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Smong

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Everything posted by Smong

  1. I'm locking this due to flaming and that it's been answered at Server Help forums. http://forums.minegoboom.com/viewtopic.php?t=7560
  2. Sorry for bumping, but was there a bre ad eati ng or giant bal l rol ling contest?
  3. Do you still want that own X percent of turf flags for Y minutes thing? I'm not sure if you edited that out or if it's in another thread.
  4. About this "scrapping of work" thing. I wrote the code, I would never permanently scrap something like that, plus we had stuff in private arenas that was to be kept "secret". In the end the zone files were posted on MGB forums, for pub anyway. NSFW: Check this out http://www.geocities.com/continuumpics/
  5. New ASSS server? Current one is down, plus:
  6. Erm, the post immediately before yours has more links. It's on youtube too: http://www.youtube.com/watch?v=zOM7gPeHRls
  7. Just call it "Sector 9" or some random but vaguely meaningful name.
  8. I think it does this per-lvz, not one pool for all lvz. Image#'s do get renumbered, but only because their original numbering isn't stored in the lvz, it's implied. Buildlevel even adjusts image#'s in your screen/map object definitions to match any renumbering of the image#'s. I think you are allowed two IMAGE0's because cont first looks for an image match in the same lvz file, if it can't find one it will fallback to all other open lvz files. What this could mean is you can't address more than 256 images since it's restricted by both the lvz format and the network protocol (8bit datatype). When you send an "image change" command you are sending both an object id and the image to change to. !@#$%^&*uming the simplest case, the object id being unique across all open lvz, then cont will try and change the image to one that is in the same file the object came from, if it fails it will fallback to other open lvz files. Edit: After some testing I have decided on several things: - New !@#$%^&*umption: If cont can't find an object's image in the same lvz file it does not fallback to other lvz files. I haven't proved this, only seen buildlevel throw an error when you try and use an object with an image that hasn't been defined. - There's a max of 255 image#'s per lvz, you can put more in but cont will reject all the script in that lvz file, I didn't check if it rejects the entire file (including any replacement graphics). - There's a max of 256 images internally (so what I originally said above was wrong). Once all slots are filled anymore images are discarded. This limit was probably put in so resolving objects to images happens in a finite amount of time, not sure why it is so low though, imagine if the weapon limit was 256 weapons.
  9. I don't think he needs it anymore after he stopped working on the zone, close topic?
  10. I finally got round to playing it. Not sure why it asked to install .NET runtime v2 and directx, I just clicked no at that point and it still worked. Although it does install the ogg codecs without asking you first. Like SS you can see a kind of aerial view, so you can see people through walls. The camera is quite hard to get used to. Zooming needs improvement I think. Your ship has separate hp, fire and movement energies, which all recharge. There are items equivalent to bricks and repels. A lot of items need activating after you fire them, like controlling when a bomb blows up. There is an "upgrade generator" item, which when you drop on the map, anyone near it gets free upgrades every few seconds. Most of the game is played with the mouse, there only seem to be a few hotkeys for adjusting the camera and fine tuning your aim. I haven't gone though all the tutorials yet, a movement hotkey would be great, save you having to move your mouse all the way to the "enter movement mode" button, then moving it all the way back to the map to click where you want to go to. What sets it apart from ss though is you can't freely fly around, you can only move in straight lines and only when your movement energy has recharged. Reducing the twitch aspect like this probably makes cheating harder compared to ss.
  11. Please link the preview image or resize it since it's over 1mb (or use jpg).
  12. You didn't say which bot core you are using.
  13. If you're using win xp and it was something to do with ram/virtual memory/free disk space then a little bubble would have popped up warning you, did you see one of those? When xp is low on memory it usually tries to create more virtual memory on your hard disk, which can fail if there's not enough free disk space.
  14. Got this through Steam news again. The game is supposed to be set in space, looks like you play on a 2D surface but the camera is in 3D space. video: http://www.iocainestudios.com/Hyperbol/Default.aspx signup: http://starport.hyperbol.com/StressTest.aspx (requires Steam to be installed)
  15. That is really long so I just skimmed it and read the replies. I don't see any point adding more 16x16 tiles through lvz or any other means. Lvz and map editors already let you place map objects of any size anywhere on the map. If you have experience with other games/image editors you may know each image as the equivalent to a "prefab" or a "brush". The 255 image limit, while I'm not an expert on this I would imagine it is per lvz file.
  16. It might help if you post what your current game type is and if you had any bots in your old zone what they did too.
  17. I'm not sure why this is in SDT and not general dev. Looking in src/os.mk: SYS_NAME := $(s!@#$%^&* uname -s) ifeq ($(SYS_NAME),) # if this fails, assume mingw. this is a hack to allow building in dev-c++. SYS_NAME := MINGW-dev-c++ endif The error is due to these lines. Devcpp doesn't come with uname. However due to other peoples experience I think Devcpp is stopping on this error instead of continuing like what the makefile hopes will happen. You can try adding a # infront of the line "SYS_NAME := $(s!@#$%^&* uname -s)" or replace that entire line with "SYS_NAME := MINGW-dev-c++".
  18. Smong

    Modificatons

    Moved from General Development to Subspace Development Team.
  19. Seems like the host is closing connections after 10 seconds, I'll upload a copy to my site once I finish wget'ing it. Edit: Alternative download link: REMOVED Edit2: Removing old download link due to newer version available.
  20. @SyrusMX Why are SVS zones so important to PriitK? I think the kind of "update" you are asking for means deleting all bans older than say 2 years. If you look at Steam's history everytime they screwed up VAC they deleted all the bans. I'm not saying SSC is screwed up, just stating the "recovery" option a commercial company used.
  21. Hamm what is the current status of the zone? I'm !@#$%^&*uming this is for Descent?
  22. I already removed CTF and Jowie made a hud meter for them, I'm sure they'd still like your help though.
  23. I sometimes get the IPS driver error, but very rarely and not recently.
  24. I just removed the dirserv stuff from the ASSS server. I don't see the point of disabling *shutdown since anyone that can run that command could just overwrite the server.ini. Anyway, incase someone gets the sysop p!@#$%^&* but lacks FTP I have added the noshutdown directory too.
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