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L.C.

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Everything posted by L.C.

  1. But then why, in Continuum, does it show 9 spacestations and a wormhole? That's 10 objects. According to what you're saying, there should only be 9, no? So did I; 1998. ;o Okai. That's all I have in say for now. I think I will remain silent for a while since I really do have nothing else to say. :\
  2. Actually it is enabled for default, atleast the copy of Windows XP I have. Well in other words, I do not mean that it is checked by default, but yes, literally, enabled by default despite being unchecked. After going through some tough pains, I was able to turn it off with the hotkey, lock it, and never hear from it again. But I guess if you want to argue against this furthermore, than that's just me. Put it that way.
  3. I think it has some possibility to do with Windows XP and the Keyboard. By default the re!@#$%^&*ed StickyKeys is enabled, even when you have everything unchecked. I don't know how, but it seems to be permanently turned off for me now. When I had the re!@#$%^&*ed StickyKeys there, I couldn't even use that combo without getting beeps from my PC. I think you have to use a hotkey shortcut to turn it off, then another hotkey shortcut to lock it. The thought of StickyKeys feature in WindowsXP greatly disgusts me.
  4. I think this community has an eye for dedicated/active developers and programmers, like who SOS once was in this community (still is, but he isn't active any more! ). Explody Thingy and all the others? They're gone too! Now I can't find anyone to make my zone another bot plugin, and the programmer of our plugin hasn't given any response to my e-mail requesting for permission for someone else to edit the plugin (I have the source, but I don't have permission to distribute or allow anyone else to modify or peak into it ). Developers (Programmers) and dedicated people who actually do something and clearly show a difference among the average person in the community.
  5. That I call the origin of the entire tile. Well if you were to save your *.lvl with the featuring of weird overlapping tiles, next time you load that *.lvl DCME will delete some of your "weird" stuff. It won't totally fix it, but it fixes some. Download messedup.lvl and try it in Continuum. Now open that in DCME. See any differences? http://www.hlrse.net/Qwerty/dcme2_a.gif illustrates exactly the above. Also notice the weird DCME bug where it marks all the 5x5 tiles of each spacestation with its TileID - it's only supposed to be the top left corner, or atleast the first entire column of the whole column of space stations. Confirm the bug? Didn't they always have transparency? Or am I missing some bit of information I just never seemed to notice? Yup. I've seen this done before, but very very so little did I see in demonstration. Maybe a wormhole or two, or something and that's it. This was years ago. If you only came to Subspace a year or two ago, it was definately long before you came. You can put a solid tile over the top-left corner aka origin without having DCME delete the wormhole (unless you reload the *.lvl file in DCME, it will do some strange cleaning up) and that works. Yeah it'll make it "solid-like," the only problem is that if you shoot at it, the edges of the wormhole that borders with the solid tiles: if you were to shoot at these edges your bullets will disappear as normal, but you can't be sucked into the wormhole. You're stuck. If only I could figure out how to allow bullets to p!@#$%^&* through the wormhole entirely and to not warp the user, this would be such an advantage to my zone! I wonder how VIE's scripts worked and how long they existed before they disappeared (did scripts disappear with VIE? if they did, maybe scripting in some form is still there but we don't know how to do it?? ). I would play more if it weren't for the wormhole warping me in DCME. ;( By the way, select the wormhole in the tileset while in a ship in DCME. Resize your window so you don't see any of the grid or your ship. Press and hold Q or W (whichever you !@#$%^&*igned the wormhole to) for like 30 to 60 seconds. After that, resize DCME back to normal. Notice where the spawn of the ship is: doesn't look too great. ;o Can you actually center it with the grid? :X I wasn't implying it as a permanent feature, but almost like a plugin. Something you can remove very quickly with minimal hassle later on. Just the line tool as the only functional tool for this might do, afterall this is only for experimental testing (not for making maps/complete maps). You could make it a feature that can be disabled/enabled in Advanced tab only until experimental phases are over. Does DCME use D3D or OpenGL? Is it possible to allow the user to choose between either? How about adding "Software mode" rendering? You know what would be cool - maybe when DCME is finished you could take the existing rendering base and make an experimental 3D Continuum. Ships could be sprites or something anyway. Basically a 3D tile would be a cube with the same tile texture on each face. Maybe a few Z-layers just to play around with it. Hahhaa. Did you implement any easter eggs in DCME so far?
  6. Sorry :\. The impression that developers/programmers never listen to anything I say has built into me a long time ago and I get kind of frustrated. I can't remember everything, but I'll try to rewrite what I can remember... I think a simple, understandable, and function Photoshop-like Layers feature should be made (Experimental, just for experimentation). At the moment some conclusions have already been made on to how Continuum renders tiles and such. In my image with the 3x3 grid of spacestations (by their origins) with the wormhole in the same tile as one of the other spacestations (the center has 2 tiles: spacestation and wormhole, validly): I think it would be a benefit for now to really make some kind of exporter that will "decompile" or save the map in human readable code so we can actually see how it is writing the wormhole and the spacestation tile (both of their origins or origin tiles are on the same tile or coordinate). Maybe if we see what DCME is actually doing behind the seens might somehow aid in future or further use to tile layering. Do you understand the tile layering? You merge two tiles directly on top of each other. Of course, one of the two have to be rendering (if it's fully opaque) - the other one will be rendered most likely, but unseen. If transparency in the tile is allowed, you'll see both...atleast one of them clearly being over the other?? But yeah, you already know the format of *.lvl files, so having this in mind, "let us see what it is actually doing in the *.lvl file for layered tiles." Although a true "tile layer" may not exist, we might be able to use this kind of layering to our advantage somehow (or someone may eventually think up of one). Remember the wormhole and spacestation on the same coordinate/tile - how does it know which one is above the other? Is it the first one that is written in the *.lvl the one to be after or below the other tile drawn over the same coordinate? This is the layering I'm talking about. Which one is written first and is the first-written one display before or after the following written tiles on the same coordinate? Come on, let's experiment. Add a simple feature (don't have to put effort/quality into making a leet interface for layers, but enough so that it could be understood and worked with) for controlling tile layer. Another way I imagined it in my mind: before we even came across this finding (I doubt it's a "new" finding), all you had was one XY grid. Let's say that this grid is on Z coordinate 0 (origin of a coordinate/grid plane in 3D). Now we create a new layer - which is basically a "new map" grid, but not on the same Z coordinate. By moving this layer above or below the default grid, we are moving it 1 coordinate unit up or down the Z axis. So it could be at (x, y, 1) or at (x, y, -1). Default grid is (x, y, 0). It should really be written as (1024, 1024, z) or something. Here's an illustration: 5-seconds per frame of 4 total frames, approximately 105KB in Filesize http://www.hlrse.net/Qwerty/dcme_layers_anim.gif Is this motivating? :]
  7. Maybe you should just make an installer for this, seperate from DCME. Call it the "DCME Essentials, Required to operate the software," and in red, include it at the top of the changelog or download page so that everyone can see it.
  8. The only part of that I kind of disagree with is the AFKing part. A player sees a zone with a decent amount of players (from 10 to 20). They expect to get some gameplay out of it. So they join the zone, and as they do, they realize that the entire zone of 15 or so players is a bunch of AFKers in spec. They just got "tricked" and "ripped off" from the population impression. I was never recommended to encourage AFKing in the zone or in spectator mode. Infact, I was recommended directly against using that (was not encouraged to encourage AFKing). But hey, you think it through. You're the head of the zone.
  9. Drake wasn't mean, and if you think he was in that post, you're weak (this part of my reply isn't exactly directly on you, but anyone who does think his post was mean). He was just disagreeing and stating his feelings, and that's perfectly fine and acceptable. I never found it "mean" in any fashion. ;o Of course, everything does have its merits (or degrees?). I don't agree with Open Source, to a degree of course. If you have a team (of professionals or working professionally), with the proper and acceptable designing of how you are going to make it open source, it's fine by me. I highly disagree making it open source in the first place, but making it open source "when its all over" (development is just looking for new ideas and such to improve the game at this point) shouldn't be a problem. You see, if you keep it closed source, people who are going to hack or abuse exploits are wasting there time. We don't have much of a problem with cheaters in Continuum any more. SSCI has an alternate banning trick by taking the IP of the violator (or abuser) and literally banning connections from the IP to the server itself in any way. Cheating isn't a problem. The developers just have to fix this bug or make an anti-hack to prevent an exploit or hack to be further continued and release a patch. Wallah! Time for the losers to find another exploit/hack. Infact, this should actually be almost just as helpful as if the game were open source, because those exploits, hacks, and bugs are still getting to the developers and allowing them to fix it. Both ways you've got support; theoretically using Open source, you will have bugs patched faster, errors corrected faster, etc. But hey, Continuum here on the other hand, works just fine! The current bugs, exploits, and hacking abilities are either minor, easy to fix, or just new stuff of the modern 2006-07 (which means the security for Continuum is slowly becoming outdated). However the difference to Continuum and what I am talking about in the above paragraph is that Continuum's development is out of sight while my imagination of a "new Subspace" development would be continuous, active, and consistent with time. (Continuum is not because it's development support is missing at the moment, so we cannot update any part of it to be up to date with modern hardware, software, and technology). I agree with both open and closed source to a degree. My opinion, so respect it like you would want yours. EDIT :: I want to make an addition to my opinions and comments. Personally I am against having anybody buy an engine or use someone else's. Please, make it from scratch by yourself or with your development team. Take the pride too. This is one of the reasons I admire Valve's Source engine to a degree.
  10. Ask the Trench Wars staff (find one through ?help) to send a *zone message about your zone. You might be surprised that people don't regularly, or even ever update their zone list. I often update my list. Just walk into an SVS or other zone and examine them. By examine them, see how often they update their list and try another/newer SSC zone. Many people don't even know my zone (Jackpot SVS - sorry ) exists in the list, simply because they don't update or look at an updated listing. In SVS zones, I found some players who would really want to play a Jackpot Zone recreation / Jackpot Zone again, but also never/rarely update their list. No wonder! Try finding some players who have interest in KOH/CTF - let them know about it personally.
  11. If you can't get it to do it on the desktop either, than it may actually be the video card (since you have told us your experience and comparison with your previous or other video card). Try right clicking on your desktop, then properties. Settings tab, Advanced button, Monitor. Make sure your "Hide modes that this monitor cannot be displayed is unchecked." For now (just to test) set it to 60Hz. Click Ok. You should be back at the Settings tab. Set your resolution to 1280x1024. Does it work? Ok, try 1600x1200. Does it work? If it doesn't work, wait a few moments. If your monitor starts freaking out, just hit the power button on the monitor to turn off the monitor and wait a few seconds before turning it back on. Wait around 15 long seconds for the "waiting moments." Use this method to find what is your highest resolution you can use with the monitor and video card combination. I used to have the original X700 (it was decent in some areas, but overall the Radeon 9800 equiviliance has better performance and only a few missing shaders [maybe around 1 to 5, don't know!]). However, I do know that when I went from my X700 to Radeon 9800-X700-Equiviliant-Model, with this 9800 baby I was no longer able to handle a 1920x1440 @ 90Hz resolution. Infact I can't even do a 60Hz very well. The X700 could switch to and handle 1920x1440 as smooth as a baby's bottom. It was no joke for the X700. See the difference between the two cards? One is more crappier than the other (X700), despite having just a few more shaders, but the crappier and more modern (and "up-to-date") video card could handle a larger desktop and game resolution. Yeah this 9800-Equiviliant (they paired me up for a model that was as close as possible to my X700) is good, but it's maximum seems to be a notch or so below handling a 1920x1440 resolution. Why did I make the switch? Because the X700 series is buggy (believe it or not ) and has a degree of unstability (or even lifespan due to these problems). Probably why ATI/Powercolor discontinued the X700 series pretty early. After you find the highest resolution, go back to where you set the Monitor to 60Hz and start slowly increasing that. If you can't get any higher than 60Hz, tough luck. I would recommend bumping down to the next lower resolution and atleast having your monitor set to 75Hz.
  12. I liked the zone, though I would love to try it out when there's more than just 2v2 matches. So far I'm unsure of whether the map is too big or not (afterall, the zone is intended for more people, so testing the zone with that "more people" would be more efficient testing to make "accurate comments" on what needs changing).
  13. Alright, I accept your reply. If so, that's ultimately weird, because I swear I saw the reply I made to this thread on my mom's PC after I hit Add Reply. I guess I'll have to type it up again tomarrow? My apologies.
  14. Who deleted my post? I hate it when mods do that, seriously. A much nicer and better way to do that is to "split the topic, lock the new topic, and send the split topic to Death Row forum." Just how would you like to have your posts just disappear without a trace? EDIT :: If it was either one of you (Sama or Drake), don't expect me to place any input or reports about DCME on your forums. Not like you care anyway.
  15. What are you needing this information for Rak'kar? Making a Subspace-clone?
  16. HTTP Download & Installer: http://www.jackpotsvs.com/files/v1_SSTheCo...stallerFull.exe Read the instructions in the installer on knowing where to install it on your harddrive. If this doesn't work for you, I guarantee you installed it incorrectly.
  17. I kinda doubt that's what they did. I think the tile they used and the fly under tile they used had the same graphic, according to how you describe it. Could also be done through LVZ, but I doubt this was used too...then again you could just make a big ~768x768 image for LVZ that has a tile graphic looping over and over, and is displayed above tiles in-game. Then black/invisible but solid tiles could be used under the LVZ. Try ?go maze and ?go maze2 in SSCI Dragonball Z though, if you want an ultra huge maze (read the zone's MOTD under the Arena category, you MUST download and install it via HTTP).
  18. http://www.hlrse.net/Qwerty/dcme2_a.gif http://www.hlrse.net/Qwerty/dcme2_b.gif http://www.hlrse.net/Qwerty/dcme2_c.gif http://www.hlrse.net/Qwerty/dcme2_d.gif Hey Sam, you should make a temporary mod to DCME that will save the maps in human readable format instead of the *.lvl format so you can see how "tile layering" is written out. Maybe you could implement a Photoshop CS2 look-alike-layers feature to DCME. Although you may think it's useless now, maybe someone might think of a use for layered tiles.
  19. Exactly what I was meaning. Already knew that. Well I don't want the wormhole to warp me, for example. If you try messedup.lvl, for another strange reason those wormholes don't seem to be warping you (note that the entire field isn't perfectly fully covered and there are some "holes"). I thought maybe it's because I had placed another wormhole perfectly over another wormhole (it'll look like its 1 wormhole, but actually a double-layered wormhole); or it might be that the individual wormholes have a wormhole/wormhole origin in every single unit of its dimensions (so you draw a wormhole at [0,0], [0,1,], [0,2], and [0,3] - you have 4 total-extra wormholes, one of the 4 which are drawn to one of the units/coordinate of the first row of a wormhole; a wormhole is 4x4 in dimensions, so it has 16 units/coordinates). I was able to completely cover a spacestation with safety. It actually appeared as if the spacestation wasn't even there, but actually, it was under the patch of safety. Seems like you can drill a path through these space stations with the safety. Hmm, you could create "space station ports" like this. All the tiles have an origin: the first coordinate of their dimensions, or [0,0] (the first tile, or very top left corner tile), is their origin. Despite it being there origin, under normal and safe editing, you should not be able to place another tile over their origin. Under the absolute normal conditions of mapping, you should not even be able to "overlap" a tile with another tile (like the easy example of the wormholes). However, under this tile manipulation editting, you can even place a tile over another tile, as it seems. I may be wrong, but that's just what it appears with these non-1x1 tiles (and I mean non-1x1 tiles!). I bet DCME already does the job of literally replacing (or deleting then drawing) 1x1 tiles, but if you apply 1x1 tiles to non-1x1 tiles, you can place them over the origins of the non-1x1 tiles. You can place non-1x1 tiles over the origins of other non-1x1 tiles. Hmm, I wonder if it's possible to control the layers of tiles (well of course, but that's not exactly what I mean). For example, which layers are above or below other layers and how is that controlled?
  20. I atleast want cryonex.com. I knew that would be too much of a list, but it's your choice of whether to omit some of my requested entries or not, and I don't mind at all if you omit them. I was hoping you would omit a few.
  21. There's nothing better to do than play Subspace. Besides, where else can you find the local drama acts?
  22. Yup! That kind of overlapping. The wormhole tiles are overlapping. Let us have the toggled ability to do that to non-1x1 tiles. Come to think of it, it's exactly the same as Tile #242, except that it has gravity physics. All you have to do is "remove" the graphic for the wormhole to make it nothing, or center a 16x16 tile in the center of 1-frame of Wormhole animation. Hmm, too bad it isn't solid, does not warp your ship in any way, but has gravity. By "not overlapping," I mean is when you try to do stupid things like that without being in a ship with the pencil/line tool or whatever, DCME will delete the ones overlapping. EDIT :: Question, on the radar in Subspace it shows that there is no tile in the center of it..could that be 242? Another question. Sama, could you play around and see if you could place a tile (any 1x1 will do even) over another tile? For example, placing a 1x1 tile over the origin of a wormhole, asteroid, or space station. See if you can "exploit" Subspace/Continuum into it. I want to know. Have you thought of allowing the user to also with the mouse cursor select their ship on the screen/map, and drag and drop it somewhere on the grid they are flying on? Wahaha! I was able to lay a spacestation and -completely- put safety tiles over the entire thing...and the space station is still there! I even put some doors, a wormhole, safety, goal, and warp tile into the spacestation. lol this is fun. You've got to add a few more options Sam. The option of whether a wormhole will warp you or not (includes 242). messedup.rar
  23. wt Syrus..I can't PM you because IPB says there is no user with that name on these boards. I click on your name, then I select Send User a message. That's how I attempted to send you a PM. Here's my PM: cryonex.com 2006-02-20 2007-02-20 cypherjf.com 2006-02-20 2007-02-20 lagus-ltd.com 2006-02-20 2007-02-20 ofhq.net 2006-08-03 2007-08-03 phantom-lagus.com 2006-03-25 2007-03-25 stfuag.com 2006-04-25 2007-04-25 Come on, I'll take these. I need one of them anyway to make $30 off my brother. He made a deal with me that if I take some photos of one of his favorite goats and make a dedicated webpage to her (the goat) he'll pay me for it. Nakd goatz.
  24. Dang, someone already got priitk.*? Cheapskate. I have PMed you Syrus.
  25. Wow IPB is really stupid and buggy. http://www.hlrse.net/dumbipd-post.txt For some reason IPB redirects me to a Forbidden Access page to "index.php?" when I try to paste or update my post with that.
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