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Everything posted by Admiral Kirk
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I talk with Lyta on a fairly regular basis, and Lyta said she talks to SR fairly regularly, so thier all still around somehwere ^^. Once you become part of this place, you can never leave. Its like a horror movie ^^. And I miss my old zone Realms, I liked the days when actual skill was required to duel instead of all this one-hit kill bs. When you actualy had to manage your energy between firing and being able to take enough dmg to stay alive, and you had to carefully consider how to fire your slow moving bombs or bullets such that the enemy would run into them, leading your shots, all that fun tactical stuff that is almost extinct now because all the little kids can handle is point and shoot like it was an FPS. Ahh well, sigh for the good ole days...
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Its already thier. Its a ? command. Which can also be entered into your auto command string.
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Ive got a 12gauge and 4 boxes of salt rock shot that says I wont be ^^.
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Sure no problem, you can send the protocol definition and encryption standards strait to my mailbox and ill even personally implement it.
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On a totaly unrelated note, I just watched V for Vendetta last night, totaly awsome movie imo.
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mabye http://www.mervbot.com/ ?
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Well, first of all, youll need to specify what language your writing in.... That would be most helpfull. If you are using C++ and the String you speak of is an STL string (which it might not be because STL string is lowercase s) then you would do something like: char temp[20]; string test; test = "stuff"; strncpy(temp, stuff.c_str(), stuff.length()); If were talking some other language, then who knows. Or again, if were not speaking of the STL string class, then once again, who knows Specify ^^ P.S.: The Above is begging for a buffer overflow fyi, youll want to check that stuff does not exceed the known length of your char buffer ^^.
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As for me, I dont think I will ever bother to update the source of SubChat2 again. At least 99.9999% sure anyway. Thier is, however, a 40% chance that I will start a full re-write (SubChat3) in C#, perhaps with some rewritten back end C++ libraries for speed where necisary. Ive come to the conclusion that for apps where speed is not an absolute necesity and thier is a anything more than a trivial amount of UI, C# with .NET 2.0 seams to be the way to go.
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Mill, i was actualy refering to free domains, such as no-ip.org. It has a client you can run on your computer that will automaticly update the IP your subdomain is linked to. For instance yourdomain.no-ip.org and the client updates what ip that points to on the fly. Hence thiers realy no reason to use regular IPs anymore. That would pretty much negate the need for a directory server entirly. Just have one static zone file that includes a list of all known zones that could be downloaded on client start from a central repository. And new zone owners could go visit a php page to add thier zone to the list automaticly.
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Suggestion, support DNS names for servers instead of requiring a static ip? Thier are so many free DNS services now a days (no-ip.org) using static IPs just seams kind of antiquated ^^
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Its not entirly first person shooter, from what ive heard. They have this V.A.T.S. thing which is supposedly some kind of action point orientated paused live action or some !@#$%^&*. But ya, its Fallout: Oblivion, or Fallblivion, or Oblivion: Fallout, or mabye The Elder Scrolls: Fallout ^^. Take your pick Whichever it is, its definetly NOT Fallout 3 ^^. Thier are quite a few people making some total mods for Fallout 2 engine with a completely new storry, weapons, npcs etc. Im waiting for some of those to finish, they might even be worth playing, probably be better than whatever Bethesda slings out P.S. -> http://www.nma-fallout.com/ <- One stop fallout source ^^
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Well, cant help you with Linux... But for Windows thiers FireDaemon Trinity which allows you to run programs (subgame.exe) as Services and also offers a web interface for managing said servers, also has user permisions and what not. http://trinity.firedaemon.com/
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lol, ever since I released that compilation thiers been like 10 differnt version floating around ^^. Actualy, it appears your using an outdated copy, albiet only slightly. http://kirk.sscentral.com/docs/PacketList.zip Thats the latest one I know of, nin made some more updates after me. I should start making a collection of all the various versions ^^, we should realy have a cetranlized place for all this good stuff so that so much work isnt duplicated. Ah well anyway, back to work ^^
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doc, you cant post directly to the trash can ^^ so that would be impossible
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You know, I was about to go all Stephen Hawking, but thiers no point. As an old friend once said, never argue with the ignorant, theyll only bring you down to thier level, then beat you with experience. Besides, everyone knows that only those who worship the Flying Spaghetti Monster will have salvation in the afterlife
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Continuum has a few more, but ya, thats about it. The network layer, if we take that all by itself, is extremely simple. Why do you think so many n00bs are able to make network-clients (bot cores) for the game? Myself included I made one when I was just learning to program, its very simplistic. Ragnarok, for instance, has something like 600 some odd differnt types of packets if memory serves.
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Please keep your ignorence to yourself ^^
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Yay for promoting ignorence!
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Complicated?? ^^.... You havnt worked on many commerical products have you.. SS, as compared to anything written in the last 10 years, is incredibly simple. Although, you may have a point in that the server is perhaps only half as complicated as the client, instead of a 10th as I was previously estimating ^^. Either way, still all a moot point.
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I honestly dont know, I've only been coding in C# and .NET for about 3 weeks now And I havnt yet had a chance to use a ListBox yet ^^. A good place to ask might be ##csharp on freenode, thiers mostly ASP.NET coders thier but ive gotten a few .NET questions answered thier before. Otherwise, I duno ^^.
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It changed memory values in the client. Since the SS Protocol is entirly a client-authoritative protocol, if the client says it has full energy, then the server, and thus all other non-hacked clients, agree. If a weapons packet is sent to the client, it is up to the CLIENT to determine IF it hits, and if so, how much energy is shaved off, and then report back to the server (and thus to other clients) how much energy it now has. The subspace server is nothing more than a glorified packet router. Extremely simplistic, which is why im so incredibly surprised it took so long to be rewritten. Priit could have pounded out a brand new server app in about a 50th of the work he put into the client. But I suppose it was just easyer to hack it than to make it from scratch ^^. ASSS makes a good attempt at expanding the functionality of the server, but in regards with how it handles packet data, it too is also just a glorified packet router. If memory serves it does a few rudimentery checks, but it is not fully stated, not even partialy stated I believe.
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Exactly, infact I was about 3 months into a Service manager program written in C++ and pure Win32 API, an ODBC style frontend app. Man that thing was speedy, every window appeared instantly, no flickering, well I could go on, but it ran top speed on the slowest test machine I could find to test it on. Just recently, given new time constraints, ive had to move to C# and .NET. I have almost completely rewritten the entire 3 months worth of C++ work in C# in the last 2 weeks ^^... Buuut... When I tested it on the slow test box (P3-733, 256mb ram, XP) it ran at about a 20th the speed of the C++ app, specificly when dealing with UI elements. On faster machines the differnce in speed was much less noticable, but still thier, and on average I measured about between a 10th to a 5th the speed of the C++ app depending on the speed of the machine. Keep in mind of course that both apps use essentialy the same UI, but between the abstraction of .NET and the interpitation of the byte code, its just slower. But given the drasticly reduced dev time, and the fact that the app runs at acceptable speeds on somewhat recent hardware, its worth the trade off in this case. I never though I'd hear myself say it, but I actualy like C#
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Yes, that would be a server-authoritative protocol, such as what Ragnarok uses. The only type of cheating Ragnarok suffers from are Botters, which thier are many algorithms to help detect. Basicly the entire protocol would need to be changed in order to maintain efficiency and cheat protection. It would be possible to create a stated SS server (one which knows the entire state of the current game and can validate packets) which uses the Ctm protocol, but it would be very inefficient, the protocol isnt designed for a server-authoritative setup. But thier just arnt enough serious developers interested in working on this game anymore, and the few that were, usualy ended up giving up and leaving due to the apperent lack of support from the "upper echelon". Bottom line, is it possible? Sure! Will it happen? Not likely.
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Microsoft Visual Studio 2005 Team System SP1 with MSDN Library !@#$%^&* am I glad I have work to buy me these things, I sure couldnt find the 5k in change to drop for this stuff ^^ And I used to be hardcore C++ pure Win32 API fanboy.... buuut.. Ive been learning C# and .NET lately, and while its only about a 10th of the speed and efficiency of c++ pure api, the dev time is also about the 10th of c++ as well ^^. So for anything where speed isnt a huge concern, C# is sure lookin like the way to go.