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Bak

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Everything posted by Bak

  1. There is no set UDP packet-size limit; the internet is capable of breaking up packets into smaller pieces and reassembling them (although this will slow things down, see http://en.wikipedia.org/wiki/IP_fragmentation ). You are usually okay if you stay below 1400 bytes per packet. The subspace limit (~400 bytes per packet) is imposed by subspace itself, possibly to reflect the state of the internet (typical MTU) when subspace was designed. I don't understand why one packet dropped will hold up connections on all the clients. I think brain was proposing using TCP for reliable streams, such as chat, and UDP for real-time droppable packets such as position updates.
  2. if your dynamically loaded dll segfaults on initialization, attempting to load it through LoadLibrary will fail (as if it the .dll doesn't exist). It doesn't segfault and crash as expected, LoadLibrary just returns 0. The Error returned by GetLastError() corresponds to error code 6 = "The handle is invalid" ... and I thought my compiler gave up
  3. the Utilities interface may be helpful, you could alternatively use the zlib functions directly
  4. The newest Utilities module on the svn should have zlib compression and decompression functions that may be helpful for lvz, although admittedly I haven't tested them yet.
  5. That's a possibility. Looks like SDL_gfx (http://www.ferzkopp.net/joomla/content/view/19/14/) supports arbitrary rotation.
  6. Download link: https://sourceforge.net/projects/ss-discretion/files/ss-discretion/discretion-0.32.zip/download Website link: http://ss-discretion.sourceforge.net/ Sticky post in this forum about the project link: http://www.ssforum.net/index.php?showtopic=13145
  7. No you're exactly right. That's one reason you don't see animated ships in continuum, (40 directions + roll) * #frames_in_animation * #ships = too much Although in Discretion the number of frames in the animations are customizable in the settings, so don't feel forced to use exactly 10. It would be nice to have the capability to do some direction-based animations for at least some weapons/ships, others could have an 1 frame of animations (static images).
  8. The only problem with that method is that bullets/bombs can go at any angle (after adding the player's motion to the projectile), so each discrete step is just an approximation to the real angle that's being traveled. The image you posted has 64 frames, so a missile traveling at 360/128 = 2.8 degrees will have to use a graphic either straight up or overly angled, and the movement won't exactly match what you might expect with the graphic. Still, if you have enough discrete frames it may be good enough. This is probably a good idea.
  9. I was just going to release an update like I've been doing. Maybe add a beta tag to the title bar at some point to make it official. I don't see much benefit in advertising too excessively at this stage.
  10. There is some code in pspace that does LVZ deconstruction in C++ that you may find helpful (or not) svn co https://pspace.svn.sourceforge.net/svnroot/pspace pspace
  11. depends on what you want in a beta. With some tweaking with the ship location prediction settings it's playable right now online. I would really prefer to get the security part in as well as some more weapons before I'd be content calling it a beta. Maybe like 90% based on that standard.
  12. Normally arguments about definitions don't matter, since it's the meaning behind the words that counts. However, in this case, common lines of attack include saying that atheism/agnosticism are religions just like believing in God or Zeus so neither one is more correct or has more evidence than the other. Another related one is that not believing in God takes just as much faith as believing in God, so therefore both sides are equal in some way. Neither of these is the case, so here, the definitions are important.
  13. You ever watch Antitrust? Best. Programming. Movie. Evar.
  14. They should support most of them. If there's something missing let me know and I'll add it. You'll also need to draw the UniqueImages using the Graphics module and the CB_PRERENDER callback. Check out http://wiki.minegoboom.com/index.php/Discretion_Commands_and_Displaying_Images
  15. Yeah Samapico is correct. Otherwise you would download my in-between versions that might not even compile or contain excessive debug information. You can do single player or the development zone with discretion. Alternatively you can host your own zone and connect to that, although the server files are on the svn (should make a release for those at some point) Yes the bullet issue should also be resolved (as well as the bomb-trail issue).
  16. those graphics look very sexy. I believe the explosion location issue is fixed in the version on the svn, thanks for reporting it. Post your graphics when you finish and I'll confirm.
  17. Bad news. I left my laptop at home all week. Lots of wasted time without programming. We'll see what I can crank out this weekend.
  18. The first thing I would do is make a module that can display LVZ on the screen/map. The easiest way is probably like how continuum used to do it where you extract the lvz's files and save them to the disk in the zone's directory. Then other modules (like UniqueImage and Animations) can load them from the disk.
  19. same, although where are you going on first dates that you need a tie?
  20. legs = # of different planes I need to ride to get there It's mostly a security update, although there may be an extra sync that gets fixed which may help chopiness
  21. the other title is quite depressing to see in most recently discussed topic ;-) Anyways, I'm going to Cali this weekend for work but I'm getting there a day early and leaving a day late with three legs on the way there and four on the way back. That means I'll have lots and lots of time for coding, so we may finally see the security / lag update you are all anxiously waiting for.
  22. as soon as facial recognition software becomes widely used on all those cameras and linked together in a common database we will really lose a lot of our privacy. It's a bit inefficient to have people watching people. When I read that at first I kept seeing Newspeak as News-speak, not sure if your experience was the same. Very depressing ending.
  23. "requesting coords of each player every second to prevent them from flying through restricted areas for their levels" You can do with with region warp coords with standard asss (no extra modules or bots). Also, how do chatnet bots get the locations of the players, since they don't receive player position packets?
  24. 20/20 did it.
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