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Everything posted by Samapico
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There are probably over 50000 squads out there. Why join this one? You're not convincing Which zone(s) ?
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root killed supspace - idiots corner jan 2008
Samapico replied to 1587200's topic in General Discussion
Yeah, probably. But I'm wondering if he forgot the word (which is actually the most important word in the sentence, here). Or if he wrote 'weigh' as 'way' ... Which is probably the kind of mistake that gets you banned from 2nd grade. -
Why did I start talking about SSB? ... I think I was a bit drunk lol.
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A ?report would work... Though the server could ignore/warn/kick someone abusing it. But again, just some kind of checksum could confirm that the exe is official. Like the current continuum.exe, if you hex-edit stuff in there, it won't work at all, right? Of course that won't solve 100% of the problems, but I'm pretty sure it would make cheating 90% more complicated, so 90% less cheating. Only freaks like you would be able to get through that It's enough to get rid of all the kids who are like "LOLZ IM GUNNA CHANGE DA CODE TO GO TRU WALLZ IM SO 1337 LOLZ"
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Actually it's a battle mech viewed from above http://files.nebulastation.net/madcat_03.jpg
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Yeah, not enough technovikings. A bunch of technovikings invading the streets would be great. Though I'd prefer if they kept their pants on...
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root killed supspace - idiots corner jan 2008
Samapico replied to 1587200's topic in General Discussion
Fill the blanks? -
I know I haven't worked on The Continuum Project for a while either... bleh.
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The topic feels clean now.
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Nope... the only thing you can do with the guns are: Single fire from middle Double barrel from left & right Then you can have multifire, with or without angle. And that's all And bombs always fire from center But I'm guessing a double-barrel guns + bombs would work fine for Mechs. One laser / AC on each arm + missiles from the launcher over the !@#$%^&*pit
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And I fixed most of the bugs that were pissing me off last time I worked on it... Not bugs that you guys saw, but stuff that got there after some radical changes in the code. I revamped the whole tileset thing, code-wise. At the beginning, the tileset selection was just 2 numbers... left tile # and right tile #. Then we had walltiles on top of that... And now we have LVZ on top of that... So it was starting to get messy. And I wanted to eventually add in a 'block' thing. A block would be a set of tiles/lvz images that you defined and you can put it as many times as you want. So it should be a bit easier to do that with the new Tileset class... Tools should be a bit faster too, because I removed A LOT of parameters getting passed around functions. All the tileset related values and all tool-options related values are stored in just two objects available to the whole class. For example, the DrawBaseLine header looked like: Private Sub DrawBaseLine(tilenr As Integer, _ startx As Integer, startY As Integer, _ endX As Integer, endY As Integer, _ StepX As Integer, _ StepY As Integer, _ undoch As Changes, _ multTileX As Integer, _ multTileY As Integer, _ Optional onpreview As Boolean = True, Optional Refresh As Boolean = True, _ Optional appendundo As Boolean = True, _ Optional tagwalltiles As Boolean = False, _ Optional Left As Boolean = True) It's now: Private Sub DrawBaseLine(ByVal startx As Integer, ByVal startY As Integer, _ ByVal endX As Integer, ByVal endY As Integer, _ undoch As Changes, _ onpreview As Boolean, Refresh As Boolean, _ appendundo As Boolean) And that method is probably the one slowing you down when drawing very thick lines and the preview is real slow... So it will probably help. But it's still far from being able to compile again. We basically need to go through the whole code and fix that.
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Yeah, it pretty much all comes down to the same thing...
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http://www.laserfaq.org/sam/laserioi.htm That page is HUGE... The answer to your question must be somewhere in there... But according to that passage I quoted, camera sensors don't really like direct laser beams. I'll pull a theory out of my butt: The intense laser light heats up the sensor, making it shift toward red-ish light. Yeah it's a !@#$%^&*ty theory
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You should add some error catching and build a debug version... that way, error reports will contain the call stack and the line where it crashed
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MechWarrior 3 owns. But how exactly do you plan to show the map in continuum? Remember it needs to come down to tiles and lvz graphics. You can't make a 16384*16384 bitmap that covers the whole map, that would be ridiculous. You need some kind of ground texture that you can tile where you want, some water texture, some cliff borders graphics, etc. There's no magic copy-paste way to do that... Have fun
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Back part time, and a gift for JabJabJab
Samapico replied to MillenniumMan's topic in General Discussion
That jav is a fatty Nice ships -
Not sure to understand what you want there... Well, the file you had was named ship1.bmp. Make files named ship2.bmp, ship3.bmp, etc. In the lvz INI file, add: File=ship2.bmp File=ship3.bmp #etc... Recompile it, and you're done For that, you will need mapobjects. I suggest you read EXAMPLE.INI in the LVZtoolkit for how to add them. I suggest you put them in a new lvz, putting everything in the same file makes updates larger and more annoying.If you want to tile the same background image on the entire map (or part of it), there are some programs that generate the ini for that, just check the One Stop Shop topic. Or if you know how to use Excel, you could use that too. If you have generic questions about map objects, just try the search button, there's probably tons of topic detailing the whole procedure.
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Atleast screenshots... or... something?
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Oh didn't see it was a green laser... never seen a green laser pointer either And what Lynx said makes sense... Anything from Star Trek cannot be refuted anyway.
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I'd take a wild guess that the dot is just the laser... duh?
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Just change OutFile=ships.bm2 to OutFile=ships.lvz mapobjects and screenobjects sections are not needed since you don't have any. Just recompile that lvz and it should work. Oh, delete the ships.bm2 file in your Continuum\Zones\yourZone folder; you can clear it from your server directory as well. That's what freezing it... Cause you had it get a file called "ships.bm2", but that file is not a valid graphics file, it's a lvz file, so Continuum brain-farted. In your arena settings, you need to use Misc:LevelFiles=nameOfTheLVZ.lvz
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That's not what he said... if he had posted it people would have called it spam. And that is probably true (sadly)