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Everything posted by Drake7707
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	I would agree, I remember having to cut so many corners and make optimizations to make DCME performant on hardware at the time. None of those are necessary anymore, I mean, I remember starting DCME on a winxp laptop with 256mb ram and a celeron CPU. Now you can just render everything without a hitch and keep everything in memory without issue. On one hand making use of standard win32 drawing api's is probably the reason why DCME still works today, but that wasn't exactly fast compared to hardware acceleration like DirectX. It also had some scope creep issues, I remember adding shit just because 😅, further adding to code bloat. I did make an effort to make it not spaghetti but yeeahhh That's about the only documentation I made I wonder if ChatGPT/Claude/LLM of choice can port old vb6 code to modern day equivalent, it would save a lot of time for anyone willing to port it and it's mostly just semantics anyway, it should be good at that. Going through this post is saying a lot😂. I remember being so fed up with SSME that I thought "I can do better", especially as I had dabbled in map making tools before and as a very slacking university student at the time I had a lot of free time. 2005 was not a good year for me for several reasons and making DCME was a good escape from reality.
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	Wow blast from the past, well done on bringing it back 🙂. Haven't touched the game in at least 15 years😅. I saw @Samapico pushing some fixes for DCME and making an installer recently, good job 💪, I haven't touched vb6 in well over 2 decades, I wouldn't even know where to start anymore.
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	I've played FTB ultimate but the redpower 2 mod is not updated anymore so the entire modpack is stalled. FTB Unleashed is its successor somewhat. I'm recently played FTB Techworld 2 with 2 other people, because of the additions like rotarycraft along with the (almost mandatory ic2 and buildcraft). There's no magic though and both the client and server require a lot of ram (3+gb for server and at least 3gb+ for the client), so x64 is pretty much required.
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	I'm honestly surprised that DCME still works after 9 years, I mean it was written in visual basic 6 and that didn't exactly encourage good practices. I mean, a temporary folder in c:\windows\system32\, what Also yeah, don't use the editor but import/export the tileset.
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	In case you wonder, this is the source of generating walltiles (well at least in the version I still have). It should be fairly straight forward what it does: It flips, mirrors, rotates, then takes the |\ and \¨| from the horizontal and vertical parts, and combine them for the corners Sub GenerateWallTile() Dim i As Integer Dim j As Integer Dim srchDC As Long Dim myDC As Long picgenWallTile.Cls srchDC = pictileset.hDC myDC = picgenWallTile.hDC 'Copy vertical tile BitBlt myDC, 0, TILEH * 1, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy BitBlt myDC, TILEW * 2, TILEH * 1, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy 'Rotate 90 BitBlt myDC, 0, 0, TILEW, TILEH, srchDC, leftsel.Left, leftsel.Top, vbSrcCopy Call RotateCW(myDC, 0, 0, TILEW) 'Spread the rotated tile BitBlt myDC, TILEW, 0, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 2, 0, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, 0, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 2, TILEH * 2, TILEW, TILEH, myDC, 0, 0, vbSrcCopy 'Corners... 'Top-left For i = 0 To 15 BitBlt myDC, 0, i, i, 1, myDC, 0, TILEH + i, vbSrcCopy Next 'Top-right For i = 0 To 15 BitBlt myDC, TILEW * 2 + i, TILEH - i, 1, i, myDC, TILEW * 2 + i, TILEH * 2 - i, vbSrcCopy Next 'Bottom-left For i = 0 To 15 BitBlt myDC, i, TILEH * 2, 1, 16 - i, myDC, i, TILEH, vbSrcCopy Next 'Bottom-right For i = 0 To 15 BitBlt myDC, TILEW * 2 + i, TILEH * 2, 1, i, myDC, TILEW * 2 + i, TILEH, vbSrcCopy Next 'Center... BitBlt myDC, TILEW, TILEH, 8, 8, myDC, TILEW * 2, TILEH * 2, vbSrcCopy BitBlt myDC, TILEW + 8, TILEH + 8, 8, 8, myDC, 8, 8, vbSrcCopy BitBlt myDC, TILEW + 8, TILEH, 8, 8, myDC, 8, TILEH * 2, vbSrcCopy BitBlt myDC, TILEW, TILEH + 8, 8, 8, myDC, TILEW * 2, 8, vbSrcCopy 'T's 'Top T ¯|¯ For i = 1 To 7 j = 16 - 2 * i 'width to copy BitBlt myDC, TILEW + i, TILEH - i, j, 1, myDC, i, TILEH - i, vbSrcCopy Next 'Left T |- For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW - i, TILEH + i, 1, j, myDC, TILEW - i, i, vbSrcCopy Next 'Bottom T _|_ For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW + i, TILEH * 2 - 1 + i, j, 1, myDC, i, TILEH * 2 - 1 + i, vbSrcCopy Next 'Right T -| For i = 1 To 7 j = 16 - 2 * i 'height to copy BitBlt myDC, TILEW * 2 - 1 + i, TILEH + i, 1, j, myDC, TILEW * 2 - 1 + i, TILEH * 2 + i, vbSrcCopy Next 'Straights... 'Vertical BitBlt myDC, TILEW * 3, 0, 8, TILEH * 3, myDC, 0, 0, vbSrcCopy BitBlt myDC, TILEW * 3 + 8, 0, 8, TILEH * 3, myDC, TILEW * 2 + 8, 0, vbSrcCopy 'Horizontal BitBlt myDC, 0, TILEH * 3, TILEW * 3, 8, myDC, 0, 0, vbSrcCopy BitBlt myDC, 0, TILEH * 3 + 8, TILEW * 3, 8, myDC, 0, TILEH * 2 + 8, vbSrcCopy 'Single wall... BitBlt myDC, TILEW * 3, TILEH * 3, 8, TILEH, myDC, 0, TILEH * 3, vbSrcCopy BitBlt myDC, TILEW * 3 + 8, TILEH * 3, 8, TILEH, myDC, TILEW * 2 + 8, TILEH * 3, vbSrcCopy picgenWallTile.Refresh End Sub (yes I went digging into the code until I found it)
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	Looking in my zones folder, I found: https://dl.dropboxusercontent.com/u/8797691/continuumzones.rar Dragonball Z 2D Frontline Golden Sun SFSS DragonBall Z 2D (SSC) SSCC Desert Storm SSCC Halo SSCC Halo CTF SSCC Halo CTF OLD SSCC Halo Evolved SSCC Killer Instinct SSCC Metal Gear CTF SSCC The Complex SSCC Unreal Tournament SSCI Battle Field 2 SSCI Dragonball Z SSCI Fusion SSCI Gundam Wing SSCI Halo SSCI Mystic Kingdom SSCU 17th Parallel SSCU Extreme Games SSCU Trench Wars SSCX ChaosLeague Zone SVS SSCX Extreme Games SSCX PowerBall SSCX Star Wars Realm SSCX Star Warzone SSI ZeldaMotW SSM C&C Base Wars SSN Battle Field 1942 SSN Mystic Kingdom SSN RPG Wars SSN2 Pokeman (RPG) SSZ Mystic Kingdom I never deleted or reinstalled Continuum, so some will probably be from 2004ish and onwards. Those are only the client files though, I don't have the server files.
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	It's been quite a while indeed . I remember playing continuum around 2004-2005, writing DCME at the end of 2005. For nostalgia sake I reread the entire first thread in the DCME subforum , 7 years ago, I almost can't believe it's been this long. Time really flies once your life creeps past college and starts the normal routine of going to work everyday (which has been 3 years already). Continuum has been a lot of fun times for me (I mostly played on metal gear and halo maps), I rarely have the time to play games anymore (only weekends mostly) so I don't sink enough time in other games to get involved enough in other communities. The most recent game that made me think of the 'large' (certainly at the time) fast-paced action is Planetside 2, which - at times - feels very much like base rushing / base defending that used to be prominent on the Halo map. I think everyone in the continuum/subspace community moved on with their lives and there isn't any influx of new people, because let's face it, if you were a teen or 20ish something back then, would you actively play a game that's almost as old or older than you? It's somewhat sad that there was never a decent successor to the game, where the entire community could migrate to, so you'd still be able to play with the people you know. Also this being the 2nd topic and almost over a week old in General does speak for itself about the Continuum related activity
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				Bring Subspace to Consoles (Ps3 / Xbox 360)
Drake7707 replied to Succeed's topic in General Discussion
I have to agree with Lynx, I had loads of time in college when I wrote DCME, but now that I have a full time job as .NET developer I rather spend my free time in something that's not related to programming or is a day, 2 days tops work. Even if someone were to do it for the money, which may or not may be raised by a kickstarter run (which is also a good way to gauge interest), it would have to be a full time job for a while to even remotely finish it in a proper time frame. Not everyone who already has a job would risk his/her current job to do a year project that has a good chance of not working out in the end. - 
	Looks good, haven't found any problem thus far (using the latest version of Opera)
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	Well I removed most of the jquery, in particular the .css() to set the div's position etc and swapped to standard javascript setAttribute it ran 100 times faster, so yeah, don't use jquery about 1000 times each 25ms
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	Or create a dropbox account (http://db.tt/tPU28UR) in case you don't have one yet and just put the source in that folder. It's how I backup mine entire project folder on the fly. 2gb should be plenty for programming projects (yes this can be considered a shameless plug for a referral link , for 250mb extra)
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	I had some fun writing stuff in javascript, because I found my background too static: http://dwight.skyon....efault&p=Battle As it turns out, jquery sucks in terms of performance.
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	Make sure to run the dcme_install.bat as administrator, otherwise it will probably won't allow you to register.
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	This reminds me a lot of http://jsc.sourceforge.net/ (especially this example: http://jsc.sourceforge.net/examples/web/ThreeDStuff/Tycoon4.htm) , the demo's surely are impressive, I wonder why it doesn't have a lot more attention. I haven't used it myself though, so there might be some serious limitations, but parsing IL in javascript is rather cool nonetheless Anyway, I'll stop now about javascript because this is getting off topic
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	Why would anyone want to jump to a weak typed language and horribly confusing (to some, including me) object oriented structures, while java works just fine on all platforms? 'But then it's in a browser' doesn't sound a valid statement to me. I don't have anything against javascript and HTML for GUI related things or to some extent business applications (for basic CRUD operations), but to write & debug entire games in javascript would be the equivalent (to me at least) of walking 100 km (or miles if you prefer) barefoot on sharp rusty nails.
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	Best way is much like an IRC chat system, where all messages from a client are applied on the server and are forwarded to the others. It's not really that hard in java. I wouldn't focus much on optimization or lag issues at first though, even if it takes 20kb/s per client at first, getting it to work is more important. Otherwise it might end up as a case of premature optimization.
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	Aaaahhhhhh my eyyyyeess, the comic sans ms is blinding meeee Other than that, good job ^^
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	Holding the locks for the entire action on the array is usually a bad idea when there are a lot of concurrent threads that access the same list. If it's only occasionally this wouldn't pose a problem, but if it's accessed per frame by multiple threads I'd go for a copy of the list and do the actions on the copy (well unless the action itself also has to be blocked, then this would be fine). The lock(); and unlock(); mentioned would have to be implemented with a mutex, semaphore or monitor, depending on what kind of locking you'd need
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	I usually do a List<meh> list; lock(somequeue) list = somequeue.ToList(); foreach l in list { ... } in c#. Without the handy linq functions such as ToList twould be slightly more of a hassle, but it could still be done if there aren't a lot of methods that access the list, and by keeping those methods in the same class (otherwise it gets confusing very fast). Isn't there a thread safe list in java, similar to the recently added ConcurrentBag in c# (although locking yourself woulds probably still be faster)?
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	Use synchronized() { } ?
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	Eh, not really . Haven't played it in months. It's just that voxels are easier to model with .
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	One week of holiday 'well' spent on learning directx, XNA, ditching XNA for SlimDX, HLSL shader programming and performance optimizations: At least it integrates my tree algorithm and previous implementation of diamond square for terrain well . And I finally found a use for my shiny new laptop with quad core i7, gfx card with 1.5gb ddr5 and 8gb ram to use.
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	A break; ? better jump right back in that loop or you'll terminate.
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	That's because the ship was already overlapping with the wall, inverting the velocity without moving the position to touch the wall would yield a collision each loop, making the velocity vector oscillate and thus getting stuck in the wall. You have to account for the difference between touching the wall and the amount of overlap, say delta x (dx) then invert the velocity of x, then add that dx * velocity x to the current position. That would give the correct position of the ship