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Smong

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Everything posted by Smong

  1. I read this "0x00010001 sent as 0x0001 received at 0x0000ffff becomes 0x00010001 (+1)". How can 0xFFFF + 0x1 = 0x10001? Looks like 0x10000 to me."0x00010008 becomes 0x0000ffff (-1)" so 0x10008 - 0x1 = 0xFFFF?
  2. http://www.ssforum.net/index.php?showtopic=2134
  3. Is this delay:1. Door:DoorDelay 2. Arbitrary. The random number generator is called times before the actual 7 numbers are updated. I read somewhere that Door:DoorDelay is used to generate the seed, or could be changed to influence how the doors open/close (not just more often, but a certain pattern). So the two fast changing doors (1 and 5) are always in the same state? When you say 'affects', do you mean part of the random number is somehow added to the current bit and then ANDed/modulus or something? Are the other doors exactly 2x, 4x, or is that just approxmate over a period of time.
  4. There has been a similar discussion at another forum. The conclusion was to use .png in most cases. Even if .lvz size is comparable, .png uses less RAM when ctm unzips the .lvz and stores the contents in RAM to send to your video card.
  5. So this is old, but I haven't been here for a while. Is macid only for dos/fat par!@#$%^&*ions? (keeping in mind the purpose of wxWindows is to be cross-platform) If so, then simply hash the user's name into something 4 bytes long and use that as the macid.
  6. If this was done server side you would have to tweak your settings in order to get the increase/decrease of max energy or whatever as it would be prizing you max energy increase. Some stuff like changing soccer ball prox would require sending the settings packet just for this one change, that is about 1.5k where most other packets are a few dozen bytes at most. If this is done client side it would increase the size of the settings packet, maybe even significantly for zones with lots of different prizes. Although to keep compatibility with the original SS you could craft an extra settings packet with variable length just for this purpose ... hmm, the packet would need to be sent reliably and if SS gets a bad packet it might ignore it and mess up the reliable packet stack.
  7. Smong

    Linux Idea

    In that case it seems the version on SSDL never got updated to the new version (I just downloaded it again and it has the same md5). After putting RGB encoded .bmp's in the data directory I still get an error.
  8. The swirly thing is part of the ball graphic. If you want the shield indicator on the left of the player name you could setup ASSS to change the player's banner when they receive shields. Any extra lag caused by sending the banner wouldn't be noticed as they probably have almost 100% shields anyway. Another method (still using ASSS) is to sacrifice the koth game and use the koth crown as the indicator, that way they show up a different colour on the radar too.
  9. Smong

    Linux Idea

    I tried that and it didn't work for me. Missing turret.bmp and turret2.bmp and there's some !@#$%^&*ertion error when you import the graphics.
  10. When you get the player dropped flag event, put the bot in a ship. Then make the bot send a packet saying it picked up that flag (use flag id from previous packet), then send a postion packet where you want to drop it and then change ship to spec.
  11. When I say "for ASSS" I mean as an ASSS module, not a patched mervbot plugin.
  12. They didn't say they would even be using mervbot. The person with the initial idea should get to decide how the finished product and source code gets distributed. Can you make a bot that stores messages like ?message (this can be a temporary fix for the zones without billing)? What about a CTF flag game for ASSS? How about a mapeditor that can handle lvz placement, different bit depth tile sets, a built in tile editor, a realtime doormode simulator and an FPS predicter?
  13. #3 A trading zone like Elite was going to be my next big project #4 has been done with the ASSS server #5 is missng #6 is lvz
  14. I thought all versions of subgame could support any public version of ctm. Newer versions of the server obviously have fixes and new features compatible with the latest client (fx: lvz, team spawn). This thread still confuses me.
  15. Isn't that what the zones description is for? I wouldn't want my bandwidth wasted on some bots spamming me to enter zone XYZ every time I load ctm.
  16. I think some people have been posting in the wrong thread for a while now.
  17. http://www.ssforum.net/viewtopic.php?t=1345 :dots:
  18. How about a different graphic for each type of green, or has this been brung up before?
  19. You just need to rename version 0.39 of continuum.exe to subspace.exe and put it in the version1 folder so the checksums match up. The latest server has an option to allow pre-release clients (by default).
  20. I have experience programming Palm OS, although I use PRC-Tools which is C and some 68k asm. Although I don't have VC++ and prefer to make programs within the price range of everyone. http://www.sscont.net/smong/index.php
  21. mister manners blatantly went off topic and he is now discussing methods to cheat, I can't believe the moderators tolerate this kind of stuff.
  22. A good tip to people with low fps: turn off rolling ships (although some people may claim it helps them aim better).
  23. Smong

    Angle Tiles

    Maybe have a few special tiles that bounce in a direction depending on their shape (with black being transparent/not part of the shape), that way you can have curves too. AFAIK it wasn't in the original SS, so it's not a flaw.
  24. Smong

    ££

    Infact, if you go into a RAVE zone ß has been turned into a smiley already.
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