
Smong
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Everything posted by Smong
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Ok this is probably old but I just found it recently: Pick (almost) any playlist from this link. It's a cartoon parody of a TV show called Lost, in 4 parts.
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I'm closing this topic since it's back up. Topic closed.
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There's a known issue with the mysql db, just be patient.
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Anyone trying to edit the image in the .dll, don't bother, cont isn't supposed to load if you edit it.
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Er you know you have ssdir.playsubspace.com in their twice? For your server/cont just use sscentral.subspace.inet.fi, ssdir.getsubspace.com, zones.sscentral.com
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LC those first two resolve to the same IP and the SSDL one has been down for ages, last time I asked Bajan (or whoever) they just said they switched it off and didn't put it back on or some excuse. Also in the past I have asked for sscentral.com to run a dirserv (I think it did at one time) but they didn't do anything about it.
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Ok I don't think it said positions are a special case in the original article but I think your response clears it up.
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command requests:What would be the criteria for rejecting a command? Say you receive a position packet, or as the model puts it "move me here please position packet", how are you going to figure out how to reject it or not? Also this model would require each client to know everything, like know exactly how much of each type of special every other player has. Meaning hackers can see when the enemy has no repels left and then attack.
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I know the one you mean, I had a look for it in my files but couldn't find it. I did find something vaguely humourous instead though.
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You could just attack the program instead of the network traffic.
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Can you write a program or an example to prove this?
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What about: - You can tell who someone is just by their movements on radar. - Your exception.log is over 2gig (yep happened to me before I deleted it). This ones pretty easy: - You stop shooting when you know you've fire enough to kill them, and you're right.
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I've got cont bound to a shortcut key, no need to minimize stuff and move the mouse.
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I don't know much about the internals of server-side games, like CSS, but I think they use things called frames that contain all the world information. Everyone gets sent the frames a certain amount of times per second (hence 66 tickrate servers in CSS). Also from playing the BF2142 demo (which keeps disconecting you), you can tell the server is giving you a movement velocity and also a rotation velocity about each player (you see tanks spin slowly around a point downward into the ground! during "connection problem"). So what am I getting at? To be a truly versatile engine it must support trace hit weapons. By this I mean things like guns. SS only has projectile weapons. I would imagine tracehit client side would be awful since everyone plays "in the future", ships can easily be more than 1 ship length out of place. I think one problem with moving stuff server side is you need low pings for players to see everything smoothly, we would need more servers in different countries.
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I think the only thing people can learn off this page (I am using 10 posts per page) is that C/C++ can be recompiled under linux instead of using wine to run a windows executable. (And maybe also SOS isn't raving about C# so much). Edit: previous page, grr.
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What WitchieNL says is a half truth. The game is still being developed for, there just aren't any updates to the client. Anyone is free to run their own server with custom settings, graphics, etc. You have a good idea, but it probably won't happen in the near future.
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For now I would forget the zone, forget the numbers on the lines, just work out what classes you need (their names) and what they depend on. Like CRC cards in class diagram form.
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http://experiencethemessage.typepad.com/blog/images/jumping_the_shark.jpg
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Movies I like: The Longest Day (1962) Police Story trilogy (1985, 88, 92) Back to the Future trilogy Jur!@#$%^&*ic Park Hoodwinked (I'm only putting this recent one in so it doesn't look like I'm living in the dark ages). Movies I don't like: The Abyss The Shawshank Redemption !@#$%^&*anic (1997) The Kid (2000) Mission Impossible 2 The Core (2003) Hulk Man on Fire (2004) War of the Worlds (2005) Chicken Little (2005)
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...you write a client.
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Hmm. I haven't thought about this idea much it just floated into my head as I was reading the last few posts. What if one person wrote the core to the client, then other people can write their tiny little bits, such as balls, flags, etc. It is very easy to write a basic client that can connect to a server and fly around the map. The hard bit is adding all the support for player lists, GUI/HUD, flag game, points/stats, key bindings, reading settings, the list just goes on, I spent a year trying to implement all the stuff and look at me now, I just lost motivation and gave up. But it is what makes writing code for SS so interesting there is a bit of everything in it. Ok so I started to ramble, I guess what I'm saying is write a core that has map transfer, map collisions and a player list. Then open it up so other people can contribute. Why? So the game can be extended, if you want ss/cont features play ss/cont, if you want proper racing/infantry physics/movement then play with the new client with the appropriate add ins. Hmm, now this is looking less like SS and more of a generic 2D engine for online games.
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...you are with a group of people and a bad joke is said, some people start laughing and you say n-lol.
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Speaking from experience this is a long way off from a new cont .40.
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http://tracker.sscentral.com/view.php?id=42
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Or you could just put ::1.