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Samapico

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Everything posted by Samapico

  1. Looks like spanish
  2. Do you have all the windows updates? Cause... this is definitely a message Windows gives you. I remember seeing this message when I tried to execute something while I was actually shutting down my machine. There must be something that makes Windows think it's shutting down for some reason. Make sure you have SP3 and all the available updates.
  3. TW should remove its resolution limit... It's the first zone new people will go in because of its population, but whoever has more than 1440x900 (i.e. a LOT of people now) will think it doesn't support high resolutions because it's too old or something. It makes it look like a really outdated game, really. Limit the resolution in league games or whatever if you want, but not in pub.
  4. Do you get the error only with Continuum? This looks like an error that would make you unable to start most applications. Reformatting every day doesn't make much sense... Are you reinstalling from a clean Windows DVD that you are sure is virus-free? Also, why are you reformatting all the time if it doesn't fix the problem? If you still get the error after reformatting once, it's pretty useless to reformat 10 times to see if it still happens... And if you can run it fine with 'Run as...', why don't you simply use that workaround?
  5. What? You reformat your hard drive everyday? 1) Post the full screen image, not a thumbnail... we can't see anything 2) Post a screenshot of the actual error 3) Are you running it on a remote machine, or a virtual machine, or something like that?
  6. ?ignore will reset if you quit the game, or if that person leaves and reenters. If you want to permanently ignore someone, create a text file called 'ignore.txt' and type names in there, 1 per line. Also, if the player has some %'s in his name, it might not work properly. You might need to double them as you type. i.e. if the player is Potato%head, you'll need to type Potato%%head
  7. Uninstall it again, then open the registry editor, and delete this key: HKEY_CURRENT_USER\Software\Continuum Reinstall after that (Before deleting it, you can check what's in there... There should be 'LicenseAccepted40' set to (40), and 'Setup' set to (1). I guess if they're not at these value you can try setting them manually to make the game believe the setup was done already. However, if the game cannot properly edit the registry for some reason, you might run into problems later, like being unable to store passwords and stuff) Which OS are you using?
  8. Good point ^ Either way, there's nothing I can do to fix the issue
  9. This has nothing to do with the editor. The behavior of anti-brick tiles is strictly client-side, and they are not officially documented anywhere, so their intended purpose is not known. They are known to have a weird "radius" of action. You'll also get a headache if you try to figure out how the anti-thor tile works If you stay too long on it, you get warped. How long is "too long"? Sometimes it's instant, sometimes it's 3 seconds
  10. Interesting... attach it I should be able to 'diff' with my code, and add the changes from whatever version you have (3.4.12 if I look at the topic I posted) to 3.4.15, without using all the messed up things in my current code
  11. I can't fix much... the SVN repository history was nuked, and my version of the code is far from functional A screenshot of the issue would help understanding it, too...
  12. That is unfortunate for the whole of Subspace, even... We do have lots of people with the talent, but it's hard to stay focused on a project, especially when you're working alone on it. If we were able to somehow handle the logistics of regrouping everyone and working on projects with multiple people, maybe there wouldn't be, I dunno, 80% of projects being abandoned before completion. That was kind of the reason to be of the SSDev team a while ago, but as with most projects, it died out. I don't think we developers don't have time anymore, but we don't use it because of a loss of interest and focus. We do have less time than before though... that comes with getting older.
  13. http://forums.ssgn.net/topic/25811-sponsor-help/ Communication: You're doing it wrong!
  14. Oh well... apparently he's banned now Not for the first time either... Back on topic... 30
  15. How was he doing that?
  16. I lol'd
  17. Samapico

    Big Update

    This calls for a *cue music* DATABASE CHECK I also doubt many people have nano, it can't be much of a factor... As for the warp gates, I agree that it's quite ugly that way... eat up a bit of space on the bases to give a bit of space around the gates (or move them, if it's possible... but AFAIK it's kind of a pain in the ass to) What is killing zone is the domino effect of people who don't play "because the jackpot sucks". No one gets in because the jackpot sucks, and the jackpot sucks because no one gets in. If you have a couple of people who jump in and center, it will usually break this cycle of doom and a few good flag games will be played.
  18. I'm looking at it in DCME's LVZ manager, which previews animations with the number of X/Y frames you give it... And it's kind of shaky... seems to shake left and right 1 pixel at some points. And it fades from bright to dark, then jumps back to bright... It's not quite smooth.
  19. I'm confused... do you want to put 3 bots in there? If so, do you need these bots to move to follow the wings like the attached screenshots of your first post? If so... my equation does exactly that... add the distance between the center of "boss" and "player", and it would do that. See my image: Blue line = PlayerBossOffset ( .x and .y ) The 3 red lines = BossBotOffsetA,B,C (.x and .y ) , one for each bot you want to place double angle = p->position.rotation * PI / 20.0; BotA->position.x = p->position.x + PlayerBossOffset.x + ( BossBotOffsetA.x * cos(angle) - BossBotOffsetA.y * sin(angle) ); BotA->position.y = p->position.y + PlayerBossOffset.y + ( BossBotOffsetA.x * sin(angle) + BossBotOffsetA.y * cos(angle) ); BotA->position.rotation = p->position.rotation; //Repeat for BotB and BotC
  20. If Offset(angle=0) = (OffX, OffY), you can calculate the offset at any angle with: Offset(angle) = ( OffX*cos(angle)-OffY*sin(angle) ; OffX*sin(angle)+OffY*cos(angle) ) So let's see if that works... Say you have A at (-40,0) from the player's ship, A.X = -40 * cos(angle) - 0*sin(angle) A.Y = -40 * sin(angle) + 0*cos(angle) So if you rotate 90 degrees: A.X = 0 A.Y = -40 Seems to make sense... Of course you need to convert 0-39 rotation steps to 0-2*PI: 0 -> 0rads 40-> 2*PI rads So realangle(step) = step * 2.0 * PI / 40.0 = step * PI / 20.0
  21. Compiling is pretty easy... here are 2 simple scripts I use to compile my zone: #!/bin/bash # completely rebuild the zone from scratch cd asss/zone/src make clean 1>/dev/null make deps 1>/dev/null make 1>/dev/null -------------------------------- #!/bin/bash # build the zone cd asss/zone/src make deps 1>/dev/null make 1>/dev/null
  22. 1) If you're a good programmer in other languages, it might not even be worth it to buy a book... http://www.cplusplus.com/doc/tutorial/ can get you started on the basics 2) Google for non-specific questions, MGB forums for the rest 3) http://forums.minegoboom.com/index.php 4) Unless you plan making a zone with similar features (items, etc.), I don't recommend getting started with that... You'll want to make simple stand-alone modules to learn the ASSS basics (interfaces, callbacks, commands...). HScore is made of several modules that interact with each other, which doesn't make it any easy for a newbie to learn. I never worked with it, so I could be wrong, but I'd just start from simple modules like elim or whatever, and see how they're made. Also, ASSS is in C, not C++, so you can ignore stuff about classes. However, pointers are used massively in ASSS, and you need a particularly good understanding of them. Other links: http://wiki.minegoboom.com/index.php/Writing_Modules_In_C http://wiki.minegoboom.com/index.php/Writing_Advanced_Modules_In_C Edit: And I suggest using Eclipse as IDE... There are topics around about how to set it up correctly I think... Probably on mgb's wiki
  23. Why do you want to use a 4:3 resolution anyway? I guess some older games only allow that, but most of the time you can find hacks that enable widescreen resolution for them.
  24. Wow... I see the problem in the data, but I have no idea how it occured... As I said, we put a "DCLV" eLVL chunk to associate a lvz file with the map. This chunk is supposed to go like this: Bytes 1-4: "DCLV" Bytes 5-8: size of chunk (32 + strlen(filename)) Bytes 9-40:MD5 checksum of the file to see if it still matches (this SHOULD be 32 bytes long) Bytes 41-...: Filename (non-null terminated) For some reason, the MD5 checksum is only 16 bytes long in the file... Are you using a 64-bit OS? ... Actually, when I look at the code that generates the MD5 checksum, I have no idea how it could ever output 32 bytes... It's an array of 4 'Long' integers, which are 4 bytes in VB6 ('Integer's being 2 bytes) Edit: MD5 checksums are actually 128 bits, or 16 bytes... but they're often represented as hexadecimal strings, which use 2 characters to represent one byte, which gives a 32 bytes string. That's quite a massive bug, actually... and I have no idea why it doesn't crash more often. Most of my maps that have this load without any problem, even though the eLVL chunk is clearly the wrong size. Relevant code:
  25. hahahahahah I read about this rapture prediction only today... Guess I only have a few hours left...
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