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Everything posted by Samapico
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I'm guessing once you make the camera script, you can quickly render any model with it? That'd be nice
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Are we the oldest MMO, though?
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ehmm..... Don't listen to Lynx, I think he's drunk cause what he said has nothing to do with your problem Get the continuum40.zip file (on getcontinuum.com or in the downloads here), and grab the bullets.bm2 file in the graphics folder only, and put it in your Continuum\graphics folder he probably deleted the bullet.bm2 file after replacing it...
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Trying to get some images to show up... and I must say it's not going well Is there some callback I need to wait for before using the playAnimations stuff? Or maybe some place where the level is loaded that I could call my functions, instead of loading it all with the init() of my module? I think the Animations module didn't even get to its postload step, and I'm trying to make it display animations... that could explain the segfaults Also, how do I fopen/fwrite to the path of the current zone? It currently writes in the bin/bin folder... not a problem to test for now though, I just moved the files manually to the Single Player folder, and it should work there.
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Dump a jump gate in the tunnels: problem solved I would have thought bricks could only be used in bases...
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TW is the only zone I know of that uses this (stupid, imo) resolution limit option. Limiting the resolution isn't very 2010 if you ask me. (this statement will make sense in a week)
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He died of a bizarre gardening accident
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I'm getting it tattoo'd on my arm Awesome lol It does seem to me it would look nice as a tattoo And Diwa's animated logo is awesome
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I hate these types lol... just figured I needed to do &*mylist.end() to get the pointer I needed... that's dumb
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Alright, this should be pretty platform-independant, and it works! LVZ ini Console output Da code I have some interesting functions that might be useful in other modules, dunno if they'd qualify for utilities or shared or something like that Now... gotta list these object and image definitions, and link the objects to the images
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Oh, that clears things up, thanks; So... I could just have a Point in my struct, and pass the pointer to the settingshandler. And then it will change the coordinates directly in my structure when the reference changes, right? (atleast that's what I understand from this bit of comment: "Note that the point pointer you pass into this function may be modified long after the call, as is the case in continuum. For example, if the player list gets resized some of the points may be moved, so DON'T USE A STACK VARIABLE.") But isn't there some kind of risk that it still tries to change my data after my structure has ceased to "exist"? You're right that the Animation interface itself could handle the Point, but will the Point data be updated as the reference changes (i.e. player hits F2), and what will happen if the reference changes after the animation is done playing and the pointer is invalid?
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hmmmm... so my LvzObject struct has a Point * that gives it its x/y... for screenobject I just use the functions above and it will handle the object (creating and deleting it in memory); but if I have a mapobject... I could cheat and use the same functions with a 0 reference, and I know I'll use these coordinates as map reference when calling the animations... otherwise I have to keep a list of points of my own only for the mapobjects?
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I did some modifications in SettingsHandler to be able to use the ScreenLocation stuff directly, without having to actually write a setting for it... Not tested yet, so it may contain minor bugs, but the point is... I'd find it weird to have an interface function in settingsHandler that doesn't actually play with settings... So how would you have done it? I guess I could write a setting, then getSettingAsScreenLocation, but that seems like even more trouble for me, as I'd have to convert the already binary data to text, then back to binary through the interface. And where would that setting go anyway? Speaking of settings... all these settings are written only for the current arena, right? Say I write a bunch of settings in images and animations while loading arena 1, then go to arena 2, these settings will be gone?
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http://en.wikipedia.org/wiki/555_(telephone_number) http://home.earthlink.net/~mthyen/2000.html
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Friend of mine (username masterquatra, or masterquattra, something like this... probably doesn't exist anymore) showed the game to me (subspace 1.35 + crack). He brought me in DSB where I learned the pew pew, then in 17th where I stayed several years. I try to get a link to getcontinuum.com in my signature on every forum I post on getcontinuum.com should have some kind of... showcase page, where we can link people to and it would get them instantly interested. Some nice action screenshots (cropped and zoomed), the subspace intro video, a gameplay video, and these "addthis" buttons to easily advertise on facebook, or even digg. The home page is nice and focuses on the download link, but it doesn't "sell" the game much, imo
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OH GOD WHAT HAVE YOU DONE????!!?
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http://subspace.webtwingo.de/images/shield.jpg this one's nice
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amidoinitrite? /* * Reads data from rawData and formats the information the lvzImage structure * Returns the number of bytes read (should be 6+strlen(filename)+1 with CLV1 or CLV2) */ int rawToLvzImage(const u8* rawData, LvzImage* lvzImage, LvzObjectSectionType sectionType) { switch (sectionType) { case LVZ_CLV1: case LVZ_CLV2: lvzImage->framesX = rawData[1] << 8 | rawData[0]; lvzImage->framesY = rawData[3] << 8 | rawData[2]; lvzImage->animationTime = rawData[5] << 8 | rawData[4]; //Grab the image filename, located after the fixed-size header lvzImage->imageName.assign((char*)rawData+6); //include the '\0' character in the count return 7 + lvzImage->imageName.size(); case LVZ_UnsupportedFormat: return 0; } } edit: wee, that seems to work
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Yes callbacks are events you listen to, which are sort of like interrupts. Rather than periodically polling if a player has died, it's much cleaner to simply say "call this function when a player dies". This is the idea with callbacks. For the packets, however, you'll want to do the following: register and wait for the CB_REGPACKETS callback to occur, then call Net::regPacketFunc for any packets they wish to handle. regPacketFunc takes in a string for the type of packet you want to listen for and a callback-like function. The packet types and relevant fields are defined in conf/modules/net.conf in the [Packet Templates] section. grep for regPacketFunc to see some examples. How do you define packets with variable size in the packet templates (objset packets are 2xN bytes)?
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I think this'll work: Settings Used: /* [images] ;;;;One of these per Image Definition LVZ__imagePath= LVZ__imageFrames=(,) [Animations] ;;;;One of these per mapobject/screenobject LVZ__obj Unique Image = LVZ__image LVZ__obj Animation Milliseconds = */ Example: [images] LVZ_center_image0Path=center_image LVZ_center_image0Frames=(1,1) LVZ_center_image1Path=center_anim LVZ_center_image1Frames=(10,3) [Animations] LVZ_center_obj0 Unique Image = LVZ_center_image0 LVZ_center_obj0 Animation Milliseconds = 1000 LVZ_center_obj1 Unique Image = LVZ_center_image1 LVZ_center_obj1 Animation Milliseconds = 1500 This should work fine for image definitions that define an image from another lvz file, so should be good. Edit: well, that indentation isn't a problem on my widescreen monitor but that's an idea
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hmmm typedef struct { char uncompressedSectionType[4]; //'CLV1' or 'CLV2' u32 objectCount; //Mapobjects+Screenobjects count u32 imageCount; //Image definitions count } LvzObjectSectionHeader; The format in the file itself is fixed... So... I'm not sure how else I would do this. If I read it block by block, I'll have the same problem; I'll end up having to memcpy a u32 from the file data to the header. ? I can see how to do this for my LvzObjectDefinition struct, which has bitfields, but for this one, I have no idea.
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okok guys post your pics again so i can laugh at you
Samapico replied to Stoked's topic in Trash Talk
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So... the person receiving money doesn't have the money anymore because the data tracks back a couple minutes, but why doesn't the person giving the money have his money back for the same reason? Unless that person logged out...
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Can you paste the code? Relevant part: Entire loadLvzFromFile function: