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Dr Brain

HS Staff
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Everything posted by Dr Brain

  1. Is that a joke?
  2. I made some more updates.
  3. Thanksgiving? That should have been a dead giveaway as to the age of this topic.
  4. When? I wish I knew. I really want to get it done before I go back to school, and I hope I'll be able to. BTW: all you people who can't read... I didn't say I was GOING to get it done before school, I said I WANTED to get it done before school. Subspace 2? That's SOS's project? No, I haven't taken it into consideration for reasons that are too complex to go into here.
  5. I know I'm talking about something else, SOS. His original point was kinda lame, so I changed the subject.
  6. There are some very good reasons with ASSS. For example, letting an important subarena look like a seperate zone while still letting players transfer between arenas. Comes in handy for when zone merge.
  7. Technically, the very first incarnation of C++ wasn't even C++. It was C with classes. But my point was that the language CLT was written in isn't a new one.
  8. With ASSS you can have 1 zone on 2 ports.
  9. Lockheed
  10. Note where C++ is? It's near the end, too.
  11. Lee (New Page Magic)
  12. /?kick
  13. Very new programming language? Java isn't exactly new... It's about as old as this game is. Perhaps older.
  14. I haven't gotten to logging yet. When I do, I'm sure there will be some way to make it work within an applet.
  15. Ok, back to the chat client: I put in a menu bar, though about half of the buttons do nothing yet. Of course, that means half of them DO do something . And, when you close the browser window, it will immediately log you out of the server. And various other bug fixes not important enough to remember.
  16. Sure. Did you just get that image, or have you had it for a while? I remember you getting some kind of draft when we were on SSCI, but I don't think I ever saw it in color. Looks nice.
  17. Yes. It doesn't disconnect gracefully yet. It has something to do with the differences between running as an applet and as an application. In other news, ?go, and ?team now work. I also fixed the issue with private commands not working.
  18. You need Java 1.5 at the moment. When it's closer to done, I'll compile it for older JVMs. Here's a link: http://javashoplm.sun.com/ECom/docs/Welcom...sactionId=noreg
  19. Ok, if it looks incomplete, it's probably because it is. http://www.sscx.net/hyperspace/chat.html Enjoy. P.S. I love feedback.
  20. Dr Brain

    To-Do

    Ok, because I now have a couple of extra people helping me, I'll go into much more detail on my to-do. NOTE: This post will be edited a lot HSCore: The mysql could be cleared and some real items put in. ?Buy needs to get an instance of the I_STOREMAN module (per-arena) and check if the item can be bought by the player. The storeman module needs to check regions (stores have regions after being loaded by the MySQL) when verifying that a player can buy. A lot of the mutexes are broken. The functions unlock, call a locking function, then relock. I don't know what I was thinking when I did this. Most likely, all of the locking functions should be rewritten to take a lock boolean as a param. Prize based spawner to verify all item code does what it should. It will also be a good reference when writing the clientset spawner. Starting items for ships. Comma separated item names in the arena settings? I want ?buy counts to be implemented. "?buy -c 100 some item". The /?gran!@#$%^&*em code already does this. I don't remember how hackish it was, though. Either ?sell ship warns the player that the ship has items on it and requires the player to ?sell -f ship, OR ?sell ship recursively sells all of the items on the ship. If the latter, then the ?sell help needs to be updated. Property sums should be cached per player and updated when changed. This is important for when we have a lot of players using the spawning module. ?gran!@#$%^&*em should obey item and itemtype maxes. Bugs: Selling ships gives errors. Remove some of the more common error messages. At the very least make them not apply to fake players. HS Warping: Jump gate module. (thanks musk) Interdimensional module. Jump point module. Transwarp module. The old transwarp module will work with a little bit of modification to support property sums. Dig out the old gates LVZ and clean it up. Compute coords for all of the gates. Iterdimensional warp graphics? ^.^ Jump point graphics. Center warper. The area just above the safe zone should warp any entering player to a random location in the center arena. Hopefully not into a wall... Other Coding: Some kind of destruct module. I want to be able for other modules to be able to kill players. Something along the lines of hs_fun:hs_explode would be acceptable. You can just have a fake player sit on the sidelines waiting. "killed by " LVZ sector radar module. See below. hs_explode.c needs to checksum the packet Map: Base touch up. There are still some small map bugs. I don't really love the current safety tile. Transwarp hub needs to be moved somewhere else. The top center sector needs something in it, or needs to be removed. Graphics: Shipset touch up? Jump point, Interdimensional graphics (repeated from above) Hypertunnels need graphics. I really liked the old ones, so we can dig those out. A sector radar? Would be useful for navigating in hyperspace. If we add this, we'll need a module to work it. Settings: Do them. Other: Clean up the arena list. Most of the arenas on it can be removed. D1 said something about reworking the groupdef.dir files. Add missing modules to modules.conf. Hyperspace website. Get HTTP hosting on SSCX.net for devious reasons. (possibly keep the sscentral hosting)
  21. Dr Brain

    Sooooooo

    No. I was offering to put you back to a cadet.
  22. Dr Brain

    Sooooooo

    A Hyperspace forum ban can be arranged... It's much easier than deleting all of your posts.
  23. Dr Brain

    ;)

    Sarah McLachlan
  24. Nerve (Rules changed. <_< )
  25. 4+ 8+42-16-23=15 + + + + + + 8+42+ 4-23-15=16 + + + + + + 42+ 4+ 8-15-16=23 - - - - - - 16+23+15- 8- 4=42 - - - - - - 23+15+16- 4-42= 8 = = = = = = 15+16+23-42- 8= 4 (C(5,3) is 10, not
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