
Smong
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ELVL seems to be ok now. Something related to the form closing thing, is that DCME stays in task manager even after you exit (win xp).
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I knew this would happen, that's why I said don't talk about the ball physics in this thread.
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I used the default tileset from cont's graphics directory. As a side note when it says "eLVL data could not be saved because this map does not have a tileset" it should ask you whether you want to use the default tileset, instead of making the user manually import the default tileset.
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That's a nice idea, but it would probably work better to assign players to 2 or more fictional sides. Since most servers are in america there's going to be more players from there, also think about the timezones (although some people don't go to sleep when they should). Also, how does the game work? How do you win?
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Ok here's the log. The interesting bit is probably near the bottom where it says "warning" Spoiler! --Click here to view--29/01/2008 11:57:06 AM --- Drake Continuum Map Editor (v3.1.12) starting... 918866 +++ OtherInstance 0 918866 +++ Settings loaded test.lvl @ OpenMap, Opening Map... C:\SubSpaceDev\Map Editors\test.lvl test.lvl @ OpenMap, No tileset found ; usingDefaultTileset True test.lvl @ InitTileset, tilesetpath= Default usingDefaultTileset True test.lvl @ OpenMap, tile data starting at 1 test.lvl @ OpenMap, 0 tiles loaded. Now at 5 Map loaded successfully DCME ready test.lvl @ ImportTileset, importing: C:\SubSpaceDev\Map Editors\tiles.bmp test.lvl @ Bitmap info header: --- Color Depth: 8 --- Size: 304x160 --- BiSizeImage: 41664 --- Compression: 1 test.lvl @ ImportTileset, bmpdata is imported from: C:\SubSpaceDev\Map Editors\tiles.bmp test.lvl @ InitTileset, tilesetpath= C:\SubSpaceDev\Map Editors\tiles.bmp usingDefaultTileset False test.lvl @ SaveMap, saving map... C:\SubSpaceDev\Map Editors\test.lvl test.lvl @ Flags = 65535 test.lvl @ SaveMap, C:\SubSpaceDev\Map Editors\test.lvl exists, checking for .bak file test.lvl @ SaveMap, opening C:\SubSpaceDev\Map Editors\test.lvl for binary as #1 test.lvl @ SaveMap, bitmap header position: 1 test.lvl @ SaveMap, bfReserved1 set to: 42744 (42744) test.lvl @ eLVL.saveRegionsFromMap, Saving Region(0) at 42757 test.lvl @ eLVL.saveRegionsFromMap, Putting Name at 42765 test.lvl @ eLVL.saveRegionsFromMap, Putting Tiledata at 42773 test.lvl @ eLVLdata.SaveRegionTileData, saving 1024 empty rows test.lvl @ eLVL.saveRegionsFromMap, Putting Color at 42785 test.lvl @ eLVL.saveRegionsFromMap, End of region at 42797 - size was 32 test.lvl @ eLVL.PutELVLData, Saving Hashcode at 42797 test.lvl @ eLVL.PutELVLData, Rewriting total size: 72 at 42749 test.lvl @ SaveMap, total eLVL size returned: 72 test.lvl @ SaveMap, New bitmap bfSize: 42816 (42816) test.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 42817 test.lvl @ SaveMap, 0 tiles were saved into lvl. Total file size: 42817 bytes. test.lvl @ mapchanged set to False Float tileset loaded Unloading frmMain(0) 0 0 +++ Closing map test.lvl (ID: 0) Unloading frmMain(0) 0 0 Float radar loaded 29/01/2008 11:57:33 AM --- Drake Continuum Map Editor (v3.1.12) starting... 264122 +++ OtherInstance 918866 +++ openedMapByArgs True 264122 +++ Other instance found, sending OPENMAP message to 918866 918866 +++ Received message: 49627 918866 +++ Read 'C:\SubSpaceDev\Map Editors\test.lvl' in paths test.lvl @ OpenMap, Opening Map... C:\SubSpaceDev\Map Editors\test.lvl test.lvl @ OpenMap, Tileset found test.lvl @ OpenMap, Bitmap info header: --- Color Depth: 8 --- Size: 304x160 --- BiSizeImage: 41664 --- Compression: 1 test.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 42816 --- bfReserved1: 42744 (42744) test.lvl @ Openmap, BMPData is read from lvl file test.lvl @ OpenMap, no eLVL data found test.lvl @ Openmap, usingDefaultTileset False test.lvl @ OpenMap, WARNING: Seek(f)=42743 bfSize+1=42817 test.lvl @ TileDataRecovery, attempting tile data recovery at 42817 test.lvl @ TileDataRecovery, with offset 0, 0 tiles found, 0 errors occured. test.lvl @ TileDataRecovery, best offset found: 0 with 0 errors. test.lvl @ InitTileset, tilesetpath= C:\SubSpaceDev\Map Editors\test.lvl usingDefaultTileset False test.lvl @ OpenMap, tile data starting at 42817 test.lvl @ OpenMap, 0 tiles loaded. Now at 42821 Map loaded successfully 264122 +++ Other instance found, shutting down DCME ended successfully Unloading frmMain(0) 0 0 +++ Closing map test.lvl (ID: 0) DCME ended successfully I used the region toolbar and also tried the version you just posted
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Here's the md5 of the version I used: 0323cd13c519e4df3d16e5c0ccfd9094 Steps to reproduce: - create a new map. - import a tileset. - create a new region named "test". - save the map then close it. - double click on the new file. The region name may change to "rTIL" or some other garbage, it seems to depend on what tileset you imported. In one case it changed the name to 0x04, you can see it in a hex editor but it doesn't show up at all in the editor.
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Noo 3.1.12 is bugged, you can't do regions in it without it corrupting them.
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Aaaah my eyes! The goggles do nothing.
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@Purge & Arry It's already been pointed out a video is no good because you are stuck with a fixed view. You need to use a special recording of the game (such as the one ASSS can produce) so when you play it back you can view any part of the map. The way ASSS's "game record" connects into live feeds is while ASSS writes the data to local disk space it can also make it available as a stream on some port. As I mentioned earlier a flash/java applet could then connect to this port and display the game live. I also mentioned it would be much easier to forget the live thing for now and just allow watching old games. Once the applet ground work has been laid the streaming can be added. There are a few flaws in ASSS's game record, I heard at least one is it doesn't record the ball (which is why HZ/PBZ don't use it). I'm not sure what happens to flags either since I haven't tested it thoroughly. Even if it did record the ball we still need to get the ball physics formulas, but that's an entirely different topic.
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Aren't you supposed to be able to choose which version of the runtime .net programs use? Did you look in control panel or the exe's properties? I'm surprised backwards compatability isn't automatic.
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Apparently its supposed to work on "regular" hardware and the "free" price is meant to draw more players in. I somehow don't think I'll be getting this. It'll probably be tied into "EA Link", some kind of Steam clone. Plus there will likely be punkbuster running all over your pc uploading your private details behind your back. The official site: http://www.battlefield-heroes.com/ Two boring articles: http://news.bbc.co.uk/2/hi/technology/7199881.stm (this articles says ads will be on the frontend only, not ingame) http://www.nytimes.com/2008/01/21/technolo...amp;oref=slogin (this one is so long I didn't read it) And the wiki page is being written right now: http://en.wikipedia.org/wiki/Battlefield_Heroes (note this link will probably break as the wiki lamers rename it and move it around)
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http://img250.imageshack.us/img250/5814/motivator7165014eg1.jpg
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Some people might not personally own a computer but use someone elses, this is generally called "sharing".
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"Portal: First Slice" free for NVIDIA GeForce owners
Smong replied to Smong's topic in General Discussion
I haven't played it and I don't know how "First Slice" differs from the original version. I have played the flash version though. http://dagobah.biz/flash/Portal_Flash.swf There's a newgrounds logo on the loader so that's probably not the best URL to get/play the game at. -
This might be cached so might not work for long. http://sitb-images-eu.amazon.com/Qffs+v35l...8IKTpEQL+yV91Jp Also, lame board restrictions ("You are not allowed to use that image extension on this board").
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http://www.steampowered.com/watch?v=index.php?ar...ews&id=1398
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Maybe he's waiting for a lift.
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Because cont works, everything else has a history of never getting finished. One thing that could be done is make a flash applet that plays back games recorded in ASSS. I don't know flash so I can't do it, but it is possible. A Java applet would also work but I suspect not many people have it (look at the amount of flash adverts vs java adverts). Once a player is made it might be possible for ASSS to stream a live game without having to re-write much of the flash applet. I think live streaming will require significant effort to implement and will probably never be done. I think allowing anonymous people to spam into the game chat from a website is a bad idea. If they want to chat they can either get the game and spectate, or the website could provide a chat room where you can only chat between other viewers of the website, not what's happening in game (so it would be a normal chat room).
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All I can remember clearly is the MERV stats plugin which folded. There was a bunch of other stuff too, but I don't specialize in those areas (tilesets/graphics).
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While offtopic, to avoid name trading you could add a ?name command. This would change your display name the next time you login. It should also be possible since the biller gets a chance to tell the server what name to give the player. This is how Steam does it, fixed account name and unlimited changes to the display name. It would be up to the game server to reject or rename attempted logins from a name that is already playing on the server, for example "John Doe" and "John Doe (1)". One of the problems with this system is messaging people, you have to know their account name. The way Steam handles this is a player list in the client and a button saying something like "Add selected player to friends list".
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To counter spamming you could use "digests", queue messages up for a few hours/days before sending 1 email containing all notifications. I think email notification would be handy and the web interface to messages sounds convenient too. I would prefer if there were options to toggle these on/off (I'm not sure what the default would be, off I guess to protect users). Also it would be nice if you could only change the options from ingame, that could just make it clumsy but with a web interface you could accidentally lock yourself out (like on a wifi router). Were you planning on using the same password for game logins and the web interface?
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Doesn't that still leave the problem of connecting to a non-SSC biller but being forced to use your SSC password, I'd rather not do that.
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There's one on the wiki so people can add to it: http://wiki.minegoboom.com/index.php/!...ands_Cheatsheet
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Yeah I should have said that. Anyway, what flabby says is also true, if you want to use C++ go help discretion, if you know C# help on this instead.
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Ones locked into C# the other isn't.