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MillenniumMan

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Everything posted by MillenniumMan

  1. Yes, I am why thank you? That's right... You know that namecalling is the worst way in admitting that you've lost an arguement, and that calling someone a racist without real proof is the worst name you can call someone. That implies a self-determined belief that your race is superior to all others and that yours has no crap in it. Sadly this applies to Al Sharpton and Jesse Jackson, who love to race-bait because they love blaming whitey, have called for riots in the past (AKA dead laundry owner and family in 1982 in NYC). Then you have the Japanese who stormed across Manchuria, the Philippines, Guam, Guadalacanal Laos, all in the name of Japanese superiority. Now we have the Muslim mindset believing that they are superior to all else, and that infidels (non-followers of the 12 pillars of islam, mohammad, ect ect...) are crap. If you kill in the name of God, and he tells you that murder is wrong, then you are crap and "YOU!" yes YOU, will be the one burning in the eternal fires of Tarturus surrounded by Belzebub and Hel and all their demons. Yes, Jorge WB will also be going there someday for his manifest destiny beliefs that he's implemented, but he will have a lot of great company. I'm not claiming that Amhed is such, for I have no proof myself, his operation of a subspace domain in order to subvert a great game however, because of a poor playing record is more tantamount to bedwetting and throwing fits when he doesn't get his way. I'm just wondering what his kill/death ratio was when he played before he realized he could spawn his one game and make things more fair for himself... PS, Before I get any more PM's about my game doing the same, no it's not. The links are still going to the SS forum and subspace downloads when it's out of the beta stage.
  2. To chat, hit enter and type, same as the previous version of CNL. It's only pub chat so far, but I'll see about private. The only power will be from the server, maybe sometime in the future I'll get something like a sysop.txt together for the zone server. As for thirdspace team members having access to those powers, your schwartz is as big as mine. (spaceballs for the reference)
  3. Wayward Penguin Pirates of the Carribean: Dead Seal Meat We put the Arrr... in Penguin. Sry, just had to put in my 2 cents. So what was this shock and awe campaign DiscoDuck was talking about?
  4. Actualy, PrittK only picked up where JeffP and VIE left off, doing a serious bit of reverse engineering on subspace, coming up with his own version of the client with more features than you can shake a stick at. We'll just have to see who wins, Coke or Pepsi...
  5. The map for the TW3D arena is station1.ms3d Big Sky is shipyard.ms3d Wormhole extreme is asteroid1.ms3d, gravwell.ms3d the safezone model is safe-zone.ms3d Some of the other arenas that have yet to be implemented because there aren't models for them are: Mining Colony, Graveyard (for zombies events ) and The Hood (fly around a bunch of buildings in a city) jabjabjab Posted Today, 06:33 AM You rly outdid yourself MillMan.. though make the commands and entering stuff much easier.. and make sure to get a lock on mode for beginers thx for the jabjab pic $$ NP, you seem to enjoy your smileys at the end of your posts, and pacman kinda reminds me of that. rootbear75 Posted Today, 07:31 AM QUOTE(rootbear75 @ Aug 24 2007, 11:56 PM) i went to Practice Offline, and it crashed my computer... i cant afford to lose anything on this machine. this has all my schoolwork on it.... do i need to put it in compatability mode for XP? WELL?! Read about a page back, fudge packing leads to null, it prematurely kills the program, it won't harm your computer. If you're frustrated by fudge packing, then you know why it's so aptly named
  6. Ok, I thought you said "SHOE"box jk. But it didn't occur to me how to implement such a thing until L.C. mentioned that thing about the lasers. Then I remembered, some of the ops in the minor zones used to fill their pubs with turret bots (yes me too) in order to make a slight bit of a hassle for some of the players trying to score goals.
  7. Doors were originaly JeffP's idea
  8. Thanks. I've been wondering what you've been up to. You're in the credits you know, still using some of the models you came up with (with minor tweaks) Ike, careful of that. The bosses have eyes.... If they catch you playing games on your work PC, well, we've seen and heared of all the corporate horror stories lately.
  9. Yeah, I considered the 3ds format and even reconsidered the v3d format that jab seemed to have fallen in lve with But without a proper 3ds exporter or access to 3drad 5.3 to make v3d models, neither would be viable. Not to mention the ease in editing. I like your idea about the laser doors, kinda reminds me of the sentry equipment in resident evil, when that woman got sliced up into little itty bitty beef cubes just before she slid apart all over the floor I'm thinking sentries that can be placed in certain parts of the map (using stationary bots?) kinda like a Tak'uni'taga'mu'teron (laughs at those who don't get it) You REALLY need to get a video card, even if its a GeForce2 MX220 on a PCI slot. That graphics accelerator was far from designed for playing any 3D games. If your computer can't handle Thirdspace, it wouldn't even be able to handle Half-Life on the lowest resolution of 640x480 @ 16bit. Software mode on those settings would even be chuggy for you.
  10. I'm still thinking a couple of settings might have to be changed (maybe not) to get it to run at all. First check to see if you have DX10 installed or not. Next, go into the TSconfig.xml file and see what you can modify in the color and resolution lines (it'd be easier if I had a copy of it on me so I could do a full walkthrough, can't install on library comp) But to be honest, just go out and get a card, the older NV cards would just run you $10-15 and would help you run many other games (like GTA3 and VC ) There's just toooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. .................... much work to be done jsut to redo something for one card. Too many ooooo's?
  11. It's MilkShape. I can only do so much at one time Jab.
  12. Actualy, I got some of those ideas from an old copy of Q2 and duke nukem 3d. In the end, I'm thinking the only ones that can keep up with older hardware are the ones who lower their resolution and fps. But you're right about the netcode, there's a lot of work needed in there. As you probably know, it took some doing to pull it from the old engine into the new one. On Dx8, that was me being facisious... facisu... fascist...? anywho, I only had the chance to test on three systems, two of which were running DX10 and the last, a used laptop with DX8. The librarian told me no video games in the library unless it was a library sponsored student community game night, but that is neither here nor there, but a great way to plug subspace and thirdspace in the future... The laptop ran like crap (mostly because it had a 550mhz cpu, 128mb memory and a first generation "guessing" NVidia laptop chipset. Then the game crashed and spewed half a dozen errors, most of which had to do with DX. When jumping into the Weasel myself, the game automaticaly crashed time and time again right after I lost my HD in the initial build stage. I was able to recover most of my work, even the models. But I'm afraid that when I lost my drive, I lost part of a working game. I'm more than certain it's the model and not my code. On key setup, I'm going to work something out in the FE to make key mapping easier in the GUI L.C., BTW thank you for hosting a copy of the game. That will help loads. Which also means the netcode needs optimization. O_o By the looks, I honestly don't think any lower than 56k to 112k is all it takes to play with a few people. You should check out the netcode (indirectly) for Half-Life, as it is very well made and is a good example of what 3D netcodes should be like in my opinion. cl_upspeed rate cl_rate fps_modem sv_sendvelocity sv_maxrate sv_minrate There's a few more commands but I'm too lazy to look them up. Compared to Half-Life2, Half-Life2's netcode to Half-Life is worse. Not as flexible when it comes to configuring it for dialup play. I strongly disagree for the support of DX10. That's like trying to force everyone to upgrade to Vista (which we all know is a total piece of sh*t and has no or ultra terrible backwards-compatibility...and is an eye candy and memory-hogging operating system -- my cousin bought 2GB more RAM for his laptop, which already had 1GB, and that STILL isn't enough for his Vista). DirectX7 is more than capable enough to handle all the graphics that are displayed in Thirdspace as we speak. Thirdspace won't get very far if it's overally "restricting" or "forcing" users to DirectX10 systems. If you plan on having DX10 support, I would strongly recommend that you atleast implement either DX7, DX8, or DX9 - or possibly all three stages. It wouldn't be a wise business move to make by not having proper support for the majority of players. However, DX9L is a work in progress I believe and is equivilant to DX10, but for Windows XP. Probably the number one reason why. I would recommend getting more RAM. Windows XP. I experimented with the Weasel for about 30 to 45 minutes; on my end I can confirm that the analysis I gave on the weasel (of when it does and does not work/produces a crash) is correct. Bots + Weasel = Insane Potential for crash; if no bots are in a weasel but you are, as soon as you start moving around the client crashes. You can shoot and do whatever you want as long as you don't move (and by not moving I'm only using CTRL, TAB, and the mouse itself [discluding right click/thrust]). Obviously bots can't sit still very easily, so as soon as one hops into a weasel the game will crash. If you turn off bots altogether than you can use the weasel to its full (100%) potentials.
  13. When you say not working....................? I'm looking at the setup, the only iffy thing on there might be your gfx controller. The game is optimized for Nvidia chipsets but I... wait, thinking thinking... *click click click* my GF had this same problem when she was trying to run some game called sid meirs pirates or something that sounds like that. NEway, the HP crap that her mother bought her a few years back had an intel video chip set just like you're describing. I bought her a PCI based NVidia card with 64mb of memory on it and it ran fine. Something having to do with the way that the game processes textures on top of polys that most games don't like. Is this an on-board chipset or a card?
  14. Almost forgot, anyone hosting a server at the moment? If so, post the IP so it can be added to the server.txt lists of anyone who wants to play against humans. Which reminds me, the 32 player server limit was set to avoid major lag. I was going to do it at 50, but that would be too much of a burden for most servers.
  15. Wow, I forget a few things (like docs) and I become the villian of the hour Yeah, the FE isn't 100% capable of editing the settings yet, just name and resolutions, working on the rest. The Trench3D model seems to have gone a bit hinkey. I'm still certain that the model for the Weasel is the culprit of the crashes and not the code itself. Packing fudge :ROTFLMAO: That comes from something my brother says when something goes seriously wrong *FU**ING FUDGE PACKER!* or similar derivatives, usually at a piece of equipment or one of the people who work under him at the machine shop where he's a supervisor. In the 3D environment, using features of a 3D xradar was seen as the better choice, other games have done the same thing, but theirs just look like stupid circles with no depth. Not to mention when the !@#$%^&*pit interiors are finished, the layout will blend in well with them. Dx10 is more of a reccomendation rather than a rule, you can easily get away with Dx8, but you may not like the result. So much to touch on in only a couple hours, so I may have forgotten something. Ahh well.
  16. Ok, problem solved people. Now, without much fanfare... http://files-upload.com/files/456425/TSinst.exe
  17. Yeah, I got the same error, not to mention when I tried to upload it, the f***ing thing timed out! Going with your reccomendation.
  18. Ok, using a temporary free host to upload to right now. Should be http://millenniumman.bytehost13.com/TSinst.exe
  19. For some reason I can't get into my FTP to upload it, and since I only have 20mb of attach space here on the board, that won't work either.
  20. TGA is the only one in the game with alpha and transparencies. Uhhh..... Whut's Halo? On a more serious note, L.C. that hosting offer still good? I can't seem to get this file onto the site (too big)
  21. You got a preview of the beta when you played with those models and made wooshing noises as you dragged them across the screen On a more serious note, just wait until tomorrow morning like everyone else.
  22. Thank you Hakaku, you noticed. The original logos for the ships "were" the only ones I intended in using on the ships, but that little square on some of the ship models is where the banners go. The 128x128 area is more than enough to represent anything, even a national flag, something triangular or something that looks spraypainted on. These won't be going next to the player names, but on the ships themselves. Don't worry, you'll still get to use the original VIE logos as well. Quick P.S. I couldn't find a logo for the NightWasp.
  23. Here's the status of ThirdSpace 1.02 beta: I sent the models needed for rotations for the front end to Jab, unfortunately he couldn't make heads nor tails of what to do with the files. So I have to do that before the release (VEEEEEEEEEEEERY SOON) because I don't want to use the static pics from the alpha screenshot. Cleaned up quite a bit of crap in the client, but still can't get the weasel to work properly in the game without causing the game to crash it's either in the code or the model itself. Either way the weasel is disabled in favor of the nightwasp. (so we're still down to 8 ships) Still working on a final version of the trenchwars castle, cutting down polys and textures for quicker loading time and to produce less lag. Five music tracks are included in the game so far. Tutorials on how to mod ships and zones are included. Tutorial doc on the functions in the game and the different stuff you'll find there. Banners are now 128x128 pixels in size instead of 16x14. I think I'm forgetting other things, but I can't remember.
  24. hopes it's one of the following: 1. He's built a life-sized warbird that he intends to fly around the USA advertising the game thereby ushering in a new era. 2. Resurecting the T3 server 3. He uses the warbird he build to snipe Ahmed off the face of the planet and send him straight to Tarturus 4: reveals that disco isn't really dead, just being hidden in a secure undisclosed location so the day for it's re-emergence will be celebrated by all.
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