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Everything posted by doc flabby
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As alot of people find it hard to find to the time to contribute, or would like a nice open and shut task. I'm introducing the weekly coding challenge! You can collaborate or work on your own! Week 1 is nice and easy Week 1 --------- Background ------------- TCP Needs a way to log stuff. To files and to the console. The current way is to use Console.WriteLine. This is not very good, and provides no way to filter messages. Also its not possible to write to a log file and to screen. A new way of logging events is needed. Whats needed ----------------- A way to record different levels of logging (eg. Error, Warning, Info, Debug) Support most types of data (including byte arrays) in human readable form) I suggest making use of String formatting {0} http://blog.stevex.net/index.php/string-fo...ting-in-csharp/ A Logging Interface (which all Logging classes implement) A Class that logs to screen. A Class that logs to a file. A good way to start would be to start with the attached sample code. You can change anything you want. Names and functions are just suggestions. Submission Requirements ------------------------------ Zipped and attached to a post to this thread. Must be Licenced GPL2 or compatible OS licence. eg BSD. Must be in C# Do!@#$%^&*ent where you think is necessery (ie clever stuff that isnt obvious) Week1.zip
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sooo what do i do? check you can connect to the zone 64.85.162.164 port 6000 in continuum first.
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That is pretty much a given. Making it closed source does not necessarily mean it cannot be attacked however. The original VIE encryption was closed source. Continuum's encryption is breakable as well. (of which i'm not going to elaborate further, but it has some weaknesses) It could, but surely the purpose of the closed source module would be to discover if a fake client was using it. If it was, it could just refuse to work, or even better, it could report it to the server (after an unspecified/random period of time). The aim of this design is to make the only attack vector the module. (which is closed source). There is a weakness to this approach, as it will be known where all the anti-cheat logic is, making it easier to know where to attack.
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Provide me with a screenshot of the error message(s). Your .net framework version (including service packs). Then I may be able to help... It "should" just work with later .net versions. All of the .net apps i wrote in 1.1 worked under 2.0 (without 1.1. installed) with no changes. Alternatively install mono, and run it through that. The version i provided is compiled for x86 .net 2.0. Prehaps you are running 64-bit... If you download the svn you can compile your own version. The speed of movement is still Linked to framerate... Not done anywork on the controls since last demo. It should say "Logging in". If it doesnt it means it hasnt connected (it only tries once, and upd is lossy) IF the map doesnt appear, it means it failed to connect to the ASSS server and download it.
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take a screenshot and post it here, if you can, i'd be interested to see what it looks like.
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http://sourceforge.net/projects/subspace2
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Ya the LVL loader doenst load some tiles (special ones) at the moment. Check the lvl it saves, it should all be there.
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DEMO http://subspace2.net/demo2.zip (using server modules and client from my branch in svn) connection is hard coded to www.playsubspace.com port 6000. You can download from svn and play locally if u want Alot of packets not handled at the moment. Uses custom "encryption", that avoids some issues with VIE Encryption. No playability, you can view the map, but it wont show other ships, or anything interactive. pgup/pgdown = zoom Unzip into an empty folder. Check it out, if you can connect to the test zone (www.playsubspace.com port 6000) and download the standard map. You can also connect to this zone using Continuum.
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Interesting DSB has gained population. losing 50 pop in 18 months isn.t to bad. That gives about another 4/5 years of life left in this game. Enjoy it while it lasts
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you don't One task of the security module would be ensure the integrety of the loaded modules. It would have to do this in an independant way one way would be by looking at the memory space of the client and seeing what shared modules are acctually loaded ie, it doesnt trust what the modulemanger says is loaded. Alternativly it could random run test cases (provided by the server) against the modules to ensure they are performing as expected. The encryption was more to do with getting messages from the security module to the server without them being tampered with. By forcing all packets though the security manager it makes it difficult (but not impossible) to work out which packets are security packets, and which are regular.
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Copyright revisions could turn Canadians into criminals
doc flabby replied to Hakaku's topic in General Discussion
I always though the idea of law in a democratic system was to represent the peoples values. If millions of people break a law, it means the law is wrong not the people. Thus I can only conclude that current goverments in many countries are just illusions of democrazy, where in fact the ruling elite continue to p!@#$%^&* down laws to us as if they were instructed to by god. (much like a monarcy). -
i only have: PS2 Laptop wtf are u guys playing this game if you have all those consoles
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AhahAHA... It's called Christmas break. Basically we have no idea whats going on with pop without real and historical stats, we can't see the seasonal trends.
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Why not force all packets to go though the security manager (ie make it include the encryption), making it impossible to byp!@#$%^&* (that act of byp!@#$%^&*ing means you won't be able to connect to offical zones, which is fine). It you make the module manager closed source you will run into trouble with using a open-source code (if you are using gpl code in your project anyway). A closed source secuirty module or separate program is a good solution. Similar to other games, that detects cheats (of cource it will be a never ending battle, of updating, things get cracked). Its how i intend on securing TCP. As long as its good enough to stop 95% of hacks, its probably enough, after all people can always lag cheat, and to detect that you will need a person (espcially spikes etc) who can make a judgement if its "normal" or "manipulated" lag. A simple way to prevent the security data key being sniffed would be to use RSA (with IV - salt to prevent it being predictable) encode the checksum with a public key. If the private key is ever leaked its very easy to generate a new one. That will prevent fake/clone/modded clients, then you just have to worry about memory hacking, which is harder to deal with. One way to deal with cheating is to use the CPU on your clients to work out if someone is cheating, basically make all the clients snitches
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I would make them as high as you want, its easy enough to downsample or cut polys if need to. The only other thing would be to find out what fileformat you would be using, so far the engine can only load milkshake 3d files, but it should be easy enough to add new loaders in.
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iWe basically that link refers to original subspace. I want this project to continue in the same vein, and be a development and creative environment as much as a game.
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Agreeded. The new event Distension in TW really would work better on ASSS. Its currently hitting upagainst limits in Subgame. Something that would do ASSS some real good, would be some additioanl do!@#$%^&*entation for new users and subgame converts. I remeber asking about this and smong helped me out with a cheatsheet http://wiki.minegoboom.com/index.php/!...ands_Cheatsheet But no one has added to this.... or made a newb guide like the one that exists at shanky.com/server Nothing wrong with too many projects. The main problem is there isn't a client project that deserves a news update or download. I personally think none of these things are deserved until it proves itself. There is no clients that is at a state they should even be advertised. None of them are even alpha ready. Subchat2 is pretty close to being polished finished project on the other hand and should definatly be advertised etc. DCME is another excellent polished project ASSS is also awsume, its just needs some more newb friendly do!@#$%^&*entation I've create native linux ports of CatId's biller and directory server. They are extremely stable. So there is no reason you can't run a completely linux setup should you wish to.
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My approach to SubSpace is as SubSpace as an OS. http://www.minegoboom.com/server/ssos.html All of thoses games should be possible to create inside the sphere of subspace2. But that will something a zone would develop, rather than something built into the game. Basically my intention is to create an open architecture. Which would allow a massive amount of customisation. Some example "mods" would need to be created, one of these would be "Original SubSpace" which would be the legacy aspect
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Actually I think everyone is missing the point slightly. I'm not sure if I have made this clear enough. I will add it to the sticky at the top. My approach to SubSpace is as SubSpace as an OS. http://www.minegoboom.com/server/ssos.html All of thoses games should be possible to create inside the sphere of subspace. But that will something a zone would develop, rather than something built into the game. Basically my intention is to create an open architecture. Which would allow a massive amount of customisation. Some example "mods" would need to be created, one of these would be "Original SubSpace" which would be the lagacy aspect
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root killed supspace - idiots corner jan 2008
doc flabby replied to 1587200's topic in General Discussion
random thing thown up in google cache... of vauge historical note. Ensure you check the DATE of the forum thread before posting http://64.233.183.104/search?q=cache:d4j2a...=uk&strip=1 -
Got uni exams this week, don't expect to hear anything from me for a while...
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I'm not, im just saying we can't objectivly measure the rate of population loss, you can't make statements like "Teh game is dying" without the evidence. The population to me looks much the same as 6 months ago. Its less than a couple of years ago though, when tw would hit the 600s. The empirical evidence that population has gone down is what i base the next part of my post on. I was giving reasons why some people might percieve it is dying, players may simply have moved to other zones. Wait until WoW2 comes out and watch the masses buy it up. Sounds very much like real life. Maybe its just the people you've chatted to? I'm sure alot of people appriate what you do, but they are not always the ones who make the most noise.... Personally my experience in SS is i've had no problems with anyone in the community, i've chatted and even met some cool people, i still enjoy flying around aimlessly shooting things. True there are some !@#$%^&*hats, but there are in all walks of life...
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Its not dying. We don't have sufficient statistics to make this claim. This is all based on "empirical" evidence. How do I know what difference in population there is this time of year to last year at the same time. Theres no way to prove it, It could just be a cyclical thing, more people play in the summer, that at school term time, for example. It could just be no one plays the zones you play anymore. Some zones population has increased in recent times (once again "empirical" tho). Show me a proper statistical test for significance and historical population data, and I might be able to agree that its "dying" My "empirical" evedience is some zones that were good, get messed up by the owners/staff and everyone leaves. Well whos fault is that? Its certainly not the players. Short term, poor zone management, abuse and corruption has hurt the game. Quite a few zones have died as the result of staff messing with the settings, abusing and ruining them. Whats hurt the game in the long term is the lack of development in the client. "These people expect stunning graphics, 1000s of functions and a limitless array of weapons and modes as standard." This is essentially what I am aiming for with TCP. If WoW hadn't released several expansions and addons it would have started losing population by now. Continuous development is needed to keep bringing people back. What we need to do is to start SUPPORTING THE CLIENT PROJECTS. I DONT CARE WHICH ONE (Discretion, PSpace, TCP) JUST SUPPORT ONE OF THEM.
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I don't really code my c# in a very OOP way, all that refactoring and design patterns distracts you from doing the job imo (or maybe i just don't understand OOP ). I've created applications in under a day in c#, c# is great for working with databases. Its the easiest language i've found for DB programming (which is what i mainly do in my job) . I've worked with (and am still working with) VB6 and VBA . The 'problem' with VB for TCP when i was deciding which language to use is its really tied to windows and COM, which is the main reason why i started the continuum project in c# 2.0 (which is more platform neutral) Personally my view on languages is use what gets the job you require done in the easiest way for you. Its about using the correct tool for the correct situation for you.
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DCME is a great tool!!! And it will still have have its uses in 2D Map design. I invisage a range of map formats including hyprid 2d/3d and pure 3d. You could always extend it to support 3D maps, once we have decided on a format.