Jump to content
SSForum.net is back!

Vidiot_X

🜲 Administrator
  • Posts

    453
  • Joined

  • Last visited

Everything posted by Vidiot_X

  1. Server is down the next 24 hours for testing new server. - Rich -
  2. Hi, I will be adding a key mapper to Phoenix SS so you can map out the keys as you like. But, I would like to reserve both the CTRL and ALT keys. Because Phoenix SS will have a lot more features then Continuum (Phoenix SS is a whole new game server and all) reserving these keys makes sense. I know some of you might want that CNTRL key to fire so maybe I can work it out with just the ALT key. I would like to know how you feel about key mapping. Suggestion? Thanks, - Rich -
  3. Hi, I have ship/bullet collision working. Working on server/client framework now. - Rich -
  4. @L.C. It might have been down while I am working on routers. You could try again. 72.161.237.193 - Rich -
  5. Hi, I am able to connect here. You can try again:) I will be switching routers tomorrow from the wireless Belkin router to the router in the Westel Modem. It seems as if the Belkin is not handling things well. You could also try connecting late tomorrow after I make this switch. Also be sure to check the first message in this thread (page 1) for the IP address. Thanks, - Rich -
  6. Hi, Here is a 1366x768 screen shot of a combination of lighting effects. http://redeyeware.uphero.com/images/lighting.jpg - Rich -
  7. Hi, I made some gains in optimization that will allow lighting effect. I had been rendering a full 60 frames a second even though the tween render rate for physics is 30 frames a second. I have Phoenix SS rendering at 30 frames a second in line with the physics rate. It seems to be working great and that frees up some overhead for special effects like lighting. Here are some screen shots of lighting experimentation. Non-Lighted/Shaded View. http://redeyeware.uphero.com/images/normal.jpg Shading. This shades lighter to darker as you move from the display center. http://redeyeware.uphero.com/images/shade.jpg Shading + Light. This uses the shade technique above plus a light. http://redeyeware.uphero.com/images/shade_light.jpg The effects are a simple image blending but are quite convincing. @Resol there is your radar HUD which looks good semitransparent. - Rich -
  8. Hi, It has been a while since I have updated the work log. With a successful first attempt at building a UDP client/server I am moving to the next step which is implementing a networking model called client prediction. It is partially implemented in the current version but more needs to be done. Basically client prediction is when both the server and the client both use the same frameworks (physics, collision, networking, tweening) and this allows the client to run along on its own and the server checks to make sure it is accurately rendering the map/world. The model makes it easier to spoil cheaters and is low latency (network delay). So in this next version of the server/client I will add bullet to ship collision and some other options that enable some game play. All in all everything is going smoothly aside from the research which is for me is a time killer. After the implementation of client prediction to the client and server I will be adding security and server-side scripting which should put both the client and the server into Beta which means the basic outline is done and feature adding and tweaking can occur. I work on this project everyday and I am pushing to get this project off the ground by the end of this year which would include not only the server and client but the map editor as well. If your looking to help with this project I am looking for artwork, music and sound FX. Remember if you would like to contribute, all artwork, sound and music have to original and free of any copyright issues. If you have any questions about making media for Phoenix SS such as size or format please contact me. For those wishing to contribute I will of course give full credit within Phoenix SS. I will also be starting a group of beta testers that can have access to the map editor in its current forum and can begin building and designing maps and artwork. This group will also have advance copies of the client (and server at a later point). All who participate will be included in the Phoenix SS credits. Check the forum for more information on beta testing. Well, that all for now:) - Rich -
  9. Hi, OK, should be working now. ISP issue. New IP address is 174.125.77.190 Thanks, - Rich -
  10. A trace shows high packet loss and is preventing me from connecting here remotely. So I am working on it. I have the server up and running it is just not getting some packets. But, a good chance to test.
  11. Hi My IP changed and that's why it was down. New IP 207.119.111.133 . This changes now and then. - Rich -
  12. Hi, Thanks for testing this. I am working on the next version of the server which will support bullet to ship collision. In addition the server will more closely follow the client perdition model and call the kills as well as apply corrections to the clients state. I am also implementing a net system of sending and receiving player/actor moves, for example arrow left or right and fire. Because the server and the client use the same frameworks the results are the same (nearly in some cases). This also has the advantage of low net traffic as each move can be a byte (or less if compressed). The disadvantage is in timing the moves but it should be doable. This should start to forum the basis for a working server and client. The next steps will be in the development of security and server-side scripting. I will leave this server up until the next version is out. Thanks for testing. - Rich -
  13. I can see what looks like some of you attempting to connect but the client fails to connect. You're actually appearing on the servers map but it looks as if the log-on process is timing out too soon. I will have it fixed shortly.
  14. Spidernl, OK. I will change the time length and attempt rate to better cope with log-in's. Also I wonder if it could be a port issue. I am using ports 12345 and 12346 which I will change, I forgot too. I am open to port number suggestions and there is a safe range which I will look up. Thanks, - Rich -
  15. Server is still up and running good:)
  16. That could be because of packet loss and you could try it again later on and it might connect. And, someone with your nick was on just a sec but would not chat, LOL On the server side I think what I am calling scripts is what you are calling mod's. So, yes I plan to do something similar perhaps using LUA scripting which would let you have access to methods and functions within the frameworks. PS: Were you testing the client a bit ago? I wonder if the client actually connected and I was seeing you and you were 'not' seeing me. - Rich -
  17. @spidernl It looks like you made it onto the server I see your name in the chat text. The server is up and will remain so for awhile, until the version is out. I do plan to add scripting so you can make AI bots, custom game features and more. I have never looked at the ASSS or Bak's Discretion but I will look in to it. - Rich -
  18. Hi, I am surprised how well this first server attempt is going. I have had over a dozen log into the server with 'no' log-in or other problems. The client prediction and tween seem to be working great so far. - Rich -
  19. So far so good! Cheese and ahmad are here and all looks great so far. Come test
  20. http://www.phoenix.subspace.co/images/screenshot_server_a1.png Hi all, I have a 'basic alpha' server running and a new client application ready for testing. You can download the new client here: http://www.phoenix.s...lient_a85_c.zip or go to the main page: http://www.phoenix.subspace.co The current IP is: DOWN FOR TESTING Unzip and run the Phoenix SS application, select setup information and click 'Play Phoenix SS', Enter a name, then enter the IP address above and hopefully you will connect. I will be in-and-out today and tonight but hopefully I will see you on the server. You can hit 'T' to chat then enter to send it. Also remember the 'z' key fires and the arrow keys turn and move you. Number-pad '+' and '-' to zoom in and out and F10 to toggle screen rotation. F1 for help and more key options. The server is just a basic outline letting you fly around with others, fire bullets and is limited to 'TWENTY' players while testing. Collision is working on the wall parts but not bullet to ship collision at present. As soon as I am confident with the basic server framework I will add bullet to ship collision, should be up next. The server also has a basic chat system, just hit 'T', type a message and hit enter. Let me now how it works for you. - Rich - Version History: 5/4/2012 Ver:.a85_c -------------- This version is client only. Many optimizations to collision and part image rendering via the mapping framework. On my baseline system the FPS was increased by 60%. Radar is up and working although needs a little work. Networking has been added and this version marks the debut of the .a1 Phoenix SS server and client framework. The Phoenix SS game application can be a server (playable or dedicated) or a client. I may break them up but for now they are together. I have add a background system for debris like asteroids and will eventually add a foreground system for overhead FX. I have also reworked the tween system to be more robust and accurate. Lots of other little fixes graphics setup and more. I have for this version locked the background in place and the map itself now turns in rotation (F10) mode. I will be moving the radar to the center when rotation is on as it seems to make the best sense. When I rework the fronted there will be lots of options for things like radar placement and more. I just experimenting with the background and there will be option for that as well. Still lots to do like patch up holes in the placement of parts, developing the server and client net framework, adding game features and work to do on the editor.
  21. http://www.youtube.com/watch?v=NFQ21E-4QYI&feature=youtu.be Hi, In this video you can see the server ( the blue ship ) hosting two clients ( the yellow ships ). I have a basic outline of how to proceed now and it will not be long before you will be able to start testing the client. BTW, if you notice a low FPS it is because I am running a server ( playable mode ), a local client and video capture software on one system. - Rich -
  22. Hi, Here is a screenshot of the server and a client shooting lasers/bullets. I am hoping to have something out tomorrow but I am still having some issues with packet reliability. Soon for sure. - Rich - http://redeyeware.uphero.com/images/screenshot_client_server_bullets.png
  23. http://www.youtube.com/watch?feature=player_detailpage&v=hXb56qwS49s Hi This video shows a parallaxing asteroid field and lighted lasers (bullets). The end result looks sweet and the background elements system can handle many layers of z-order at varying rates of drift/movement. I am also experimenting with a moving background image so it moves slightly helping with orientation and feel. I wanted to get a working server and client up this weekend but it will be next weekend. I have made significant improvements in FPS speed nearly doubling it on my baseline system through optimizations to the frameworks. Plus many other fixes. Regards, - Rich -
  24. Cheese, Ya, I sometimes forget that not everyone knows this stuff. For those who don't know a quad ( quadrilateral ) is just basically a four sided polygon. 3D frameworks like DirectX or OpenGL use polygon's to draw every 3D object. Quads have 4 vertices ( points in space ) and those vertices are used to make a 2D surface which an image can be rendered to. So basically quads are square polygon's that are used to draw images on the display. It's is interesting to note that a lot of games use quads in their frameworks. It is a popular way to develop a game and maintain a level of portability between all the different hardware and OS platforms available today. - Rich -
  25. ZigNotZag, Yes. The light is a simple sprite or image (really a textured quad-poly) with the blend mode set to light-blend which gives the cool lighting effect. Through the map editor (also scripting later) you will be able to set the size (radius) , color, transparency and animation. The limit to use will be based on the power of the players video card and I suspect using lighting for bullets and other object "may" limit the amount of bullets you would be able to use in a map, but real world testing will flesh this out. The map design in general is a balance between all the cool effects (lots more to come), map parts and the players video card power. Although Phoenix SS looks 2D it uses textured quads (polygons) so the better your video card is at 3D the better Phoenix SS will perform. Other visual effects such as repel, shield hits and more will also be simple animated images with blending, color, size and more. In the future, when Phoenix SS has matured I plan to add 3D meshes for at least the walls and ships. It is much simpler though, to start everything out as quads then integrate 3D meshes into the framework after it has been established. The biggest problem will be performance on low end systems. This is why I am using quads as low end systems are better supported this way. - Rich -
×
×
  • Create New...