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doc flabby

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Everything posted by doc flabby

  1. have you tried changing wireless channels. you shoould use 1, 6 or 11 as they allow the largest range of frequencies.
  2. continuum 0.40 was the biggest development. But not the best imo. Hyperspace is an innovative zone, but in terms of subspace as a whole, has it added that much? DCME has progressed alot this year, and has been most useful to the most people, its a great tool. I think it should win. Quarks is a good contender to win too.
  3. keep the voting up, we can win easily, they have hardly any votes.
  4. THE HS core is open source. I would say no to the subspace API as it isnt even alpha stable imo. The biggest development of they year has been Continuum 0.40, but the best, i would give to Quarks.
  5. its more just an implementation of the subspace network stack, that is easy to use. On top it, i would be possible to most of those things as well as new billers, new servers new clients, new games that use the subspace protocol.
  6. KEEP VOTING. The top 5 have been pretty static in there votes, we can easily take them over if we continue at our current rate.
  7. keep voting, on every computer you can fine VOTE!!!
  8. deos not wrok, and is haox. it rieels on lreetts iidnse bneig in a carietn oderr. cidbgrame
  9. Taxes are much lower in america, which means you acctually get to see more of that money too. I'd say roughly half my yearly income goes on tax. (including tax on fuel and VAT on purchases for my car)
  10. if we keep up the current rate of voting we should be able to win, or at least hit top 5. 200 votes in 2 days. Keep voting thought we need to be hitting about 150 votes per day to win.
  11. They only need to use subgame encryption anyway, an XBOX360 isnt a PC, its locked down. prittk isnt really needed.
  12. no im using blocking sockets that feed into a queue. Which is then processed by another thread. I'll post up what i've done so far, once ive finished work, maybe you can have a look and see if theres a substancially better way of doing things, I'm feeling ive not quiote got the hang of programming oO style.
  13. The UK version of the office > US version
  14. Not quite sure if i'm taking the correct coding approach, currently using 4 threads. However no additional threads are needed no matter how many extra connections are made.
  15. easier said than done, there a whole list of things that could do with improving in the SSC billler.
  16. pah, TW will own your newb !@#$%^&* vote-fixing.
  17. VIE Encryption, complete working on recieve packet event now. Bascially you will have to register your class with the recieve packet handler in order to recieve packets. I will be posting sample code and programs to use with the api, once it is is in a usable state. Yes. I'm intending it will be fully compatible with mono, thus able to run on any platform. Most computers are powerful enough nowdays they could run a even a 3D c# based game quite happily. Its not like i invisage creating a game like Halo 3 in c#. Alot of people are learning c# and java now at univercity which makes this api alot more accessable. It probably wouldnt be hard to convert the c# code to java either theres "that" much difference between the languages. It probably wouldnt be too hard to convert it to c++ should anyone have the patience to do it.
  18. Well the whole system is pretty much corrupt, and i presonally i am frustrated at the inconsitancy in which rules are applied. But why quit SS? And why did u get banned/
  19. please go die irl, or at least grow up and don't spam.
  20. currently got small reliable packets working and receiving chunked packets. Next on task list is VIE encrpytion. I'm aiming to make the libary thread-safe.
  21. Anyone interested in this? Bascially would allow easy development of any program using the subspace protocol (bot/client/biller/another game) Hides all the nastyness of encryption logging in etc etc and provides basically Connect (speicify host) //client Bind(port no) //server Start session(encyrpion type (null/subgame/custom/continuum ) A variety of SendPacket method (in any one of the many subspace ways, normal, reliable, stream, chunk etc) RecievedPacket Event Allows multiple connections. I'm working on it at the moment, but interested to see if anyone would find it useful.
  22. Just remember you can't copyright ideas, only pieced of work.
  23. Anyone know whats causing the lag/packetloss on SSCU server, its affecting alot of people.
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