked bnwlibrary apart and replaced most of its functions into our client protocol, eliminating the need to forward...
map management is well underway, and the previewer has been ported to the client. Still some bugs in it though. Now I will have to gather all the available multiplayer maps, package them into compatible packs, and upload them to the central database.
heres the image you'd probably really wanna use, the main game lobby, the pic above this is just the level previewer. now, I should probably finish work on the map management system.
work on the next client release is going slower than anticipated, building the level previewer is harder than I thought, the Black & White level format is way more complex than the simple 128x128 heightmap and object map format that Populous: The Beginning uses. However, I have made progress...