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  1. Earlier
  2. Just wanted to say I haven't forgotten about things here... just with the Government shutdown my mind has been elsewhere. Being excepted I still have to work for IOUs. Financially sitting ok for a few more months, but just been trying to work on physical things around the house to distract my mind. Got people on my crew not as financially comfortable, so working to try and help them all day. Just drains me mentally by the time I get home and I don't want to look at the computer screen anymore, hah. Will get back to things soon.
  3. Interesting
  4. It's working. I have the bots navigating the Line2D path. The bots start with the first line segment position and once reached then navigate to the next position. I am using Godot's NavigationServer2D to navigate the path from position to position. It's working well. The bots will use these Line2D paths as preferred paths and use them to arrive at an area of the map. Once the destination is reached (the end of the line path) bots will either hunt or defend and loiter. I will have lots of other uses for this Line2D path method for sure. More soon... Vidiot_X
  5. That's a really cool story about the convention, iron... Mexico, Hooters and Titty bars, awesome lol. Also pretty cool that that some of the original SS devs were in attendance. I was only 12 back then for reference, but sounds like my kind of party!
  6. Hi, I am currently working on navigation lines for bots to follow. In Godot, when queried the NavigationServer2D will return an array of points to a destination. These simple Line2D nodes in Godot provide an array of points to a destination which can be navigated to by a bot ship. I'm hoping this simple idea works out (it should). Bots will breakaway from the path when an enemy is near. Typically bots will use these navigation lines as a preferred path to get to the flag room or other areas of the map. More updates soon. Vidiot_X
  7. Dedicated man!
  8. Just wanted to follow up. The quotes database didn't seem to restore correctly. Trying to go through all the sql to see where the error is.
  9. I've had the same email address since whenever gmail came out. No change to that whatsoever. However I did lose a couple old email accounts because they just stopped being the one available. I.e. rocketmail or one of my old hotmail accounts.
  10. I thought I saw someone speaking about a later meetup of players, which was why I made this generally about it rather than just the one I had details on I donโ€™t think many people keep the same email addresses for 30 years. Probably not even for 10 years? I still have the one I used back when the game was in Alpha. You should see the amount of junk mail I get per day ๐Ÿ˜Š I have some player email lists from 1997. I have been thinking about using it to send something out about this forum but Iโ€™m hesitant (data protection wasnโ€™t a thing many thought of back then)
  11. Working on DCME also kept me busy for a while, and it got me deeper into programming in general. As for a remake, the one I'm (very slowly) working on is kind of a side project where the fun is to redo those things with 15 more years of experience. Just converting it would be kinda boring ๐Ÿ˜› Side note, I just uploaded 3.6... I thought I was done, but people with 1440p monitors and larger were getting crashes just by scrolling around or zooming out. So this should be fixed now.
  12. Doubt something like this will happen nowadays. However, I do have plans of travelling around the U.S. sometime soon - going to different drop zones, boogies et cetera if possible. Gotta get my platform out there to the masses.
  13. I just posted, as a seperate thread, information and images from the first Subpace convention in 1997 - Enjoy
  14. IRL Convention 01 โ€“ October 1997 San Diego California I originally posted a news story about this convention on a news website called Subscene in 1997 (my player name was Warhammer back then). I think maybe I ran that website, but honestly it has been so long I cant recall the details. I had the intention of copying the story text and pasting it in here like a normal post, but the original story has some images posted with related text next to them making that difficult to pull off recreating it here I decided instead to just post images of the original story as it appeared on the website when it was published. Sorry for the inaccessibility but I think this is the better choice Iโ€™m also sorry for putting you through the way I wrote back then, I was young and thought it was cool at the time ๐Ÿ˜…
  15. I found info from the first ever Subspace convention on an old hard drive a few years back and I thought I would post details of it to the community. If you have information on any other past IRL conventions, please feel free to create a post below this and put in any detail you may have
  16. 23yrs ago this month a random idea turned into these forums... It may have been nostalgia that drove me to bring them back after all the requests, but I don't ever regret starting them and working with the other web admins that helped. It was a hectic first year that ended in the original forums being crashed and lost due to a pirated vBulletin script, then this databse launched in August of 2003. It has been memorialized in my signature for years... Crazy to look at my 13yr old daughter and think I helped start/work on so many website projects at her age. I was just 17yrs old when SubSpace.net, SubSpaceDownloads.com, and SSCentral.com came together to launch SSForum.net. Now I sit here tonight at 40yrs old feeling a bit nostalgic about it all.
  17. Here are some images of the current state of Phoenix USC's map and lighting. Lots of tweaks and new normal and specular image maps have improved the look quit a bit.
  18. Hi, I have been busy and making progress on Phoenix USC. In this video you can see the recent changes to the map and lighting. I have 32 bots on two teams fighting in base testing Phoenix USC. This simulated game play gives an excellent view of all the wonderful progress and a glimpse what is to come. Some of the key development progress: Small cones removed and replaced with dragons teeth barriers. Other areas of the map redone to improve the overall flow of the ships as they move around. Some ISO tiles have been redone for better lighting and visuals. All base areas now use navigation polygons and have been updated to include recent design changes. This allow bots to navigate in all areas in and around the base arena. All normal and specular maps are redone. This has improved lighting greatly and reduced specular artifacts to almost zero. It has also has greatly improved the visual clarity with better contrast and highlights. Some static lights have been removed and others have been resized and positioned to reduce the lights used in game. Changes to ship lighting for a cleaner brighter look. Your player ship is now supports a main dynamic light. This improves the look and works better with real-time shadows. All other lights are static and "do" interact with the map and all ships. All remote player and bot ships are affected by all lights and shadows in game. Code changes to attach mode. Development here is ongoing and will mimic current SubSpace / Continuum attach modes. For now I have attach mode working so that you can attach to a player and detach all with a key stoke (F7). Networking code improvements. These are the development highlights for this month. I will be working on attach mode getting it ready for match play and then moving to repel. Once these features are in place I will be working on a simple capture the flag match play system to get us going. Moore soon... Vidiot_X
  19. PoLiX

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  20. Yurrrrrrr good spam is efficient to bring back folks that forgot about the game, prittk needs to give the source code so we can better than game, I talked to Quiglybobo he is trying to recreate the code somehow but it's a mission
  21. I would agree, I remember having to cut so many corners and make optimizations to make DCME performant on hardware at the time. None of those are necessary anymore, I mean, I remember starting DCME on a winxp laptop with 256mb ram and a celeron CPU. Now you can just render everything without a hitch and keep everything in memory without issue. On one hand making use of standard win32 drawing api's is probably the reason why DCME still works today, but that wasn't exactly fast compared to hardware acceleration like DirectX. It also had some scope creep issues, I remember adding shit just because ๐Ÿ˜…, further adding to code bloat. I did make an effort to make it not spaghetti but yeeahhh That's about the only documentation I made I wonder if ChatGPT/Claude/LLM of choice can port old vb6 code to modern day equivalent, it would save a lot of time for anyone willing to port it and it's mostly just semantics anyway, it should be good at that. Going through this post is saying a lot๐Ÿ˜‚. I remember being so fed up with SSME that I thought "I can do better", especially as I had dabbled in map making tools before and as a very slacking university student at the time I had a lot of free time. 2005 was not a good year for me for several reasons and making DCME was a good escape from reality.
  22. I am glad people are truly appreciative of the spam. I guess it wouldn't really bother me either.
  23. Here are some historic images: the splash screens from all of the old versions of SubSpace that were preserved on SSDL. Starting in version 125, the splash screen was replaced with the interactive GUI. v40.bmp v87-v98.bmp v107.bmp v108-v110.bmp v111-v116.bmp v117-v118.bmp v119.bmp v120-v124.bmp
  24. A blast from the past! I had forgotten I even created an account here all those years ago - but got a good chuckle from the reawakening e-mail calling me out for making "SOOO many posts (2 to be exact)". I still play SubSpace to this day and actually went though a huge burst of nostalgia earlier this year by going through all the saved game versions on the SSDL backup and even making a local backup/reconstruction of VIE's SubSpace website (I have weird hobbies).
  25. Its what got me back in here ^^. I have to say, thank you for spamming the mail adress. Always great to revive some awesome nostalgia. Great to see my brain remembers every single username above here ^^. Ive been logged on a few times in the last year or so ever since i noticed Spider NL (who used to live 3 houses away) still being present in many logs. Atleast 3 of the users above here have inspired me to persue a carreer in IT and Technology. Drake and Samapico, the DCME mapbuilder is epic and got me introduced in mapdesign, graphics and modding in general. I think ive spent a thousand hours building and redesigning maps. Death+ and Polix, you guys i used to look up to being the system/netops back in those days motivating me to keep on learning and improving. There are tons more i need to thank like minegoboom for infecting me with the C++ virus or Spider NL/Killerbot NL (both RL friends) that used Java for TWCore. Ofcourse Vigilante or Jericho24. for enabling me to continue growing and learning step by step. Player to mod. Mod to eventhost. Host to supermod. Supermod to sysop/admin. I used to start continuum in 1996 as a 6yr old kid. Now nearly 30 years later i have my carreer and income to thank for it. This game has done more for me than any fortnite will ever do for any kid nowadays. clan: Zanddijk. A deathsentence to many players since our entire class was playing the game and we never came alone :D. As an interesting sidenote. Going from player to Mod to SysOp in SSC Desert Storm i still have ALL the old serverfiles ready to go. Even rolled back some of the later versions to the most popular one it had (ballgame/flagturf) and added a load of .LVZ's to animate the map further than it has ever seen online. I might reconsider putting it back up if there are still people willing to host it. Comes complete will all the MERVBot plugins and creditsystems. Might even have the original subill database. Sorry for the long post, have a potato.
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