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Everything posted by Samapico
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Never heard of...
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The subgame one is down for me too at the time of this post Also, there's an mistake in the first post... So... what is what... first post says SSdev (!@#$%^&*S) 2 times, which one is actually the subgame one? I'm guessing the first is subgame, since it appears the ASSS was moved to another server... But still, both appear down to me right now (even after trying to change the ASSS one to 66.186.45.66,6950,,1)
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league.nu definitly is a good system...
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Can anyone give a link to a forum that uses vBulletin?
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defining preset tiles to go with mapobjects would do just the same, and allow to easily repeat patterns and such The 'hard' part to code I speak of is if you put parts of map in larger images and optimize to have relatively small images... That would get very complex to code, and would cause huge compatibility problems of all sort... Even saving and loading a map the same way it was would be hard. Plus, as I said, the developper loses all control over the number of images used in his tiling. Instead of that, I'd simply change the whole way 'mapobjects' work... They'd not only be an image, but also have tiles !@#$%^&*ociated with it (if you want to) and... perhaps you could even lay them the same way you lay tiles (i.e. draw lines, filled rectangles... etc.)
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edit: nevermind... misread
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I made most of them... Except maybe the nitrous icon, not sure where I got it from... OH... from rock n' roll racing I think The display is custom... The ships are made by me... The cones.... Took them from some TW map, but I've seen them in like 20 different maps, so I can't even know where they're originally from. edit: Apparently DS was using some of my stuff without my consent, but the ships chambs speak of aren't the same... Anyways, it's being fixed. If you just need the code that toggles the correct objects, I could probably give it to you once I've done that specific part. You'll be able to use any objects with them
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Of course it is, but I partially disagree for the fact that about 95% of those extra tiles are 100% useless. Only a few of them can be used for their special effect (although brick and prize has a tile graphic of their own). As I recall, you (or Samapico) had told me that it isn't possible to change this. Maybe you should just cut out the majority of the useless tiles in the extra tiles to reduce the size of the tileset in DCME.I was talking about the limit of the number of different LVZ images. So it would be possible to add 256 customizable tiles... The performance isn't much of a factor. !@#$%^&*igning effects to tiles can be done another way, keep reading Whatever. I need a lot more than 128. The complaint I've had personally for atleast 5 years has been that "128/256 tileset is way too fricken small; I need more tiles with different effects!" Actually... there are 190 normal tiles, not 128. wtf? who said we don't know anything in subspace? I like the idea of adding custom tiles !@#$%^&*ociated with lvz's... but implementing it with large images isn't the way to go imo... For the small fps upgrade, it's not worth the complexity of coding such a thing... and it will be impossible for the developper to plan the number of images used by his 'tiles'. The limit of 256 different images in ALL lvz's used by a map is often a big factor. What I'd do is add another tileset that allows you to setup 256 things. I say things... because they could be simple images of any size... or tile-sized images to which you !@#$%^&*ociate a tile# that will be laid under it everytime you use it... or even a larger image, say 10 tiles x 10 tiles, to which you !@#$%^&*ociate a pattern of tiles that would go with it. So if you want to optimize fps, you could create your own big sections where needed. Actually, the whole mapobjects thing could be done that way. You'd setup your mapobjects in that... virtual tileset... or imageset... or... bleh it would need a cooler name. hm, it should be possible to setup more than 256 of those, if some use the same images with a different tile setup. This would allow for even more flexibility, as you could have a 100 tiles x 100 tiles image, and define all the tiles needed to fit it
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.... the sample log I gave you is one of a SUCCESSFUL build... i.e. no errors. So if you have that, you can see which file is built when the error occurs in visual studio you can see it by viewing the 'Output' window... I don't know about the compiler u're using
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usually you can have a more detailed log... like: Spoiler! --Click here to view--1>------ Rebuild All started: Project: Samapico, Configuration: Debug Win32 ------ 1>Deleting intermediate and output files for project 'Samapico', configuration 'Debug|Win32' 1>Compiling... 1>checkpoint.cpp 1>checkpointstack.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>command.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>c:\jeux\continuum\mervbot\src\samapico\command.cpp(214) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning) 1>lvzdisplay.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>methods.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>c:\jeux\continuum\mervbot\src\samapico\methods.cpp(82) : warning C4996: 'strcat' was declared deprecated 1> c:\program files\microsoft visual studio 8\vc\include\string.h(78) : see declaration of 'strcat' 1> Message: 'This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.' 1>c:\jeux\continuum\mervbot\src\samapico\methods.cpp(88) : warning C4996: 'fopen' was declared deprecated 1> c:\program files\microsoft visual studio 8\vc\include\stdio.h(234) : see declaration of 'fopen' 1> Message: 'This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.' 1>c:\jeux\continuum\mervbot\src\samapico\methods.cpp(119) : warning C4996: 'sprintf' was declared deprecated 1> c:\program files\microsoft visual studio 8\vc\include\stdio.h(345) : see declaration of 'sprintf' 1> Message: 'This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.' 1>racecontext.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>c:\jeux\continuum\mervbot\src\samapico\racecontext.cpp(281) : warning C4244: 'argument' : conversion from '__w64 int' to 'const Uint32', possible loss of data 1>c:\jeux\continuum\mervbot\src\samapico\racecontext.cpp(290) : warning C4244: 'argument' : conversion from '__w64 int' to 'const Uint32', possible loss of data 1>racer.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>region.cpp 1>spawn.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>c:\jeux\continuum\mervbot\src\player.cpp(108) : warning C4996: 'strncpy' was declared deprecated 1> c:\program files\microsoft visual studio 8\vc\include\string.h(156) : see declaration of 'strncpy' 1> Message: 'This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.' 1>c:\jeux\continuum\mervbot\src\player.cpp(109) : warning C4996: 'strncpy' was declared deprecated 1> c:\program files\microsoft visual studio 8\vc\include\string.h(156) : see declaration of 'strncpy' 1> Message: 'This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.' 1>timerms.cpp 1>track.cpp 1>c:\jeux\continuum\mervbot\src\samapico\spawn.h(11) : warning C4005: 'INI_NAME' : macro redefinition 1> c:\jeux\continuum\mervbot\src\settings.h(20) : see previous definition of 'INI_NAME' 1>Generating Code... 1>Compiling manifest to resources... 1>Linking... 1>LINK : ..\..\..\..\MERVBot\Samapico.dll not found or not built by the last incremental link; performing full link 1> Creating library ..\..\..\..\MERVBot\Samapico.lib and object ..\..\..\..\MERVBot\Samapico.exp 1>Embedding manifest... 1>Build log was saved at "file://c:\Jeux\Continuum\MERVBot\src\Samapico\Samapico\Debug\BuildLog.htm" 1>Samapico - 0 error(s), 16 warning(s) ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========
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I've had a similar error when I had 2 files that included each other's header... causing it to compile infinitly. If you can check the build log, it might help you
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Merv... but that doesn't change anything for the HUD, does it? As I said, I'm already doing the whole coding part of the HUD, I just need gfx
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can you imagine how huge the total filesize will be? Instead of having to load a 304x160 tileset, you need to load maybe 20 1024x1024 imagesyour lvz is 75k for a small section... A map could easily need 20 of these sections. That would be 1.5MB for a map that would normally be ~100k And the limit is 256, not 128. However, if you use 256 tile-images, you can't have any other image in your map anywhere... I think having a couple of customizable tiles would be a nice idea... And you don't need hundreds of them :/
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Some of you may know my Formula1 racing track events... Sepang, Canada, Autralia, and Brazil are the 4 currently available tracks. I'm currently making a (pretty complex) bot for it... Eventually, I'd like to have a functionnal HUD on each player's screen. I might need help for that part since I pretty much suck in design. Things to display would be: Lap # / # Position ##st/nd/th Speed ### km/h perhaps some analog display of speed, or something with lights would be nice too Lap Time: #:##:### Race Time: #:##:### <- these 2 would actually be animations, and not individual digits controlled with the bot. Best Lap: #:##:### and then... I'd like to have some kind of display like in F1 games, where you see the time of the 1st racer, and the +/- time compared to you... maybe a list to display 5 or 6 names with some data... So all I need is: -A layout -The actual gfx So if you have a vision on where each item should be placed on screen, go ahead, even if you don't know how to make them really... and if you know how to make them, but not where to place them, post too There will probably be like 3 different sets of digits... -one for Lap and Position indicators -one for all times stuff (perhaps different sets of different colors could be used) -one for speed time and speed digits aren't a problem, the standard quartz-like digits are very nice for that (i'm open to suggestions) lap and position digits could use some nice font... If any of you have played some racing games, you should have a good idea of what I have in mind There are some other items in the HUD that could be pimped... the whole top-right display part could use an upgrade... If anyone plans on making a display and digits for energy, note that the energy should be read as fuel, and as you see on the screenshot, 10 energy = 1 L (I didn't write the unit, but the decimal is there) If you come up with anything, no need to bother with the whole lvz'ing thing, I'll do that... just a quick schema of where you'd put each item will be fine If anyone's interested... have fun... here's a screenshot of what the event looks like... You can try it out in 17th Parallel (?go sepang, canada, brazil, or australia) I still have a lot of work on the bot to do, so there's no hurry thanks if you read that far
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no it's not per lvz... when the client loads lvz's, it reads all images definitions from all lvz's and re-!@#$%^&*ign them Image# from 0 to 255... For that reason, you can safely have 2 IMAGE0 definitions in diffrent lvz's, cause the client will re-!@#$%^&*ign those ID's anyway. source: !@#$%^&*S Wiki - LVZ
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hmm... I had a castle project back in the day too... never finished it cause my computer sucked too much to easily split that huge 10000x10000 I had... I'll give you what I had... I suggest you try out the castle4.lvl map, with the lvz provided... it looks pretty cool imo... but I'm not so good at texturing so... The castle.psp file is the whole huge image with all layers... It's a paint shop pro file, photoshop should also be able to import that I guess However, the images in the lvz's are older than the graphics in the PSP file.... Hmm just checked, actually the PSP file was at the point where it needed to be textured... The current textures in the lvz seemed quite plain to me. It has alot of layers... for each area: 1 outline, 1 'region' rectangle. There's also a layer that shows where tiles actually fit... red are solid tiles, yellow are stuff that should be flyunder. It just needs textures Actually with a cool texture to fit this, I wouldn't mind working again on this... All filenames and layer names are in french in there, so if you wonder what something is, just ask Here's also a screenshot that gives you an idea what it looks like... http://img146.imageshack.us/img146/484/castle4previewgs9.th.png Castle_map.zip Castle_LVZ.zip
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I didn't read it all yet... but if it's what I think, I see a big problem with this... So if I get it right, you'd like to have all graphics handled by LVZ's... like each tile would be a 16x16 tile instead... And we'd just lay a black or transparent solid tiles under the needed lvz images... BUUUUUUUT.... sadly, we can only define 255 different images in a LVZ (that is the total of all lvz's used in a single arena, so splitting lvz's won't help) And yes, tiles affect more FPS than larger lvz images... a bunch of smaller lvz images wouldn't change anything though. But the fps issue is only a concern when alot of flyover or flyunder tiles are needed anyway
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gah... EVERY issue related to LVZ is known... we just didn't have time to work on the lvz tool much yet... it's just... slightly functionnal. Not more. And full of bugs And the fading thing, that only happens with images on layers under tiles... With the current display system, we HAD NO CHOICE but to do it that way, it was the simplest way to see the image, while still seeing the tiles over it... Eventually, we'll need to rethink the whole display thing over to allow easier layering... which it wasn't designed for in the first place. The collision bug is also known... It happens when you collide with a tile diagonnally The walltiles thing is weird... I never even looked how Drake made it save and load walltiles files actually... so I don't know...
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I use color replace with some tolerance with paint shop pro.. works fine
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Just thought of something... maybe we could have some kind of gallery of images to use in maps... very useful ones would be terrain tiles... like various gr!@#$%^&* / sky / water / tree tiles if you don't want them to get stolen by everyone, just put a copyright tag right in the middle of it... with contact information of the author so they can ask permission and get the original image
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We didn't implement 24bit -> 8bit conversions yet... By default as soon as you edit tileset in DCME, it will be saved as 24bit Actually converting to 8bit is a relatively complex process... it's surely possible to find some code that already does it though... This isn't a priority, but it's something we thought about... I still suggest using an external paint program and load continuum's default palette, and apply it to your tileset
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Anyone else getting it?Had it for the last 3 posts I made (since an hour ago or so I guess, or perhaps since the 2.3.1 update)The post is saved fine though edit1: hmm posting that topic didn't make it appear... perhaps it only does it with fast replies... edit2: ... just clicking 'Add Reply' pops it up actually So I can only post via fast reply it seems also, when you enter quick edit, ALLLLLL line returns (enter) are somehow removed... I think they appear back correctly when you're done, but you just don't see them when starting to edit, it's annoying
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your newly installed hard drive works correctly? and have you tried the system restore? the description of the restore point does not tells you everything that has changed since then... something else might have changed somehow
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I had a reply to this extremist christian... but I hit ctrl-w by mistake and it closed the tab... so bleh...Knightflame I hope you'll go straight to !@#$%^&* surrounded by muslim terrorists That made me laugh... Hating muslims make you more patriotic? Muslim terrorists interpret the coran in the wrong way, just as you interpret the bible wrong... You're as extremist as they are.And it's not like there weren't any christian terrorists anyway...If there was a civil war in USA, there'd be as many christian terrorists as there are muslim terrorists who blow themselves up in middle-east right now...
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if it jumps like crazy when listed by name, it's cause it stops and restarts itself... this is exactly the problem described in 'continuum will not load' FAQ thing... it's surely another program (antivirus, antispyware... some other known to cause that, don't know them)