Jump to content
SSForum.net is back!

Quigybobo

⛊ Project Moderator
  • Posts

    167
  • Joined

  • Last visited

Everything posted by Quigybobo

  1. Major update (Videos on discord) — Ship physics now feel more authentic to the original game, every key binding mirrors Continuum's defaults (changeable in options), and the zone editor gets a full preset save/load system. Physics Overhaul • Corrected the SS→BA conversion factors. • Validated against dotproduct (1:1 SS physics) and Continuum binary analysis • All 8 hull classes recalibrated: speed, thrust, gravity, gravity_top_speed, burst_speed • All SVS variant blocks updated • Weapon speeds recalibrated across all 6 weapon types • Ships should now feel like actual Subspace/Continuum movement Continuum-Mirror Keybindings • Every key now matches the Continuum client's default keyboard layout • Home=Stealth, Shift+Home=Cloak, End=XRadar, Shift+End=AntiWarp F3=Rocket, F4=Brick, F5=Decoy, F6=Thor, Shift+Delete=Burst • Shift+Ctrl=Repel, Shift+Tab=Mine, Delete=Multifire • [/]=Cycle consumables, Backspace=Camera reset • Tutorial overlay and HUD updated to show all new bindings • Veterans can drop in and their muscle memory works instantly Zone Preset System • Save current zone config as a named preset (Ctrl+N) • Browse and load presets (Ctrl+P) • Import/export presets as .toml files for sharing (Ctrl+I/Ctrl+E) • Delete, rename presets from the browser • Title bar shows active preset name or [Custom] if modified • Share your zone configs with other players Also in this build • SVS is the only reference source for ship values for testing physics. Beyond Aphelion v0.5.2 https://discord.gg/XUWxsvDPmd
  2. Hey Xorlof, I do believe this is it https://github.com/sharvil/dotproduct . Happy to share what information I know. I will definitely have the need for testers, thanks for the offer!
  3. Hey xorlof, welcome and thanks for the interest! It is really cool that you were thinking about a browser-based implementation — that's actually what dotproduct did (open source Subspace in the browser). Beyond Aphelion takes a different approach: it's a native desktop client built in Rust with the Bevy engine, so it runs at 60fps with no browser overhead, map editor, ship editor. What's working right now (single player): Authentic Subspace physics — 40-step discrete rotation, arrow key controls, gravity deceleration, the whole deal. If you played original SS, it'll feel familiar immediately 8 hull classes (Scout through Capital) with 28 variants, each with distinct physics pulled from real SS .conf files Full combat — bullets, bombs with shrapnel, bouncing projectiles, EMP bombs, afterburner, cloak/stealth/xradar/antiwarp Galaxy with multiple sectors, warp gates, conquest system, frontline wars In-game .lvl map importer — you can load original Subspace maps directly Built-in zone editor (the vision: single player IS your zone editor, multiplayer IS the game) Multiplayer is code-complete with server deployed — 60Hz tick(not 100% set yet), Subspace-style reconciliation (velocity extrapolation + smooth correction, hard snap only when necessary). Needs more testing with real players. Platform: Windows right now. Bevy/Rust compiles cross-platform so Linux and Mac are possible down the line, but Windows is the focus. No public download yet — still in active development. Best way to follow along and see screenshots/videos in the Discord: https://discord.gg/beyondaphelion. I did see that you joined the discord.
  4. www.beyondaphelion.com Beyond Aphelion — Development Roadmap 2026 Tracking every feature — built, in progress, and planned. Beyond Aphelion is a 2D space combat game carrying the legacy of Subspace/Continuum into the modern era. ✓ = Done → = In Progress ○ = Planned PHASE 1 — Ship Systems & Physics ✓ COMPLETE ✓ 8 hull classes — Scout, Fighter, Frigate, Destroyer, Cruiser, Battleship, Carrier, Capital ✓ Subspace-authentic rotational thrust (not WASD) ✓ Discrete 40-step rotation (9° per step, matching Continuum) ✓ Per-hull gravity deceleration toward top speed ✓ Axis-separated wall collision (slide along walls, not stick) ✓ Cruise mode with energy drain ✓ Strafing (Z/X keys) ✓ Afterburner — Shift held for 1.5x thrust/speed, drains energy ✓ Docking system (F dock at stations, G undock) ✓ Unified energy pool — weapons, abilities, cruise share one bar ✓ Per-hull energy recharge rates and max energy ✓ 6 upgrade tiers (engine, shield, armor) ✓ Ship hangar — own up to 8 ships, switch while docked PHASE 2 — Weapons & Combat ✓ COMPLETE ✓ 6 weapon types — Laser, Plasma, Railgun, Missile, Ion Cannon, Flak ✓ Mk1 / Mk2 / Mk3 weapon tiers with damage/speed/range scaling ✓ Hardpoint-based weapon mounting (per-ship turret configs) ✓ Double barrel fire mode (per hull) ✓ Multifire spread shots (configurable angle per hull) ✓ Bouncing bullets off walls (per-hull bounce count) ✓ Bomb system with configurable bounce count ✓ Bomb shrapnel on detonation (24–70 fragments per hull) ✓ EMP bombs — energy drain + engine shutdown ✓ Mine laying (reverse thrust + Tab, per-hull limits) ✓ Deployable turrets with tier scaling ✓ Brick walls — temporary obstacles blocking ships and projectiles ✓ Repel — deflects projectiles and bombs ✓ Safe zones — tile-based invulnerability, 3x energy recharge PHASE 3 — Abilities & Items ✓ COMPLETE ✓ Cloak — invisibility toggle, per-hull energy drain, disrupted by damage ✓ Stealth — hidden from radar, per-hull energy drain ✓ XRadar — detect cloaked/stealthed enemies ✓ AntiWarp — prevent nearby enemies from warping ✓ Prize system — 6 powerup types spawn on enemy kills ✓ Weighted random prize selection, 30-second temporary buffs ✓ Consumable generators — auto-produce items over time ✓ Cosmetic engine trails — 14 effects (Inferno, Cryo, Plasma, Void, more) ✓ All balance values in game_settings.toml — zone owners tune everything PHASE 4 — AI & Galaxy ✓ COMPLETE ✓ 9 enemy types — Aggressive, Defensive, Elite, Carrier, Bomber, Interceptor, Sniper, Support, Swarm ✓ Behavior-aware targeting (bombers prefer large targets, interceptors hunt small ships) ✓ Carrier fleet warp-ins (1 carrier + 10 escorts) ✓ Boids flocking for swarm drone formations ✓ Boss encounters ✓ Enemies rally to center when sector is cleared ✓ Hunt-down system — patrol centers drift toward player ✓ Off-screen galaxy simulation (sectors fight while you're away) ✓ Frontline war — counterattack waves from neighboring sectors ✓ Conquest — destroy all enemy stations to claim a sector ✓ Galaxy map with warp gate travel between sectors ✓ 6 enemy difficulty tiers with health/shield/speed scaling ✓ Station-based fleet spawning with configurable caps Currently In Progress MULTIPLAYER — Securing the Netcode ✓ 60Hz tick rate, Subspace-style correction, projectile sync ✓ Trailing state anti-cheat, economy validation, warp validation → 2-client stress testing of all security systems → Server-validated hit detection → Server-validated health/shield tracking → Per-slot weapon fire refactor ○ Server browser / direct connect UI ○ Host your own zone from the in-game menu WEBSITE — beyondaphelion.com → Account registration + login → Steam & Google OAuth → Family pilot system (5 pilots per account) → Cosmetics store with Stripe checkout → Player moderation (bans, warnings, reports) ○ Live server status widget ○ Leaderboards + match history ○ Stats API 3D VISUALS & AUDIO ✓ Render-to-texture 3D ship proof of concept working → Expand 3D models to all 8 hull classes ○ 3D turret weapons on ship models ○ Toggle 2D sprites vs 3D models ○ Roll/bank animation on 3D ships ○ Sound effects (weapons, explosions, engines, shields) ○ Music (ambient + combat tracks) What's Coming Next ZONE SHARING ○ Embed sector editor into main game ○ Embed ship designer into main game ○ Zone bundle export — package your zone as a shareable file ○ Zone import — load and play someone else's zone ○ Community zone gallery / browser GAME MODES & SYSTEMS ○ Flag / Capture the Flag ○ Team & frequency system ○ Bounty system — accumulate on kills, lose on death ○ Wormholes & portals with gravity wells ○ Timed door system ○ Rocket consumable ○ Asteroid mining & trade routes SOCIAL & PROGRESSION ○ In-game chat (public, team, private messages) ○ Friends list ○ Guild / squad system ○ Tech tree & faction reputation ○ Missions & contracts ○ Achievements ○ Ship skins, paint jobs, decals THE FINISH LINE ○ Stable sessions without crash ( Doesn't crash now) ○ Full audio pass ○ Public alpha release ○ Community feedback cycle ○ Ongoing balance tuning https://discord.gg/XUWxsvDPmd
  5. Beyond Aphelion — A Subspace Legacy Carrying a torch forward in a collective vision. Built from scratch in Rust. What is it? A spiritual successor to Subspace/Continuum. Same physics DNA — discrete 40-step rotation, 80-step rotation for large ships, axis-separated wall collision, gravity deceleration per hull, values pulled from .conf files and validated against 40 client. Arrow keys + ctrl. No WASD. If you've flown in SS, you already know how to fly here. What's playable right now? Ships & Combat 8 hull classes, 28 variants — each with unique stats from TOML config All original ships from subspace.so that is even more ships. Bullets, bombs (per-hull bounce count), burst lasers (wall ricochet) Double barrel, multifire spread Cloak, Stealth, XRadar, AntiWarp — per-hull energy drain Repel — deflects projectiles and bombs Strafing, cruise mode, docking Enemies 9 types with boids flocking behavior Chase, converge, rally when sectors clear Deployable turrets with configurable ranges World Galaxy map with sector-to-sector warping Conquest — destroy stations, claim sectors Frontline war with counterattack waves Galaxy simulation — sectors fight each other off-screen Editor In-game sector editor .lvl import — fly your old Subspace maps All tuning in TOML files, just like .cfg In game config editor.; Multiplayer TBA Single player is the zone editor. Build sectors, place enemies, tune your settings. Multiplayer is the game. Fly what you built with other people. I am back in school currently for computer science. I have 2 other silent partners helping develop as well in their spare time. More updates coming. Happy to answer questions. Come join our discord. https://discord.gg/XUWxsvDPmd
  6. Quigybobo

    Events

    More racing variety, Maze maps, squad maps, league maps. Make team death match. Team elim. Zombies. Make a sockey map, powerball? gravity elim. Pure hyper tunnel racing. Turret wars map. A turf event maby like hold the base? jugger map? shrap wars? surf map? paintball? Make an endless hypertube battle where the tunnel is endless and you fight to the death shooting each other? And even cloak wars. How is it you guys don't even have half these events? or more than 5 events in your zone? after how many years? there are some ideas to start you off. Good luck. Btw how does hs not have some kind of league? Edit: NO BASE DUEL.
  7. Quigybobo

    Deathball

    Fixed. Everything else is fixed by hosting and locking with a staff till we get a bot or module in place to autohost for you guys.
  8. Audrey, since testtube and freakmonger are not available to ask. As far as I know.
  9. Sucks, but cre has left the devastation staff. That is all.
  10. Legas has completed the new map and it is up in main. Anaconda has been kind enough to make a lot of lvz for the zone. New bullet explosion graphics, bomb explosion graphics, death exlosion graphics. Zone entrance graphic was added as well. ?splash to turn it off if you would like (module made by resol). We are currently developing a sockey arena should be done in a few days. A deathball arena has been added. We have permission to use Metalgear deathball settings and map/lvz. All credit goes to metal gear ctf and the people who made the map and arena. We are still working some bugs out. If Metal Gear ever goes back up the arena will be taken down as per the agreement made when it went up. I would also like to thank whiskeytango for making a baseduel center graphic that goes over the safe zone. More updates to come soon. Wed, March 23 2011 Resol and myself have completed work on sockey. We are using the paintball module to host it currently. It is mini hockey pretty much for 3v3 or 4v4. The deathball arena is complete as well we are also waiting on new module to host that. Also using the paintball module to keep score. I have someone writing the old rules for it and they will be posted up soon. We are also exploring options to bridge connections with other zones. So while in another zone you can ?go devastation without having to exit. Much like eg and trench wars have with each other. It is my hope that we can link up with as many as 5 or 6 other zones.
  11. Quigybobo

    League?

    I agreee i think a flagging league is in our best interest. Not bringing more attention to base duel. All the time is wasted on an arena that takes away from our main. Unix, you brought up the point of having new plays come into the zone what do they want to see? THEY want to see mother fuckers playing pub. Flagging. Not base duel, new players want to flag I think. You don't see other zones pub playing base duel 19/20 times. Thats what devastation has turned into. An all base duel all day/night zone. It needs to stop and focus needs to get back to the pub. tm_master> if you want, when im not here just play main.. <----Most retarded fucking thing I've ever read playing this game. No remorse posted tm saying "it's ilterally not all we do" "why the hell do people say that" "i host all kinds of other stuff" "you're never on" "if you want, when i'm not here just play main.." Seriously? I remember when you won events, you would get prized goodies in pub to own players. Now its just 4-5 hours of base duel. Don't waste my time on a league that I won't play. I want to play a league that I will enjoy and there will be competition. Flagging league or even a dueling league but fuck base duel. Take it back to the classics that made this game what it is. Online capture the flag. Mages mom> you done?
  12. Lol at dr brain for voting. Thinks he knows what goes on in devastation.
  13. Already have people willing to make them. Doesn't matter who. I already have old bomb graphics that no one uses anymore as well. Quit decent.
  14. Vote on adding new bomb graphics. And new lvz in the future.Please leave your thoughts about it.
  15. Well its confirmed. I'll be turning the terr into a giant lobster. Lvz and stuff will be uploaded within the week.
  16. Me and cre are addressing the problem the next few days. We are going to match up the settings in base duel and other arenas that use deva settings to the pub settings so its not so retarded. I agree that having seperate settings is dumb as fuck. Btw I did a poll on the forum a long time ago about the lanc. It was 10:1 for the lanc change.
  17. I feel like the lanc change was good. I made it stronger and more playable. No one ever used it.
  18. I supose we are putting this off for a while. Until such time when snruby says hes shutting down. Or we find a good reason to move...i supose. Its getting very frustrating working in devastation when I can't do anything. Tm is very hard to work with when he is not a person who is for change and isn't doing any development work. He just brings players in which is great...sooo uhh...dunno what to do about this anymore.
  19. OUr main problem is getting the files for the move. Me and tm have no way of doing that at all. No way to get in contact with the host, and we have tried.
  20. how would you all feel about a server switch? Hakaku isn't active in devastation currently and me and tm_master have been talking about it. Of course this is all up in the air right now but it seems deva is the last of snrubs servers. So Its time to move on and get the development ball rolling on a zone that will actually work and not have an out of date asss server. I feel that we need an active server host that can help us and we don't have that right now. Leave me some feed back folks.
  21. Ship 7 has been tweaked. test it out.
  22. Thanks anyways brain. They were correct and I found them. Animate dream gave them to me. Thank you for looking.
  23. I probably asked every person in hs for these files but whatever. I'm looking for 2 lvz files. drizzit.lvz and ariel.lvz. I lost them in a format and would love to know if anyone has these files they can send me. from 2005-2006. Havn't been able to get a hold of brain or d1 yet so this is my second bet...
  24. Sorry to say that nothign that you suggested works. Thanks for the help I dont' know what else I can do. I'm just using cle and clt now since dcme won't work for me. I'll miss using it.
  25. I ahve the problem with everysingle map that I have. At first it was just one map here and there. Now its all fo them.
×
×
  • Create New...