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Member Skill List 1 2
by CRe- 26 replies
- 2.4k views
I want to know who does what to avoid confusion. So post here and tell us what you do. Post it like this please. Bots - MERV Maps Settings Web - php, html, css, sql Sounds GFX and other...
Last reply by BDwinsAlt, -
- 4 replies
- 595 views
Im wondering if anyone has any experience with flash. What i pictured was an app that brought up zones and their maps. Something that opens a lvl and reads the tile/map info and displays it in a scrollable window. I believe this would be a good addition to http://www.subspaceonline.com/. To give new interested parties the opportunity to explore each zone and their arenas/subarenas. All you would have to do is keep an archive of the most popular arenas in each zone. Either by having a bot jump in and gather the files or have the zone sysops update as needed. Again im not sure its possible but another nice feature could maybe be a window like the one that continuum has on s…
Last reply by L.C., -
- 2 replies
- 447 views
ds1.hlrse.net ssdir.playsubspace.com sscentral.sscuservers.net dirserver.ssnecentral.net Those are the directories my zone is configured to. However, sscentral.sscuservers.net does not show my zone and the last one cannot retrieve a listing. I had a couple of my friends put: sscentral.sscuservers.net,ssdir.playsubspace.com In their directories but thet could not find my zone, even though my zone is configured to both. Any help is appreciated. Thanks.
Last reply by L.C., -
- 6 replies
- 653 views
I suck with graphics work. Period. This is what I need (All my dev cohorts are MIA with life (TJ, MD, etc): I have a shipset (soldiers)... or should I say a hodgepodge of several ships from several shipsets that I need edited and re-rotated. Basically they all have the guns held right handed and thus the bullets are firing from off center but I just want all the ships edited so the gun barrels are held from the center or as close to center as possible so the barrel+bullets are center firing. Also, they may be a bit too big and I may want them shrunk a bit. This is pretty easy work for anyone with a modicum of intelligence. There may be some color change work or …
Last reply by jabjabjab, -
- 6 replies
- 1.7k views
One of the problems in subspace is user authentication. A server can very easily steal passwords. This is also one of the reasons for the exclusiveness of SSC. An other online game solves it as follows: When it comes to authentication there are 3 parties: Game Server, the zone Game Client, the player Authentication server There is only one authentication server, but there are many game servers and clients. Users can register at the authentication server by a web frontend and in-game. The authentication server should never perform banning or anything related, this is up to the zones / billing servers. Also no scores, cross zone chat, etc. Login procedure Cli…
Last reply by L.C., -
- 48 replies
- 7k views
Starlight 1.3 is now available for download on my site: Starlight 1.3 2008-12-28 Release 1.3 - changed compiler and installer for easier deployment - added support for themes - arena list uses themed highlight color instead of light blue - removed background color option - this should be set via themes - remote private messages now displayed as :playerName:message (Continuum-style) - messages to chat channel 1 are not sent as;1;message anymore - fixed protocol bug that caused position packets to be ignored - fixed occasional map checksum errors in ASSS zones - worked around GTK's minimize->restore window bug on Windows -Snrrrub
Last reply by CRe, -
- 5 replies
- 564 views
ds1.hlrse.net is currently running Snrrrub's directory server perfectly stable on smooth seas. However, it has UpstreamServers disabled via ZoneRefreshSeconds, so right now it is practically an independent standalone directory server. Why? See https://forums.minegoboom.com/viewtopic.php?p=80947#80947. There is a bug involving ZoneRefreshSeconds and UpstreamServers. If someone could fix this, that would be supreme! What are the benefits for you? Well, besides fixing a bug, additionally you could come up with a way so that the statistical files (current.xml, distribution.xml, stats.txt -- any of these files that do not contain confidential NamePassword information) are pu…
Last reply by L.C., -
- 3 replies
- 2.5k views
I've created a program in VB to simulate LAG and packetloss, as well a couple of techniques to try and mitigate them both. So far I've added extrapolation, as you can see its not a complete solution. If a sudden change of direction occurs it struggles. In subspace the client knows exactly where all collisions will occur, so no sudden unpredictable change in direction are possible. I need to work out how to interpolate corrections in a good way (like subspace does) but hopefully this is a start. Controls WASD and E = unpredictable change of direction http://subspace2.net/sslagsimulation.zip
Last reply by Aileron, -
ABo allshallperish Aquarius Bak- Cancer+ cReEmY / CRe> Incomplete (Exact) Killerbot NL Legas L Y N X Ne0 Purge Samapico Smong Snrrrub tcsoccerman24 ThunderJam Trained true_vision Wormhole Surfer Yavaris
Last reply by LtNirvana, -
- 11 replies
- 819 views
http://www.hlrse.net/Qwerty/pcs-ssb.png Forgot to write that there are two modes of functionality: * PCS/SSB would connect and disconnect to zone as you would be connected to PCS/SSB; there would be a "timeout" or latency decision so that if you lost connection for a second or two the PCS/SSB would remain connected. I could set the "timeout" to 5 minutes for example, and if I am not connected to the PCS/SSB for that much time, the PCS/SSB will log off the zone/server it is connected to. (The PCS/SSB will update my chat client with the information I missed when I finally reconnect to the PCS/SSB.) * PCS/SSB would function like an IRC Bouncer in that it always remains c…
Last reply by L.C., -
- 7 replies
- 1.2k views
Last reply by Trained, -
- 4 replies
- 1.9k views
I know there hasn't been a quantative update in the last few months on the progress of this project. I've come to realise the time spent learning C++ will be substanically less than the time spent trying to recreate or intergrate some existing C/C++ libraries into c# Boring licencing change information The project is also going to cease to be "free". This only effects people planning on using the project commerically, with a turnover of over $250,000, i doubt this be an issue for anyone . It will still be open source, but because of the 3rd party libraries, there will be some alterations to the licencing. This is all pretty techniqual, but basically means yo…
Last reply by jabjabjab, -
- 7 replies
- 500 views
Hi. I need flags to spawn where they are placed in .lvl, so I have flag mode set to turf. I also need those flags to be mobile, so I have CarryFlags set to yes. HOWEVER... this combination results in the flags just disappearing when their timer runs out. I need them to be owned by the team when the timer runs up, and still be possible to be taken by the other team. As it is right now, they just disappear, and even though you get points for them each periodic award, they don't actually appear under the flag count stat. Is there a way to solve this without using a bot?
Last reply by Delic, -
Aims
by doc flabby- 11 replies
- 4.1k views
My approach to SubSpace is as SubSpace as an OS. http://www.minegoboom.com/server/ssos.html All of thoses games should be possible to create inside the sphere of subspace2. But that will something a zone would develop, rather than something built into the game. Basically my intention is to create an open architecture. Which would allow a massive amount of customisation. Some example "mods" would need to be created, one of these would be "Original SubSpace" which would be the legacy aspect
Last reply by jabjabjab, -
- 3 replies
- 424 views
Years ago, Jericho24. and Lord Assassin created SSZ. At that time, the zone Counter Strike went down for whatever reason. Few months later, I decided to bring Counter Strike back up again. I spent 2 months in SSZ Flag Hell subarena perfecting the settings. At last, it was complete. I told Lord Assassin to put up the zone and for the first few hours, everything was going smoothly. Unfortunately, it was brought down 1 day later because some idiot *cough* named Killious told LA that I didn't have permission from whoever it was to use their map, lvz, and etc... (This was when I was 14-16 years old) Now, I feel like bringing back the zone again. I have all the files…
Last reply by OrangeeoZ, -
- 14 replies
- 2.7k views
Firstly the current use of 00 as a prepend for protocol packets is very wasteful: If we adjust it so only the first byte is used to indicate the packet type for all packets, we can save space and simplify the protocol: Secondly the current protocol is inconsitant with regards to endianness. ALL Subspace 2 packets are BIG-ENDIAN (network byte order). Packet xx [data] 00-0F Protocol Packets (used for protocol) 10-FF User Packets (user can use) 0x00 Connection =============== UDP is a connectionless protocol. Therefore we must develop a protocol similar to TCP to handle "connections" only in a more optimised way than TCP. This is what the original subspace protocol w…
Last reply by doc flabby, -
- 1 reply
- 1.5k views
For a Full description: http://stackoverflow.com/questions/1228545/what-configuration-file-format-allows-the-inclusions-of-otherfiles-and-the-inheri Synopsis Basically I've been looking for a flexiable level format for ages to keep ship settings and other such things that can be used in a heiracical way. Lua seems to be the answer It also allows the programming of custom functions and interaction with C code within the program, which opens up an exciting range of possibilities. It does leave a slight issue remaining, we might not want the player to see ALL the settings when he downloads the level, but we still want those settings to take effect.
Last reply by jabjabjab, -
- 4 replies
- 491 views
is anyone able to add a new stat page to the F2 list i was think of something like this image that i created. that shows the teams and their squad and their stats. http://www.geocities.com/amph_zer0/screenshot12.bmp
Last reply by Trained, -
- 4 replies
- 1.8k views
Bit of an update for ya'll Having realised i'm totally useless at physics and failing to fix the problems with the collsion detection http://www.ssforum.net/index.php?showtopic=22855 i was writing and suffering from other problems, I've decided to bit the bullet and use a physics engine, i choose ODE as it has c# bindings already, so far i've been impressed with how easily it has integrated into subspace2. It made me wonder why i bothered trying to do this stuff myself before -_- website www.ode.org I'm using the Tao Library of ode. the real test will be how well it performs at collision detection however Remote ships as well as radar+map are working now, onc…
Last reply by Dr Brain, -
- 4 replies
- 2.9k views
Having tried out a number of physics engines for Subspace2 none of them quite meet the performance demands I require. The biggest issue is that many of the engines support alot of features that I'm not interested in at the moment such as collisions with rotating objects. I want a much more simpler system (arcade style). Unfortunately this whole area I'm woefully lacking knowledge in in. Fortunately after ALOT of research I found a tutorial http://gafferongames.com/game-physics/ that started to make some sence to me. and from the knowledge i've learnt in the tutorial i have begun to build my own engine based on the work of many others. I still have plans to use othe…
Last reply by Samapico, -
- 11 replies
- 2.4k views
took the code for a couple of camera classes from some other OSS project and produced something rather interesting pgup/pgdw: zoom insert: lock camera to ship (cannot be reversed) http://subspace2.net/demo12.zip
Last reply by Requiem., -
- 0 replies
- 1.5k views
Press M to view the map Insert changes camera view again... http://subspace2.net/demo13.zip Uses a bit of code adapted from LVL to BMP by Samapico to produce the pretty pictures. https://forums.minegoboom.com/viewtopic.php?t=8296 Now i just need to work out why other ships arn't appearing...when that worked in older versions lol
Last reply by doc flabby, -
- 0 replies
- 1.2k views
Has pretty much all the functionality of CatID's version just with less crashing This project has fixed a large number of bugs in the subspace network API...which will help the client development The networking code is getting pretty close to being stable now which is really excellent. This was written in approximatly 12 hours with the majority of time being spent on fixing bugs with the network API. Basically this program will form the basis of how clients find zones to play in (exactly as in subspace at the moment) I plan on adding a range of extensions...at a later date. I like the idea of using html files for the zone descriptions for example Also its going …
Last reply by doc flabby, -
- 1 reply
- 1.5k views
I got inspired by this http://ronenix.com/opengl-2d-engine/ http://www.tilemap.co.uk/mappy.php This format supports 3D tile based maps as well as 2D tiles, it was an interesting concept as i think 3D tiles could work well in subspace as a way of designing levels.
Last reply by tcsoccerman, -
- 10 replies
- 3.2k views
ENTER = Chat console ENTER again = send message Download and try here The demo features basic collision detection with the level. You will notice it highlights the tiles it is testing for collisions. The idea of using a QuadTree is to make collision detection very efficient, so you only have test a few objects for collisions Also you can use it for render culling (something im going to do shortly...split the level into section to enable higher performance rendering...at the moment it tried to render the entire level. http://forums.minegoboom.com/viewtopic.php?t=8248 http://subspace2.net/Demo10.zip
Last reply by tcsoccerman,