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Erkokite

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Everything posted by Erkokite

  1. Is there any way to set a ship to have things like bouncing bullets, shrapnel, or proximity bombs by default?
  2. I understand that with continuum .38, files are no longer extracted from lvz's. However, I have custom ship names and therefore a shipinfo.dat file that needs to be included with the level. Is there any way to send the file to the client automatically when the user downloads the level in continuum? Many thanks.
  3. Here is another file containing the beginnings of my client that I stopped working on. xsub.rar The most interesting thing in it is lvlview. There are also some ping, and server connection tests, as well as a chat client. I haven't tested the network stuff in a while though, and I'm not sure if I left them in a working state(they did work at one time). All of my projects use the code::blocks IDE in case that helps. The network stuff was meant to work with ASSS. I don't know if it will work with subgame. Once again, I made this a while ago, and it is not indicative my current coding style(Yes, I really did pack class definitions and declarations into one file, then I would even declare those classes as globals-YUCK). Hope it's useful.
  4. here is that game: spacefighter.rar Be warned. I made this a while ago. It looks like crap, and is by no means indicative of my current coding style and skill. I no longer code like this. The network no longer works, so I took it out, rather than try to fix it after a year of barely touching the project. Still cool though.
  5. Odd that you guys should bring this up. I'm in the process of writing a subspace client/server. I started a while ago, and got some interesting work done, but I stopped for a while, and have only recently recommenced work. So far, it looks like I'm using SDL for rendering, input, sound, and network. I started writing an opengl version, but I don't think I'm going to continue along that route, as SDL is a bit more portable, and doesn't require a 3d card. I'm going to completely break compatibility with existing servers, but I kinda have to anyway, as continuum's encryption hasn't been cracked. The server will at least be able to load configuration files from subgame, and possibly ASSS. I plan on having the server store more player data(such as weapons, energy, etc...) than the traditional ss server programs in order to prevent cheating via a program like sage386's Twister. It's in a very early stage at the moment. The networking is pretty much only on paper, but I do have a map loader/viewer. I haven't started on the server yet. I've also written a game similar to subspace in the past, and I have plenty of experience doing simple physics with 3D sphere/plane collisions. I should have no difficulty in bringing that over into 2D circle/line collisions. I would very much like to make it open source, but I'm not sure that would be the best thing to do, if I want to prevent cheaters. Either way, should I ever finish it, I will make sure that I'm not the only person maintaining it. It kinda depends on how much time I have to work on it with a job, and eventually school, taking up my time. You may also want to check out SOS's work. IIRC he is making a subspace-esque game at the moment. Pyxlz is(or was) also writing a client that could connect to subgame. Anyways, I can't make any promises, but I would at least like to say that there are concerned coders who are working on it.
  6. Darwine won't run native x86 windows apps on PPC. However Darwine on the intel macs probably will. There is a howto on getting Continuum to run under Linux with Wine here: http://wiki.minegoboom.com/index.php/Runni...nuum_under_Wine Since Darwine is just an OSX port of Wine, this method will probably allow it to be run on the intel macs. As far as PPC macs go, you could probably also run it under qemu with Linux+Wine. I was actually writing a Subspace client for Linux, windows, and OSX, but it never got far. I got server connections, ASSS chat, and map viewing all working under both Windows and OSX on a G3, but that's about it.
  7. Ah, ok. I'm still fairly new to network programming, so this is new information to me. I've never worked with encrypted UDP connections before, so thanks for the help.
  8. Does the crypto come immediately after the connection is established?
  9. I was reading through a subspace packet description (http://d1st0rt.sscentral.com/packets.html), and I have a few questions about the exact sequence of a game login, the answers to which I was unable to find elsewhere. What is the first thing the client does after opening a UDP socket to the server? When does the client login to the server, before or after the encryption request/response? When does the client start sending position packets? If you login with the chat protocol, are you logged into the game as well?
  10. When I use the client, all I get is a what looks like a steering wheel with chrismas lights on it. I can't figure out how to move or use any ship of any sort.
  11. How much of the network code do you have done? Is it able to to successfully connect to any servers yet?
  12. Ah, ok, thanks.
  13. !@#$%^&*o, I am working on a subspace lvl file viewer. It is very closed to finished, but I can't figure out where the data for background images is stored in the lvl format, ex. for any of the planets or stars you see behind the tiles. So far, I've determined that they are not stored in the lvz, because zones without lvz files still have these backgrounds. Here's what it looks like so far: http://x11.putfile.com/11/31219000686.png As you can see, their are no stars, or background images such as galaxies or planets. Does anybody know where to find the data for these? Oh, and one other thing- anyone know if you can change your display name on this forum?
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