Discretion Archive
Discretion Subspace Client Discussion Forum
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BaK's Rambling... 1 2 3
by Bak- 55 replies
- 8.9k views
Continuum does black magic when it draws other player's ships on your screen. The timers for all the players are not synchronized very well, so if you just draw the ship with your best prediction, it jumps back and forth as either of the players' latency jumps back and forth (which happens often). So how does the drawing continue to look smooth? Continuum cheats. The way I did it in Discretion, and the way I think it's done in Continuum, is that it adjusts each player's velocity so that their ship will work it's way to the correct position over time, rather that instantly resetting the position to the best prediction (which would make it jump on your screen). Want proof…
Last reply by JoWie, -
1. Finish unreliable packets server-side security checks 2. Officially release Discretion server package 3. Fix timer sync and client position prediction 4. Linux version (I don't own a mac??) 5. fix server-side checks (didn't commit files ) 6. support for changing arenas / multiple arenas
Last reply by Yupa, -
- 55 replies
- 15.7k views
Discretion is a SubSpace client designed in a modular way that hopes to offer more features and security than the current client Continuum. It is developed on Windows, although it works on Linux and Mac (you may have to compile it). There is a plethora of information about Discretion on the ASSS wiki: http://wiki.minegoboom.com/index.php/Discretion There is also an amazing module development tutorial for anyone who wants to help program: http://wiki.minegoboom.com/index.php/Discr...Module_Tutorial If you just want to download and try it, proceed to the Sourceforge download page: http://sourceforge.net/project/showfiles.php?group_id=188579 There is an old site up at …
Last reply by Gannon8, -
- 7 replies
- 660 views
I've updated the Discretion server to be based on the newest asss server from mercurial, and updated it to use a linux build process rather than what I had before. You can download the server and run it using mercurial: hg clone http://hg.code.sf.net/p/ss-discretion/server ss-discretion-server Go into the disc-asss-3.24.2013/src folder, run make, then cd to disc-asss-3.24.2013, then run bin/asss Let me know if you try it and succeed or fail. Also, I'm in the process of getting a permanent server up.
Last reply by BoogaBooga, -
- 36 replies
- 1.7k views
I've removed the digital signing and automatic update mechanism from the build, and I've successfully got Discretion building and running on Linux! This was much more work than it should have been, but I learned a lot and I hope it will be worth it. There is a simplified build process for everything in the entire project, and the svn includes binaries for the dependencies for both 32-bit linux on an x86 processor and 32-bit windows on an x86 processor. If you want to use a different architecture, you'll have to build the dependencies yourself (see BUILDING.txt). I haven't had time to test the networking side of it, so only play offline has been verified as working. I wi…
Last reply by D1st0rt, -
- 0 replies
- 338 views
just got it working now (see screenshot)! SDL is a little bit tricky with OSX, since it uses cocoa. I'll try to get a release tomorrow (still have a few issues to sort out, like transparency) and then hopefully some of you can test it.
Last reply by Bak, -
- 4 replies
- 491 views
I just released version 0.41 on the sourceforge site, which includes both a windows and a linux binary: https://sourceforge.net/projects/ss-discretion/ Not many new features you'll see in this version, but there's lots of bug fixes and I made the build process reasonable both for Windows and Linux. We have also upgraded from svn to Mercurial for version control. If you want to try building a copy of the client, first get mercurial and then do: hg clone http://hg.code.sf.net/p/ss-discretion/client ss-discretion-client After it downloads, read the building instructions which will be at: src/BUILDING.txt Let me know if you have any trouble (or if it works). …
Last reply by Bak, -
- 2 replies
- 479 views
I was thinking about some design simplifications which would make everything a lot easier. 1. Removing auto-updating: It seems to be more work than it's worth. Even when I had it I would still basically update the whole thing at once. Maybe a way to tell if your version is out of date and direct you to the update website, but not the file-by-file fine-grained update system I have now. 2. Anti-cheating checks on server side instead of peer-to-peer. Not sure about this one, but basically now the server resends replay-streams to other players and has them check each other. This was to offload computation from the main server. However, I am not sure if this computation i…
Last reply by Resol, -
- 2 replies
- 650 views
Inspired by haxball's huge population I've been thinking about how to get this game to run directly from a web browser. Obviously discretion is too far along to be completely reworked into an HTML5 application, even though there are tons of HTML5 asteroid shooters that prove out the basic rendering aspect of it. NaCl is a native client platform that allows limited reuse of c/c++ libraries directly on the Chrome browser. https://developers.google.com/native-client/overview It has certain limitations such as no process spawning, no blocking IO, no raw sockets, and limited memory access. I'd like to work on a proof-of-concept that wraps one of the subspace-related …
Last reply by aquarius, -
- 5 replies
- 451 views
Which means I can finally port it over to Linux. The downside is now you'll need java to be installed in order to play, but I don't think that's too harsh of a requirement. It took a day to make the program, whereas it should have taken an hour. It seems like the APIs were written by mathematicians instead of programmers. Now if only sourceforge would let me reset my damn password I could commit some updates...
Last reply by Lynx, -
- 1 reply
- 905 views
It seems there are several of the required files needed for automake that are not present in the SVN. I just downloaded all the code and I am not able to compile it given that automake says there are files missing. I am trying to compile the trunk directory for the client. If that is incorrect then any suggestions would be appreciated. Thanks.
Last reply by Lynx, -
- 1 reply
- 795 views
ok plz thx
Last reply by Samapico, -
- 13 replies
- 1.5k views
I am pleased to announce the release of the Discretion Server pack, binary with source code, for both Windows and Linux. You can get them here. Right now, they are essentially clones of the Discretion Experimental Warfare server so you can look at how the settings for the Forces and damage work. If you want to influence which features Discretion supports and which bug fixes get priority, the best way is to run a (popular) zone.
Last reply by Kilo, -
- 2 replies
- 925 views
Hi, Was just wondering if you happen to have any makefiles for the discretion modules already written out (server), as it would save me some time writing some. Cheers
Last reply by Lynx, -
- 5 replies
- 1.3k views
Discretion version 0.40 is out! You can update through the internal update mechanism, however it may be easier (and slightly better) to download a fresh 0.40 package from the Discretion webpage: http://ss-discretion.sourceforge.net/ . There is a server up, Discretion Experimental Warfare, which you should be able to connect to and fight. There are some cool things in there with the new Forces module, such as boosters which push your ship and weapons in a certain direction, and a friction area where your ship slows down over time. You can also link with a chatnet account on SSC to maintain your chats from SSC (SSC chats show up as chats 11-19) and bridge private message…
Last reply by Bak, -
- 20 replies
- 2.3k views
I've added an update for Discretion with all the recent progress. You can get it through the built-in update manager. The player position interpolation now works as expected, and floating point has been eliminated in the game physics. I told SS Council a year ago that there would be a beta by the end of the year so this is pretty much it. There is some bad news, however, in that my harddrive had crashed earlier in the year and although I had done an svn commit, I did not svn add some server-side files. So for now, reliable in-order checks and lag checks are disabled . I think I'm going to spend the next week or so working on a map / settings for a demonstration zone
Last reply by Bak, -
- 9 replies
- 1.5k views
I've been debugging this one particular bug forever now (since the last update) and have isolated it to this debug segment within the code: ~99% of the time when I replay a particular trace I get this output: ~1% of the time, particularly when the function is concurrently being accessed by another thread, I get this output: Now from this it would appear that "double res = speedFactor * sinTheta;" can result in two different values, 0xffffffffc078fffff or 0x00000000c0790000, which seems wrong. I'm hoping to figure out the root cause of this. Here are my ideas: 1. The round mode for floating point is set to a "don't care" mode where, based on some u…
Last reply by Kilo, -
- 34 replies
- 4.4k views
The next item on the todo list is "3. Fix timer sync and client position prediction" This isn't completely trivial and has been bugging me and holding up progress for a while now. I've finally settled on an approach I think will work, and have a made a demonstration Java program. Here, you can generate two points corresponding to two positions and velocities that you want to interpolate between (for example, the current "predicted" player position and an updated position that you infer from a new position packet). You can then see the quality of the interpolation between the two points. Two methods are available, linear and cubic Bézier. I've attached the program (with …
Last reply by Bak, -
- 1 reply
- 1.8k views
I just set up my new computer to build modules and stuff. I got through setting up all the requirements (SDL, SDL_image, SDL_net, zlib), and I was still getting some errors from a few modules. Some time related functions were not defined (time(), localtime()...). Any idea why? I'm now on Windows 7 x64. The problem is easily fixed with #ifndef WIN32 #include <sys/time.h> [...] #else #include <time.h> but I'm curious as to why I didn't have these errors before... -------------- Also, it seems I am unable to compile the frontend project. Errors I get: encore plus de références indéfinies suivent vers « _imp___ZTV16aedFunctorNoArgsI4stubE » optio…
Last reply by Bak, -
- 13 replies
- 2.3k views
D is a cool programming language; you should rewrite Discretion in D2. You're welcome.
Last reply by SamHughes, -
Ok, I want to make a module to handle LVZ files. I'm making this topic for any kind of questions I'll have along the way, especially to keep the design of the module consistent with the rest. For the moment I just skimmed real quick through the other available modules. I'm guessing the modules I'll need to reference are: UniqueImage, Animations, Level, ... Though I'm not exactly sure which would be for what purpose. Do you draw the entire map virtually, and some module will handle the actual rendering? Or do you have somewhere where you refresh the whole screen to draw stuff? Edit: On a side note, I hate eclipse... What's the difference between .so files and .dll'…
Last reply by jabjabjab, -
- 2 replies
- 966 views
As you know, I had a plan in mind to integrate a map editor directly in the Discretion client itself so it could use the same rendering engine, and allow online editing. I'm trying to think how I could start on this, and some concerns and ideas crossed my mind today, so here it goes... -Obviously there will be a couple of modules used specifically for map editing --Mouse / cursor module (on top of the Discretion mouse module, or a separate one?) --Menus / toolbars + keyboard bindings; the tileset & lvz image library could be included with the toolbars stuff --Grid rendering (incorporate into current modules with some ShowGrid, HideGrid callbacks or something?, or…
Last reply by Samapico, -
- 11 replies
- 1.8k views
Hey folks--just tried to build the ss-discretion build on the newest ubuntu 9.10 I ran into a few compile problems along the way and the Makefile.am was missing a few modules that prevented the game from starting Right now it starts, but the single player version has a Fake Player which seems to kind of hop around and bursts and decoys are invisible among other things (but guns and rockets seem to shoot) Is this the expected behavior or did I install it incorrectly? If so, would you guys mind applying my patch to svn so it will build for other ubuntu 9.10 users and so I can keep up to date with changes? Thanks so much http://ipatch.stanford.edu/gcc_44_fix.zip Let …
Last reply by tcsoccerman, -
- 4 replies
- 1.1k views
So I was trying to add the screen references around the weapons (G, F, W, V) in weaponsdisplay... but I get kicked out of the game after some time, with something like this in the prompt: audit.cpp; loc = packet(8738,7879); calculated(8738,7879), vel = packet(2205,-36 13); calculated(2204,-3615), dir packet(1); calc(1),time = packet(23524); calc(2 3524) ERROR: Player Position Was Not Correctly Calculated in function checkThenProcess , on line 1608 in file ..\Audit.cpp ERROR: Security violation of type 'sendingPositionPacket: INCORRECT_POSITION_UPD ATE'; disconnecting. in function selfViolation, on line 2719 in file ..\Audit.cp p ERROR: This is probably a bug, but if y…
Last reply by Samapico, -
- 10 replies
- 1.8k views
I'm happy to announce the release of Discretion 0.35! If you auto-update (Options -> Update) it should download the newest version. Additionally, I am going to start releasing a server version as I update it for the new Discretion versions in case anyone wants to run a Discretion-enabled server and doesn't want to go through svn. The server for 0.35 is available through sourceforge. I am going to release a "debug" version of servers which will include debugging, and then, when I have more faith in the server version I'll remove this and have a non-debug release. Currently, there is only a debug version for the server for version 0.35 (If you connect to the server you'…
Last reply by Bak,