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Drake7707

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Everything posted by Drake7707

  1. hmm, the region tool is exactly the same as selection, aside that it doesn't contain the tile data. Adding regions will be done in the tooltoolbar instead of the elvl form. I'm thinking about Add/Delete on the tool toolbar, and a small listbox, where you can select regions. Selected region will be drawn, and edited like an active selection to modify the region. The actual properties of the region (besides the name maybe) must be changed in the elvl form (a button to quick jump on the toolbar maybe) I'll see what i can do, you might wanna implement the low level methods to put/get from chunks.
  2. it has add / delete region buttons ô_o. It has create from selection and Delete region. Edit: and now it has modify too
  3. maybe some integer = 2 bytes instead of normal integer in other languages = 4 bytes error ? Gotta love vb for that ^^ Edit: fcking svn is down >.<
  4. Shouldn't it be more like For zone server - directory server ZS:"Hi" DS:"Hi, i don't know you, gimme your info" ZS:"I am zone name, other info blah" DS:"Ok" Then in regular intervals DS:"You still there, if you are, how many players are you connected with" ZS:"Yup, nrPlayers" Then for continuum client - directory server CC:"Hi, gimme a list of the zones you have" DS:"Here's the list" If a zone is down in the client CC:"Hey, the zone is down here at this ip, is it still the correct one ?" DS:"Yes, i get connection timeouts here too" or "No, here's the correct ip"
  5. well, i just finished writing the gui for elvl data on the map (it looks pretty and useful ihmo ). All we need now is sama to implement the functions from the interface i made to convert chunks to used stuff in the rest of the program and vice versa. And being able to load/save the chunks correctly and bam elvl is done.
  6. a lot of mmo games let you register through the web, and play with your account at the same time, and those have even credit card data involved.
  7. hm weird, i just called the visual basic standard form calls :s
  8. - 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
  9. still no reason to start flaming >.<
  10. it also depends if you have ships which stats are reset when killed, or which have ac!@#$%^&*ulated experience
  11. no because the turkey laws don't stroke/are way to different with the common EU country laws.
  12. 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.
  13. 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.
  14. 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
  15. Searching for em use code tags to keep the spaces Edited by Smong: removed quote of previous post.
  16. 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)
  17. 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 ?
  18. i was ? woo.. erhm yes of course i was
  19. 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
  20. i don't know much about c++ but i figure thats the address of the pointer that points to the string.
  21. 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).
  22. will it ever go open source? looking forward to test
  23. 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)
  24. 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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