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Everything posted by doc flabby
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have u used tried my directory server - it has all the zones....it keeps a backup copy of the main one. it would be better if people did add it to the server.ini tho as that would ensure better reliability... edit: it appears this is not true. u must put my directory server in your server.ini to ensure it is found at all times
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if u using ubutu this thread will help u get it to work http://ubuntuforums.org/showthread.php?t=259600
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To be honest I'm really surpised im the only person running a working directory server now.... it takes very little traffic and very little cpu and no adimistration to run one. they even run on linux (using wine im sure u could recomplile if u knew some c++) I started running mine about 6 months or so, never had to do anything it really is zero administration once its setup which is very easy... directory servers in subspace are likened (on wikipedia) to DNS on the internet. there should be at least 2 and they should be spread geographically. the getcontinuum repackage needs to include ssdir.playsubspace.com for a start and the additional dir servers.
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its disappeared
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seems to be having problems or is that just me
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Been doing a lil search on the internet. To see how other people deal with cheating in gpl games. http://www.gamasutra.com/features/20000724/pritchard_pfv.htm http://dragonwinggames.com/ A completly open source online game thats 15 years odl with some similaritues to continuum http://genocide.netrek.org/ Another article talking about cheating http://features.slashdot.org/article.pl?sid=02/12/01/1558220 back in 99 they had problems when they OS quake http://games.slashdot.org/article.pl?sid=9...258&mode=thread The only way to stop cheating completly is thin clients. however this just is not feasible with continuum. Even in continuum now there are ways to "cheat" you can change the ships and bullets to make them more visible. im sure everyone knows about aimenhancer. We cant stop cheating thats impossible. all we can do is try to mimize it.
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That was pretty much my idea, just different process. The weakness lies in with that is you can just alter the dll to always give the correct answer as in you feed the dll a exe which has the correct crc32/hash but then acctually use your custom client to connect
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Can you write a program or an example to prove this? i've just relised there is a flaw in my idea. the main problem is the key has to be inaccessable to the user on the client for this to work. this is impossible. the next best solution would be to make the key very difficult to discover. in otherwords exactly how continuum's protection works -_- however the key could be kept out of gpl (ie non open source) and the binaries sutibly protected and obsured to make it work. im only talking about protecting the program. network traffic is easy to protect, once the program is sutiably secure. I think bak is right server-side heuristics is probabbly going to be most effective EDIT: have just had an interesting idea. what if the server was to execute code (with a large number of permutations over 1million) on the client each time it connected to verify the binary. only the server would know what the result should be. there are still flaws in this idea as well... hmm 've just realised what i have said a long time ago is acctually true. only the server can be trusted....
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linux vs mircosoft debate. my main reason why linux must be supported it to try and break mircosofts monoploy and finally bring some real innovation to the desktop computer arean instead of endless cloans of windows 95. how much in terms of using windows have things changes since windows 95? windows vista (without the eye candy) looks and plays prety mcuh the same as windows 95. create another thread if u wanna argue about this crap please... ------------------------- ok back to topic. ------------------- game engine will be written in crossplatform C/C++. only ASSS zones will be supported. it must have linux, mac and windows (98/2000/XP/vista) support the lobby client can be written in java/delphi/c#/whatever. It doesnt matter. I would choose java as it would make it simplist (no porting required between platforms) or deplhi/freepascal as its got a great IDE for gui dev.
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tw is still up have u tried using ssdir.playsubspace.com i believe the tw ip has changed....
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Thats correct. If prittks dir goes down the cached entried from prittks will be kept (unless replaced by a direct connection). The safest option of course would be to add ssdir.playsubspace.com to all the server.ini but that requires alot of effort. My directory server is not setup like the defaults for cat ids and it is unlikly it will crash the server (its running using wine on linux). It only checks every 4 hours or so for changes from prittks. the default settings in cat ids is 5 mins or less (i think).
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mpogd.com: Continuum, ave rating: 10 LETS DO IT
doc flabby replied to Ara's topic in General Discussion
the have resurected it they thought it was dead after the subspacehq site died... -
pah tell that to bill gates. half arsed software runs 90% of the computers on the planet
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firefox 2 > firefox they finally have allowed you to put bookmark folders in within other bookmark folders which makes books marks usable.... firefox 2 seems to eat less memory and be more stable as well imo. download it here http://www.mozilla.org/projects/bonecho/all-rc.html
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the whole idea im trying to put accross is this is client could be created WITHOUT HAVING TO DEDICATE HOURS/DAYS/YEARS OF YOUR LIFE. im sure you could spare an hour of your time to code a small section of the client that was interesting to you - If everyone spares an hour - wow client finished The hard part of continuum is the network stack and the physics imo. The rest doesnt require much skill (in comparible terms) tbh.
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Ya thats one i would use. the lighttpd project also uses trac (as i meantioned earlier) I didnt know it was used for DCME. but being dcme has been very sucessful i think that confirms trac as a good choice maybe... Which is what my analysis earlier regarding why previous attempts at making a new client have failed. We need the people who cant code so good but have other skills they can offer to be involved to make this a sucess. There is alot of stuff "newbies" can do to help. I find the SourceForge website horribly/frustratingly slow. which is what puts me off it.
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ok lol i havent acctually looked at the source (i dont know c++ either) but u are oviously ahead of me and my limited programming skills... The reason for setting up SVN + project managament is to encorage contributions and get the community involved. with a project forum, wiki etc. It all helps people feel they are more part of a project. Im willing to do this for you and help manage the site. This is some i can do to help. I cant contribute as i know zero c++ but i can help write do!@#$%^&*entation (whichi is a job in itself) make some graphics work on some plugins and suggest tasks (missions) for people to do and stuff like that..... My critism of previous client attempts was the lack of a community invlovement. My idea is to try and get the community more involved so make it more likly we suceed in creating a new client.
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from http://www.trenchwars.org/forums/showthread.php?t=27215 VOTE HERE FOR CONTINUUM http://www.mpogd.com/gotm/vote.asp
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I didnt realise bak's client was still in development, i thought dev had ceased. I can set up an svn repositry and some project management features (similar to this http://trac.edgewall.org/ - used by some big OSS projects (lighttpd being one)which will greatly encorage contributions) if you want bak. This may sound like a strange idea. but i would suggest separating the lobby and the game engine. The lobby could be written in an "easier" language than C/C++ which would speed development of it. To play offline The game would run a local server which the game engine would connect to. The lobby could then p!@#$%^&* the server connection parameters to game engine when people want to play. I mean the game engine only needs to know server ip, port username and password from the lobby to connect to a server and it can read the rest of the infromation from config files (for key defs etc) this is pretty similar to how continuum acctualy works. That way people who dont have the C++ skills to work on the game engine could help with the lobby client. I would suggest free pascal or java for the game lobby as they are both multiplatform (linux mac & windows). The lobby and the game engine are really two separate projects imo
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updated
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The Continuum Project (SubSpace 2) ------------------------------------------- Continuum (the current subspace client) has not been developed for 3 years. It looks highly unlikily any more development will happen to it. Continuum is facing an iminent problem. The latest Windows : Vista breaks continuum. Additonally it is not straightforward to get contiunum to run under linux or mac. The alternatives that may become increasingly popular if people move away from windows following the vista release. Additionally the lack of development on the continuum client is harming its population. Another issue is there are still bugs and (many) feature additions that would be nice to have. Most people would agree however the orginal gameplay doesnt require any tweaking. Additionally with the improvment of mobile tech and telcos will be forced to derestict the mobile networks to allow applcations as skype (or we will all have wi-fi phones). in a 3/4 years time there will be a m!@#$%^&* market for this game. My proposal -------------- A NEW game. Let me make this clear. The Continuum Project (Subspace 2) will be a NEW game. It will not be subspace. It will not be continuum. It will be a new game. I am proposing the development of a new game. this game takes all the elements from the orignal subspace and adds to them. As any good sequel should do. We already have the basics of game server written for this sequel (!@#$%^&*S). (the server will need some modding tho, fortuantly because of its modular design this shouldnt be too hard) We just need the client. Why other clients have failed --------------------------------- The next question to look at, is too look in the past. Why has no other game client been sucessful. Having had a look at the past clients. One theme runs thoughtout. People are trying to emulate prittk. Developing an entire game on their own. That said thats not strictly true. Mr.Ekted designed the entire lobby section which is a lot of work in its self. both of these developers are highly talented. Now subspace has a high number of talented people playing it. You only need to look at the zones. Look at the work done on the ASSS and bots and websites. The common theme of all the failed clients is they were pretty much the work of one lone individuel. The problem their is how many of use have hours/days/months of our life to spare to develope an online game yet alone still have time to play it. This is why they have failed. People lives get in the way. However if we break down the problem of the client into many different pieces of which many people can work on each small section. suddenly the workload seems alot more easier and at the end of the day there is no pressure as you can just do bits when you have free time / feel in the mood. A collabrative effort is whats needed. Why this client will suceed ------------------------------ It will be GPL. fully open source. That way no one person can control the fate of the client. If people are gonna say this will make cheating easier. It wont. The binarys distributed will be signed with a secret key. Servers will be able to choose to accept unsigned client or to reject them. It will use the existing ASSS server. No need to write a new server when we have an excellent one written already It will have project management. The task of creating the client will be split into a mul!@#$%^&*uide of mini tasks. What happens next ---------------------- Have to wait and see. Im just testing the waters here.
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There could be if the mobile phone network didnt block any traffic apart from HTTP. Most new mobile phones have the processing power for subspace...or at least a chat client. I tried to create a java chat client for my phone but gave up when i found out they blocked TCP and UDP and only allowed HTTP traffic. You have to "upgrade" your plan by paying another £40 a month because they are so worried you will use skype or something -_- instead of calling people. mobile networks are like the old telcos they restrict everything because they want people to only play "thier" games...3rd party products are not welcome...which is why wap etc never really took off....
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Is the site and client for this still about somewhere?
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IP6 sucks. They've managed to totally over complicate what should be a simple protocol. which is why no one is using it....
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is it work safe?