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Everything posted by Drake7707
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When is continuum 39 0r 40 coming out?
Drake7707 replied to jacob hunter!'s topic in General Discussion
pr != priitk ? -
hm weird, i just called the visual basic standard form calls :s
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- Typing over an special object such as big asteroid or wormhole screws up the wormhole, which makes the map inconsistent and DCME will probably crash sooner or later - If you've turned off the "create new map at startup", then the toolbar buttons are not correctly disabled. (Which isn't really such a big issue because i put checks in them if there is an active map, but it shouldn't be like that) Why do i keep finding bugs when i want to make the new version
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still no reason to start flaming >.<
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it also depends if you have ships which stats are reset when killed, or which have ac!@#$%^&*ulated experience
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Should Turkey be allowed into the European Union?
Drake7707 replied to AstroProdigy's topic in General Discussion
no because the turkey laws don't stroke/are way to different with the common EU country laws. -
basic weapons should be unlimited, more advanced should be limited (maybe an division like in tyrian, where you have left side right side, rear and front guns, power/energy for a shield by a generator etc etc). I'm sure you all know tyrian.
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that depends how easy the controls are, but you won't be able to know if it sucks or not until you have a zone with lots of ppl in it.
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Suggestion: Tiles and typing (I'll explain further!)
Drake7707 replied to RiiStar's topic in Drake Continuum Map Editor
hehehe all hail me (although it's sama who made the entire thing , just a couple of rare hints from me), no seriously, its close to release, but not just yet. I know i know, you're all eager to use it (riiiiiiiiiiiiiiight you are ) but i just found a bug. Sama, use tiletext, then switch to zoom and zoom either in or out, you'll see what i mean. Also on pixel level ... err not really useful there is it ? To sama: On the other rare occasion, i actually commited a change, so update from repo -
Searching for em use code tags to keep the spaces Edited by Smong: removed quote of previous post.
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you work with polygons, not with sprites. But yes true, you *could* make an editor that breaks everything into cubes, tho if you want 100% accuracy on collision detection, you should use polygons that exactly describe the geometry of the object. Cubes can be used as bounding boxes around the objects to quick check the collision (like you do when you ray trace)
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Creating a 3D map is much more difficult than a 2D map, not only because it adds an extra dimension, but everything is defined as meshes, and not sprites anymore. You can't just pick a sprite from the tileset and place it in a 3D world. You'll have to either draw entire 3D models with textures and place them, or you have to use predefined stuff. (tho when models are created, it's not that hard to overlay another texture to have a seemingly different object) I see gouroud shading already works pretty neat in the engine, is there also any use of shading maps and/or reflection maps ?
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i was ? woo.. erhm yes of course i was
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yeah its perfectly possible to have such a game written in vb. Btw did you write the function to import .3ds files ? Because i'm interested in converting those formats i find on the internet to wavefront obj files for my (sucky) raytracer
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i don't know much about c++ but i figure thats the address of the pointer that points to the string.
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actual position packets are never sent to the server, it's more like i'm going in this direction now, and the server can calculate where you'll be after x ms (same goes for the client), also there has to be a timestamp included in that packet, as client position must be synced with server position (server can keep in account the position moved when the packet was still underway). The only packet of position packet would be sent by the server, to tell: other player is in your region, its location is x,y and is headed to (vector) with a velocity of (double).
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will it ever go open source? looking forward to test
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well maybe a different approach is: don't check for cheaters, but players are able to vote for a player that is presumably cheating. If they get a lot of votes, the server checks its behaviour, and any abnormalties results in a ban, which can only be undone by a sysop or mod or so Though, in that approach the damage done by a cheater isn't prevented (like flags are stolen)
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then the best way would indeed be a server check based on sequence of packets, where a heuristic function is based upon. (I wonder what Hackshield or GameGuard does to protect the mmo's using it)
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hmm yeah, and passing the handle as argument wouldn't do any good either as it can be another one... isn't there an way to know in the dll what app called it ?
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or create a function in an external dll that generates a key based on the hash code of the binary of the process that calls the function + a time based factor (so the client can't fake the function by sending the same sniffed data before). The dll itself is encrypted and protected, and distributed with the open source. Or the server gives a challenge, and the dll calculates the answer based on the crc32 of the client. Then sends it back to the server, and the server can reject if the solution doesn't match the crc32 of the original distributed version (again some time factor could be handy to put sniffers out of the loop)
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nice, i hope 3D is actually playable with a game like continuum (i mean, its another axis to keep in mind and way harder to aim) (unless the renderings are in 3D, but you are on a fixed height) I'll start begging for a mesh of the ships now
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when you changed int(a/ into a\b, you'll have to see if b is an integer. If b can be a decimal number it will make that division to a => integer, b=>integer, then divide and change to integer. So any divisions by a decimal are now screwed up. (Cogwheel & Star used them a lot) Didn't know that either, but i get a lot of divisions by zero because it divides by 0.3 or so and it rounds to 0 Don't use integer divisions if floating poitn operations are involved, you lose a lot of accuracy
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yes, we have a secret built of DCME that supports everything elvl , lvz, even a bit of a continuum client to test your ships in real time in the map editor... no really we started on elvl, but haven't finished it yet
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if you really want to protect against it, you'd also have to hash the traffic with rsa in order to prevent sniffing, and packets that are time based to prevent duplication of the packets that are send (on purpose)