Discretion Archive
Discretion Subspace Client Discussion Forum
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77 topics in this forum
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- 7 replies
- 1.8k views
Hi. I'm working on a game engine for a top down space game with similar game play to subspace. Right now I'm researching scene graphs for that purpose. I was wondering if Discretion is using any sort of scene graph? Although I have a pretty good grasp of the basics of scene graph implementation, I'm still a bit confused and can't complete my implementation. Pretty much all scene graph stuff I can find is geared towards 3D worlds, and is really bloated IMHO. I'm just looking to implement a basic 2D scene graph with possibly a "depth" node to create the illusion of 3D by scaling transformations so that distant objects move less as the camera moves. The game I have in mind…
Last reply by Bak, -
- 6 replies
- 1.6k views
Couldn't you just use the code for the bouncing bombs to make bouncing bullets? Probably kind of a noob question but hey, it can always be deleted
Last reply by Bak, -
- 22 replies
- 5.1k views
Would it be possible to have a way to talk to eachother over Discretion? Sorda like in halo/xboxlive. That would be cool.
Last reply by gallitin, -
- 14 replies
- 4.1k views
Sugestions:- I would not recommend changing to ship 9. Will give you a spider and !@#$%^&* up if you turn at a certain angle. Id say add a new ship or watch when esc+9 is pressed and then direct it to spectator mode. - Also a working F2 would be neat. Bug: - The zone list requests pingtimes for each server. If you run the local server and then close it the pingtime keeps apearing at the latest pingtime it recieved (around 10ms), so it looks like the zone is still online. I dont know what work is left on other things but this would be nice.
Last reply by Gannon8, -
- 8 replies
- 2.1k views
Just an idea, but wouldn't it be neat if there was an addon that allowed you to play single player by loading a .lvl file? It would help with generating ideas for maps, and perhaps zone testing if the server is still being developed, or down. And it could let an average player make his own maps, without the complicity of setting up a server. So how about it?
Last reply by Gannon8, -
- 19 replies
- 4.1k views
It's now set up with the GNU autoconf suite so compilation should be as easy as ./configure; make; make install But be sure to read README first -- it won't install to your expected location so you might want to use ./configure --prefix=somedir The svn is at https://ss-discretion.svn.sourceforge.net/s...t/ss-discretion and is easily viewed by browser just at http://ss-discretion.svn.sourceforge.net I've only tested it on mac but it should work on linux Only the client builds on -nix atm. The server, not so much. It's a pretty big svn setup atm since library dependencies and the like are included. If anyone wants to try to get it to properly configure and make…
Last reply by Bak, -
- 12 replies
- 3.4k views
I can't seem to find any chatnet clients that are open source and don't require any external dependencies (not java or python ect.) It would be nice to be able to connect to non-discretion-enabled zones using chatnet through Discretion. Perhaps this would be a nice project for someone to work on?
Last reply by Bak, -
- 4 replies
- 1.7k views
Well yeah, two days of straight debugging and I finally found this one. I think it surp!@#$%^&*es my previous favorite en!@#$%^&*led "pragma pack is the devil": http://forums.minegoboom.com/viewtopic.php?t=6508 anyways I was using an STL vector to store the ships which should be drawn on the screen. I then passed around pointers to these Ships to other modules so they could modify them as they see fit. The problem is, a vector reallocates memory as it grows... so when I had the pointer to the first element and then inserted another ship, the pointer to the first ship no longer pointed to valid memory. Rather than crashing, the program continued to run, until som…
Last reply by D1st0rt, -
- 8 replies
- 2.2k views
So I'm slowly converting the project to use mingw and eclipse as a build environment for windows... so this means you don't need to have msdn to compile and you'll be able to compile and develop Discretion using free software!!! As a side effect expect larger file sizes (confirmed), and slower run-time (won't know if this one's true until the whole thing is converted over). If the performance sucks I'll get the newest msvs 2008 and yeah... we'll use that. I'm pretty excited about minGW... so far I've converted and built the deps (freetype/aedGui), the front end and settings handler module. It doesn't seem to like to play with the older modules, but that may be because…
Last reply by Bak, -
- 8 replies
- 2.2k views
I'm going to be making an advanced level editor for an independent study. Essentially, I'm seeking to add extra dimensions to the artform that allow for the creators of tilesets to define and modify structural constraints in the use of the tiles, which will in turn accomplish two things: help maintain the artistic integrity of the tileset, and allow for higher quality rapid development of levels. i.e., one could say that I'm building a tile editor on steroids. I don't intend this to be limited to Subspace, but my observations of patterns involving the use of tilesets have me looking at Subspace as a strong place to start. I have noticed two kinds of patterns in the u…
Last reply by jake13jake, -
- 9 replies
- 2.6k views
Enjoy http://ews.uiuc.edu/~sbak2/disc/bomb_tease.wmv It seams like you should be able to set the velocities based on which tile you hit hmm.... ship bounces too for that matter. This seems to throw a wrench in the whole backward compatibility thing... oh well.
Last reply by Ceiu, -
- 0 replies
- 1.1k views
[edit] I'll dig around some more. I just noticed the "Discretion compiles on Mac" thread. [edit] Okay, we're good now. Thanks to mbi for his very useful notes.
Last reply by rfinn, -
- 40 replies
- 8k views
Alright, in this topic I will attempt to help you make a module. Making a module is easy pie once you know what to do, so let's get to it. Windows with MSVC: First step: make a new VS.net C++ Project. 1. File -> New Projectw 2. Win32 Console Project 3. Give your project a name ("TestModule" in the picture) 4. Press Ok http://img.photobucket.com/albums/v622/bak2007/disc_module1.png 5. Click on application settings on the left 6. Click DLL from the list of radio buttons 7. Press the Empty Project checkbox 8. Press Finish http://img.photobucket.com/albums/v622/bak2007/disc_module2.png 9. File -> Add New Item 10. Select C++ Source File (.cpp) 11. Name your s…
Last reply by Bak, -
- 27 replies
- 6.7k views
This is a conversation between D1st0rt, Arnk Dylie, and myself regarding various cheating issues that arise with an open source client and possible ways to defeat them. It kinda died off abruptly, but take what you will out of it: Cerium> question Cerium> how much work is it for the server to do collision detection? Arnk Dylie> between players? Cerium> si Arnk Dylie> I did it once Arnk Dylie> probably using the worst algorithm evar Cerium> I mean for weapons too Arnk Dylie> an O(n^2) one D1st0rt> pain in the !@#$%^&* cerium Cerium> well, I imagine, but I'm talking about load Arnk Dylie> for just weapons you could probably get a…
Last reply by Goldeye, -
svn
by tcsoccerman- 2 replies
- 1.3k views
the svn link given a while back does not work anymore. i do have svn now and would like to take a look at the project. maybe i could join the project on sourceforge as well. what is the new svn link?
Last reply by tcsoccerman, -
asss 1.4.4
by Bak- 3 replies
- 1.9k views
so 1.4.4 is out and ideally I'd switch to be using that. Unfortunately this is non-obvious since i've changed some files such as net.c, and so has grel, and manually merging the changes takes too long. I had to modify files to make ASSS recognise that discretion clients are real clients, one example is the IS_OURS macro in net.h had to be changed to /* check whether we manage this client */ #define IS_OURS(p) ((p)->type == T_CONT || (p)->type == T_VIE || (p)->type == T_DISC) There's lots of other places that check if the client is VIE or CONT that have to be changed too. Another thing is that the spec ship is hardcoded to "8" in continuum but not so in discret…
Last reply by CypherJF, -
- 6 replies
- 2.3k views
Is bak still alive working on this, or has it/he died/quit?
Last reply by rootbear75, -
sourceforge
by Bak- 12 replies
- 3.9k views
I've moved the site to sourceforge today... turns out using sftp was a lot less painless than using their s!@#$%^&* service. Expect development to restart soon.
Last reply by Samapico, -
- 0 replies
- 1.1k views
The first thing i plan on doing is making it so when you set you're shoot button as "a" or something in the alphabet, it doesn't start adding a's in the messaging text at the buttom. Also, if i take the time to download microsoft c++ i might work on an easier way to set you're controls(similiar to continuums "keydefs") just posted so anyone else who is working on this project knows, and we don't make the same thing twice.
Last reply by tcsoccerman, -
- 2 replies
- 1.5k views
So this project is abonded? It seems that there has been no progress since last spring. Maybe you (bak) could give the source to someone or have it open source so this project could finish, it got so far, why waste it all now.
Last reply by Bak, -
- 7 replies
- 2.1k views
const Animation* playLoopingAnimation(const char* name_cstr, int xPixel, int yPixel, bool centered, int layer) { string name = name_cstr; toLower(&name); FullAnimationData* animationData = getAnimationSettings(name.c_str()); return createNewAnimation(animationData->imageIndex, animationData->animationTime, animationData->animationTimeOffset, layer, xPixel, yPixel, true, centered, false); } Okay, I'm a bit unclear on the cleanliness of all the code I'm looking through, especially on a lower level. First, there's a string declared from a C string that's passed as an argument, the sole purpose of which is to convert the C string to lowercase. …
Last reply by jake13jake, -
- 9 replies
- 2.7k views
Is it possible to mark (at least) four more tiles as special, and everything that hits them bounces off on the diagonal? That would make for much different basing gameplay (much better, imho).
Last reply by jake13jake, -
Bug Tracker
by PoLiX- 0 replies
- 931 views
I installed the Bug Tracker mod to these forums, primarily for dev groups. Can post bugs, features, etc. and track/reply to them. If you want to try it out, lemme know. I'm not sure how useful it'll be, but I'd like to give it a try and see if it does any good or shows any use, so lemme know.
Last reply by PoLiX, -
- 4 replies
- 2k views
Howdy, First, I'd like to say good job. It's cool to see an open source client. I've been waiting for a Mac version of Subspace since, well, since it came out. DirectX of course made that nearly impossible. I was wondering if any of you might have some time to see if the Linux source will compile under BSD? Or more to the point, compile under OS X? I checked out the SDL support framework and they have a version for OS X. I'm just not a programmer by any stretch of the word. Fiddled with the source and tried to compile it, but GCC spits out errors about SDL. I haven't a clue what I'm doing. My brother does Java programming and he gave it a whirl, but he sai…
Last reply by Electric Zombie, -
Help
by Witchie NL- 3 replies
- 1.4k views
Bak could you give me a bit of help with other functions instead of just the display an image tutorial, becouse i got that working fine? Like for instance 'if a key is pressed do:' functions. And how to work with playerdata. Since i have limited skills in C++, coz i only coded in MERVBot, its kinda irritating to learn this. You can contact me on msn (look at my profile). And if you dont have msn.. you may post it here if you want. Thank you, Witchie NL
Last reply by Witchie NL,