Jump to content
SubSpace Forum Network

Smong

Member
  • Posts

    812
  • Joined

  • Last visited

Everything posted by Smong

  1. Depending on the settings I would imagine 100-200 bytes per second from each player. What the sevrver sends them depends on what's happening. Lots of nearby players shooting then you could take that 200 bytes and multiply it by all the other players. I don't think it goes more than 20kb/s (downloading).
  2. Here's another map editor that can handle any tile. http://toktok.sscentral.com/files/dusted-0.2.4.zip
  3. It's written in Delphi.
  4. Why don't you just increase bomb damage by 2x to get a similar effect?
  5. Even if guns had a thrust penalty you still can't fire them at the same time as bombs.
  6. Being able to reposition the various gauges would be nice, but not on command of some hotkey.
  7. Either there is huge lag posting messages or everyone is blocking everyone because every post in this thread seems to read the same.
  8. Probably broadside cannons on a sailing ship, how would you decide which key is used to fire out left/right side?. Often games with weapon mods leave new players at a disadvantage as they don't know the new keybinds or haven't set them up (I'm thinking of warcraft mod for CS). Pirates (NES) would be a nice game to clone to SS.
  9. Smong

    Full Stop

    What is wrong with a little left over momentum? Trying to do synchronised dancing in ss?
  10. With the new protocol I want to see pings less than 20ms, if Half-Life can do it why can't SubSpace?
  11. Maybe he means that xradar only works on a certain area, such as a quarter of the screen (or visible radar) at a time.
  12. Can't you just set the [periodic] rewarddelay=3000?
  13. Can you add the date of the last post and who it was that posted in the lo-fi skin? Since I can't tell whether a topic has new content or not there's not much point in using the lo-fi version.
  14. As said with ASSS you can just skip the flag reset packet. Instead increment the scores and send the appropriate arena messages. I think this is how ASSS currently does the ball game, making the soccer goal packet redundant. re: race Also I'm pretty sure I made the ship-reset an option, I know it is now anyway.
  15. It's the onboad sound ac97/cmedia, it is so bad it is even only half supported in linux.
  16. Smong

    ASSS

    I have some modules at http://toktok.sscentral.com/ss-!@#$%^&*s.html you can also find some linux tools for zone making on there too.
  17. Don't you think it is strange how the contents of this packet change?
  18. What is this doing in your rel header?static const Uint32 PACKET_SIZE=6;If you are doing something like send_rel(unsigned char *buf, int len) { unsigned char *pkt = malloc(sizeof(struct relheader) + len); /* fill out header */ ... memcpy(pkt + sizeof(struct relheader), buf, len); /* push on rel buffer */ ... }I don't think it will work as the sizeof(struct relheader) is going to include PACKET_SIZE; and will get send too.
  19. You can do that so long as you do #pragma pack(1) before you define TEncryptionRequestPacket.
  20. If you handle the protocol correctly you are supposed to send your own sync request after you receive the 00 02 encryption response. Therefore those random 'timestamps' aren't used for very long. The actual purpose is to prevent people overloading the server by sending lots of spoofed 00 01 packets (fx: ip in packet is fake). But the current method is flawed as the server must cache the hash (what is in the timestamp field) along with the ip while it waits for the 00 06 'sync response'. Catid came up with an alternative method but it isn't widely accepted yet.
  21. Get off your ends and fetch the kitchen timer.
  22. Maybe like the server sent you the sync request because it wants a 'sync response' from you? (It is supposed to happen on subgame2).
  23. I think it's best you try out your creation on a local test server. Is this some illicit plan to get players banned by dos'ing an ssc zone with a client other than continuum?
  24. Smong

    Lagbot

    That could artificially create lag, in a large active arena the bot would need to ask the server for lag stats from several players. Obviously you would cache the stats from the server for each player, maybe weight them by how old they are too. If you spaced out the requests, then when there is a spike the bot will be using some old data from before the spike and still spec a lot of people.
  25. If you read the license that comes with logicbot you woudn't need to ask this question in the first place. http://www.metalgearctf.net/kirksbots/sourcedl.php Oh, and for my bot core I would like to use encryption / decryption routines coded by PriitK.
×
×
  • Create New...