SSForum.net is back!
-
Posts
1070 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Events
Gallery
Articles
Everything posted by doc flabby
-
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.
-
I have a somewhat different vision of how "Zones" should be setup. My central idea is that there would be one central server. This server would provide 3 Services Network Auth User Auth Chat Service Auth The purpose of this service is to proviede trustable user authentication. This server is NOT connected to by any zones. Its connected to by a network service. Only approved network services would be allowed to connect. In order to be approved you would need only to have a stable server, ie one that has a static ip (ip4/ip6) and is online 24/7. There would be no other requirements. Zones never see the central server, they only connect to their local network service. A network service at a minimum provides User Authentication and Ban control. Zones can subscribe to various services provided by there network service. All zones would have to subscribe to User Auth Ban Control All the other interesting stuff could be added at a networks discretion. For example Network wide Money/Credits Arena Searching. Chat Service Zones on the network could choose to subscribe to these features It would be up to the network operators if they wanted to work with another network. The network service would be able to trust other networks (to varying degrees) Equally as pretty much anyone could setup a network, and benefit from centralised chats (text and voice ofc) and user auth, its not shutting out new zones. I've got an of how players could host there own map. A special map hosting server could exist, where you can create you "home" and upload it, then you can invite anyone to play at your house Also a tutorial zone will exist for new players My vision of ss2 is a diverse Web of Trust rather than a completly centralised system.
-
One thing you might want to consider is that weapons also need the propeties of mass IE how much the bomb/bullet weights if anything. Also consider other types of weapon that don't exist in ss (well they do kinda) for example lasers or timed mines
-
Thank you, but i'd rather you save your congrats for when we have a working project If by the end of 2008 we have a working game engine, then we deserve congratulations. Anything else and we have failed.
-
you should be able to copy that one object into another variable... only problem thats going to cause is that you eat up more and more memory space by doing that... and that the variables arent syncronized unless you set them equal to each other every so often Acctually waht you should be doing is to is lock the object before changing it, this ensures no other threads read/write to it while you make changes. lock(obj) { //change object here obj.x= 4 }
-
Server, SSC Zones, and Non-SSC Zones Websites
doc flabby replied to PoLiX's topic in General Discussion
PSS Omega fire shutdown in November. -
I could do that. I was going to keep the lvl pretty much how they look in the screen shot. I will probably give them a little bit of hieght to allow for some lighting effects. Basically my intention with the legacy loader is to make it like the same, just make them look nicer. The whole level will be in a skybox. (rendered using the standard background imagaes maybe use new ones that look nicer?)
-
One thing to bear in mind is that only the thread that created the form is allowed to access the form controls. (This is true in all windows programs - i think) This can make things a little more tricky. I suggest looking into BeingInvoke
-
Hey tc, im going to have a look at all the code today or tomo and try and work out what everyones doing. Key configuration is a good task to take. I want a method that has no limit on the number of weapons/ships/direction. Basically the zones will provide a map to the client, that will then be loaded in the key defs window, that will show what weapons, ships etc are advaiable. I still need to finalise how im going to design this, do you have any ideas. Basically when you download a zone for the first time, it gets a file from the server containing all the advailble ships (images for client) the weapons and control axies (ie 1d,2d,3d, mouse?) This will then determine the keydef map for the zone. The zone will provide a default keydefset with this file. I was thinking of a file like this maybe, im not sure how to tackle it. Is this even a good idea? Better way of acheiveing this? Ship Image Attributes Weapon Key Weapon Key Weapon Key Ability Key Ability Key Ability Key Movement Keys Mouse I'm gonna have alook at all the code everyone written this weekend hopefully, see if i can integrate it into the trunk!
-
so is the basic gameplay going to be like continuum as it is now, but with a chase camera view instead of a top down view? This is an example of the legacy loader (incomplete no lvz support). It designed to be backwards compatible in most respects. What you can't see in the screenshot is that you can change the angle and move freely around the level with the camera. I intend on creating a new level format (or maybe extend eLVL further) to take advantage of 3D level design. The game will have a number of camera views to choose from. These will be able to be restricted to the servers choosing.
-
why not just have a confirmation email sent to the email address you have to click on before being allowed to change. (much like paypal or similar)
-
LVL in 3D: http://www.subspace2.net/tw3d.JPG
-
Its because i gave you debugging versions of the exes... These link to the source code so you can step though them in the debugger.
-
No, the ss API is going to be the networking code for the continuum project It will be intergrated in, however it is going to be used as a separate module making it usable in other applications.
-
have you tried the noVBO version? Did that work. Also please post the Driver and version it gies before it crashes in the console window. I've looked it up and that card SHOULD support VBOs. you might need a driver update.
-
Go to the manufactures website for your graphics card. They will have the driver there. The reason your performance is so bad is you are using the MS inbuilt drivers and they suck for opengl. you really have to use the manufactures drivers for any kind of performance. I think pretty much any modern card card will run the better version. Its uses openGL 1.5 (equivalent to dx8) New cards tend to support 2.0 or 2.1 which allow pixel shaders (dx9/10) Bascially the HL-2 test. If you can play Half-life 2 or an equivalent game, you should be able to run both demos. The speed of zooming/moving is directly related to your frame rate. This will obviously not be the case in a real version.
-
Its using the Mircosoft Opengl driver which sucks, your computer will normally have come with its own graphics driver, you might just need to update it. For those people who the demo crashed for, please try this version http://subspace2.net/demo_noVBO.zip This should work for everyone as it uses no graphics extensions. The disadvantage of this is slower performance, any relatively modern card should be able to run the original demo.
-
Ya thats all there is to see. If it doesn't run at all. Please post the error if possible what is says in the console window, and at what point it crashes. Also post your graphics card name + model.
-
Report back if it runs at all! http://subspace2.net/demo.zip If it doesnt work try this one http://subspace2.net/demo_noVBO.zip run subspace2.engine.exe Controls: arrow keys = move pgup/pgdn = zoom Report back on your average FPS
-
If developing this project is seen as a "problem" for this forum please let me know sooner rather than later, I am quite happy to move it to a different place, if it is not wanted here. My reason for asking for a sub-forum here originally (rather than setting my own up) was because so many people got involved the the thread i started and there seems to be alot of interest and support. But perhaps i am just jittery. This project is in no way splitting development the way I see it. Its a competing project to Discretion to some extent I agree, but the developers are much different. My project has developers who specialise in Java/C# working on it. There is no way for them to easily help Discretion (a C++ project) with their skills. Perhaps you understand my choice of language better now, there are more Java/c# programmers than c++ programmers. I think both projects could be successful. The compe!@#$%^&*ion between the two can only been good. If you decide you do not think this project has the merit to remain here, please let me know so I can take a backup of the numerous posts that have been made, and relocate them to a different place.
-
The most obvious change is this game will have a 3D engine. Its going to use 3D maps and 3D Ship models. Discretion is 2D, tile based (like Continuum). And discretion is locked into C++ Programming languages don't matter that much, you can port things to different languages fairly easily. although the process is time consuming.
-
1. To create a new game inspired by subspace/continuum, but one that brings the genre forward in interesting and innovative ways, while keeping true to its original roots. 2. The main developers are on the sf.net website 3. Because Discretion is a replacement/clone of Continuum. This project is about creating a completely new game, not just a new client. Its meant to be a sequel rather than a replacement/clone
-
I disagree. competition encourages innovation, it produces better work. Designing something by committee never turns out well. Each project represents a different vision. The will be very little re-work as all of the projects are open-source, so you can just use source from another project if you like it. I like that there are several projects. If there was just one project, i would be a lot less excited by all these developments.
-
We have a manual in TW for all the staff positions i think.