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Marioman

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Everything posted by Marioman

  1. For people getting errors (instead of just saying i get an error, in order to help) i need to know: What operating system you are using (vista, windows7, windows8 ) How you were using resizer (what settings were checked, what custom resolution did you choose) The error message (word for word what it says, you can screenshot the message too). When the error happens (examples: when continuum launches, or when you select a resolution, right after you enter a zone, when you enter a ship etc..) Is there anything special/ other modifications to your game client (Continuum 0.39? custom gfx etc., special continuum "Advanced Options") Telling me you get an error is useless to me unless i have that information! Thanks in advance.
  2. Thanks cheese but it turns out the problem was just him misreading his native monitor resolution (1650x1080 vs 1680x1050). I did try to improve resizer though, recommend everyone try the latest version 2.3 (if your hardware supports scaling you may see some improvement).
  3. Hey bargeld, thanks for going through the trouble of grabbing some screenshots. Sadly i have no clue what's up, pretty confused, but would love to talk to you ingame if you pop in.
  4. Bargeld thanks for testing, I had accidentally uploaded a version I was using to test that had mouse aim hard-coded to be always on. New build is up where the mouse aim option in settings actually does something -- go download that. As for fonts, everyone always mentions something about fonts looking weird when they use resizer. That's an effect of the resizing. If you don't resize at all, the fonts won't change at all... so if that's a problem for you make sure you are running at whatever original res you liked your fonts on. Axe, how many people play on a client that isn't continuum 0.40? I think that should answer your question about making a 'quick' version for subspace 1.34/1.35. This works on vista (as confirmed by Bargeld), win7 and win8. You might want to check if you have some malware on your pc or if something corrupted.
  5. Oh i have to add, you need to have left and right as your rotation keys, ctrl and tab as your bullet and bomb keys for mouse aiming and shooting to work. Test it out.
  6. Now everyone can try mouse aim in the latest version (2.2) of continuum resizer. http://www.subspace.co/files/file/28-continuum-resizer/
  7. Just wanted to confirm, that's exactly how it works. Not hard to figure that out, werew even posted pseudocode above. So according to that, yes it does obey the rotation speed set in ship settings.
  8. Werew's got the method down, just used arctan instead of arccos. How would it be received if I released a feature like this in resizer? Might make the game more accessible for new players, but also might break other zones (i don't play EG or TW). Any input??
  9. Marioman

    Mouse Aim

    http://www.twitch.tv/weasalss/b/521018303 Someone was saying there were a ton of cosmic rift players who didn't migrate to ss because of the lack of mouse aim. Tinkered a bit, results linked. Sorry for the choppy vid idk how to stream. [edit: better vid] (also can we get the servers back please)
  10. Tutorial video: http://www.twitch.tv/weasalss/b/501900456
  11. http://i.imgur.com/pmSZb4P.jpg Aquitas helped test out multi monitor support. You're looking at three 2560x1440 monitors to give a total resolution of 7680x1440...! But yeah such a large resolution impacts performance. To verify: http://i.imgur.com/skVIMi0.png Updated version with tutorial to come shortly (probably).
  12. K Cheese, I'll keep that in mind for the future, just didn't bother to set up ASSS again after I did a clean install of windows 8. Yes Resol I tinker with continuum, if you look I have a hack posted called Continuum Resizer. There's mem editing and API intercepting involved there. I don't feel guilty, not sure why you think I've made myself look bad.
  13. Yes, it's quite evident to mods if someone has a turret that's mimicking their every movement and shot. So if I had been abusing it, I would be noticed and there would've been consequences already. I think you're missing that this is posted in "development and projects".
  14. I wouldn't go so far to say I was using it, merely demonstrating it. Obviously I could've ran an ASSS server on my own machine and logged into that instead of an empty arena in an actual zone, but why bother to do that?
  15. Hey I just saw your forum post BlueGoku and messaged you in game. I can help troubleshoot there, but I think I ironed out the kinks in the most recent version (July 29th upload) so I don't know if I'll be able to help. It's working great for me on Windows 8. For posterity, this thread is kind of old with the changes. I have a new version in the pipeline that has custom resolutions and works with the chat window.
  16. http://www.twitch.tv/weasalss/b/445595740
  17. Hey Bak, I haven't tried this or searched the forum much, but is there a feature list or site for discretion? Thanks for the update, I'm interested in using Discretion instead of the official client.
  18. Cool project cheese. I suggest BitBucket, if you ever want to have private backups of repos then that's free. Github/Bitbucket are comparable when it comes to free public repository hosting, but Github has a much higher user base (don't think that's relevant here) and doesn't do mercurial natively (which doesn't matter if you use git). numpf: hi.
  19. Groundwork The actual reason I developed Continuum Resizer was to overlay graphics over Continuum. This is straight-forward when playing windowed (overlaying over windows is easy) but things change when you're trying to draw over a fullscreen directx/draw application. I tried a different ways of getting graphics to appear over a directx/draw app but was unsuccessful so in the end I changed strategies to just making continuum a window (when in fullscreen mode). Getting fullscreen windowed was not at all necessary for overlaying graphics (since continuum already has a windowed mode) but I wanted any add-on I developed to be seemless. Once I developed resizer, I did some probing of Continuum's memory. It should be noted that Continuum has an encrypted executable, prevents debugging, and also encrypts its network data. However once in game, Continuum does store some useful game-related objects in heap memory. I found ship data (position/velocity) and powerball data. A value essential to the add-on I had in mind but was missing was a reliable ship rotation value. (I found something which was indirectly related to rotation - it could be converted to rotation most of the time - however it would start going wonky when energy levels were low). After some time I decided switch methods to trying to get the ship rotation from when continuum draws the ship graphic to the screen. This worked. So, to recap, with these foundations in place i can now read all ship position data and powerball data whenever from continuum. By whenever i actually mean whenever (which is spectacular): before the frame is drawn, after the frame is drawn, essentially any arbitrary time. This is everything I need for the add-on in mind. The Addon The goal is a multifunction add-on running silently along Continuum for use in the Powerball zone. This is the feature-list detect ports and warp to them when the ball was within catching distant of them (port-steals/port-goals) (implemented) overlay loose ball trajectories (including geometry of the lvl) overlay where the ball comes to rest (onscreen) have a mode that searches for any possible scoring shots and automatically shoots those shots (an aim-bot) display how much time left on the ball timer for any player carrying the ball (implemented) and have context-sensitive hotkey combos for: ballkilling (an enemy passes you the ball while you were goalie & shooting bullets - the add-on would immediately shoot back the ball, which prevents anyone from ballkilling you in goal) passing (ctrl/tab passes always use insert) I have ceased working on it as it's too much effort to glean geometry data from the lvl and use that to compute ball trajectories/possible shots. Also, it's undetectable in the current version of continuum and likely to be so forever since continuum isn't developed anymore lol. I'll leave anyone interested with a link to the source: https://bitbucket.org/weasal/powerballshot/src Anyone competent should be able to compile it with a bit of effort, idiots/skiddies probably will have trouble since I haven't included any of the project files. This was intended to be mostly academic, but it is cheating, so mods, please do net-ban me.
  20. I think for a new client to be successful it needs to be able to show that it can exactly duplicate subspace's classic gameplay. That should ensure old players should migrate. Updates/upgrades should be made to everything aside from the core gameplay - like performance, graphics, UI, etc to get up to par with modern games. Look at starcraft 2's UI, diablo 3's UI, etc, whatever is lacking in Continuum today should be added. Also he designer should make it possible for the gameplay to be extended with new features. Maybe the ability to add completely new weapons/new ships/new physics/new items/new level objects to interact with would be a good start. For example, If someone wants to add a new weapon, as long as they have the knowledge, they should have all the tools necessary for that. If someone wants to make an animated base or landscape, they should be able to do that. If someone wants to add diagonal tiles for bullets, they should be able to do that. If someone wants to limit the ship direction to the 4 cardinal ones (90 degree turning), let em, or smooth turning (360 degree float vals) let em, or classic discrete turning (increment by 9 degrees), let em. Accomplishing that would be ideal, though it's a huge task and only my opinion =D.
  21. Version 1.0

    228 downloads

    Took Jab Jab Jab's emblem render and converted it to an icon. What I recommend is creating a shortcut to Continuum.exe and setting this as the icon for it, much prettier.
  22. Try pressing F1 a couple of times in game to go through the zone's help text. Shows up in the top left. Usually covers all the basic concepts for each zone.
  23. Actually I think the quadtree might be able to be used as a suitable navmesh. Do an A* search, if entering region with the number of tiles greater than or equal to (region width) - (width of ship) in the search i'd have to make sure there are paths north/west/east/south of this tile (inefficient). Of course i can make the cost value of each region in the search weighted based on how gray it is (what % of it is tiles). Currently in the quadtree i split up a region and create child regions when one exceeds a max amount of tiles (16 in picture). Instead, to ensure i don't have a lot of medium sized regions with tiles numbering region width, I can decompose until their grayness is at a certain percentage (e.g. 25x25 region with one vertical blocking segment of 25 pixels has grayness 1/25 while a 10x10 segment with one vertical block of 10 pixels has grayness 1/10).
  24. Yeah it hadn't occurred to me that there isn't a type the holds a single bit haha so you're right a byte array is probably more practical. For path finding over large regions i wanted to decompose the map into a set of regions that were connected and had adjacency information so there would first be a global path finder then a local path found through the global path's regions. Giving that idea a bit of thought though, i think it's a different problem irrelevant to how i'm storing the tiles.
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