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Kilo

HS Dev
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Everything posted by Kilo

  1. Kilo

    New Content

    Diluting the roles of items is not ideal either.
  2. Should just disable ?give then, since you could always run a manual bank or casino otherwise.
  3. Wasn't even referring to you last time and my post was mostly a joke anyway. But the point is..every zone runs things differently, and that's not a bad thing. It allows more ideas to flow. No_Remorse: I know, but AFAIK all of those zones have been low-key for the last several years.
  4. Man, HZ really must be slipping if it's getting grouped with Devastation, 17th, and ...Star Warzone. No offense (except that which was intended to the person who suggested it.) Hey, my last post put the final nail in this coffin, don't go ignoring it now.
  5. Oh, sure...let's cancel the leagues my zone runs year 'round.
  6. Why are people allowed to willingly give money away to other people? Glad you asked...
  7. they keep sayin' that, yet...
  8. however the flip side of that is if you make some quality content there probably will be minimal resistance to having it get used.
  9. I was wondering this, too.
  10. Security issues? Perhaps you'd care to share this with an asss developer?
  11. http://forums.ssgn.net/topic/16732-gone-for-a-while/page__view__findpost__p__269691 the grooming takes time
  12. Well anyway, look at Discretion if you want some ideas of how some fundamental anti-cheating will be evaluated. There is no easy solution for the whole problem.
  13. while i understand what you're saying and it's probably generally true i must respectfully disagree that your statement at face value, is absolutely true.
  14. that makes no sense, could you elaborate
  15. A bit of advice, "being experienced with asss" and "knowing what you are doing" go hand in hand for this. Not that there's anything wrong with being inexperienced, everyone was once. You can do anything if you have the resolve--it will be a bumpy ride, so don't take your eyes off the finish line. It's safe to say that the people who are most experienced with asss now have their own zones (or lives) that they are committed to. However, I may be able to point you in the right direction if you have questions about asss development (especially design.) I also may be able to help stop you from reinventing the wheel for some things, depending on your requirements.
  16. Kilo

    Zone down?

    ZOMG HS IS DEAD
  17. Kilo

    ID6

    Never forget ID6.
  18. Two things.. "Resurrection" is a joke. Some zones might not be here that were a few years ago, but so what? I think "reinvigoration" might be the word you're looking for. The rest of us who play in zones that have a modicum of integrity haven't imploded or eroded and are far from it. THIS game will not survive if it's under the control of a single person or business. Original subspace lived when VIE died/let go, Continuum is now experiencing the problems of having a choke point authority person. Now people are actually trying to go back to how it was over a decade ago, and also probably ignoring the idea of backwards compatibility. You think you can "resurrect" Subspace that way? You don't know what Subspace is. You're trying to make Cosmic Rift 2.
  19. Kilo

    Surprise!

    Dear nike, Hi. <3akd
  20. I'll do it for an Android phone and data plan.
  21. only thing that's dead is your trolling ability
  22. Kilo

    Limits of ASSS

    ...Continuum will start having problems on any server with 256 players in an arena. At the very least, with powerballs. I don't remember thoroughly proving it, but in spite of the ball position packet being 2 bytes big, Continuum will start treating ball packets with a player id of 256+ as if the player id was cut off to 8 bits. The end result was if the server sent a ball packet for player id 256 carrying the ball(?) it'd show up on player id 0 instead. If you look at the asss code, you should see there is nothing strange going on, anyway (all fields involved in transmitting ball pid are 16 bits or greater.) asss uses global player ids, so this problem can be encountered with 256 players on the server. So the limit of asss is worse than Continuum as much as you spread players out over several arenas. ..the max out list size is not a limitation of the server, it's a protection mechanism that prevents one client from eating up a ton of bandwidth suddenly. Under realistic conditions, it shouldn't happen (but you can increase it to suit your needs and you bandwidth capabilities.) For what it's worth, a fun yet unrealistic thing to do is setship 100 real people (not stupid bots which are not worthy of testing much) AT ONCE. With one command (you can't do this with subgame afaik.) It will cause ~10000 outgoing reliable packets to be queued up at once, not counting reliable duplicates within seconds. It didn't break HZ. It DID create a nice little hiccup which caused a few dozen to lag out though. But that's a limitation of networking. :>
  23. and those other things it gives.
  24. oracle is pretty useful...
  25. Kilo

    Limits of ASSS

    Uh...what? Are you talking about asss's lag check module...being...overzealous? Lol... There's a reason why HZ and HS use a custom lag module, and it's not that asss' lag checking is OVERzealous. Subgame is also pretty terrible at that stuff, for the record.
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