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Smong

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Everything posted by Smong

  1. Coincidentally I had recently textured my warbird model and made it look slightly better: http://toktok.sscentral.com/dump/wb3-tex.zip Although from experience I have a feeling if anyone opens that file they may not find any UV information (something to do with different versions of blender maybe). It's also resized to fit inside a 2x2 square in blender, which looking at my code may or not be length 100.0 in open gl.
  2. Ok I moved everything into the troops directory, moved the win32 stuff intro troops/old (if you don't need it on the server you can delete it), added a .mk file. I also added the start/stoptroops commands to the conf/groupdef.dir/mod file and the modules to modules.conf. Does anyone object if I add the zone to CypherJF's biller?
  3. I edited it a little and uploaded it to youtube: http://www.youtube.com/watch?v=tgySDp0Z7Q4
  4. I maintain a listing of ASSS zones and chatnet clients on this site: http://toktok.sscentral.com/zonepinger/
  5. Smong

    Any work I can do?

    That could be something to do with quicksave, although I read an article recently (can't find it now) saying it was removed in certain versions of office (2003 sp3?). Anyway, quick save appends to the end of the file instead of re-writing the entire file, so confidential stuff can still be left in office files even if you thought you had deleted it.
  6. That's less than 4 days.
  7. Maybe split it into paragraphs so it's easier to read.
  8. You haven't mentioned anything about escaping colons or newlines. Are the encrypted passwords ascii-armored? You said everything is encrypted but have you tested this will work? TCP is a stream, there is no such thing as a packet with a beginning and an end (implying a length). Hopefully this is already covered by encryption APIs since it seems like a common thing. What's the point of trailing colons if you're also using a newline (which you didn't specify, could be any combination of cr's and lf's). It makes the protocol look inconsistent. Are command types case sensitive? Also I suggest making the extensions of the form EXT: instead of EXT. This will make it easier to separate the message handler code by splitting on colons only, instead of the special case "check the first 3 characters".
  9. It's been like summer here for the past 2-3 days.
  10. First the indenting needs fixing. I've done this for you, just download the latest version again. http://img150.imageshack.us/img150/2747/cbchatbv6.png
  11. That's nice, we could do with another site after subspacenews.com recently folded, although no one actually read it so any new news site will need some advertising and regular posters signed up. Edit: typo.
  12. I've adjusted the height and the windows/doors to make it look bigger. The ground floor looks a bit too short now? I also added some background stuff. http://img264.imageshack.us/img264/7771/improvedcz2.png
  13. It's even easier to do now that you don't want the meter to be shown. You could use regions to layout fuel stations on the map, so any ?refuel command would only work in those areas. ASSS provides a feature that tells you (the code) when a player has entered or exited a region. However, there is a customisable tadeoff between server performance and accuracy. So if you have really fast vehicles it may not register them entering and exiting the region really quickly. Enough deviation, what I wanted to say is I tried making wipeout once (popular sony racing game with weapons) and the weapon/speed boost squares are too small to detect without some trickery.
  14. All that code will handle the voting. I doubt it will work without reformatting, it looks like it is using a mixture of tabs and spaces for indenting, and the forum coverted tabs to spaces, so copy/pasting it now will just break it. For the parameters, that function is actually the CB_CHATMSG callback, so you could check chat.h but I will explain it here: p - player mtype - message type (pub, team, etc, check the .h files for the constants) sound - optional bong, 0=no sound, check defs.h for the sound constants to - I didn't check this but it's probably a player object, only valid if mtype is a priv message freq - same as above but for team messages text - the typed message
  15. Smong

    AQUA!

    Also, aren't the dev zones supposed to be private/unlisted in the dirservs?
  16. You'll need cfg/I_CONFIG to change the doors via settings. For vote code you can look at elim in py or sgm_vote in C. Despite its name, sgm_vote is intended to swap between different game types, such as ctf and turf, so will need editing. The C version only counts the first number the player typed, I didn't double check the py version. One major thing you didn't mention is what defines the beginning/end of a game. Can't really make the module without knowing that. Commands could be used if you haven't decided yet (it can be changed later).
  17. At least I'm not the only one that thinks the upstairs is too tall. It doesn't help that my 2 reference images are inconsistent: http://img141.imageshack.us/img141/8294/ref1ex7.jpg http://img150.imageshack.us/img150/9120/ref2yz4.jpg In the second image the building looks a lot bigger than I modelled it to be and the 2nd floor windows are not so tall. The discrepancy that really bugs me is the balcony roof, it's shown in 2 different heights in each picture, just try aligning it to the top of the windows. Also the amount the balcony overhangs the edge of the building, in the first picture it overhangs past the corner, but in the second picture you can see it can only possibly overhang the diagonal corner and not further, otherwise it would be like one of those escher drawings. Edit: the building is a small shop with a 2 bedroom apartment above it.
  18. Sorry, this was meant to be a "one off" thing. If I made any more buildings they would go around this one to make a complete scene (something like what Cancer+ said). I also want to do the interior but I haven't decided how to lay it out yet. What do people think about the dimensions/scaling?
  19. I felt like making a building after seeing one in another thread (not sure if it was in this forum, either way I couldn't find the thread or I would have posted in that instead). So I found a tutorial and went for it. http://img127.imageshack.us/img127/3207/finalty0.png Time to make: 2 days Interesting/boring facts: - The double doors and sign lights are cloned, so if you change one they all change. - The stairs on the left (you can't really see them in the picture) are generated procedurally, just make one step and the rest can be cloned automatically (I could have done the same with the lights but didn't). - 1 diagonal wall. - 1 archway.
  20. I've got an Eggdrop (BlueServ) running, so if someone could develop a script that could connect the Eggdrop to a Subspace Bot (like MERVBot), that could be great. Script has to be able to define which IRC channel it is transmitting data from. If anyone's up for this I think it could be done using bridge.dll for mervbot. The IRC bot would have to connect to the TCP port that bridge.dll opens and read off chat messages and send chat messages through it (I think bridge.dll is very similar to simple-chat/chatnet for ASSS).
  21. Yeah that's right. You can still use bots if you want to, you aren't forced to use custom modules.
  22. I also saw that http://www.steampowered.com/watch?v=index.php?ar...ews&id=1423 It looks more of an announcement rather than a "click here to download now".
  23. According to the CIA, USA's GDP is only 14 tril so after the first prosecution you wouldn't need many people to go "I'm Spartacus" to rack up that figure. That's only 93 mil songs.
  24. !@#$%^&*s works using a module system. You have your stock modules which provide basic functionality equivalent to subgame, then you have your custom modules which are equivalent to bots. Converting a zone is straight forward, but from the numerous complaints trying to understand the file structure of ASSS is complicated. However such a structure is necessary to keep the amount of customisability ASSS provides tidy. Unfortunately you can't yet do that but it has been suggested for future client versions #54, #55.
  25. I've just noticed this whole idea could end up the same as conquest from the battlefield series. The concept of capturable areas has already been done in "the complex", with what looks like not much success. Why not concentrate on making that zone better?
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