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Everything posted by L.C.
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Feature request: Map/selection filters like in Photoshop
L.C. replied to L.C.'s topic in Drake Continuum Map Editor
I think you guys missed the point of this idea completely. The tiles in a map is based on a multicolored palette, whereas the usage of image import is based on a black and white composite. -
Anyone have the zone files? Maybe I could host it.
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Something is up with your end. Hyperspace is fine on my end.
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There's also SubSet, as I found a few days ago. It's available somewhere on MGB forums. Thanks for the help guys!
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What do I need to know and what are the criterias for a central ChatNet zone?
L.C. replied to L.C.'s topic in Development
Or maybe it would be better altogether if ChatNet supported Subgame2. (You do have a point, Dr Brain.) -
I was thinking that there should be a central chatnet zone to which every could connect. It would be a mirror image of IRC functionality. Subarenas are public chat rooms everyone can retrieve a listing of, and private subarenas are not (duh). Subarenas can be converted into a private subarena via channel operator command, and vice versa. No game clients would be able to join -- just ChatNet clients and bouncers. There would even be ?goto command ChatNet users could use to go to other SSC ASSS zones (and there would be a command that would show them a list of ASSS zones). Other ASSS zones would have a plugin that contacts this central ASSS zone and feeds them a "hey, put me onto your "list of ASSS zones" chatnet users can pull up; such zones could be given simple ID numbers or rather their port by which a player could quickly type ?goto or ?goto or something, rather than the full zone name or IP:Port or something. They would also be able to ?goto non-SSC zones, but would receive a warning and confirmation prompt before transferring over. These non-SSC zones would also have the plugin as well (the central chatnet zone would have to OK them first before their feeds are accepted into the ?listgoto command). Public arena would just be a default chat room. Could have a pile of players. /me would print green text %selfname Players could have + and @ in front of their name, symbolizing for voice/peon and operator levels of that chatroom respectively. A ^ would mean a zone-wide operator (powers apply to any channel, er um, subarena he goes into and can see all private subarenas as well). The ChatNet zone itself would not be broadcasted into the directory servers, but with its IP:Port displayed somewhere (like SSForum and SSO). Anyone support this idea? I know that most of the garbage I just rambled on about I wouldn't be able to do since I lack the coding knowledge and experience for it, but the least I could bootup is a zone with whatever needed configurations (that are within non-coding boundaries). What would I have to do first to a plain setup of Win32 ASSS? Any criteria I need to know about? Etcetera? EDIT: ?chat's could work in an extended way by grabbing a feed from that subarena and might function via the module the other ASSS zones might have and the central ASSS chatnet zone. EDIT2: Essentially, this idea would make it possible for any user to connect to the whole ?chat network, #squad network, and cross-zone private messaging without having a game client. With this, everyone could get ChatNet and whatever setup on their phones and be able to chat mobile.
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Like Jay Leno. lololol I wonder if Mom and Audrey would be willing to host a "Mom & Audrey Show" where they just gossip about players in the community.
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my %config = ( require "./config.pl"; # load user accessible configuration blahblahotherstuffhere; ); That obviously does not work. How do I get it to load a specific file -- or "include" just like in PHP? EDIT: That or someone ought to package me a TCAdmin/formal-gameserver ready package of ChatNet. Then I could offer ChatNet hosting.
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Would be cool if there were a program that used the exact same interface as the one in Continuum. Without the Windows toolbar/borders/etc though (just like your common crack and keygen programs), and be resizable with mouse.
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Internet radio != AM/FM radio
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How do I turn on descriptions? :?
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What is the best server.cfg out there for newbies like me?
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PNG Monster was also used to achieve the true compressions of PNG as well. Some of the previous graphics included in Continuum, in comparison to their originals, had hue and tone differences with GIF-like compression artifacts (just a mixture and different combination of factors). For the most part, the graphics were not as affected as were the sounds. Sounds were more astonishing. Some sounds were skewed, made faster or slower, modified frequency/pitch (higher or lower), obvious static gain (for the sharp ear), and some nasty split second high pitch bump at the very end of the file on some sounds. They were also about 1/10th the bitrate quality as the originals. Originals are like 1140kbps or something (newer ones were between 96kbps and 128kbps), and originals did not have any of the problems I described. The difference might be subtle to some, but for others ... like me at least ... it gave me a strong nostalgic feeling of when we all played on the SubSpace v1.34 client. Ooh the old days! Sounds are very clear. One sound in particular though that I know was definitely not replaced was the victory music. Unfortunately that IS the original. =P EDIT: Rawr! No edit for comments. Also, the graphics do not necessarily come from Subspace v1.35 either. A lot of the graphics down to like v1.30 contain graphic discrepancies (surprising?), so some if not all graphic updates/replacements came from v1.30 and earlier. The original repel was a bit darker and did not feature the contours in the center -- so I did some very simple "mixing" and deleting to make it look like the modern v1.34 repel without the compression artifacts and maximized original color quality. There are also a dozen additional bong sounds that come from the older Subspace clients (one or a couple of which come from the Sniper clients).
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SSCV creates a split right in between the high population zones.
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Feature request: "seamless map loop" editing mode
L.C. replied to L.C.'s topic in Drake Continuum Map Editor
I know I am going to do a terrible job in persuading you as to why this idea would be good -- some might even consider giving up at this point and not try to try to win votes. But here goes my witty attempt: @L Y N X http://www.hlrse.net/Qwerty/dcme_seamlesseditor.png (Also with border's turned off.) (Meh, donno why I put the red dashes in there, just ignore those ... maybe I put them there to indicate the edges of each loop.) (And also, there shouldn't be any of those black borders on the seamless editing -- you could drag down on the radar forever [if the radar scrolls] / drag down on the map forever.) 1. It would be a kind of cool feature 2. Future versions of Discretion, or perhaps modules, could support seamless looping of maps (w/ or w/o the borders; up to settings maker) 3. Easier to make outer parts of map symmetrical 4. Easier visually/on-the-eye to perform map-wide manipulations, such as an XY offset so that you can try and achieve the look of the map you desire* 5. Even out the spacing and locations of structures/objects 6. * Simply by offsetting and maybe even rotating some of the SVS maps around could add new flavor and gameplay to them. Ever notice how, depending on the design of a map, players tend to fly towards some corners more than others? -
The first SSDC -- ran by me -- from 5+ years ago was "SubSpace Domain Central."BlueT - BlueToast
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Always thought SSCU might mean SubSpace Central Union.
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I lol'ed at: http://www.spurscommunity.co.uk/forums/signaturepics/sigpic7253_1.gif The rap battle is funny too.
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Hm, I think your Trac idea is good. But even then, it is different than what I see. Why not mix both? The server would keep track of every edit each player makes their timestamps, and when the session is over, the server could export the session in a file that contains each player's "stream." Then, with a program, you could view individual streams (fast forward/rewind/frame-by-frame), mix or turn on viewing of other streams at the same timestamp, etc.
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That would be a completely different feature or way of mapping. Multiplayer map editing is real-time and collaborative. That makes the difference entirely.
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It's no different than a server-client model, ie. Subgame2 and Continuum. EDIT: But meh, I would think the programming part of anything that deals with netcode and networking wouldn't be the easiest task in the world.
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You should enforce that players have updated versions, just like Continuum almost. I don't see how it would be a problem then, plus it would be an "ethical" thing to do anyhow.
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Raw would be the most compatible as you say. But shortcuts would be the most optimal. The only way it would work is if algorithms were the same, otherwise you would have unequal data on both ends. (It'd be just like Continuum almost.) Perhaps it could be a choice?