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Smong

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Everything posted by Smong

  1. Some variations of the creds/inventory type plugins might have various gambling games built in. I suppose you'll have to download possible candidates and check the readme's/command lists.
  2. Pirates! is on now, I think what happened is I changed the settings and reloaded the module before the settings were re-read.
  3. I'm not sure if this is working, because I put Pirates! on sscentral.sscuservers.net yesterday and it's still not on their list.
  4. They should keep backups so they can just restore them instead of putting up coversheets.
  5. In Counter Strike when I knew I probably wouldn't make it through a round I would only buy 1 clip of ammo, so when I died and the enemy picked up my gun there were hardly and bullets left, at which point hopefully a teammate shoots them in their frustration. Too bad you can't do this anymore in Source they made ammo free, now you get full clip + full ammo at the start of every round. So yeah it doesn't annoy me but I think I probably annoyed a few people back in the day.
  6. Smong

    Skin

    Skin looks fine to me (looks like standard invision blue with a custom logo).
  7. Smong

    LOST

    I think there's a Lost mod for the Source engine that has The Swan in it.
  8. 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.
  9. I'm closing this topic since it's back up. Topic closed.
  10. There's a known issue with the mysql db, just be patient.
  11. Anyone trying to edit the image in the .dll, don't bother, cont isn't supposed to load if you edit it.
  12. 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
  13. 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.
  14. Ok I don't think it said positions are a special case in the original article but I think your response clears it up.
  15. 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.
  16. 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.
  17. You could just attack the program instead of the network traffic.
  18. Can you write a program or an example to prove this?
  19. 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.
  20. I've got cont bound to a shortcut key, no need to minimize stuff and move the mouse.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. Smong

    LOST

    http://experiencethemessage.typepad.com/blog/images/jumping_the_shark.jpg
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