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Samapico

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Everything posted by Samapico

  1. Almost done exporting lvz... my file has just 2 extra bytes for some reason... gotta find them and then it should work Kinda hard to find, because there is compression involved, and the order of stuff is not necessarly the same when loading and when saving... i know its in objects definitions though, cause simple file lvz's work fine
  2. If he doesn't, we all go beat him up
  3. Could be a firewall issue... You could try doing a Trace to the zone and let it run for at least 100 cycles to get accurate data ; this will tell you if it's a lag / packetloss issue
  4. Well, its speed doesn't seem to be related to the processor that much ; my old P3 550 could run it fine, but some school pc (old P4 I think) was really slow... The video card seems to be an important factor though, make sure you got latest drivers... Is it slow just when drawing? Or whenever the preview needs refreshing? There are some features that are known to be pretty slow... wall tiles... moving selection (we could improve that by making the selection array resized all the time (0 to boundaries.right - boundaries.left) , and change getIsInSelection to return isin(x+boundaries.left,y+boundaries.right) , and return false if its not even in the array ; same for getSelTile() ; so when moving selection, it would be 110234x faster since we'd just need to change the boundaries instead of updating the whole array) Drawing complex shapes is also pretty slow, (and even more if using walltiles or larger width), like cogwheels or ellipses. For these you can use 'render width only after drawing' or something like that if you want to use larger width. You can try disabling tile preview too, but it shouldnt be that much of a slowdown now... So... emm... maybe that didnt even make sense cause I just woke up and I'M still sleepy... so... emm... back to bed .. zzzzZZZZzZzzzzzzz
  5. !@#$%^&* ™
  6. OK it kinda works, it needs some adjustements for animations though (it should not bitblt the whole image ; lvzdata should have a function that returns the 'displayable' width / height of a mapobject by checking its imageId, and then referring to the ImageDefinitions() to read framesX and framesY) There seems to be some issues with refreshing the list after importing too... but I just called every subs that seemed to refresh stuff at the end, so I don't know maybe something's wrong there
  7. Uh... Why all that code in frmLVZ? Why not just declare a new LVZdata in there, and use its own functions? And for handling files of an imported lvz... what happens now is that I create a folder with same name as lvz, and unzip all files there; I guess that will do fine
  8. boink © b0iNk! © b0ink © b0iNk! © b0ink © bO!nk © b0!Nk! © bOInk © b0Ink © b0iNk! © b0ink © bo1nk © bOiNk! © BOINK © DCME ©
  9. LVZ importing is slowly coming together... haven't got any time to work on that during the week... so... hmm... still a couple of lines to write before I can test that... I hope it works on the first time (but I doubt it will)
  10. Fiew, the !@#$%^&*le scared me there.. I thought someone was gonna pretend ssme was better than dcme... And maps saved with DCME are most likely to be not compatible with SSME because of 24bit tilesets ; eLVL data isn't supported by SSME either, but maps should still load fine. And make sure you're using last version, there were big uncompatibility issues with earlier versions... And the description of your problem isn't very clear, is it issues with maps? Or file-!@#$%^&*ociation (i.e. double-clicking on a .lvl file)? And whoever edited that post... what did it say originally? I'm curious
  11. we hire more indians to code a new website
  12. g.a.y. ? Great And Y... uh... Great And Yugoslavian?
  13. And you made me type this reply twice cause I got an error cause it was moved cause it was spam cause you know cause it's not subspace-related. So... I was saying... lets hire some Indians to recode Continuum from scratch... we could probably have it done by tomorrow
  14. the 300 ping isnt much of an issue... the 11% packet loss is probably what gives you the impression of lag the most. Most of the time, the only thing to do is to wait and it will fix itself, it is most likely an issue from one of these "hops"... The 2 lasts are weird though, like if in 124 cycles, nothing got to them ô.o
  15. should have got this one instead
  16. a max energy smaller than initialenergy will only make the energy bar longer
  17. how about setting your ships recharge to a negative number, and set the BulletFireEnergy to a negative value as well... Firing bullets will 'recharge' your energy, and doing nothing will drain it. But then, if you want to explode at full power... that might be harder... with ASSS I guess it would be easier, but a subgame bot could do it as well, as it can read energy. One detail, you will spawn with 'full' energy... unless... maybe if you put alot of initial greens, and set the negativeprize factor to something big (or small, whatever gives you alot of them), and set prizeWeight of FullRecharge green to something big too... When spawning, you should receive a couple of greens, and you might receive a 'energy depleted' one. I'm not sure if negative prizes can be given at spawn though. But then again, a bot could easily prize you a energy depleted green when spawning
  18. I think there was an issue with cookies checking both username AND ip... So if you logged in at another place, all other cookies set from other computers would not be used anymore... or something... call it an 'issue' or a 'feature' ... bleh
  19. Samapico

    Bots

    nice keyboard delic
  20. i found mine by googling something like vb6.iso , or .zip but there seems to be some of them on that isohunt http://www.isohunt.com/torrents/?ihq=visual+basic
  21. It is made in Visual Basic 6.0 , it's not free... well... not 'supposed to', but there must be some places to find it on internet. By the way DCME source code is available to anyone who wishes to modify it for their own use (if you make useful features, we can surely add them in the official release)
  22. http://www.hopone.net/contact.php I was having high packetloss lately too... but today it seems fine (even through the HopOne server)
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