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doc flabby

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Everything posted by doc flabby

  1. Not in javascript but in Java applets its an option as it supports UDP sockets. Its a shame the Flash only support TCP or we could make a flash version Incidentally Quake live doesnt use javascript...its a browser plugin you download.
  2. took the code for a couple of camera classes from some other OSS project and produced something rather interesting pgup/pgdw: zoom insert: lock camera to ship (cannot be reversed) http://subspace2.net/demo12.zip
  3. I really don't see how changing SSC or making a new biller will improve the game. The biller is not the problem. It works fine, and has done for years....We are trying to fix something thats not broken.... The problem with SSC is not the tecnology, its the people running it and the processes, trying to join SSC seems to be a slow and laborious process. The people who control ssc are very hard to get hold of...and theres no clear application process for zones/servers wanting to get added to SSC. I don't care how old the players are...we just need more active people running things...even if they login like once a week to check up on things that would be a vast improvement over the current situation. We would do better to put the resources for the new biller into developing a new client (i don't care which client...I know most people here favour discretion, and it is the most advanced) but this is where time and effort should be expended not to solve a non-problem.
  4. I think at ssforum we tend to get a rather more depressing look of the community than is the case as this forum tends to be frequented by smaller zone owners and players who have quit. There is still a strong number of players who regularly logon an play the major zones and particpate in the leagues. I personally think with no changes this game has approx 2 or so years left in it. The problem is now in the game alot of people can't see the future...which makes me people skeptical about investing time/money in something that won't be around, which is why developing and creating a future for this game is so important. It should be our #1 priority. The sscouncil should have been looking into this 5 years ago...they've just sat around and done nothing and watched the game stagnate our population fall off. In 5 years we could have developed a new client, 5 years ago there was far more talent around who would have helped. I think only now the sscouncil members are starting to realise the urgency of this problem. We still have a chance at this games survival. We have some very talented developers still. Bak's work on discretion is a testimate to that and DCME is an amazing level editing tool. The maturarity and easy of use of that program is a real example of how things should be done. We need more development tools like this. I'm still impressed by samp's work on the splash screen for SS2 its very impressive and tcsoccerman's ideas for the development tools. We also need people to write documents and create artwork. Theres alot of stuff that will need documenting or should be documented... So there is a time pressure...and its not our community disappearing (whislt this is an issue...there are more pressing threats)...the biggest danger is one that I think no one here has even begun to contemplate. The rollout of IPv6 will be completing over the next few years. IPv6 will break pretty much all the programs that we use at the moment. This includes Subgame, Continuum and ASSS. Now ASSS can be fixed to work with IPv6...we have the src...however the rest... Whilst IPv4 compatability will be around for a while...slowly but surely everything will switch over to v6. This is what will kill Contiuum and SubGame.
  5. i have no views on religion per say only that I hate organised religion of any kind. Religion should be a personal matter. You are free to believe what you want..for it is your lifes journy Once you see the need to impose/inflict your views on others and to do so in an organised way...that path can only lead to conflict and suffering...
  6. I would still like to see better server side scripting intregration and less reliance "C" modules. Writing game logic in C is stupid, and highers the barrier to entry and just add unnecessery workload. The pattern alot modern games follow is to write the game engine in C/C++ but code the game logic in a scripting language. My problem is that the game code and subspace code are very much interlinked...theres very little separation between game logic and network logic. This makes it difficult to extend the protocol. I'm not talking rewriting the whole thing just for example adding an additional action to the login sequence or adding a new packet type, these kind of changes should be relaitivly easy to do and its not...unless im missing an easy way of doing this. I don't know what Bak's thoughts are on this but i'm sure hes run into the same problem (or maybe its just me...)
  7. I would use STF for my client There are a number of issues with ASSS that do need resolving however in the short-long term...or at least from my point of view - Process separation - a dodgy plug-in shouldnt crash the zone, all the plugins should be wriitten in scripted languages like python or lua or javascript (we should add lua support)....we shouldn't be writing any plug-in in C this is just hard and unnecessary work...C is a slow and difficult language to develop in. - High population support (never really been tested for over 100 users) - High amount of Subspace specific code in ASSS (this is the biggie way to much stuff is very subspace specific...theres a lack of generalisability to the server..its very hard to adapt it to work with a new protocol system)
  8. Has pretty much all the functionality of CatID's version just with less crashing This project has fixed a large number of bugs in the subspace network API...which will help the client development The networking code is getting pretty close to being stable now which is really excellent. This was written in approximatly 12 hours with the majority of time being spent on fixing bugs with the network API. Basically this program will form the basis of how clients find zones to play in (exactly as in subspace at the moment) I plan on adding a range of extensions...at a later date. I like the idea of using html files for the zone descriptions for example Also its going to hide subspace2 zones from the list to normal clients as they wont be able to connect to them. More details here: http://forums.minegoboom.com/viewtopic.php?p=79980#79980
  9. I developed a system a couple of years back using private/public encryption that made it possible to authenticate clients to zones without the zone needing to know the users password...It can't be used with continuum of course...but it might be worth a look at if you are looking for some inspiration. I can describe how it works in detail here. Biller has private key. Clients come with public key Clients encrypt password with public key + salt Zone forwards encrypted password to biller. Biller decrypts password and checks it matches Biller returns to Zone players UserId (which is then used to track the player) This avoiding the zone ever coming into contact with the players password Of course this system relies on keeping the biller private key secret. http://sourceforge.net/project/showfiles.p...lease_id=578122 Its currently implemented as a HTTP web service
  10. Well hopefully the recession will help our game Nothing like bored unemployed people to help out a free game
  11. I wish i had learnt more geometry at school...learning 3d programming with very little geometry knowledge is challenging....I've spent more time learning the maths than programming the 3d parts so far.
  12. I got inspired by this http://ronenix.com/opengl-2d-engine/ http://www.tilemap.co.uk/mappy.php This format supports 3D tile based maps as well as 2D tiles, it was an interesting concept as i think 3D tiles could work well in subspace as a way of designing levels.
  13. All the files as requested http://subspace2.net/pspace.zip 60MB I've even helped you out with most of the dependencies and fixed the bug (caused by the use of compiler dependant code) that makes sending messages crash You will probably need to update the references to DirectX (change the library folder name in the project properties (linker and C++) It only compiles in DEBUG mode as i couldnt be bothered to duplicate all the settings to Release but it wouldnt be a massive task
  14. DEMO 11 No visual changes but have rewritten the networking code (once again) - All in c# - Improved network debugging substancially - Imporved debugging of VIE encryption - VIE encryption now acctually works. Download here. http://downloads.sourceforge.net/subspace2...use_mirror=osdn Next task is to work on the game timing code...
  15. Really strange it runs from within visual studio but the exe produced throws that run-time error Hakaku linked up. EDIT: I've worked out the trick you need to get it run. Open up a commmand line in the base folder and type release\subspace3d Its similar to asss it has to be run from the main folder (as the working folder) and not the folder the exe is in. you probably could get away with simply copying everything in the "relase" folder into the main folder and running it from there but ive not tested that. Btw a list of what you need to get to to compile Platform SDK (only if you are using VSExpress edition) DirectX SDK (i used 2004 edition but latest will probably work) http://www.microsoft.com/downloads/details...;displaylang=en (for directinput) OpenAL http://connect.creativelabs.com/openal/Dow...AL11CoreSDK.zip (sound) ALUT http://connect.creativelabs.com/openal/Dow...t-1.1.0-bin.zip (sound) FreeGlut http://freeglut.sourceforge.net/ (graphics) I had to make quite a few edits to the source to get it to compile also but those are pretty easy to work out (basicaly C++ standards issues)
  16. RE: http://www.ssforum.net/index.php?showtopic...&pid=202765 Got it to compile...but been unable to get it to load any levels. http://subspace2.net/pspace-compiled.zip Someone with more patience might have more fun...I will expand on how i got it to compile and upload some more files later
  17. Interestingly they've submitted a trademark for the word "subspace" rather than a logo. If you read all the past applications they are all for logos and not the word "subspace" As subspace is already in use as a word to describe a online 2d spaceship game.....this is shouldnt have been granted in the first place. Whilst you can trademark a normal word like "apple" the rules are more complex it has to refer to a specific product. Unfortunatly if there is any arguement over the use of the name it will be case of more money wins (sadly money wins legal battles like these, fortunatlythis is only a small company) and we don't have any I would also add as the trademark is only registered in the USA, we would be free to use it in europe (as far as i understand IANAL) Our best defence i would suggest is to simply suggest in responce to any legal notices to comply but also explain you will alienate a large number of potential customers and we will make various media outlets aware of your aggressive and potentially unlawful actions (ie you are picking on a group that cannot afford to fight back) OR maybe contacting http://www.eff.org might be an option.. I hope that both groups can co-excist peacefully an none of this bs i required...
  18. I forgot to include a DLL...should run now!
  19. ENTER = Chat console ENTER again = send message Download and try here The demo features basic collision detection with the level. You will notice it highlights the tiles it is testing for collisions. The idea of using a QuadTree is to make collision detection very efficient, so you only have test a few objects for collisions Also you can use it for render culling (something im going to do shortly...split the level into section to enable higher performance rendering...at the moment it tried to render the entire level. http://forums.minegoboom.com/viewtopic.php?t=8248 http://subspace2.net/Demo10.zip
  20. I had much success with the live cd from this site http://gparted.sourceforge.net/ I Managed to resize my windows xp ntfs drive so i could try out linux
  21. Its currently not trademarked...so anyone can use it.
  22. That would be a good argument except both tobacco and alochol are both ridiculously easy to manufacture. You can buy tobacco seeds off the internet and grow the plants...http://www.coffinails.com/faqs.html You can by "home brew" kits to make your own alcohol. And this is just for the amateurs who want to mess about People have been making alcohol for thousands of years...its not a difficult thing to do. A large proportion most of the cost of tobacco and alcohol is TAX. However the state/licenced farmers can grow it locally using modern farming methods which allows for very efficent production. Unlicenced operations would obvisouly face heavy fines/criminal charges making it an unviable option. I agree that a $50 flat tax might not work, but if taxed in a similar way to cigarettes and tobacco I can't see why a system like this wouldnt work. It was legal as was cocaine, cannabis, and many other drugs in the later part of 18th century. And suprisingly society didn't collapse. Once they made alcohol illegal they destroyed the relationship between the state and the people. Prohibition doesn't work, i would have thought america would have learnt that lesson in the 20s. It funded an enormous amount of crime. Al Capone made his money pushing alcohol and agressivily defending his "turf"...and the occasional dodgy batch of moonshine would kill people, i wonder if this sounding familer yet?....theres not much difference between him and modern day drug lords.
  23. One main problem i've had with developing for mobile phones is the extremely closed nature of the platform...without udp support (which many networks block..or only allow it on their services) its very hard to get a 3rd party realtime game like subspace to work. lagwise it would be similar to when everyone was on dial up... because although web connnections are fast they have a high latency
  24. The same reasons i imagain that stop you make your own beer and selling it There will be a licencing scheme i imagain for producers and retailers. Once you take the illegality out...it becomes substanically cheaper and less risky to operate leagally...than illegally..therefore removing an incentive to try to avoid paying the tax...
  25. I've played tycoon online you get money for voting so when everyone logs in they vote...except only the newbs vote because you get money if u just click on the "vote" link...you dont acctually ahve to do it.
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